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Is it just me, or did super-evolution used to last only one turn?
Does it also have full battlefield range?
Hmm...
In general, with super evolution in its current format, there is a very broken combo that allows a mage to keep one such ally in that state 24/7, by means of a simple cast -> olive -> cast script. If immunity to everything includes damage, then it turns into a kind of immortal terminator. And so on until the enemy breaks through to the spellcaster and removes him somehow, which can be very difficult. Assuming, of course, that the spellcaster then doesn't put that immunity on himself when the enemy gets close, and doesn't sit under it himself afterwards. I'm not sure if it was intended that way or not, but I'd rather warn in advance so that adjustments can be made before the Heroist assembles his units.
*I'll warn in advance so the GM can assemble his units before the players do 😈
Небо – мольбы не ждёт Небо – угроз не слышит Небо – ведёт особый счёт Небо – тебя найдёт