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C3G Legacy Library This is the archive for all the designs released in the original era of C3G. Feel free to post any figure specific questions in their individual books.

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Old October 21st, 2016, 01:05 PM
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The Book of Spell Rules

The Book of Spell Rules
C3G SUPER SECRET EXCLUSIVE 52
DO YOU BELIEVE IN MAGIC?




Download the PDF

This set of rules is not necessary to enjoy C3G customs, but it is designed to enhance your SuperHero Battles by allowing figures with the Magical Defense Special Power to cast spells.


Common Spells Sheet
(first 8 common spells)

Unique Spells Sheet
(first 8 unique spells)

_________________________________________________________________

Spell Description- "The strongest spellcasters use magic to bend reality to their will. How will it change your game?"

-Rulings and Clarifications-
  • Q: Since the spells exist on a card separate from a figures army card, does that mean I can still use the spells even when the rest of that figures powers have been negated?

    A: No, the rules state that the Spell is considered a Special Power on the card of the figure casting it, thus a figure caught in Wonder Woman's Golden Lasso, Mindwiped by Zattanna, affected by Dr. Strange's Sorcerer Supreme Special Power, or similarly negated would not be able to cast any spells.
_________________________________________________________________

-Strategy, Tactics and Tips--Heroscapers Community Contributions-
  • Yodaking (Rules & System Development, Testing)
  • Karat (Rules & System Development)
  • japes (Rules & System Development, Art)
  • quozl (Rules & System Development)
  • Viegon (Rules & System Development, Testing)
  • johnny139 (Rules & System Development)
  • A3n (Rules & System Development, Art)
  • Flame Gryphon (Rules & System Development)
  • Zettian Juggernaut (Rules & System Development)
  • Tornado (Rules & System Development)
  • Dysole (Rules & System Development)
  • IAmBatman (Rules & System Development)
  • Trollbrute (Rules & System Development, Testing)
  • Spidey'tilIdie (Rules & System Development)
  • Arkham (Testing)
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Last edited by Splash; August 1st, 2022 at 08:29 PM. Reason: back to jpg
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Old October 21st, 2016, 01:05 PM
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Re: The Book of Spell Rules

C3G SPELL RULES
C3G Spells add a new layer to your games, allowing your magic-using characters (those with the Magical Defense special power) to draft and cast a range of Spells.

1. Drafting Spells:
Spell Cards, like Army Cards have an associated point cost listed on them. Spell Cards are drafted in the same way as Army Cards. There is no limit (except point cost!) to the number of different Spell Cards you can draft, and you can draft any number of the same Common Spell Card (indicated by the grey card border). However, like Army Cards, each player cannot draft more than one of the same Unique Spell Card (indicated by the purple card border).

Unlike Army Cards, Spell Cards do not have a figure that is placed on the battlefield. Instead, at the start of the game, place all of your drafted Spell Cards face-up next to your Army Cards. Note: you may never conceal any of your Spell Cards from other players.

Some Spell Cards may have additional limitations for drafting or casting listed on their cards, such as requiring specific Classes or Personalities on Army Cards in your Army.

2. Casting Spells:
Spell Cards can only be cast by figures in your Army with the Magical Defense special power, unless otherwise specified by a special power or rule. Each Spell says on its card when it can be cast and what its effect is. You cannot cast more than one Spell each player turn (remember, a player turn begins with revealing an Order Marker and doesn't end until the next player's turn begins). Out of turn Spells, such as Temporal Inversion, are not cast during a player turn; you cannot cast more than one of these Spells each Round.

When casting a Spell, you must declare which Spell you are casting and which figure you control is casting that Spell (remember, only figures with the Magical Defense special power can cast Spells). When a Spell refers to "this figure", it is referring to the figure casting the Spell. When a figure casts a Spell, you must resolve the entire effect of the Spell, and during that use the Spell is considered a special power on the card of the figure casting it. When using a Spell that has a Special Attack, that Special Attack is used instead of the casting figure's normal attack and it follows all standard Special Attack rules. Immediately after resolving the effects of a Spell, it is removed from the game, unless otherwise specified by a special power or rule.

Spell Cards are not attached to Army Cards and therefore are not "lost" when a figure is destroyed or is temporarily or permanently controlled by another player. You may continue to use Spell Cards as long as you have at least one figure in your Army with the Magical Defense special power.

Last edited by japes; January 12th, 2017 at 05:54 PM.
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Old October 22nd, 2016, 08:41 PM
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Re: The Book of Spell Rules

I'd add the SA clarification in like this:

Quote:
C3G SPELL RULES
C3G spells add a new layer to your games, allowing your magic-using characters (those with the Magical Defense special power) to draft and cast a range of spells.

1. Drafting Spells:
Spell Cards, like Army Cards have an associated point cost listed on them. Spell Cards are drafted in the same way as Army Cards. There is no limit (except point cost!) to the number of different Spell Cards you can draft, and you can draft any number of the same Common Spell Card. However, like Army Cards, each player cannot draft more than one of the same Unique Spell Card.

Unlike Army Cards, Spell Cards do not have a figure that is placed on the battlefield. Instead, at the start of the game, place all of your drafted Spell Cards face-up next to your Army Cards. Note: you may never conceal any of your Spell Cards from other players.

Some Spell Cards may have additional limitations for drafting or casting listed on their cards, such as requiring specific Classes or Personalities on Army Cards in your army.

2. Casting Spells:
Spell Cards can only be cast by figures in your army with the Magical Defense special power. Each Spell says on its card when it can be cast and what its effect is. Each player may use a maximum of one Spell during each player turn (noted by the reveal of an Order Marker and one or more figure turns following) and up to one other Spell each round that is not cast during a player turn.

When casting a Spell, you must declare which Spell you are casting and which figure you control is casting that Spell (remember, only figures with the Magical Defense special power can cast Spells). When a Spell refers to "this figure", it is referring to the figure casting the Spell. When a figure casts a Spell, you must resolve the entire effect of the Spell, and during that use the Spell is considered a special power on the card of the figure casting it. When using a Spell that has a Special Attack, that Special Attack is used instead of the casting figure's normal attack and it follows all standard Special Attack rules. Immediately after resolving the effects of a Spell, it is removed from the game, unless otherwise specified on the Spell Card.

Spell Cards are not attached to Army Cards and therefore are not "lost" when a figure is destroyed or is temporarily or permanently controlled by another player. You may continue to use Spell Cards as long as you have at least one figure in your army with the Magical Defense special power.

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  #4  
Old November 4th, 2016, 03:44 PM
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Re: The Book of Spell Rules

Looks perfect! Great work!

Instead of adding the line on the card colors, what about just incorporating it into the text like this?

Quote:
1. Drafting Spells:
Spell Cards, like Army Cards have an associated point cost listed on them. Spell Cards are drafted in the same way as Army Cards. There is no limit (except point cost!) to the number of different Spell Cards you can draft, and you can draft any number of the same Common Spell Card (indicated by the grey card border). However, like Army Cards, each player cannot draft more than one of the same Unique Spell Card (indicated by the purple card border). In addition to the text tag, Unique Spell Cards have a different color scheme to differentiate them from Common Spell Cards.
Looking over the wording again, I feel like we could be a little more clear/precise with the spell maximum bit. How do people feel about changing it to:

Quote:
2. Casting Spells:
Spell Cards can only be cast by figures in your army with the Magical Defense special power. Each Spell says on its card when it can be cast and what its effect is. You cannot cast more than one Spell each player turn (remember, a player turn begins with revealing an Order Marker and doesn't end until the next player's turn begins). Out of turn Spells, such as Temporal Inversion, are not cast during a player turn; you cannot cast more than one of these Spells each Round. Each player may use a maximum of one Spell during each player turn (noted by the reveal of an Order Marker and one or more figure turns following) and up to one other Spell each round that is not cast during a player turn.
One last thought: do we want to add a turn example in? The rules are pretty straight forward but it doesn't hurt to be extra clear. Something along the lines of:

Quote:
EXAMPLE 2: Using Spells
Doctor Strange and Wong are drafted with a Final Ruin and a Weapon of Destiny. On Wong's turn he attacks Doctor Doom, and Doctor Strange casts Weapon of Destiny to boost Wong's attack. On Doctor Strange's turn he also attacks Doctor Doom and inflicts a wound; Doctor Doom now only has 1 Life remaining, but Doctor Strange cannot cast Final Ruin since he already cast a Spell during the current player turn.
Not sure if it'd fit though.

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Old January 9th, 2017, 04:43 PM
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Re: The Book of Spell Rules

Looking over the rules closely, I noticed a couple small (potential) issues:
1) Both the spell cards on the cover and the cards used in the example are out of date versions of those spells.
2) There are a couple instances where we use "army" when we should probably be using "Army" capitalized, and the same for "Spell" (see below).
3) Considering some of the discussion to allow non-MD figures to cast spells, I wonder if we should cover that in the rules (see below)?
4) Considering some of the discussion of giving figures powers to hold on to spells, should we add something in for that (also see below)?

Quote:
C3G SPELL RULES
C3G Spells add a new layer to your games, allowing your magic-using characters (those with the Magical Defense special power) to draft and cast a range of Spells.

1. Drafting Spells:
Spell Cards, like Army Cards have an associated point cost listed on them. Spell Cards are drafted in the same way as Army Cards. There is no limit (except point cost!) to the number of different Spell Cards you can draft, and you can draft any number of the same Common Spell Card (indicated by the grey card border). However, like Army Cards, each player cannot draft more than one of the same Unique Spell Card (indicated by the purple card border).

Unlike Army Cards, Spell Cards do not have a figure that is placed on the battlefield. Instead, at the start of the game, place all of your drafted Spell Cards face-up next to your Army Cards. Note: you may never conceal any of your Spell Cards from other players.

Some Spell Cards may have additional limitations for drafting or casting listed on their cards, such as requiring specific Classes or Personalities on Army Cards in your Army.

2. Casting Spells:
Spell Cards can only be cast by figures in your Army with the Magical Defense special power, unless otherwise specified by a special power or rule. Each Spell says on its card when it can be cast and what its effect is. You cannot cast more than one Spell each player turn (remember, a player turn begins with revealing an Order Marker and doesn't end until the next player's turn begins). Out of turn Spells, such as Temporal Inversion, are not cast during a player turn; you cannot cast more than one of these Spells each Round.

When casting a Spell, you must declare which Spell you are casting and which figure you control is casting that Spell (remember, only figures with the Magical Defense special power can cast Spells). When a Spell refers to "this figure", it is referring to the figure casting the Spell. When a figure casts a Spell, you must resolve the entire effect of the Spell, and during that use the Spell is considered a special power on the card of the figure casting it. When using a Spell that has a Special Attack, that Special Attack is used instead of the casting figure's normal attack and it follows all standard Special Attack rules. Immediately after resolving the effects of a Spell, it is removed from the game, unless otherwise specified on the Spell Card by a special power or rule.

Spell Cards are not attached to Army Cards and therefore are not "lost" when a figure is destroyed or is temporarily or permanently controlled by another player. You may continue to use Spell Cards as long as you have at least one figure in your Army with the Magical Defense special power.
Yea either way.

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Last edited by Viegon; January 9th, 2017 at 06:59 PM.
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  #6  
Old October 21st, 2016, 01:18 PM
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Re: The Book of Spell Rules

One outstanding issue for Final Editing is the question A3n brought up concerning where SA spell use is covered. We can indicate on the spell card itself or as part of the rules that using a spell SA is in place of the figures normal attack. I think it would be best just to include something in the rules since it would apply to all SA spells rather than repeat ourselves on each SA card. I'm not the wordsmith around here but a simple addition to the rule book (section 2 casting spells) like this:

Some spells feature a Special Attack, when casting these spells the Special Attack is used in place of the casting figures normal attack for that turn.

Other issues, everyone happy with the name of the thread? I tentatively named the release 'do you believe in magic special release' but that can be changed. Not sure what goes in the line below that, it seems that some of the other rule books were presented as add-ons to previous releases (World's Finest, Fantastic Forces Unite!, etc.). What do we want to do here? For the spell description section I used one of the suggestions from the art department rulebook design thread. We can change it up though, just let me know what we are going for there.

For the community contributions, I listed everyone who participated in the rules discussion thread up through page 29, where we started moving forward with what he have now. I then included all those who contributed tests. I also listed japes & A3n for art, let me know if Arkham or anyone else ends up helping out on the art front and I'll update accordingly. Actually, maybe I should just put japes down for art here in the rulebook thread and A3n down in the individual spell threads? Not sure how the art duties have been divided up behind the scenes.
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Old October 23rd, 2016, 02:07 AM
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Re: The Book of Spell Rules

Sounds good to me. I'll give everyone else a chance to comment before updating.
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Old October 23rd, 2016, 11:03 AM
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Re: The Book of Spell Rules

That works.

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Old November 4th, 2016, 10:52 AM
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Re: The Book of Spell Rules

Cover shot and PDF posted.

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Old November 4th, 2016, 11:13 AM
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Re: The Book of Spell Rules

Look great to me.

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Old November 5th, 2016, 03:01 AM
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Re: The Book of Spell Rules

Looking good Japes. Is the yellow background the same shade used in other rules? It just looks a little dark here, but I haven't take the time to pull any others up to compare. Also I think you should either cut around the cards at the cut line or not at all. What you have done at the moment cutting only bits of the top card looks very strange.
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Old November 5th, 2016, 01:32 PM
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Re: The Book of Spell Rules

Quote:
Originally Posted by A3n View Post
Looking good Japes. Is the yellow background the same shade used in other rules? It just looks a little dark here, but I haven't take the time to pull any others up to compare. Also I think you should either cut around the cards at the cut line or not at all. What you have done at the moment cutting only bits of the top card looks very strange.
First pass I cut and then I went back to not cutting...just missed part of it.

Color selected from the other rules so should be the same.

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