Spell & Equipment Card Ideas

Author Topic: Spell & Equipment Card Ideas  (Read 34432 times)

RossD20Studios

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Re: Spell & Equipment Card Ideas
« Reply #15 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!

RossD20Studios

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Re: Spell & Equipment Card Ideas
« Reply #16 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.

Scribe

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Re: Spell & Equipment Card Ideas
« Reply #17 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.

Scribe

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Re: Spell & Equipment Card Ideas
« Reply #18 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.

Scribe

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Re: Spell & Equipment Card Ideas
« Reply #19 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.

KellyD20Studios

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Re: Spell & Equipment Card Ideas
« Reply #20 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.

Scribe

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Re: Spell & Equipment Card Ideas
« Reply #21 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?

TrucEtrange

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Re: Spell & Equipment Card Ideas
« Reply #22 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.
« Last Edit: November 20, 2018, 08:59:19 AM by TrucEtrange »

TrucEtrange

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Re: Spell & Equipment Card Ideas
« Reply #23 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)

That rude Yura guy

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Re: Spell & Equipment Card Ideas
« Reply #24 on: June 06, 2024, 06:24:22 PM »
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.
This could actually be better suited for a lava wyrm in the caves.