PLEASE IGNORE THIS PAGE FOR NOW. Will work out odd
rules later.
Phase Exceptions refer those actions which either last from
one phase to another, break the two spell efects rule or are spells that can be used in
the Melee phase.
Hung Spells
First are the Hung Spells. These are spells that
are cast during the Casting Phase but do not take effect until the Melee phases.
These spells when cast are not called by name just by level. ("Casting 3rd level
spell"). They are:
Armor
Damage Shield
Enchant Armor
Enchant Weapon
Ghostform
Negate Attack
Neutralize Weapon
Piercing Blow
Spectral Blade
Wraithform
Doppleganger
The Doppleganger spell is an oddball because while
takes effect immediately but is called out like a Hung Spell. Please read the
description carefully before useing this spell
Spell Shield
The next exception is to the two effects rule. You are only allowed to have two
spell effect besides your personal spells. Spell Shield is a perminate spell that
dispells the first negative spell of the same level as the Spell Shield. If you have
a Spell Shield up before you encounter a combat it does not count as one of you personal
spells or one of the two additional effects. If you cast it in combat though, it
does count as one.
Lasting Spells
There are a number of spells that are
take effect during the casting phase but last for the whole combat. Most of these
are of the +hit points or -damage variety. Here is a quick list. (running late
will make sure I haven't missed any as soon as I can):
Aura of Protections
Aura of Negations
Curse
Eldrich Form
Fears
Heroisms
Invulnerability
Rage
Shackle
Sleep
Spell Shields
Escape Spells
Escape Spells are one of the few spells
that can be cast during the Melee phase. There are discussed here
Dispell Magic
If we allow combatants to cast escape
spells it is only fair that we provide a means for players and monsters to counter the
spell. Hence Dispell Magic can be used during the Melee phase.
Weapon Strike
The Weapon Strike spell reads as
follows: "Delivers damage equal to the casters First Strike without
actually touching their foe. This spell does not activate Damage Shields and may be used
on a foe fleeing from the combat. Each combatant can only cast this spell at an opponent
once per combat." So
if your opponent uses an Escape Spell you are allowed one parting shot at them using this
spell. The only downside is that the Weapon Strike does not nessearily negate the
escape. If the Weapon Strike would be fatal, Runs are stopped cold. Teleports
give the escaper a chance to run for 30 seconds but if the WS killed them they have to
stop and drop. No looking which way they ran. If the Teleported individual can hide
or hit a safe spot in that ½ minute,
then hats off to them. Teleport to Safety is unstoppable. Either they appear
in a safe place alive or appear there dead. Regadless, they are still away and hence
unlootable.