Spell Duration

Forwared from „Duration“

This site uses cookies. By continuing to browse this site, you are agreeing to our Cookie Policy.

The latest issue of the 9th Scroll is here! You can read all about it in the news.

Our beta phase is finally over. Download The Ninth Age: Fantasy Battles, 2nd Edition now!

  • A spell's duration descried how long the effects of the spell are applied.
    Instant
    If a spell is marked as “Instant” the effect of the spell has no lasting Duration - effects are applied once, afterwards the spell ends automatically.

    Lasts One Turn
    If a spell is marked as “Lasts One Turn”, the effect of the spell lasts until the start of the Caster's next Magic Phase.If an affected Unit is divided into several Units (the most common example is that a Character leaves its Unit), each of the Units formed this way keeps being affected by the spell's effects. Characters that join a unit affected by Lasts One Turn spells are not affected by the spell.

    Permanent
    If a spell is marked as “Permanent”, the effect of the spell lasts until the end of the game or until a designated ending condition (as detailed in the spell's effect) is met. Permanent spells can never be removed by any other means than the way described in the spell. If an affected Unit is divided into several Units (the most common example is that a Character leaves its Unit), each of the Units formed this way keeps being affected by the spell's effects. Characters that join a unit affected by Permanent spells are not affected by the spell.

    Remains in Play (RiP)
    If a spell is marked as “Remains in Play”, the effect of the spell remains in play (abbreviation: 'RiP') until the spell is dispelled or the Caster is slain. If an affected Unit is divided into several Units (the most common example is that a Character leaves its Unit), each of the Units formed this way keeps being affected by the spell's effects. Characters that join a unit affected by Remains in Play spells are not affected by the spell. Any player can dispel RiP spells during the Magic Phase, at a time defined by the Magic Phase Sequence, using Magic Dice (Power or Dispel) as Dispel Dice and following Spell Casting Sequence steps 4-5. A Caster can automatically dispel his own active RiP spells without using any magic dice, while an opposing Caster must make a dispel attempt.To successfully dispel an opposing Remains in Play spell, the dispel attempt must be equal to or greater than the lowest required casting value of the spell (ignoring casting values of boosted versions). Until the Remains in Play spell has ended, the spell cannot be cast again by the same Caster. If the Caster of the spell is slain, the spell's effects are automatically dispelled at the first possible moment the spell could normally have been dispelled (see Magic Phase Sequence).

    3,822 times viewed