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Spell Card ideas

Started by Zelanius Forcys, April 10, 2012, 12:10:08 AM MT

Zelanius Forcys

Was just thinking about spell cards, that in Augmentation, we actually have 2 spells that does not augment the characters you use.

I was thinking, maybe Sunder Armor and Hex can be split into a new spell school (maybe called Diminishing, since augment and diminish are the opposites of each other in musical notation).

New augmentation spells can include one that raise Valor, and one that increase a summon's strength, armor and life by 1, 1 and 2 each (since summons are so weak). The second can be a bit of a game breaker though, so maybe we can only have 1 in each deck.

For the diminishing side, we can have spells that decrease valor, decrease strength (something we still do not have yet) permanent or temporarily (maybe just make the opposite of Archon's Might and Battle Horn, respectively). Perhaps Unsummon could be moved here and just create a new healing card, and so on. We will need a specialist mage for this school though, and I think my Witch in the new character thread might be up for it.

Zel

Ross Przybylski

Very interesting ideas about Diminishing Spells. Very few people noticed the error in my labeling spell group Augmentation, which you are right: does imply positive boost.

I'd considered relableing the group to Alteration or Modification at one point to represent anything that might modify unit stats, but a new spell class could turn out to be pretty exciting (especially coupled with a new character class).
Manager of D20Studios, LLC

Archie

I'm going with the title of this thread not the comments above - so hopefully not hijacking the thread.

New spell card idea:

Name: Fire Shield
Cost 1 point
Target: Any visible
A shield of fire surrounds the target. Any melee attacks against it cause 1 point of damage to the attacker - EXACTLY in the same way as the fire golem.
Duration: One turn

Which also prompts a question - if my last hero attacks and kills a fire golem and that attack kills me, assuming they were the last units in play, who wins? Does my first strike give me the victory?

Name: Wild Fire
Cost 3 points
Target Any visible non occupied space
A magical fire starts which randomly attacks any adjacent units. It randomly moves one square per turn.
(I also LOVE the idea of it also spreading - I played a game years ago called something like Wizards or Mages and that, was very like HeroMages, you summoned creatures and could cast fire and maybe swamp or something and it would grow. Ultimately half the board could be on fire! It was hazerdous to both sides so a dangerous but REALLY fun option!)
Each square of fire could have 1hp. Maybe each square of the fire EITHER moves one square or expands by a square. Or it only expands if it doesn't attack etc

Name: Blind
Cost 1 less than stun currently
Target Any visible units
-4 to the hit dice (the reverse of the bard's boost) and unable to sprint (I'd say not able to move but it makes it too powerful)

Name: Lighting Arc
Cost 2
Target Any visible units
Lightning bolt that if it hits can jump from one adjacent unit to another
3dice vs first target 2 dice vs next 1 dice vs next - units have to be adjacent or within a two square distance - First target is aimed at but where it arcs to it determined randomly

Name: Phase
Cost 2 (maybe 3)
Target Any visible units
Unit may pass through other units until the end of it's turn - in the same was as the air elemental can at the moment


Ross Przybylski

Great spell ideas!

Quote from: Archie on May 18, 2012, 11:58:39 AM MT
Which also prompts a question - if my last hero attacks and kills a fire golem and that attack kills me, assuming they were the last units in play, who wins? Does my first strike give me the victory?

You'll have to try it sometime and find out  ;)
Manager of D20Studios, LLC

MagicMissle

Ross, how is the Healer coming along? Got a name for me yet?

MagicMissle

Also, I have another card idea I've been meaning to ask about...

Name: Eternal Bloom
Cost: 3 (2 for The Healer Mage)
Target all allies (on team, not just personal party)
Grants 1+ life to all visible allies

and about Arch's terrain-type cards I have a couple:

Name: Rapid wind
Cost: 3
All units on the board
All targets move -1 on both regular movement and sprint
At the end of every round, every unit is randomly moved one space. Only one of these  should be in the deck.

Name: Tidal wave
Cost: 3
Summons 3 water elementals that you can control attack and move all at once, even if you aren't a summoner. If you ARE NOT a summoner, you get -1 mana at the the end of your turn for each Water elemental still in play (that is created by this spell)

Any comments?

-MM

Zelanius Forcys

#6
Quote from: Ross Przybylski on May 18, 2012, 03:14:00 PM MT
Great spell ideas!

Quote from: Archie on May 18, 2012, 11:58:39 AM MT
Which also prompts a question - if my last hero attacks and kills a fire golem and that attack kills me, assuming they were the last units in play, who wins? Does my first strike give me the victory?

You'll have to try it sometime and find out  ;)


I don't think this scenario will ever happen, because summons are unsummoned when the whole team (except the summons) are killed. Of course, this does not account for any Fire Shield effect on the Mage or Guardian themselves, if Ross ever implements a Fire Shield spell card.

Zel