Summoners Fate

Summoners Fate => Share Your Ideas => Topic started by: RossD20Studios on November 05, 2017, 11:46:16 AM

Title: Spell & Equipment Card Ideas
Post by: RossD20Studios on November 05, 2017, 11:46:16 AM
Post Ideas for New Spell Cards in This Thread

Share your ideas for new spell and/or equipment cards in this thread to help us keep all suggestions organized and easy for us to review for consideration adding to the game. Be sure to include an appropriate spell card title, and a description or image of what the spell icon might look like. For summon spells that result in the creation of a new character, use the new character thread instead.

Spells in Summoners Fate fall into one of 6 categories:
Title: Re: Spell & Equipment Card Ideas
Post by: Sides on November 05, 2017, 11:47:31 AM
I was thinking about a card yesterday:

Title: "Off Sides"

Description: You and targeted enemy switch places

I really just wanted to use "Sides" in the title.
Title: Re: Spell & Equipment Card Ideas
Post by: RossD20Studios on November 05, 2017, 09:11:02 PM
Title: "Off Sides"

Description: You and targeted enemy switch places

Excellent idea and duly noted.
Title: Re: Spell & Equipment Card Ideas
Post by: Maltross on November 11, 2017, 01:23:27 PM
Nature- Fountain of Youth-a fountain appears, water pouring over the screen and heals all the characters in your party for 2 hps, and damages undead for 3. (numbers can be adjusted)

Void- Vampiric Bloodlust- Causes target unit to walk to the nearest friendly unit and "drain" it upto 3 and heals them for the amount done.

Arcane- Mind wipe- Target opponent discards a card and cannot draw a card the next turn.
            Forget This- You discard a card to draw upto 2 cards
Chaos- Switch It Up- Choose upto 3 units, those units switch places on the board

Just random ones off the top of my head. I'll be back to post more.
Title: Re: Spell & Equipment Card Ideas
Post by: RossD20Studios on November 11, 2017, 01:25:05 PM
Wow, thanks Maltross! These are awesome ideas. Keep 'em coming :)
Title: Re: Spell & Equipment Card Ideas
Post by: KellyD20Studios on November 11, 2017, 04:02:41 PM
Nature- Fountain of Youth-a fountain appears, water pouring over the screen and heals all the characters in your party for 2 hps, and damages undead for 3. (numbers can be adjusted)

Void- Vampiric Bloodlust- Causes target unit to walk to the nearest friendly unit and "drain" it upto 3 and heals them for the amount done.

Arcane- Mind wipe- Target opponent discards a card and cannot draw a card the next turn.
            Forget This- You discard a card to draw upto 2 cards
Chaos- Switch It Up- Choose upto 3 units, those units switch places on the board

Just random ones off the top of my head. I'll be back to post more.

Ooh, these are fun, Maltross! The names cracked me up, too "Forget this" "Switch It Up"  - awesome  ;)
Title: Re: Spell & Equipment Card Ideas
Post by: swedishbear on November 12, 2017, 10:39:24 PM
Here comes some
Nature/Celestial - Love is in the air - Heal every characther on the board with 1 Life. Opponents must skip one turn.

Nature - Stingers - Send forth a swarm of bees to do 2 irritating damage to one character

Chaos - Changeling - Choose one of enemy character and one of yours. Switch ownership of these two permantly. (Canīt be cast on summoners)
Title: Re: Spell & Equipment Card Ideas
Post by: KellyD20Studios on November 13, 2017, 04:56:41 PM
Here comes some
Nature/Celestial - Love is in the air - Heal every characther on the board with 1 Life. Opponents must skip one turn.

Nature - Stingers - Send forth a swarm of bees to do 2 irritating damage to one character

Chaos - Changeling - Choose one of enemy character and one of yours. Switch ownership of these two permantly. (Canīt be cast on summoners)

Ooh, Swedishbear, these are quite fun! The Stingers spell would be quite painful for your opponent and really fun to play during the game. We could probably get some fun bee sound FX to go with the spell.

I really like your Changeling spell! Question - what do you think about the "choosing" aspect being taken away since it's a Chaos spell - maybe it's chosen randomly for you (not cast on Summoners) to really add chaos? Just a thought!

Great ideas, thank you  ;)
Title: Re: Spell & Equipment Card Ideas
Post by: swedishbear on November 13, 2017, 11:15:57 PM
Here comes some
Nature/Celestial - Love is in the air - Heal every characther on the board with 1 Life. Opponents must skip one turn.

Nature - Stingers - Send forth a swarm of bees to do 2 irritating damage to one character

Chaos - Changeling - Choose one of enemy character and one of yours. Switch ownership of these two permantly. (Canīt be cast on summoners)

Ooh, Swedishbear, these are quite fun! The Stingers spell would be quite painful for your opponent and really fun to play during the game. We could probably get some fun bee sound FX to go with the spell.

I really like your Changeling spell! Question - what do you think about the "choosing" aspect being taken away since it's a Chaos spell - maybe it's chosen randomly for you (not cast on Summoners) to really add chaos? Just a thought!

Great ideas, thank you  ;)
Hi Kelly.
That suggestion is very chaotic and great! Like it.
Title: Re: Spell & Equipment Card Ideas
Post by: KellyD20Studios on November 14, 2017, 09:59:17 AM
Here comes some
Nature/Celestial - Love is in the air - Heal every characther on the board with 1 Life. Opponents must skip one turn.

Nature - Stingers - Send forth a swarm of bees to do 2 irritating damage to one character

Chaos - Changeling - Choose one of enemy character and one of yours. Switch ownership of these two permantly. (Canīt be cast on summoners)

Ooh, Swedishbear, these are quite fun! The Stingers spell would be quite painful for your opponent and really fun to play during the game. We could probably get some fun bee sound FX to go with the spell.

I really like your Changeling spell! Question - what do you think about the "choosing" aspect being taken away since it's a Chaos spell - maybe it's chosen randomly for you (not cast on Summoners) to really add chaos? Just a thought!

Great ideas, thank you  ;)
Hi Kelly.
That suggestion is very chaotic and great! Like it.

Thanks, Swedishbear! I also read your character suggestions, so fun! Thanks for the ideas
Title: Re: Spell & Equipment Card Ideas
Post by: Scribe on November 14, 2017, 03:05:22 PM
Here are a few card suggestions to add to the celestial time keeper rats' gear:

Countdown The next player will have limited time (tbd) for completing his turn. If playing a multiplayer game with already limited time, this is halved. If against the AI the number of iterations gets limited.
In addition a large blinking semi-transparent countdown overlays the screen, to add to that player's stress!  ;D

Warping the very fabric The next player will be able to complete his turn as usual, but once he's done all is reset to when his turn began. Then the exact same actions are played again in a random order (some may become invalid).

Set in stone Disable the undo button for the next player's turn (edited) Instead the next attempt to use the undo button will be rejected. Indeed this spell is only fun/useful if the opponent tries to undo a blunder. If this doesn't happen in the next turn, let's wait until the game finishes. Also we'd have to think about a way to somehow replicate this effect on the AI
Title: Re: Spell & Equipment Card Ideas
Post by: KellyD20Studios on November 14, 2017, 08:50:18 PM
Here are a few card suggestions to add to the celestial time keeper rats' gear:

Countdown The next player will have limited time (tbd) for completing his turn. If playing a multiplayer game with already limited time, this is halved. If against the AI the number of iterations gets limited.
In addition a large blinking semi-transparent countdown overlays the screen, to add to that player's stress!  ;D

Warping the very fabric The next player will be able to complete his turn as usual, but once he's done all is reset to when his turn began. Then the exact same actions are played again in a random order (some may become invalid).

Set in stone Disable the undo button for the next player's turn.

Scribe, these are AWESOME ideas! They really got Ross & my heads turning with ideas and creative ways to be able to implement them. I also like the names a lot - "warping the very fabric"? - brilliant! Disable the undo button? So evil/awesome  ;D Stress-inducing countdowns?! Mwhaha!

Thanks, again, for these ideas. Keep them coming!
Title: Re: Spell & Equipment Card Ideas
Post by: Maltross on November 15, 2017, 12:41:22 PM
Here are a few card suggestions to add to the celestial time keeper rats' gear:

Countdown The next player will have limited time (tbd) for completing his turn. If playing a multiplayer game with already limited time, this is halved. If against the AI the number of iterations gets limited.
In addition a large blinking semi-transparent countdown overlays the screen, to add to that player's stress!  ;D

Warping the very fabric The next player will be able to complete his turn as usual, but once he's done all is reset to when his turn began. Then the exact same actions are played again in a random order (some may become invalid).

Set in stone Disable the undo button for the next player's turn.

I'm a fan of the warping the very fabric card. If something like this is implemented, I'm already brewing a nice arcane/time deck haha
Title: Re: Spell & Equipment Card Ideas
Post by: Halftea on November 16, 2017, 10:14:59 PM
Not sure if you are already implementing this or not.

Stasis: All damage and actions - either given or received - by target are negated for a turn. Playable on both friendly and enemy characters.

Guessing this might be either Celestial or Arcane in nature. Wherever it would fit best...

Edit: Gah! Totally missed the Arcane spell Freeze and the Celestial spell Freeze Time. That's what I get for replying to this thread before reading the entire forum.
Title: Re: Spell & Equipment Card Ideas
Post by: swedishbear on November 17, 2017, 06:03:40 AM
Another spell
Nature- If there is water on the board summon a Wakandagi in a space adjacent to a waterspace. If no waterspace is near discard this card and get a Wakandagi to your hand.

Nature - Trap. Place this on a waterspace. When a character enters a space adjacent to this trap a kraken appears with its tentacles and draws down the character to the depth. Summoners loose half their life instead.
Title: Re: Spell & Equipment Card Ideas
Post by: RossD20Studios on November 17, 2017, 08:53:54 AM
Not sure if you are already implementing this or not.

Stasis: All damage and actions - either given or received - by target are negated for a turn. Playable on both friendly and enemy characters.

Guessing this might be either Celestial or Arcane in nature. Wherever it would fit best...

Edit: Gah! Totally missed the Arcane spell Freeze and the Celestial spell Freeze Time. That's what I get for replying to this thread before reading the entire forum.

I actually really liked your Statis idea when I first read it - no need to ever be bashful about submitting an idea even if the idea has already been shared. In this case, however, I actually think your idea is quite different from any of the spells proposed so far. It reminds me a bit of "Fog" from MtG, one of the nastier green spells that completely destroy someone's entire turn when timed right. In this case, I would consider having Statis be a card deployed as a surprise (hidden from the opponent) so that the opponent doesn't know which character has the negate protection. Great suggestion!
Title: Re: Spell & Equipment Card Ideas
Post by: RossD20Studios on November 17, 2017, 08:55:55 AM
Another spell
Nature- If there is water on the board summon a Wakandagi in a space adjacent to a waterspace. If no waterspace is near discard this card and get a Wakandagi to your hand.

Nature - Trap. Place this on a waterspace. When a character enters a space adjacent to this trap a kraken appears with its tentacles and draws down the character to the depth. Summoners loose half their life instead.

Great ideas, Swedishbear! The kraken tentacles sounds pretty horrific. I would extend it to also include characters walking adjacent to the water for added chance of drowning.
Title: Re: Spell & Equipment Card Ideas
Post by: Scribe on November 17, 2017, 01:40:03 PM
If you guys like time spells, here's another suggestion:

Looper trap Cast on a character. The next attack on this character will trigger a time loop: the attacker will be repeating the same attack again and again, at the beginning of each turn, from his initial position, without being able to perform any other action, until someone gets him out of the loop by attacking him.

Visually I envision a semi-transparent image of the enchanted character flickering at the initial position (as he may move while the attacker is trapped) at the instant the attack is repeated.
Actually if the attack had several targets, all of them flicker again when it is repeated.
And if the looping attacker gets moved (by a gravity spell for instance), his flickering figure will still occupy his initial position until he's returned to that initial position at the beginning of his next turn, or the loop is broken.

For game mechanics:
Anybody in range of the repeated attacks will get hit. But range doesn't get adjusted for new targets (since the attack is simply repeated). For instance, a lightning bolt having ranged all cells on a line will damage new characters stopping on that line, on any of the cells initially included. But a meteor shower having hit visible enemies (say for instance 3) will not harm a fourth one becoming visible during the loop. Only the 3 initial positions will be hit by meteors. A melee or range attack will target the initial position(s).
If the attack is the result of a spell and enough mana is available, mana is spent and the spell is repeated with the above range considerations. If not enough mana is available the visual effects of the spell do take place, but in semi-transparent flickering fashion, and no effects are taking place.
When trapped in the loop, counterattack is disabled.
If a character stops at the initial position of a trapped attacker (despite his flickering image), he will be knocked back when the trapped attacker is returned to his initial location.

Intended game play:
With this trap one can take out the vicious range attacker, backstabber, or range damage spell caster: get him into a loop, then move freely your pieces around him to exact revenge, all units at the same time if possible.
Of course the opponent may try to avoid this by attacking the trapped character himself. But by doing so he also deals damage, which means that revenge is still exacted to some extent, even if indirectly.
Title: Re: Spell & Equipment Card Ideas
Post by: Scribe on March 29, 2018, 12:45:54 PM
A few new suggestions:

Foresight: Show to the caster the next 3 (?) cards in his deck.

Master Seer: Same as above, but for the caster's deck as well as his opponent(s).

Charged: Next time the targeted character gets attacked with melee, deal damage to the attacker through a lightning bolt. We'd have to decide whether to make it a surprise spell of not. I would propose not, and then to show small electric arcs surrounding the body of the character while charged and until hit.

Supercharged: Same as above, but all surrounding units receive damage through lightning bolt. Only the one having attacked receives more damage than the others. We may even decide that units surrounding the attacker receive damage as well (chain lightning), to give a further edge as a defense spell.
Title: Re: Spell & Equipment Card Ideas
Post by: Scribe on May 09, 2018, 12:42:41 AM
Hello,

Here are new ideas inspired by the post on the Shadow.

Fear (ability)
Target enemy turns its back to the Shadow and runs away 3 spaces. Can only be used every other turn.

Sleepwalking (spell)
At the beginning of the caster's turn and until the game is over or the caster is defeated, target enemy moves 3 spaces in a random direction.
Title: Re: Spell & Equipment Card Ideas
Post by: KellyD20Studios on May 09, 2018, 08:42:17 AM
Hello,

Here are new ideas inspired by the post on the Shadow.

Fear (ability)
Target enemy turns its back to the Shadow and runs away 3 spaces. Can only be used every other turn.

Sleepwalking (spell)
At the beginning of the caster's turn and until the game is over or the caster is defeated, target enemy moves 3 spaces in a random direction.

These are great, I really like the Sleepwalking one! Fresh ideas, Scribe, really appreciate it.
Title: Re: Spell & Equipment Card Ideas
Post by: Scribe on June 30, 2018, 08:13:17 AM
Flying units are great, so a few cards targeted at them would be nice for balance. Here are a few ideas:

Increase gravity (arcane spell)
All units are slowed down (movement reduced by 1 space), flying units lose their flight ability until the end of the battle or until the caster is defeated (whichever comes first), and knockback is reduced by 1.
Flying units who are above a tile with effects ignored because of their flying status (such as a spiked pit) get subjected to that effect at the time the spell is cast.

Cricket swarm (nature spell)
A buzzing sound, the playing field darkening, a few crickets flying here and there... the first effects of this spell may seem insignificant. But imagine what happens to a flying creature getting too high when overcast by a cricket swarm! Any creature using their flight ability to move over a unit or item will be attacked by the swarm, bringing a blob of crickets back down with it. Initial damage of 4, then an additional 1 damage per turn for the next 4 turns, unless it receives fire damage (killing the remaining crickets). This swarms remains in effect until the end of the battle or until the caster is defeated (whichever comes first).

Any other ideas?
Title: Re: Spell & Equipment Card Ideas
Post by: TrucEtrange on November 17, 2018, 05:32:58 PM
Hey, I was thinking of an equipement card that could be interesting :
Warrior's Fate
Could be a sword or whatever piece of equipement you deem fit, (or cool art like a dying warrior planting his sword on the ground to try and get up)
Maybe 3-4 mana, would grant 2 armor, 2 life, 2 power, downfall effect on the bearer : drop the weapon on the ground that can be picked up and equipped by any ally walking on it.

It may be quite powerfull for a deck like the actual Lich King's, not so much on decks with few minions.
Title: Re: Spell & Equipment Card Ideas
Post by: TrucEtrange on November 17, 2018, 05:36:41 PM
Flying units are great, so a few cards targeted at them would be nice for balance. Here are a few ideas:

...

Any other ideas?

You could add a card like
Russian Winter
Anytime a unit uses its abilty to fly, it takes damage and is frozen. It could also increase frost damage and reduce fire damage (same again, climatic effect until end of game or caster dies)