SCS W&W v2.7
SCS W&W v2.7
7
Worlds & Wishes: An Advanced Guide to the SCS for Players & GMs
For use with QuasarBlack’s AMGCYOA v1.5.1 and the SCS v2.7
Created by Jeanne D’Code, with help from a number of IRC and Discord regulars, anons on /tg/, /a/, and /m/, and a
number of IRL testers.
This document is indented to be used in conjunction with the AMGCYOA SCS v2.7 Core PDF, as
well as the AMGCYOA SCS v2.7 PDF Order & Chaos; Friend & Foe. If you are missing those
documents (or the documents those are based on), the contents of this PDF will make significantly
less sense.
In this expansion to the SCS v2.7, you will find the following:
An Outfit or Weapon can be crafted with 5 CT, using the proper materials. When you create a
piece of Legacy Equipment, you choose an ability based on the number/type of Materials used.
That ability consumes the first two Enhancement slots of the equipment. Some materials will
forcibly attach one or more additional abilities, which do not consume slots. Even if you have the
materials to apply multiple abilities, you can only select one ability to apply to the piece of
equipment. After creation, the equipment can be upgraded just like any other of its kind.
Legacy equipment counts as a Relic. They are considered magical by default. Legacy Outfits
provide the default EVA/DEF adjustments for the proper Outfit type.
Linkage
No girl fights alone. With friends and allies at her side, even a girl without Power of Friendship
can overcome anything. Even the bonds forged with rivals and foes can prove powerful in the
end.
A mechanic frequently referred to in the SCS Core PDF, Linkage allows you to give combat
weight to the bonds you’ve forged over time. Linkage is categorized by Rating/Rank and Type.
The Rating is based on a number of factors, which also determine the capacity to establish Linkage
in the first place.
For each of the following conditions you fulfill with the unit, your Link Rating with that unit is
increased by 1, to a maximum of 5:
The secondary effects of Linkage types are as follows. For all of these, X = Link Rating.
Linkage Types
❖ Affection – The unit is one you consider dear to you. Increase your Sync Rate in a Fusion
with the unit by 10%. For each rating above 1, increase the Sync Rate bonus by 5%.
❖ Cantor – Y = Amount of stats paid for cost. You are a maestro, and the unit is your
performer. Guide them well, and the piece will be perfect. At the end of the unit’s turn,
restore 1 point to each of your stats. While your HP is at maximum, if you would pay stats
for the cost of the unit’s ability, you may substitute “Sacrifice Y*10” for that stat cost. You
cannot obtain this Linkage type unless granted by an effect.
❖ Comrade – The unit is one you see as a cherished friend. OpE, at the end of a turn where
you and the unit are KO’d, revive with X*5 HP.
❖ Conductor – The unit is your maestro, and you are the performer. Stick to the rhythm, and
all will be fine. When you would pay a Stat or Sacrifice cost to use an ability, you may
request that the unit pay the cost for you. +1 DEF and +2 EVA for each stat you have that
does not have a negative Stat Modifier. You cannot obtain this Linkage type unless
granted by an effect.
❖ Curiosity – Somebody that’s piqued your interest. You may not like or dislike them, but
they make your omo all shiroi. When the unit deals a Critical Hit or is revived from KO,
restore 1 point to a stat of your choice. You can use this effect up to 2*X times per
encounter.
❖ Malice – The unit is one you seek to destroy at any opportunity. For the first X rounds of
an encounter, you can only target the unit and yourself. During those rounds, your
Targeting cannot be changed by any effect, and increase damage you inflict to the unit by
50%. This effect ignores Absolute Direction.
❖ Master – Only applies to Summoned creatures or Familiars. The unit is your Master.
Increase your DEF, EVA, and Critical Hit Rate by half of the unit’s respective base values
in those stats.
❖ Nuisance – Somebody you’re not too keen on, but fate keeps pushing you together. Each
time you move a Stage away from the Linked unit, restore X*5 HP.
❖ Rival – The unit is somebody that pushes you to improve yourself. If the unit is in a battle
with you (either as an ally or foe), increase Damage you Deal by 5*X.
❖ Schadenfreude – The unit is somebody that may not necessarily be an enemy, but you
enjoy seeing them squirm and fail. When the unit is inflicted damage, restore X*3 HP.
Regardless of what kinds of Linkage you have, you normally cannot have Linkage with more
than 5 units at a time. Certain abilities and effects grant Temporary Linkage, which bypasses this
limit. Temporary Linkage cannot exceed Link Rating 2, even if it fulfills more conditions.
Fusion
Sometimes your power just isn’t enough. Sometimes you need to combine forces with your allies
in a more literal sense. Fusion is an advanced mechanic that allows players to combine forces.
With Fusion, multiple Magical Girls can combine into a single entity, giving access to more
powerful capabilities and higher forms of magic.
Fusion can be attempted by 2 or more units as a Full-Turn action1, used by all units that wish to
fuse, in the round they wish to fuse. At the end of the round, all of the participants compare their
respective Sync Rates, applying modifiers as necessary. Roll 1d100, comparing the Average of all
Sync Rates to the roll. If the result is less than or equal to the average, the units successfully fuse.
Otherwise, inflict 1d12 damage to all participants.
Monster Girls (Natural nor Corrupted) cannot Fuse. Dark Magical Girls can only fuse with the
Soul Within Enhancement. Without this Enhancement on their current Outfit, Dark Magical Girls
cannot fuse. You cannot fuse with a Twin or Duplicate of yourself. You cannot fuse with any unit
that is not deployed in the current encounter.
Sync Rate
1
This is NOT considered an ability, and thus cannot be negated or nullified.
✓ Increase your Sync Rate by 10% for each unit you share a Specialization with. Oddballs
are always considered to be a different Specialization, even with other Oddballs.
✓ Increase your Sync Rate by 10% for each unit you share a Starting Weapon Type with. If
the shared type is the secondary type of a Dual Weapon (on either unit), the bonus is
decreased to 5%.
✓ Increase your Sync Rate by 40% if your CST is within 5 points of all other units.
✓ Increase your Sync Rate by 15% if one of the units is your Tuner. If the ONLY other unit
is your Tuner, this bonus is increased to 40%.
✓ Increase your Sync Rate by 4% for each Link Rating you have with the other units.
✓ Increase your Sync Rate by 20% for each unit with a Fusion Trinket you created.
Decrease your Sync Rate by 8% for each other unit beyond the first.
Decrease your Sync Rate by 15% if you have a Tuner and none of the other units are your
Tuner.
Decrease your Sync Rate by a value equal to your missing Stability.
Decrease your Sync Rate by 3% for each Condition currently applied to you.
Decrease your Sync Rate by 10% if your HP is less than 50% of its maximum.
Decrease your Sync Rate by a value equal to the absolute value of your stat modifiers.
Results of Fusion
If a Fusion is successful, the units all become a single Fused Entity. The Fused Entity does not
take a turn the round it is created, but rolls initiative (as Xd100, where X = number of units) and
acts starting with the next round (it does not Intrude). A Fused Entity is slightly different from a
normal character:
❖ Stats – A Fused Entity’s stats are calculated individually, equal to the average of all units’
respective stats added together, multipled by 1.5. If the units are Tuners of each other, the
Fused Entity’s stats are equal to 1.5x their combined stats, not the averages.
❖ HP – The Fused Entity’s HP is equal to the combined current HP values of the units. If
this value would exceed the Maximum HP (as determined by the Entity’s VIT), it is
instead equal to the Fused Entity’s maximum HP.
❖ Abilities – The Fused Entity has all of the abilities of the units. OpT status of abilities
resets on each of the Fused Entity’s turns.
❖ Weapons – The Fused Entity has access to all of the units’ weapons, and can wield up to
two of them at the same time. When using the Attack ability, you can Attack with both
weapons simultaneously (either on the same target or different Targets). ATK Charge
effects currently active on you apply to both Attacks. A Fused Entity cannot use a Horror
Patron’s Pact Weapon unless all of the units are aligned with the same Horror.
A Fusion is immediately terminated if the Fused Entity reaches 0 HP. If this occurs, all of the units
are KO’d. A Fusion can also be cancelled if 10 rounds have passed since the Fusion took its first
turn, or if any of the units wish to cancel the Fusion. In these events, the units are all deployed at
the position of the Fused Entity, and reroll Initiative (those units Intrude at the end of the round).
Tuners
A Tuner is a highly important person that you synchronize well with. Be it a rival that works with
you against common foes, your One True Love™, your best bro, or even just a really common
partner in crime, selecting your Tuner isn’t a trifle. Your Tuner must be somebody that is not you,
is not a Twin of you, does not already have a Tuner, and does not have a Corruption stat, but you
are otherwise free to select any mutually-agreeing character as your Tuner. Once you pick your
Tuner, you cannot change it outside of extreme circumstances. The decision to bond yourselves
together must be a mutual and permanent one. You are permitted to fuse with somebody that is
not your Tuner, but if you fuse with somebody else’s Tuner you will incur a penalty to your Sync
Rate (described above).
Fusion Trinkets
A Fusion Trinket is a Relic that can be crafted with 5 Copper coins and 2 CT. A unit can only
equip a single Fusion Trinket at a time, but can hold up to 3 Fusion Trinkets of different units. A
Fusion Trinket will expire after a successful fusion or 3 instances of Downtime without being
used. You receive no benefit from a Fusion Trinket that you have crafted.
Augments
Coins are pretty useful things. They improve your powers, give you more spells to work with,
help make your weapons more efficient, and help reinforce outfits so that you can survive easier.
2
For example, a Fused Entity with 3 units would roll 4d100 for Initiative.
In this case, you turn to the Magical World’s favorite little helpers: Augments. Augments are
small, spell-like effects that are anchored to the magical girl using them, by using coins at the
character’s disposal. Most magical girls and monster girls can use just about any augment. You
don’t have to activate Augments after you initially anchor them to yourself. They are not
considered abilities, but persistent effects.
Anchoring an Augment
You can choose to anchor an Augment to yourself at any time during a Reprieve. Each Augment
consumes a single coin of its type: Bronze, Silver, or Gold, and you can only have a specific
number of Augments of each type anchored simultaneously. Each augment has conditions for its
use, as well as a duration for use in its description. When an augment wears off, you must wait a
full Reprieve before you can replace it with a new Augment.
When you enter Sealed, Suppressed, or Civilian Form, you can choose up to one augment of each
type (Bronze, Silver, Gold), and if you do, you can use the effect(s) of those Augments even while
in Sealed/Civilian Form. You can choose different Augments to retain each time.
Augments have a Anchor Duration, designated by the type of coin used to anchor the augment.
The Anchor Duration automatically goes down by 1 per Reprieve and 2 per Downtime. All
Augments are removed if you Reincarnate, regardless of their remaining Anchor Duration.
Bronze Augments
You can have a maximum of 10 Bronze Augments anchored at a time. Each Bronze Augment has
an Anchor Duration of 5.
❖ Agility Boost – Increase your AGI by 1. Your AGI cannot be raised higher than 10 this
way. If your AGI is higher than 10, this effect is nullified. You can anchor this augment
multiple times simultaneously.
❖ Argon Coin – At the start of your turn, restore 2 HP.
❖ Cost Down – When you would use a Spell with a stat cost, increase that Spell’s Tier by 1,
then decrease that stat cost by 1 (to a minimum of 1).
❖ Hasten – When you would use an Active spell, increase that Spell’s Tier by 1, increase the
cost by 2 AGI, and use that spell as SP 2 instead.
❖ Link Bound – When you would use a single-target spell with yourself as the Target,
increase that Spell’s Tier by 1, increase the Spell’s cost by 1 MAG, and that Spell can affect
a single other unit you have Linkage with, in addition to affecting you.
Silver Augments
You can have a maximum of 5 Silver Augments at a time. Each Silver Augment has an Anchor
Duration of 15.
❖ Agility Up – Increase your AGI by 1. You can anchor this augment up to 3 times
simultaneously.
❖ Ambush – X = Difference in your Initiative and the Foe’s. When you would use a Spell that
deals damage to a single foe while your Initiative is higher than theirs, increase that Spell’s
Tier by 1, increase the Cost by 1 AGI, and that foe’s EVA is reduced by X against that spell
only.
❖ Clear Mind – When you would use a Spell while you have no Conditions applied to
yourself, increase that Spell’s Tier by 1, that spell gains “Sacrifice (15)”, and decrease the
Stat Cost of that spell by up to 2 points (minimum 0).
❖ Defensive – When you would use a Spell on your turn that deals damage, increase that
Spell’s Tier by 1, increase the Spell’s Cost by 1 LUK, and increase your DEF by 2 and your
EVA by 4 after that spell resolves. You cannot benefit from this effect multiple times. This
effect expires at the start of your next turn.
❖ Destructive – When you would use a Spell on a single Target, increase that Spell’s Tier by
1, increase the Spell’s Stat Cost by 1 MAG, and that spell gains “deal 2d12 damage of your
Gold Augments
You can have up to 1 Gold Augment anchored at a time. Gold Augments has an Anchor Duration
of 30.
Alterations
Augments provide a repertoire of little tricks and modifications that give you flexibility as a
magical girl, but their main flaw is that they require coins. What about the ingenuity and
diligent girl that’s also broke? Now, through training and hard work, you too can have cool
modifications to your abilities, via Alterations!
Alterations (or “Alters”) allow you to adjust your Transformation Trinket to modify how it
affects you. Each Trinket has three primary aspects that can be altered: Style, Form, and
Essence. Each Alteration is crafted, and as such follows the normal Crafting rules. An Alteration
does not use materials, and is 2 CT to apply, and you can only apply 1 Alteration at a time. A
Trinket can only have one of each type of Alteration at a time, and you only get one Trinket.
You can override an old Alteration with a new one of the same type, but if you ever want the
old one back you must craft it again from the start.
Alterations run off of a new resource, Alter Points (AP). By default, you have 0 AP, but
applying an Alteration will increase your maximum based on the current Alteration(s) you have
applied. AP do not recharge automatically during a Reprieve or Downtime. Some Alterations
give you a method to recharge AP, but you can always recover 1 AP with 1 CT.
Style Alterations
Style Alters will modify an aspect of your transformation itself. These effects are temporary,
and utilizing them requires you to actively transform/unseal.
❖ Burst Style – Max AP+1. When you Transform or Unseal, you can expend X AP to deal
3X True dmg to all foes. For each unit inflicted damage by this effect, recover 1 AP.
❖ Purge Style – Max AP+3. When you Transform or Unseal, you can expend 1 AP to
remove all Conditions from yourself. For each Condition removed, recover 1 AP.
❖ Rebound Style – Max AP+2. X = Current AP. When you are returned to Civilian Form,
recover 2 AP. The second time you Transform or Unseal in an encounter, Apply
[Heroism] (X Turns).
❖ Rush Style – Max AP+1. When you Transform or Unseal, you can expend 1 AP. The first
turn after you finish Transforming/Unsealing, you gain 1 additional MS.
Form Alterations
Form Alters typically adjust how your Transformation works, or modify some aspect of the
Trinket itself. These effects are semi-permanent, as they only function while Transformed or
Unsealed.
❖ Command Form – Max AP+2. When you call an Assist, you can expend 1 AP in the place
of the MS and Initiative cost(s) (other costs must still be paid as normal). Each Assist can
only be called once per Round this way. Each time you call an Assist without this effect,
recover 1 AP.
❖ Element Form – Max AP+2. X = Current AP. When you apply this Alteration, choose a
single damage attribute associated with your Specialization(s) or Soulbound Weapon(s).
Increase your Resistance of that damage attribute by X*15%.
❖ Guardian Form – Max AP+1. During another unit’s turn, you can expend 1 AP as
Reactive to use the Defend ability. This use of the Defend ability lasts until the start of
the next turn.
❖ Weapon Form – Max AP+3. Each time you inflict damage with an ATK Ability, recover 1
AP. If your weapon is Disarmed, you immediately Revert (if a Magical Girl or Dark
Magical Girl), or are Sealed/Suppressed (if a Monster Girl).
❖ Weaver Form – Max AP+2. You can expend 2 AP to cast two spells with the same timing
(but different names) as a single action. The two spells are considered the same action
for negation and nullification purposes (for negation effects that rely on Tiers, use the
highest Tier of the two spells, or EX as applicable), but are still treated as separate
abilities for effect that consider Ability names. If one of the two spells is
negated/nullified, the entire action is negated/nullified.
Essence Alterations
Essence Alters typically adjust your Civilian, Sealed, and Suppressed forms. While these effects
can be utilized while Transformed/Unsealed, they are more useful in
Civilian/Sealed/Suppressed Form.
❖ Anchor Essence – Max AP+3. While in Civilian Form, Equipping a Soulbound weapon
does not count against your limit for equipment with Soulbound. Equipping a
Soulbound Weapon while you are in Civilian Form does not increase the MS required to
use the Equip ability.
❖ Body Essence – Max AP+1. Increase your STR, AGI, and/or VIT by up to 2 points total.
❖ Mind Essence – Max AP+1. Increase your MAG and/or LUK by up to 2 points total.
Monster Abilities
At times, you may find that the Monsters in the Bestiary are not quite effective at challenging
players, or perhaps these monsters have become too “same-y”, but you don’t wish to go through
the effort of designing new ones from scratch. Monster Abilities provide a way of allowing
monsters to be customized to give them various effects that make them dangerous or variable in
combat.
You can choose to apply Monster Abilities as you wish, but for simplicity’s sake they are
presented in a roll table for assistance with randomization. Remember to increase the coin
rewards for combat with a monster that has additional Abilities.
1. Adaptive – Passive – When the monster is inflicted damage, increase its Resistance to that
damage attribute by 50% until the next time it is dealt damage.
2. Alpha – Passive – Increase all stats by 4. HP+50. DEF+3. EVA-8.
3. Blood Strike – Trigger – Increase the damage of ATK abilities by 7d4, but after using an
ATK ability, the monster’s HP is reduced by 7.
4. Corrosive – Passive – When the monster is KO’d, increase the CP values of all units by 3
each.
5. Diehard – Trigger – When the monster’s HP would be reduced to 0 or less by an ability,
the monster survives with 1 HP. This ability has a 100% activation chance. Each time this
ability is triggered in the same round, the activation chance decreases by 25%.
6. Esuna Guard – Passive – At the start of the monster’s turn, they can remove any
Condition(s) applied to them of their choice.
7. Explosive Armor – Reactive – Re: When the monster is dealt damage from a Melee or Fist
Attack, deal 14 True dmg to the attacker.
8. Fury Strikes – Reactive – Re: After successfully dealing damage with an ATK ability, the
monster can use 1 MS to Attack the same Target immediately.
Mundane Equipment
At times, a character might find themselves in a position where they need a weapon. Perhaps
they’re former military, looking to fill the void of no raifu, or perhaps they tripped over a
vampire who just ate an entire squad of police officers. Or maybe they’ve been challenged to a
duel to the death and are being offered a rapier, the only weapon acceptable in that duel.
Whatever the reason, there come times where magical weapons aren’t accessible or viable. In this
case, the character must turn to mundane weapons.
Mundane equipment can be found all over the multiverse, and can typically be purchased with
Resource Credits. A mundane outfit or weapon can be purchased with 2 RC and 1 CT each, but
only during Downtime. You can obtain mundane ammo with 1 CT (for all the ammo you wish to
obtain) during Downtime, at an RC rate based on the type of ammo you wish to obtain:
It should be noted that if you make a nonmagical weapon or outfit magical, it loses all of its stats
as a nonmagical piece of equipment and adopts the stats typical to to magical versions of the type
of equipment.
Mundane Weapons
Nonmagical weapons have a bit more nuance to them than the standard magical weapon.
Mundane weapons are not designed to channel magic and will break if forced to do so. This is
represented by the Durability stat. Each time you use a weapon as a conduit for a weapon-
associated spell and/or an ATK ability where one or more of your stats used for the weapon’s
damage is higher than 6, decrease the Durability of the weapon by 1 after the ability resolves. If
the weapon’s durability hits 0, it breaks irreparably. If using a spell that requires Ammo, you are
required to expend the proper amount of mundane Ammo (the type associated with the weapon’s
Bonus effect) to use the spell.
Most mundane weapons have a Bonus effect. In most cases, the bonus effect will require you to
either fulfill a condition or activate the effect. In other cases, the bonus may require you to use
mundane ammo. When doing so, if no special activation is otherwise listed, it is a cost for using
the effect alongside the weapon’s regular Attack.
You can avoid the weapon losing durability by utilizing the Hold Back ability:
❖ Hold Back – Active/Speed; Inherent – ATK Charge(Your next Attack will not cause
weapon durability to decrease, but treat your stats as being 4 or their current value,
whichever is lower, for the purposes of determining damage of that Attack.) // SP X. Can’t
be used as Active. ATK Charge(Your next Attack will have an X*40% chance to not
decrease weapon durability, but treat your stats as being 4+(3-X) or their current value,
whichever is lower, for the purposes of determining damage of that Attack.)
Mundane Outfits
Nonmagical outfits can be found scattered around. Typically these serve as situational
protections against the elements or against harm. Mundane Outfits do not provide EVA/DEF
Field Effects
Fights as a magical girl can happen under a variety of conditions. Fighting your rival in the rain,
taking out the villain in a snowy fight to the death, or trying to escape an erupting volcano.
Sometimes the field conditions aren’t in your favor. Sometimes you can bend them to your favor.
A Field Effect is a persistent effect either granted by the GM or created by a Spell effect. When an
effect is applied that changes the Field, the old Field Effect is overwritten. Certain Field Effects,
such as Aurora, don’t override the old Field Effect, and instead exist alongside it.
After a Field Effect from a spell expires, the Field returns to its default state. Only your GM has
the ability to change the default Field Effect. In certain conditions, Field Effects may not work.
For example, trying to turn a firestorm into a snowstorm will typically not work. Ultimately,
though, these changes are up to your GM.
Some of the listed Field Effects cannot be applied through Spells. These are meant to give GMs
more options for default Field Effects. Certain Field Effects adjust the Green provided by the area.
Apply these adjustments when the Field Effect is applied.
Optional Rules
The SCS has a lot of rules. A LOT of rules. However, even then, many GMs find themselves in
need of that little extra something. Keeping with the rest of this PDF’s additions, offered here are
a set of Optional Rules that GMs can use to change up their game.
GM’s Note: Make sure your players know in advance that you intend to use these rules BEFORE
the session, as well as what rules you intend to use. It’s not particularly fair to anybody to bring
up that you’re using G&G Mode after the player burns all of their stats.
Grid Combat
This is an optional game mode that changes the range-band based movement system into a
standardized one for play on a grid. Ranges are redefined by the number of spaces away the unit
is, as listed in the “Position Ranges” section of the SCS Core PDF. Moving into Far, Long Range,
and Extra Long Range does not require additional MS. Certain abilities that function differently
in Grid Combat include those adjustments in their description.
Generic Cap
This optional rule puts a cap on the number of unique Generic spells a player may use in an
encounter. Under this rule, no unit may use more than 3 Generic Spells with different names
during the same mission.
Initiative Regen
This rule gives players more Initiative to work with as a resource for Assists or other abilities. At
the start of each round, the GM rolls 1d20, adding the value rolled to all units’ Initiative values.
Shared HP
This optional rule combines the HP values of all units on the same side of an encounter. This rule
can make allies a more clear-cut affair, and also give players more HP to work with. Please note
that this will make specific abilities that run off of % of HP harder to use.
Specialization Affinity
Using this rule, each Specialization gains a Type Chart of sorts, which adjusts the Resistances to
certain other Specializations. If your Specialization is Weak to another Specialization, damage
inflicted to you by that Specialization’s spells is increased by 1d12, and your side of contests
against that Specialization’s Spells is reduced by 1d12. If your Specialization resists another,
damage inflicted to you by that Specialization’s Spells is decreased by 1d12, and your side of
contests against that Specialization’s Spells is increased by 1d12.
Coming of Age
A core aspect of most Mahou Shojou, characters frequently explore themselves and develop over
time, eventually maturing and becoming better people. An easy way to incorporate this is to use
villains that reflects fragments of the characters, or even characters in similar circumstances that
make different choices. To some degree, even the environment can provoke this. Good examples
of this theme can be found in Pretty Soldier Sailor Moon, Akanesasu Shojou, and Revolutionary
Girl Utena.
Relationship Drive
Most Mahou Shojou are VERY focused on love interests and deep friendships. These things
contribute to the overall sense of protection that most of the characters are meant to have. This
Gameplay FAQs
The following is a section of frequently asked questions regarding game mechanics and rulings.
These rulings are meant to be mostly open to interpretation, as GMs may have other ideas on
how to run the system in their sessions.
Q – What’s the difference between “Sealed” and “Suppressed”? Are you locked out of abilities
that don’t specifically list “Suppressed”?
A – Suppressed is just Sealed but notated differently for the purposes of simple notation. Abilities
that affect you in Sealed Form also affect you in Suppressed Form, unless otherwise stated.
Q – Does the spell “Big Return” refund the stats paid for related spells, or just treat it as if I had
not used the OpE ability?
A – It only makes it so that your prior usage of an OpE ability does not count.
Q – What happens when I stack effects that force a unit to designate a specific unit as a Target
first?
A – Let’s say that in this example, Unit A would like to attack Unit B, but Units C and D both
have Pack Fighting active, preventing Unit A from attacking Unit B. Unit A does not have an
ability that can target both Units C & D, but Unit A may choose to target just one of them. They
still cannot target Unit B since Pack Fighting still prevents them from attacking anything but one
of the designated Targets first. Unit A decides to attack Unit C. Before Unit A can target anything
else, they must target Unit D (since Unit C’s effect that forced Unit A to target them first is no
longer active).
Q – Can you create a Spirit Golem with CP by making it using Chaos Weapons?
A – No, since Spirit Golems do not have CP by default. You can still make a Spirit Golem with a
Chaos Weapon, but it cannot use any of the Chaos Enhancements on the weapon.
Q – Can Focused Assault be applied to a Spell that has gained damage via Destructive?
A – Yes, as long as the ability still only targets one unit. Since Destructive adds damage to an
ability, Focused Assault can be used in conjunction with it.