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When playing 2v2 does the entire alliance only get 2d6 power dice or does every player on the alliance roll 2d6 for power dice?
also the lore of shadow's spells enfeebling and withering effects on warriors of chaos's lore of nurgle curse of the lepper. can curse of the lepper be put on an enemy and then use withering or enfeebling to reduce the enemy to 0 str or toughness or do you have to lower the enemy to 0 with curse of the lepper directly?
The entire alliance only gets 2D6 Power dice. Magic never scales up, regardless of the size of the game. If you are playing 3k&3k vs. 3k&3k, it is no different than playing at 6k vs. 6k.
Remember that Trusting alliances may use one-another's Power and Dispel dice at will, but anything less than Trusting or Suspicious allies, then you must split the Power and Dispel dice, and may not dispel any spell that only affects the ally. Either player may still dispel enemy Augment or Vortex spells though, as these to not target an enemy in particular.
As for your second question:
Simply put- No, you cannot bring an enemy to 0 with Enfeebling or Withering. Both spells state that you can only reduce these stats to a minimum of 1.
Furthermore, this combo only works on the single magic phase in which both spells were cast.
The reason is that Withering and Enfeebling both say that they last until the start of the magic phase, whereas the -1 effect for Curse takes place at the start.
In other words, as soon as you generate Power and Dispel dice, Withering and Enfeebling both come to an end, and the enemy returns their S/T to it's normal value. Once the dice have been generated, and the magic phase is underway, then Curse kicks in and applies it's negative modifiers for the round. Does this make sense?
You have to cast Withering or Enfeebling, reduce the foe to the minimum value of 1, and then cast Curse to reduce them to 0. Otherwise, they will stay at 1.
Just had a huge game last night, where we had 10k points on both sides. We thought it could be interesting to bend the rules a bit, regarding winds of magic, so we decided to roll 4d6 for the power dice and took the two highest for the dispel dice. It worked great.
so the new rules made casters way less powerful on teams then...