The Doldrums of Magic

As a follow-on to yesterday’s post about Storm of Magic:

We’ve got one local player, Arromanche (who maintains the Army Builder 2.2 WHFB files), who doesn’t normally play in tournaments any more, but he always stops by to help out and play ringer if one’s needed.  He really hates magic in 8th edition… and Storm of Magic is a bridge too far.

Early in the planning, he offered “I’ll help out but I am NOT playing. The very word MAGIC means no way.”

Totally reasonable, and the help’s always appreciated (he knows the rules and books better than I do, better than you do, and better than both of us combined)… but I thought this was funny, so:

The Very Word MAGIC Mans ‘No Way’

Practitioners of the Arcane Arts are well familiar with a phenomenon known as the “Arromanchic Doldrums,” when furious Winds of Magic inexplicably and unexpectedly (inexplectably!) ebb– even during the most tempestuous of magical storms.

During any Magic Phase Arromanche observes the beginning of, instead of using the Wild Magic rules, use the following rules:

  • Roll 3D6 to determine Winds of Magic
  • The dispelling player receives the sum of the two highest rolls as dispel dice, treating the second highest roll as a d3 rather than a d6. If the two highest rolls are doubles, treat both as d6s.
  • The limit of power and dispel die pools is 18.

I’m proposing using this rule at the tournament. So far one participant and one non-particpant have said they think it should be used… nobody’s said it shouldn’t. I’m still debating whether I should use it or not.