Arcane Wonders Forum

Mage Wars => Spells => Topic started by: Sparkytbg on August 08, 2012, 06:59:36 AM

Title: Spells you would like to see
Post by: Sparkytbg on August 08, 2012, 06:59:36 AM
Following the previous Subject, I thought it would be fun to see what new spells people would like in upcoming sets.

I am a big fan of area spells, so I thought it would be great for the air mage to have some kind of multi zone storm spell.  Maybe one that goes out from the mage in one direction until it reaches the end of the board.

I would also like to see the force mage have a spell to control their one of their opponent's creature for one turn.  And maybe be able to steal a spell out of the players hand and be able to cast it or make them discard it.  

I think it would be great to see an enchant world spell that only effects your creatures.  Maybe give all of your creatures flying until end of turn or protection from fire until end of turn.

I would like to see some kind of illusions that only last one turn maybe are reinforcements to can act that turn and then dissappears.

These are some of my top picks for new spells.  What are yours?
Title: Re: Spells you would like to see
Post by: stadi on August 08, 2012, 07:52:14 AM
I'd like to see a mind spell called something like slow time. It would be a mage only spell and probably with a high mana cost. You could either play it as a quick spell in your final quickcast phase when you had the initiative this turn, and the effect would be that in the next round you keep the initiative. You could also cast it as a full spell, in that case right after it you could do two additional actions. So the mage casts it, and two of his creature could move/attack.

I'd also like to see more fairy creatures (probably for the druid), some middle eastern creatures like, djinn, efrit, fire-snake, and some insect creatures including bees (maybe a bee-queen that reinforces the normal bee-s) and wasps.
Title: Re: Spells you would like to see
Post by: Shad0w on August 08, 2012, 08:18:03 AM
Quote from: "stadi" post=245
I'd like to see a mind spell called something like slow time. It would be a mage only spell and probably with a high mana cost. You could either play it as a quick spell in your final quickcast phase when you had the initiative this turn, and the effect would be that in the next round you keep the initiative. You could also cast it as a full spell, in that case right after it you could do two additional actions. So the mage casts it, and two of his creature could move/attack.


I had talked to Byran a few months back about something similar for a future release but we both agreed it would need some heavy testing. If all goes well you may see it by this time next year.
Title: Re: Spells you would like to see
Post by: Skunkstrype on August 08, 2012, 09:16:22 AM
I would like to see a Repair spell (Incantation) you could cast to heal damage to Conjurations (Nonliving, Corporeal only) essentially 'glueing a damaged conjuration back together again'. (Of course in order to work, it would have to be able to ignore the Finite Life trait.) Perhaps it could also be used to heal damage to Nonliving creatures such as golems and skeletons.

I would also like to see a Rebuild spell (Incantation) which could be cast on a Conjuration (Nonliving, Corporeal only)that had just been destroyed, returning it to play in the same zone it occupied before it was destroyed. Essentially a Resurrection spell for Conjurations. Again, perhaps it could also be used to reasemble Nonliving creatures such as golems and skeletons.

A spell I would like to see for the Necromancer would be an Animate Dead spell (Incantation). You could cast it on a living Non-Legendary Non-Mage creature that had just been killed and return it to play under your control, giving it the Nonliving Trait.
Title: Re: Spells you would like to see
Post by: Sparkytbg on August 08, 2012, 09:33:35 AM
I would also like to see some insects.  There are all sorts that would be cool.  From bees, queen bees, to giant grass hoppers that can gain flying each turn they move, then lose it at the end of turn.  A bombardier beetle would be very cool with only a zone acid attack.
Title: Re: Spells you would like to see
Post by: SeanDeCoy on August 08, 2012, 11:41:53 AM
Moved to the spells section.
Title: Re: Spells you would like to see
Post by: Shad0w on August 08, 2012, 01:19:55 PM
@Skunkstrype You may have stumbled on to a good way to " Reassemble " :whistle:  your non-living creatures.
Title: Re: Spells you would like to see
Post by: Dragkin on August 09, 2012, 03:20:28 AM
I'd really like to see how an undead spell book would look like. That could be pretty cool
Title: Re: Spells you would like to see
Post by: stadi on August 09, 2012, 03:22:19 AM
If I'm correct the second mage expansion will be a Necromancer / Druid so I'm pretty sure we'll have a lot of undead spells.
Title: Re: Spells you would like to see
Post by: 1unatic on August 09, 2012, 08:36:27 AM
Sparkytbg:

I have been considering a number of shaped-area spells for our upcoming expansion.  I like this concept a lot as it adds a lot of dynamic tactics to positioning.

Basic Examples:
Yellow = Caster, Red = Affected

[attachment=21]AreaShapes.png[/attachment]

Temporary mind control:  This is something I have been extremely eager to give to the Mind school.  I am a bit worried a player could find a way to abuse it, though.  For instance, if you had one of these in your spellbook, then it might be a hard counter against high-level creatures.  Since summoning is a full action and creatures may not act on the turn they are summoned, then at the beginning of the following turn, the mage will always be vulnerable to its attack(s) – unless of course it was summoned unconventionally (Lair, Rouse the Beast, etc.).  So balance is a bit of a concern here and I have been looking into various ways to limit it.  Examples:  perhaps it will only work on damaged creatures, or maybe it is very expensive but becomes cheaper based on range (either being further from its controller or closer to an enemy mage could correlate to a cost reduction).


Stadi:

I like the idea of time control spells as well, and other users have voiced the same.  Simple things like keeping the initiative are very likely to be introduced into the Arcane school in the future.  I have my concerns, as Shad0w alluded to, with allowing the caster to receive multiple actions as it may become an abusive mechanic.  Yet, where there is a will, there is a way.


SkunkStrype:

We had undead and conjuration repair spells which bypassed Finite Life in earlier versions of the game.  As Shad0w mentioned, it was called “Reassemble”.  They didn’t make into the core set, but they are likely to return in some form or another in the future.

As for the “Rebuild” spell, this is an interesting idea I had not personally considered.  However, I’m not sure I am comfortable with the idea of it returning to the exact same zone, even though this would be realistic and not doing so would somewhat break the flavor of the spell.  This is because it would require players to remember each zone that every previously destroyed conjuration once belonged to for an arbitrary number of turns and could result in much confusion.  Nonetheless, it is a good concept and there are probably many alternatives as to how it could be implemented.

Animate Dead – I am certain the Necromancer will have spells similar to this, probably in the form of a limited resurrection (timed life, debilitated stats, Non-Living / Slow traits, etc.).

Love the ideas guys, keep ‘em coming!   :cheer:
Title: Re: Spells you would like to see
Post by: Shad0w on August 09, 2012, 11:15:18 AM
Quote from: "Sparkytbg" post=249
I would also like to see some insects.  There are all sorts that would be cool.  From bees, queen bees, to giant grass hoppers that can gain flying each turn they move, then lose it at the end of turn.  A bombardier beetle would be very cool with only a zone acid attack.


What about a spider archer that can cause restrained, slow, and poison for damage? Most likely in nature school level 3-4.
Title: Re: Spells you would like to see
Post by: Sparkytbg on August 09, 2012, 12:16:43 PM
I really like the idea of a creature slowing another creature down.  Great way to used ranged spells or weapons on a big creature.  Or slow down a swarm of small creature.  Would love to see a big spider with a multizone web attack.  Fun way to slow a few zones down.
Title: Re: Spells you would like to see
Post by: Klaxas on August 09, 2012, 07:37:05 PM
i think adding spider classes of creatures to the game (either nature or dark versions) is a great idea.  a spider themed beastmaster would be awsome.

also in regards to extra actions for the time spells, you could potentially give 1 or 2 extra activations in a row (for a high cost of course) but then your opponent would be allowed to do the same as time "caught up", essentially gaining the benifit of the spell for free.

the big problem here is when you have a mage with multiple creatures casting the time spell vs a mage without any creatures as they wouldnt have the available  extra actions to take.  unless it allowed your opponent to take multiple actions with the same creature (or mage)

it would of course all have to be playtested (hope i can help!) but those are some ideas to consider.
Title: Re: Spells you would like to see
Post by: Shad0w on August 10, 2012, 08:38:46 AM
I came up with a few ideas while think about spiders.

http://en.wikipedia.org/wiki/Brown_recluse_spider
I would wants this to be a lower damage attack that cause rot.

http://en.wikipedia.org/wiki/Trapdoor_spider
Maybe a enchant that becomes a creature when turned face up.

http://en.wikipedia.org/wiki/Jumping_spider
I was think a spider that could spend its full action to "jump" (counts as flying when moving) 3 spaces and attack 1 flying creature along its path.


http://en.wikipedia.org/wiki/Brazilian_wandering_spider
Prob would cause a daze or stun effect. Poison based damage.
Title: Re: Spells you would like to see
Post by: 1unatic on August 10, 2012, 01:46:00 PM
Very cool ideas!   B)
I'll keep them all in mind.

We also had a spider in an earlier version that rolled an effect die upon biting a creature, and it had a chance to inflict sleep.  I personally thought this was a lot of fun and would like to see it return at some point.

Another possibility for a poisoned bite is a weakening strike that cumulatively stacks the Melee -1 trait with each successful effect die roll.
Title: Re: Spells you would like to see
Post by: Shad0w on August 10, 2012, 02:37:50 PM
I would like to get some work ups of these to test for the druid / necro set if possible
Title: Re: Spells you would like to see
Post by: Skunkstrype on August 10, 2012, 05:23:15 PM
With regards to time control spells, how about an enchantment that encases a zone in a bubble of 'slow time'? Entering or leaving the zone would require a full action and any action taken within the zone would also require a full action. This would mean that mages would be unable to use their quickcast action within the zone as all spells there would require full actions.
Title: Re: Spells you would like to see
Post by: Skunkstrype on August 10, 2012, 05:27:48 PM
Quagmire.
Enchantment.  School: Earth.  Target: Zone.
Corporeal non-Flying creatures require a full action to enter or leave this zone.
Title: Re: Spells you would like to see
Post by: Klaxas on August 11, 2012, 01:21:33 AM
very similar mechanic but the slow time would effect everything.  probibly for a higher cost and most likely a high upkeep
Title: Re: Spells you would like to see
Post by: Shad0w on August 11, 2012, 03:31:04 AM
Quote from: "Klaxas" post=391
very similar mechanic but the slow time would effect everything.  probably for a higher cost and most likely a high upkeep


I had a few ideas that were close to this but they need some heavy playtesting. In-fact I don't even have a mock up version ready to go. I do love the idea of  "time Bending"
Title: Re: Spells you would like to see
Post by: Skunkstrype on August 11, 2012, 04:24:43 AM
Salvage. (Incantation)
Take a Nonliving Corporeal Conjuration from your discard pile and return it to your Spellbook.
Title: Re: Spells you would like to see
Post by: Skunkstrype on August 11, 2012, 04:32:51 AM
Self-Destruct. (Enchantment) Target: Friendly Corporeal Nonliving Creature.
Turns the target creature into a walking bomb. When the Enchantment is revealed, the caster may destroy the creature to make an Unavoidable Zone Attack in the zone the creature occupied.

Alternatively, this could be a spell you could cast on a Nonliving Conjuration, when enemies start smashing up your Monolith or Idol or whatever, Boom!
Title: Re: Spells you would like to see
Post by: Skunkstrype on August 11, 2012, 04:53:32 AM
Fortify. (Enchantment - Earth)
Target: Nonliving Corporeal Conjuration.
Imbues the target with the strengh of stone, increasing its armour.
Title: Re: Spells you would like to see
Post by: Skunkstrype on August 11, 2012, 05:03:36 AM
One for the Druid.

Regrowth. (Incantation - Nature)

Heal target Plant the amount rolled on (x) attack dice.

(Note: Unlike Heal spells, this would work on plant Conjurations as well as plant creatures.)
Title: Re: Spells you would like to see
Post by: Ayumi on August 11, 2012, 05:58:38 AM
How about a spell like Cruel Ultimatum?  A powerful creature spell card that packs a wallop but can backfire with serious to disastrous results.  There could also be a caveat limiter for anyone brave and foolish enough to use it Out of School!

Is there an Across Schools mechanism?  Seems that the schools are quite categorical, but for someone like the Priestess or a Necromancer when available.  It seems that the Cruel Ultimatum type of card would work very differently for the Priestess and the Necromancer.

Can't wait to receive my copy of the game, and appreciate this forum and the many great game demos available.  Boardgamegeek has been invaluable in introducing me to the game and for informing my decision to purchase.  Great gamers' site, friendly folk.
Title: Re: Spells you would like to see
Post by: Shad0w on August 11, 2012, 04:11:52 PM
So people know what Ayumi is talking about


Card Name:
Cruel Ultimatum
Converted Mana Cost: 7

Types: Sorcery
Card Text:
Target opponent sacrifices a creature, discards three cards, then loses 5 life. You return a creature card from your graveyard to your hand, draw three cards, then gain 5 life.

I feel a spell like this is possible but it would take a ton of playtesting to balance. I would most likely fit into the 8-10 level range. The real concern I have is does it fit into the flavor of Mage Wars
Title: Re: Spells you would like to see
Post by: Klaxas on August 11, 2012, 04:54:22 PM
here is an idea for the elementalist mage i suggested on BGG

Elemental Conflageration.
School Earth-2 Air-2 Fire-2 Water-2 (yes level 8 spell)

high mana cost, probibly a slight upkeep too. range probibly 0-1 but you really dont want it in your zone.

not sure what spell catagory it would be... its an attack spell but it stays in play.

when cast zone attack unavoidable, 3 dice attack.  random elemental type (roll once for the entire attack 1-3 earth attack (whats the earth status effect?) 4-6 air (lightning damage causes stun) 7-9 Fire (causes burn) 10-12 water (whats the water status effect? frost?)

card stays in play.  if upkeep is payed roll a die  1-3 moves one zone north 4-6 East 7-9 South 10-12 West.  if attack would move out of the arena it instead stays in the same zone.  otherwise it moves every upkeep. after it moves it again attacks everything in the zone with a random elemental attack durring the upkeep phase.

what do you guys think?  probibly an elementalist only but who knows  it would be kinda costly for anyone else to add it to thier deck. i also see it as having the potential of backfireing since you pay the upkeep before rolling to see where it moves too.
Title: Re: Spells you would like to see
Post by: Kring on August 11, 2012, 05:15:53 PM
How about Essence Scatter with a mana leveler? It would give players another negate card, but with some variety and a level.
Title: Re: Spells you would like to see
Post by: Ayumi on August 11, 2012, 05:31:48 PM
Since we'll have a BOG QUEEN. might we have a creature something like a Mold Shambler?

A fungiform Komodo Dragon with a huge KICK that could also spew a huge black cloud of lethally toxic spores. :woohoo:

It could be a permanent remove, or a very high damage level.  Figuring the cost is tricky, but it has such power that if needs to be 'expensive' to use.

Imagine the possibilities for the art on such a nasty bugger.
Title: Re: Spells you would like to see
Post by: Mestrahd on August 11, 2012, 09:44:28 PM
I'd rather see original spells than rehashes of MTG cards.
Title: Re: Spells you would like to see
Post by: Shad0w on August 11, 2012, 09:58:30 PM
Some of the core concepts of MTG cards cant be ignored. Like counter spells or direct damage spells but even these were not new ideas at the time they got made. Most of what Richard Garfield came up with was based off his roleplaying sessions with his college friends. The version of these concepts that appear in Mage Wars have have more to do with RPGs than any TCG. I agree that card should not be copied but some of the ideas for what makes a card fun or good should be considered. When making new cards. I know Bryan has a binder of cards he has been working on for some time now. I would like one day for Bryan to show me that binder :whistle: .



My 100th Post.
Title: Re: Spells you would like to see
Post by: Klaxas on August 11, 2012, 11:12:47 PM
i agree we should look outside the scope of magic. mage wars has new and more complex mechanics than magic allowing for more diverse decisions and things that wernt possible (or were cumbersome) under the magic ruleset would be easy to implement in mage wars.
Title: Re: Spells you would like to see
Post by: Proof on August 12, 2012, 01:41:35 AM
What about spells with a delayed casting time? Like over several turns? Your mage uses their full action to begin casting, and they place the card in the zone with one or more “delay” counters on it. And each upkeep you remove a counter, and when the last counter is removed, the spell finishes. So you could summon very powerful creatures that are so strong that they take a couple rounds to get gated in, or a spell that has arena wide effects when it resolves.
And the trick is when these spells are started, if the mage casting it receives damage, the spell is cancelled and discarded.
Title: Re: Spells you would like to see
Post by: stadi on August 12, 2012, 03:09:25 AM
I think there should be some spells that have a higher mana cost for mages outside the spell's schools (or for opposite schools). So apart from the usual higher spellbook building cost. Let's say some very powerful and flavorful healing spell for the priestess or something like Death Link for the Warlock. So let's not make them x mage only but simply higher mana cost for other mages.
Title: Re: Spells you would like to see
Post by: Klaxas on August 12, 2012, 03:09:47 AM
great idea but canceling the spell on any damage might make it too hard to get off.  maybe you have to pay mana for each delay counter thats removed.
Title: Re: Spells you would like to see
Post by: Proof on August 12, 2012, 01:15:26 PM
Are there going to be any dragons in this game?

I think each of the schools should have a dragon avatar that embodies their schools principals.

A holy dragon that heals, an undead dragon for dark, a sky dragon for air etc...
Title: Re: Spells you would like to see
Post by: Skunkstrype on August 14, 2012, 07:45:40 AM
The rules state that you can cast equipment spells on other mages as well as on yourself, provided that the other mage does not already have an item in that equipment slot. This gave me an idea; cursed items.

Cursed items are cast like any other equipment spell, but they bestow negative effects upon the target mage who cannot simply remove them by casting an equipment spell of their own that uses the same item slot. Insted, the mage has to cast Dissolve or something similar to destroy the cursed item.

Some examples of cursed items could be:

(cursed boots): Wearer becomes Slow.

(cursed chest piece): Gives no armour bonus and wearer gains the Finite Life trait.

(cursed chest piece): Gives no armour bonus and wearer gains Lightning +2. (Other types could give other vulnerabilities.)

(cursed amulet): Gives the wearer Channeling -1.

(cursed amulet): Enchantments that have been cast on the wearer gain Magebind +2. (Except curses, which gain Magebind -2 instead.)

(cursed gloves): Whenever the wearer makes a non-spell ranged or melee attack, gives a chance for attack to miss.
Title: Re: Spells you would like to see
Post by: Shad0w on August 14, 2012, 08:11:44 AM
Quote from: "Skunkstrype" post=554
The rules state that you can cast equipment spells on other mages as well as on yourself, provided that the other mage does not already have an item in that equipment slot. This gave me an idea; cursed items.

Cursed items are cast like any other equipment spell, but they bestow negative effects upon the target mage who cannot simply remove them by casting an equipment spell of their own that uses the same item slot. Insted, the mage has to cast Dissolve or something similar to destroy the cursed item.

Some examples of cursed items could be:

(cursed boots): Wearer becomes Slow.

(cursed chest piece): Gives no armour bonus and wearer gains the Finite Life trait.

(cursed chest piece): Gives no armour bonus and wearer gains Lightning +2. (Other types could give other vulnerabilities.)

(cursed amulet): Gives the wearer Channeling -1.

(cursed amulet): Enchantments that have been cast on the wearer gain Magebind +2. (Except curses, which gain Magebind -2 instead.)

(cursed gloves): Whenever the wearer makes a non-spell ranged or melee attack, gives a chance for attack to miss.


I remember talking about casting equips on other mages. The reason behind this is in team play you may want to be an equip heavy book helping out your team. Your book would include things like Battleforge in order to ramp up the number of equips you can make each turn. I thought about cursed items back when we were doing brainstorming sessions.
Title: Re: Spells you would like to see
Post by: Klaxas on August 14, 2012, 08:14:52 PM
Unfettered growth.  nature (not sure level)  plant based nature spell, maybe druid only.

conjuration.  chaneling 1.  life 5, armor 0.  zone exclusive, flame +2.   during delployment (upkeep?)  unfettered growth may spend 3 mana to place a growth token in a zone adjacent to unfettered growth or adjacent to a growth token, as long as an unbroken line of tokens can be traced from unfetterd growth to the newly placed token.

growth tokens have life 3 armor 0.  enemy non flying creatures in a zone with unfettered growth or a growth token are hindered.  

note as elusive only works vs creatures, elusive creatures would still be hindered.
also only enemy creatures are affected
Title: Re: Spells you would like to see
Post by: T_Hess on August 17, 2012, 05:23:49 AM
I think it would be cool to see creatures that can take on effects of other spells.....For example
Say you summon a creature and pass it through a fire wall it should be able to now pass on Burn to players and creatures when it attacks. But I came up with an idea for a Mage as well while thinking about this so I'm a post it in mages. XD
Title: Re: Spells you would like to see
Post by: Havelock on August 18, 2012, 02:51:14 PM
This game is often compared to Magic: the Gathering. Since creature in MW seems hard to kill, it would be awesome to see some dark spells (unless they exist already) like Diabolic Edict (Target Player sacrifices a creature) or Terror (Destroy target non-legendary, non-dark creature. It can't be regenerated).

I'm aware that I didn't play the game yet and maybe I'm completely wrong, but these would be super awesome.
Title: Re: Spells you would like to see
Post by: Klaxas on August 19, 2012, 08:32:10 PM
sll good ideas.  an idea i came up with at the con for the time mage.  a quick spell to cast that allows target creature to take his full action
Title: Re: Spells you would like to see
Post by: Scarob on September 05, 2012, 07:40:15 AM
How about a spell that targets two creatures, and those creatures change place

or maybe a spell that clones a creature for a number of turns

(apologies  if these ideas are either already including the game or other have thought of them, im a UKer so haven't had a chance to get my own game yet)
Title: Re: Spells you would like to see
Post by: Sparkytbg on September 05, 2012, 11:52:59 AM
Hi Scarob,
I really like the idea of a creature cloning another creature.  It would be great if there was a shape shifter that could pick the creature it was going to be until the end of the turn and be an exact duplicate.  Maybe it would pay the level of the creature it changes to in mana.
Title: Re: Spells you would like to see
Post by: Scarob on September 06, 2012, 05:53:47 AM
Hi Sparkytbg,
Or could choose to become a clone of a creature that has defeated in battle? Eats the unfortunate and gains their soul and form maybe,

as for the shapeshifter wondering if that could become a mage, though the gameplay for that would be very one dimensionaly......hehehe a wolf cast a lightning bolt XD
Title: Re: Spells you would like to see
Post by: acrazy1 on September 06, 2012, 08:56:59 PM
Charged Spell shields that can actually attack. Like a lighting field that can zap an enemy that enters your zone.

Spells that Summon obstacles or objects that can make a zone unpassable . Like a mini volcano in a zone that unless it's dealt with makes that zone pretty much out of bounds or a sheet of ice.

How about spells or equipment that effect equipment. Like a scope for a crossbow, heat metal to make the spell go back to the mages spell book, Soul binding where you have to dispel the binding before you can dissolve the item. A Empowering enchant to a wand or other spelbinding item that increase the damage dice buy like +1 or 2. Plus item sets maybe that when worn together give some bonus.

Mimic items that can be placed in an zone that give their summoner bonuses while within a certian distance of that square but will transform in to a creature and attack any intruder to the zone.

Prismatic effects that can randomly change the damage, like fire ball into lightling ball.  

Or spells that can modify the effect dice (the d12) either change the effect or make it better or worse. i.e. change a 7+stun to a 5+stun. or 7+ stun to a 10+stun. or instead of stun it can change it to a burn effect.

Potions or other consumables.

a wand or staff that can spell bind single target attack spells and have the fork and hit 2 enemy's instead of one but each enemy will only take 1/2 the damage.

Things that disrupt or cause mages to take care of before they can do a normal action. like a leprechaun pot of gold that invokes a mages greed and he must grab it, or dispel the effect, before he can continue his assault.

camouflage or some sort of invisibility or hiding spells.

Thats all i can think of at the moment.
Title: Re: Spells you would like to see
Post by: Klaxas on September 06, 2012, 10:23:48 PM
nice lots of good ideas here
Title: Re: Spells you would like to see
Post by: Scarob on September 07, 2012, 02:33:14 AM
Quote from: "acrazy1" post=964
Charged Spell shields that can actually attack. Like a lighting field that can zap an enemy that enters your zone.

How about spells or equipment that effect equipment. Like a scope for a crossbow...

Prismatic effects that can randomly change the damage, like fire ball into lightling ball.  

Potions or other consumables.

Things that disrupt or cause mages to take care of before they can do a normal action. like a leprechaun pot of gold that invokes a mages greed and he must grab it, or dispel the effect, before he can continue his assault.

camouflage or some sort of invisibility or hiding spells...


the charged field zone attack defence, equipment for equipment, random attack, potions, disruption and camouflage are my chosen from your list acrazy1 XD.

I particularly like the equipment for equipment idea

like your crossbow scope,
different types of bolt for the crossbow (similar for arrows for a bow),
a better grip for swords,
new axe heads to do different damage,
or enchantments that target only equipment,
make the item indestructible to give the wielder a 11+ defence

sooo many possibilities
Title: Re: Spells you would like to see
Post by: acrazy1 on September 07, 2012, 01:45:55 PM
Quote from: "Scarob" post=970
different types of bolt for the crossbow (similar for arrows for a bow),
a better grip for swords,
new axe heads to do different damage,
or enchantments that target only equipment,


you can make Arrows/bolts, javelins, Spears, throwing weapons have the spellbind trait. attach the damage spell to them. So when they are thrown, either hit or miss if missing is possible, that weapon/projectile is placed in the area, and would have to be retrieved to be used again. It would also be possible for the other mage to pick up said item.

Spell Carrier items like a balloon, floating ball,or shadow clone/creature (movable traps) that wind or push spells can move them from zone to zone until the trigger causes them to activate.

Gravity spells that cause things to be immovable or reduced gravity where the space dosn't take a move action, you are so light it is effortless to move across the space.

Slimes and jellies that move slowly around the map eating spells/zone effects.

Transmutable viruses that effect creatures attacked buy infected creatures, like rabies and ghoul rot.  

Creature binding spells when two creatures are linked the share damage. or even linking creatures to zone items. even magical leash traps when a creature goes into a zone they are held to a certain radius till leash is dispelled or destroyed.

Tracking traps and seeking spell combo's. A trap that when activated the creature gets a magic mark and special tracking spells can home in onto that no matter where in the arena the creature goes the spell will follow. It may take a round or two before it hits (depending on the distance). there is nothing like trying to figure out how to save the creature/yourself from a clear and present doom.

Spells that stay in effect for multiple rounds and have Ricochet effect and random bounces. It can hit a creature, wall, or zone item and randomly bounce from there.

Mirror traps when an attack spell is casted across a zone the trap activates and reflects the attack back at the caster.

a Druidic thing but a leyline system where items, zone items, and some animals are connected and the more zone they cover create system of power and protection for the druid. The druid could use that direct line to cast spells trough healing item or creature in the area, cast deadly spores, or other nature effects.

walls that move like a big sawblade or blades that move across a wall line from one side of the arena to the other.

elemental creatures that can be either a wall or a creature, they morph!

creatures that can combine to make a more powerful creature. like an earth and fire elemental truns in to a magma creature.

Also want to say what a creative group of fans there are a lot of great ideas in the other pages really gets the creativity going.
Title: Re: Spells you would like to see
Post by: Scarob on September 07, 2012, 02:05:34 PM
they are all awesome ideas, i love them XD

like you mirror trap - zone traps that trigger the first time a creature or mage moves into that zone.... mirror attack, pit traps, spike traps, teleport trap, healing fountain, etcetera. :)

slow moving spells, that are placed on the board and move one zone per turn and attacks 1, 2 or more in that zone until they collide with a wall or board edge

supreme epic spells that target all on the board or all within 1 or 2 zones, etcetera.

spells that turn zones into deep areas of water for sea creatures

continuous effects on the board

and finally i agree there's absolutely loads of good ideas that id love to see worked into the game somehow ^^
Title: Re: Spells you would like to see
Post by: Upgrayedd on October 23, 2012, 08:10:27 PM
Chain lightning with a range of zero.  Only hits targets in the caster's zone.  It will not leap to another zone.  We could call it... Force Lightning.   :)    Either cheaper to cast than regular chain lightning or does more damage.

Instead of the daza/stun condition die of lightning, give it a Push/daze like Jet Stream.  
Ranged, 6 dice, 4-10 = Push, 11+ = Push and Daze.  Cost of 12 mana to cast.
Title: Re: Spells you would like to see
Post by: ktype2 on October 24, 2012, 05:16:53 AM
Just got my copy. May I say that my wife and I really love this game, and we would definitely want to see more expansions in the future.

As for spells I would love to see...

1). An absolute single creature removal card- After having a test turtle-ing  battle with my wife, there came a time when the board was just filled with creatures (and having spells under them increased the clutter). Neither mages want to move closer because some creatures have sweeping attacks in addition to the volume of creatures in the center zone. I think having an absolute creature removal card would be nice. Making it a level 4 card would also help, so players wont be able to spam them (provided that it cant be attached to any wand). I believe that it would quicken the pace per game. As for a spell name.... Execution? :D

2). A global removal card- This concept would be interesting for solo builds. Allowing players to wipe the board completely of any object except for the mages. A last resort if you will. I'm thinking... a level 6 legendary epic fire spell... Apocalypse? :D

3). (this may be a long shot but.... here goes) Blink/Flash Step- you can only use your quickcast token to use this card. Move your mage 1 zone away. (this would be 0 to cast).
-Since I've seen a lot of turtle strategies, allowing attackers to maneuver and cast a full action spell would be nice. Once again, I believe that cards like this would make bouts quicker.
Title: Re: Spells you would like to see
Post by: Some_call_me_Tim on October 25, 2012, 05:36:05 PM
A spell that lets you put your cast spells back in your spellbook.

A spell that lets you look through your opponents spell book.
Title: Re: Spells you would like to see
Post by: jmmeye2 on November 01, 2012, 10:17:15 AM
Here is a bunch off the top of my head:

1. A creature that gain armor rating or defense while guarding
2. An incantation that allows you to place multiple enchantments at once directly from your spellbook.
3. An enchantment that reduces the face down cost of playing enchantments on the same target by 2.
4. A very large creature that blocks LOS
5. A wall that blocks movement, but not LOS
6. Spell that requires you to discard a prepared spell as an additional cost
7. Spell that rewards you for guessing the opponent's unplayed prepared spell
8. A creature that can be placed as a face down enchantment, then revealed later
9. A zone target enchantment that gives a chunk of mana to the caster of a dispel on the en
10. A charge -X creature
11. A Light+X creature that heals instead of taking light damage
12. An incantation that allows you to immediately act (activate) a creature next even if it is not your turn to act.
13. A war spell that allows you to act with all of your creatures in this round before any other creature gets to act.
14. An incantation that targets a mage and forces the controlling player to return an unplayed spell to his spellbook
15. A very strong two handed melee weapon
16. A melee weapon that has attack dice equal to casting mage's armor rating
17. A war spell that immediately places guard markers on all non-mage friendly creatures in the same zone.
18. A VERY large creature that blocks movement and LOS but counts as being in all neighboring zones.
19. A demonic creature that has rediculous health, but high upkeep cost
20. A creature that abandons the caster on "death".  Can be prepared from the discard pile for any opponents.
21. A die roll result keyword that does something on blank die rolls (Blank: _____)
22. A shield equipment
23. An incantation that targets a familiar or spawnpoint and allows a card prepared and not cast during deployment phase to be cast immediately
24. A fire spell that gains an additional attack die for each burn token on the CASTING mage
25. A creature keyword that places a guard counter when passing on a move action (you can guard and attack if not moving)
26. An incantation that heals a creature and increases armor by 1 for this round for each blank die roll
27. A zone enchantment that is revealed and enchants the first creature that enters the zone
28. A bow equipment that allows the caster to place an unplayed, prepared enchantment on the target of the bow attack for free.
29. An incantation that reduces the cost of the next spell this turn by X, net mana gain if used
30. A creature that summons a specific zone enchantment on death from the spellbook (such as poison cloud)
Title: Re: Spells you would like to see
Post by: stadi on November 01, 2012, 11:20:38 AM
jmmeye2: some great ideas!

This made me think of the death curse in Dresden Files. This would be a great mechanic. You could put one death curse spell in your spellbook that has no summoning cost but a high spellbook cost. Once your mage dies you can activate it. This should be a strong spell with a chance to take out the other mage (if he is such a fool to kill you by himself) or at least some of his creatures. This would be even more interesting in a 3+ player game.
Title: Re: Spells you would like to see
Post by: gos_jim on December 07, 2012, 10:23:16 AM
Something I think would be fun would be a set of illusion-based spells similar to Decoy.

Imagine maybe an enchantment. You cast it on a zone, and when you reveal it it lets you pull a creature from your spellbook and place it into the zone. The enchantment then attaches itself to the creature. If the enchantment gets dispelled, the creature goes away. You would either get some mana back when the creature dies/gets dispelled, or the cost of the creature would be reduced when it's first cast. You'd have to do some balancing either with how much mana it costs to reveal, maybe an X cost based on creature level, or maybe it serves as a detrimental enchantment on the "illusory" creature. Like Finite Life, Armor -4 or something like that so that the creature isn't as good as it would be to summon it normally.

Alternately, you could have an enchantment that you just put on a normally summoned creature face-down similar to Decoy. If the enchantment is dispelled the creature gets destroyed. But if either the creature gets destroyed or the enchantment is dispelled, you get some mana back according to the level of the creature. This has a benefit of the enemy mage not knowing if the creature is an illusion or not.
Title: Re: Spells you would like to see
Post by: NovemberAdam on December 12, 2012, 04:20:10 PM
Lead boots/ Grounded

If cast on an in-flight creature, they will come down fast and take damage from hitting the ground.  Possibly losing flight for a turn, and gaining a stun marker, or something to that effect.  Gravity is a harsh mistress.
Title: Re: Spells you would like to see
Post by: jayjazz99 on December 21, 2012, 08:26:33 AM
I play the Warlock a lot, and I can tell you what I want for the Warlock :

- A creature that can cast curses (a witch ?, Hag ?), that is desperately needed for the curse-warlock
- A weapon that causes Rot as an effect, preferably long range
- A conjuration that summons Undead (Graveyard), the necro will probably have that thought,
- A conjuration that increases by 1 all ''removal cost''
- A 8-9 point Dark Living creature (to fill the gap between 5 and 13 points).
- An Dark attack spell ( Degenaration-2 space rot attack).

As you can see, I love the curse Warlock.
Title: Re: Spells you would like to see
Post by: piousflea on December 27, 2012, 02:10:38 PM
I would like to see:

1) Positional attacks designed to break turtling opponents and force a melee engagement. For example, give a Catapult a 3 range, 4 dice, +3 piercing full attack - but any time the Catapult is targeted by a melee attack it is Incapacitated until its next action.

2) An Incantation that makes a creature Incorporeal until the end of the round.

3) An enchantment that targets your Mage and can be flipped during the Upkeep phase to give you initiative.

4) An enchantment version of Battle Fury (when flipped, gain another attack action). This would have to be much more expensive than BF because flipping wouldn't cost a quick spell action. It might even need to be Epic.

5) Incantations that "burn" an enchantment for an instant effect:
- Envenom: Discard one or more Poison enchantments on target creature. For each enchantment destroyed, make a ranged, Poison, 4 die, 6+ Rot, Unavoidable attack against the target. If the target does not have any Poison enchantments attached, destroy this card with no effect.

- Word of Dread: Discard one or more Curse enchantments on target creature. For each enchantment destroyed, make a ranged, Dark, 3 die, Unavoidable Zone attack against all creatures in the same zone. If the target does not have any Curse enchantments attached, destroy this card with no effect.

- Divine Sanctuary: Discard a Nature or Holy enchantment on target creature to make it completely invulnerable until the end of the round. If the target does not have any Nature or Holy enchantments attached, destroy this card with no effect.

6) A mandatory-reveal backlash enchantment. When this creature is targeted by an Enchantment or Incantation controlled by a hostile player, you MUST reveal this card and perform a 6 dice ranged attack. If this card is revealed at any other time, it is destroyed without effect.

7) A creature that is able to Guard against multiple attacks per round.

8) A bodyguard creature that can Guard against ranged attacks. (take a bullet for your master!)

9) A zone enchantment that Slows all creatures entering or leaving the zone.

10) A life link incantation that allows you to re-distribute damage between creatures you control. (It does not actually remove damage so it is not considered a Healing spell and is not affected by Finite Life)

11) A Ghost Vision enchantment. When flipped, the target creature ignores line-of-sight blockers until the end of the round. Magebind +2.

12) Enchantments that can "jump" to a new target if their current target is destroyed.

13) A mandatory-reveal Fumble enchantment. When the target declares an attack, you MUST reveal this card. The attack is Countered. If this enchantment is revealed at any other time, destroy it without effect.

14) A full action incantation that allows you to search through your spellbook and cast a quick spell of your choice.

15) Suicidal Frenzy (Incantation): Targets non-mage Creature. This creature gains Invulnerable, Uncontainable, Fast, Melee +3 and Ranged +3. Destroy target creature at the end of the round.

16) An attack spell that deals damage based on the number of Enchantments on the target.
Title: Re: Spells you would like to see
Post by: xienoph on December 31, 2012, 09:48:30 AM
Similar to some of jmmeye2's suggestions:
[ol]
  [li]Incantation that allows the mage to take an extra card during the planning stage[/li]
  [li]Creature that targets a creature and flips its action marker (active to inactive, or inactive to active)[/li]
  [li]Attack spell that targets a mage (friendly or non friendly). The player casting the spell picks a card in the mage's hand, and the targeted mage returns that card to the spell book and replace it with another card with a lower mana cost.[/li]
  [li]Attack spell that targets a mage and plays a card from the mage's graveyard[/li]
[/ol]
Title: Re: Spells you would like to see
Post by: piousflea on February 06, 2013, 10:57:45 PM
I was playing with Nullifies and Blocks and was thinking: It would be really nice to have an Incantation version of Nullify and Block. The disadvantage would be that it would only last a single round. The advantage would be that you couldn't burn through an incantation by using a Decoy or a weak attack.

Anti-Magic Shield: 6 Mana, incantation
Target creature cannot be targeted by Incantations or Enchantments until the end of the round.

Bubble Shield: 6 Mana, incantation
Target creature automatically Defends against all attacks until the end of the round. Has no effect on Unavoidable attacks.

Not sure if something like this is already in an upcoming expansion...
Title: Re: Carnivorous plants
Post by: theduke850 on February 07, 2013, 11:36:31 PM
For some reason I was just inspired to come up with a Carnivorous Plant Card :whistle:

I'm thinking of some sort of carnivorous plant conjuration with the ability to lure (perhaps taunt?) creatures into it's zone with a range of 1-1 and/or make an immediate attack of around 3 when an enemy creature enters it's zone.  maybe a limit on the lure ability to level 2 creatures or lower and the vampirism trait.  It could also have the Pest trait so the creatures have the chance to run 2 zones away.  the Venus Fly trap is the most obvious inspiration (and perhaps the most iconic from the card art point of view).

I am less certain on the other stats (spell level, life, mana cost) and I suspect they would have to be determined with play testing.   assuming that the amount of life is the biggest factor that would determine the spell level and an appropriate mana cost.

but I'm already falling in love with my concept, please make it!
Title: Re: Spells you would like to see
Post by: harveymcglenn on February 22, 2013, 11:09:38 PM
It would be nice to see a wall that did not block LOS, but otherwise hindered creatures physically.  This would be great for range attacks.  This situation has come up plenty for me.
Title: Re: Spells you would like to see
Post by: Kytan on February 28, 2013, 06:38:48 PM
I'm a big beastmaster player so all the creatures I want to see I thought up in terms of animals
•An animal with a ranged attack like a spitting cobra
•a porcupine with a damage barrier
•maybe some variety of  spiders that poison incapacitate cause weak
•lvl one dogs that get stronger the more of the same type you have out in the same zone so they work more like a pack rather than just following the leader.
• a cat or something with reach that hunts birds just for flavor.
•or some big lion that gains a bonus against other animals or maybe just an animal hunter.
Title: Re: Spells you would like to see
Post by: Aylin on March 01, 2013, 05:07:21 AM
Quote from: "Havelock" post=603
This game is often compared to Magic: the Gathering. Since creature in MW seems hard to kill, it would be awesome to see some dark spells (unless they exist already) like Diabolic Edict (Target Player sacrifices a creature) or Terror (Destroy target non-legendary, non-dark creature. It can't be regenerated).

I'm aware that I didn't play the game yet and maybe I'm completely wrong, but these would be super awesome.


Perhaps a way to implement that would be like this?

Name:  Murder, Destroy Essence, Remove Soul, something like that
Spell Type: Incantation
Full Action
Spell cost: X
Range: 0-1
School: Dark 3 (perhaps 4)
Place target creature in its owner's discard pile.  X=creature cost + creature level


It's inefficient with respect to mana and actions (only being neutral in actions if used to kill a creature the turn after it is summoned), but it could be useful against builds that summon one really powerful creature, especially after it has some enchantments placed on it.

Compared to Banish, it would be a much more expensive but permanent.
Title: Re: Spells you would like to see
Post by: sdougla2 on March 02, 2013, 05:55:47 AM
I'd like to see boots that give fast and a cloak that gives elusive.
Title: Re: Spells you would like to see
Post by: tyfauv on March 10, 2013, 03:00:17 PM
A few spells

A spell like Block that stops Unavoidable.

I saw it above but a shield. Maybe one that can shield bash or heal soldiers or holy creatures then the Priestess can carry more than her staff around

Spells that grant flame immunity or what ever element you have. But specific ones for each kike Stork Drake Armor and Dragonhide Armor.
Title: Re: Spells you would like to see
Post by: sIKE on March 10, 2013, 04:04:57 PM
I would like to see a card that would let my Mage fly. Be it a Broom, Umbrella, Chity Chity Bang Bang, or a Silver Surf board. Very suprised to find that my mage has no way to fly in the game.
Title: Re: Spells you would like to see
Post by: Doma0997 on March 11, 2013, 10:11:52 PM
How about another epic curse for the dark school? Something along the lines of Shared Agony.

2 hidden cost
10 reveal
0-2 range
Non-Mage Creature

When Shared Agony is revealed put a token on another creature range 0-1 to the enchanted creature. Whenever the enchanted creature or the linked creature takes damage, the other gains an equal amount of damage.

Of course, all things would have to be balanced for playability, but I think it would be fun, especially for the creative things that one could do with it. You have a creature I can't really take down easily? Throw Shared Agony on one of my own and start to beat away at it. Link with one of my own and use guard each turn. Or just the simple link to two of my opponents creatures to take two down at once.
Title: Re: Spells you would like to see
Post by: Kytan on March 15, 2013, 08:43:35 AM
• a priestess familiar, maybe like an archangel that can cast holy incantations and attack spells
• some sucide cards like +3 melee but take 3 damage - a blood crazed demon that gains blood thirsty +2 and takes 2 maybe 3 damage
• a creature who's action marker doesn't flip unless you pay mana during your upkeep
• possibly an enchantment that gives an extra quickcast when you reveal it, or maybe a permanent extra quickcast but has a high upkeep cost
• creature that gains life after it destroys another living creature, kinda like it's eating the fallen creature
• goblin or Orc bezerker that has a high attack but little life and no armor and can't gain armor
• a diseased creature that can give rot to anything that attacks it
• a mobile spawn point for the warlord, a siege tower perhaps, can either move 1 or summon a solider.  to make up for no Mage specific familiar
• a moat, hinders movement but doesn't block LoS, non-Mage creatures crossing the moat have a chance to drown while crossing on like a 10+ add one to the die roll for each point of armor, slow creatures cannot cross.
• a net/web that acts like a wall for flying creatures and to cross must lose flying until next activation
• suppression zone, enchant zone, creatures cannot fly or use ranged attacks inside zone
• chest piece that gives +3 armor and tough -2
• enchants that give -1 against specific elements and curses that give +1 vs certain elements
• nature attack spells, plants/trees/bugs attack to deal damage
• swarm of bees, incorporeal, full action zone attack, cannot guard
• tranqualizer dart, attack spell that deals some minor dmage but stuns on a 3-10 and on an 11+ sleep, war spell most likely
• a trap that deals some damage and restrains for a few turns
• a javelin that gives a one use ranged attack, maybe an equip that can be used in either hand and is destroyed after use or a creature that comes into play with a javelin token that can be used once
• grappling/ climbing equip that takes both hands, glove, and boot spots but give melee +1 or 2, double strike, and climbing possibly some armor
Title: Re: Spells you would like to see
Post by: Gewar on March 24, 2013, 03:51:53 AM
This (http://magewars.com/jsite/forum/4-rules-discussion/9567-questions-as-they-come-up#9590) post gave me an idea for two spells :

1. Floating Eye - creature (Arcane maybe), which gives a Mage LoS (and maybe Range to cast spells) as thogh as Mage were Floating Eye. It could be Flying and Pest ad with no attack.

2. Phase Door - Arcana Teleport spell, which allows your Mage to teleport one or two Zones away, regardless of LoS.
Title: Re: Spells you would like to see
Post by: relknes on March 30, 2013, 11:24:02 AM
Fear of Lightning/Fire: curses that gives +2 to atacks of that element
Burst of Speed: quick spell that allows you to immediately take a full action as a free action (might be too powerful for rush decks... balance would be tough to achieve)
Mischevious Gremlin: arcane school.  Movement rules simmilar to Blue Gremlin.  2 dice atack, 0 armor, 5 life, 7+ defense (1x).  Conjurations in Mischievious Gremlin's zone do not function.
Title: Re: Spells you would like to see
Post by: Diji on March 30, 2013, 02:24:08 PM
Vengeance (School -Dark?) Card Level: 2?/3?
Mana Cost:2/X (Red)
Card Type: Enchantment Trap
Target: Creature

Upon death of this creature (by way of enemy creature or caster damage) reveal Vengeance. Vengeance targets the source of damage last caused.

X = mana required for attack chosen.

Attack
3 mana - 2 Dice
5 mana - 2 Dice *Unavoidable
7 mana - 2 Dice *Unavoidable *Critical Damage

Mana and attack are up for debate, but the idea is an enchantment that will sit on creatures for a long time mixing up opponents. It will make seeking dispel and decoy more valuable. I also like the flavor - putting a dark energy around a creature and when that creature is destroyed the caster can vary the strength of the vengeance.
Title: Re: Spells you would like to see
Post by: Tacullu64 on April 04, 2013, 12:19:35 AM
Elemental Ward     target zone (or target living creature with Magebind +2)
Enchantment   2    ? For reveal cost

Magecast    

-1 to an element type for all creatures in the zone (including enemy creatures). Elemental creatures (have levels in the school of the chosen element to cast) of the named element may not enter the zone (only if it is a target zone spell). If a zone attack of the chosen element targets a zone protected by Elemental Ward counter that attack and discard Elemental Ward.

Target creature gains -2 to an element type.

The spell would target either a zone or a creature not both. If it targeted a living creature it would be level 2 in the chosen element. If it is a zone enchantment it would be level 3 in the chosen element.

So I'm basically listing 2 possible spells a weaker version that targets a single creature or a stronger version that targets a zone.


Make one for each element type but they are all called Elemental Ward so only one may be attached to a zone or creature.
Title: Re: Spells you would like to see
Post by: Brazil on April 04, 2013, 07:09:04 PM
One problem I see is Poison and Weakness in particular.   The problem is:  Some creatures can cause weakness with their basic attacks (like the Gorgon Archer).  And because they can cause basically an UNLIMITED amount of Weakness, there needs to be an UNLIMITED way to counter the same.

Of course the Priestess can do this naturally, but the other Mages are limited to spells to do this.  This means once a mage runs out of Purifies, all his creatures are then subject to permanent irremovable Weakness.  (And that's not good.)   Yes I realize there is one location that can be used to remove them...but that location is vulnerable and limited as well....and also inconvenient to have to spend several turns running your creatures back to that zone to have Weakness removed, when Gorgon(s) can just keep on tossing it onto creatures in an unlimited way.

Suggestion for a card:   A Cantrip which could remove a single Condition.

You already have Purify which can remove a bunch of conditions.  But you are limited in number. (I know you can put it on a wand, but wands are popular targets for Explosions, Destruction and Stealing.)  I can just see Weakness as a dominant factor without a "reliable" way to counter it.  Other conditions go away on their own...but Weakness has to be "Cast off".

I would suggest this cantrip (and pretty much all of them) to be high level, as they are reusable, there needs to be some "cost" of having them, and a high casting cost seems an unjust penalty as it doesn't cost mana for creatures to dish out Weakness every turn.

Anyway so for the above reason I'd suggest some Cantrip to remove Effects, that has a high level but a low casting cost. (2-ish - plus paying the condition removal on top of that.)
Title: Re: Spells you would like to see
Post by: baronzaltor on April 05, 2013, 05:06:30 PM
Something to hinder or deny teleportation.  

Teleport is good, its an auto include in every spell book.  Its used on friendly targets, on opponents, on their creatures, on yourself, to destroy creature conjurations, to disregard the "slow" trait, to hop over traps.. put it on a wand!  put it on a familiar!   Its so good that when God himself interferes in the battle (Divine Intervention) its a freaking Teleport!

But I digress.. Id like to see a Trait that can stop teleportation and a card or two to hinder what is debatably the best utility function in the game.

Version 1: The basic friend or foe "hey dont teleport that" card.
Planer Anchor:
Enchantment or Conjuration (which ever, so long as it targets a creature)
Target Creature gains the "Anchored" Trait.   Creatures with Anchored cannot be moved via Teleportation.


Version 2: The anti-"SlowLol CreatureTeleport-Spam" book card.
Warp Lag
Enchantment or Conjuration (again, whichever so long as it sticks to a creature)
If this Creature is moved via Teleportation, its action marker is turned face down when it enters the destination zone.

Version 3: Just a weird card idea
Portal of ____  (something named after a place in lore.)
Conjuration/Enchantment (targets zone), Legendary (to avoid confusion of multiple effects.)

Whenever any Creature is Teleported, it moves to this zone instead of its original destination.


Also, a semi-unrelated card because that would be useful, and is cool for Zelda fans:
Iron Boots:
Equipment
You gain the Immovable Trait.
Title: Re: Spells you would like to see
Post by: wtcannonjr on April 05, 2013, 05:32:15 PM
Spell Stop Time
Targets a Zone
Casting Cost is 3XY where X=number of creatures in zone and Y=number of rounds caster decides to stop time.
Effect would be to temporarily remove Action markers from all creatures in the targeted zone for Y number of rounds.
Title: Re: Spells you would like to see
Post by: sIKE on April 05, 2013, 06:31:27 PM
Blinded

These spells would cause a new condition: Blinded

A Blinded creature is unable to target anything in the Arena and may stumble in a random Direction. A blinded creature will stumble about in the zone it is in, however it may panic and move (as many zones as possible) in random direction. Use the effect die to determine of the creature panics. Roll the effect die and on a roll of 8+ or higher the creature panics and moves in a random direction and will use both of its move actions this turn. Use the Rose compass to determine which direction the creature moves.

A blinded creature can still make melee attack in the zone it is in if it hasn’t panicked. Use the Rose compass to determine if the attack is in the correct direction. Align the compass directions (N, E, S, and W) with the different sides of a zone. If you are in a zone on the side of your controlling mage the a roll resulting in N is successful. attack If you are in a center zone a roll of E or W is successful, if you are in a zone of the opposing Mage the a roll resulting in S is successful. All damage dealt is non-critical/non-piercing. If the attack is successful and multiple creatures (both friendly and opposing) may be hit by a sweeping attack.

Two Spells:
Conjuration: Spell Level 3 Mind, Non-Mage Creature
Cost 4 Mana
Blind as a Bat
The targeted creature now has the Blinded trait until the end of the turn.

Enchantment: Spell Level 4 Mind, Non-Mage Creature
Cost 2 Mana 8 Mana
Eye Fry or NoSee'em or Cant C Me
The targeted creature now has the Blinded trait until removed.

There would be a Blinded Marker with a removal cost of 5 Mana, and of course there would need to be a counter spell.

Incantation: Spell Level 2 Holy,  Non-mage Creature
Cost X X=Removal Cost+1
I See the Light!

Remove the Blind trait marker from target creature.

I was blind but now I see.

 :pinch:
Title: Re: Spells you would like to see
Post by: Brazil on April 06, 2013, 11:06:49 AM
This can't be the only Swords and Sorcery game on the planet who's fiercest creature isn't a Dragon!!!

Come on, get with the program!!

In order to be a legitimate fantasy world game we need like a 35 casting cost, flying, fire breathing Dragon!!!
Title: Re: Spells you would like to see
Post by: Brazil on April 06, 2013, 11:35:57 AM
More Cantrips!!!

Small utility spells and poke damage spells, that aren't as good as full incantations and attack spells, but are cantrips.   Running out of direct damage and ways to dispell items and get rid of effects, (I mentioned this in a previous post), are very inconvenient.   Of course you can put them on a wand, but if you go that rout you risk losing your wand and then presumably if that was your plan you only took one each of these spells so now you're really hosed.   I wouldn't make Cantrips that are as effective as say Purify (which removes multiple effects) or as strong as Lightning Bolt.  But maybe a Cantrip that dispells one effect at a time.  Or direct damage that costs more mana than the one time use versions.  Or a dispell that costs more mana than the one time use version.

The thing is if wands are the only way to cast the same spell over and over, then blowing up the other mage's wand and keeping your own becomes paramount in the game.   Especially so with things like weakness which can only be dealt with by the Priestess  or by limited supply Purifies.  And creatures like the Gorgon Archer can put weakness on a different creature every turn.  (an unlimited supply of passing out weakness, but other than the Priestess, a limited way to deal with it.....that's not good.)
Title: Re: Spells you would like to see
Post by: Morachidi on April 07, 2013, 03:22:16 PM
Something simple

Incantation war
Ninja bomb.
Zone attack.

Novice
Daze for all the creatures except the caster.
Invisible creatures in the Zone become visible so long they are in the Zone  ;)

Destroy after use.
Title: Re: Spells you would like to see
Post by: ringkichard on April 08, 2013, 12:32:20 AM
Spells

Leaping Drag - Incantation - corporeal creature
Level 1 war
4 mana - range 0-2.
Until end of turn, when target creature moves from a zone, you may push one corporal enemy creature from that zone toward the target creature.

Art shows a leaping Orc Butcher tackling a Gray Angel that flew too low to the ground. The orc is rushing forward, passing the angel, and he has the Angel's neck in the crook of his arm lariat style. The angel is being overbalanced backward, wings cramped, sword useless.

--

Bull Rush - Enchantment - Living non-flying creature
Level 2 Nature
2 mana cast, 4 mana reveal - range 0-2
When this creature moves from a zone, you may push one corporeal enemy creature without flying in from zone toward this creature.

Art shows the panther Cervere, The Forest Shadow charging a Warlock. Cervere is surrounded by the blue ghostly outline of a bull, head lowered in a charge. In the distant background, the sky is hidden by a large Wall of Thorns.

Reason:
To give melee oriented midrange decks a bit more board control against fast agro decks by dragging their key pieces out of place. Also gives swarm decks the ability to push back against Few Big creature strategies, and brings push out of solely the force school to encourage more tactical board play. These cards also provide alternatives to teleport, which are important to have if a metagame hoser is being developed against that very powerful spell,

Tactical notes:
Fast and elusive creatures love these spells, as noted in the art for Bull Rush. The spells can trigger twice for creatures that can move twice, but note that the pushed creature still hinders. A fast elusive creature will be able to attack after moving twice and all creatures will be able to attack after moving once, unless they are slow.

Fireproof imps can drag enemies through walls of flame (without additional cost), or level 1 foxes can rush enemies into a wall of thorns. Climbing creatures may bash their targets against stone walls. Necropian Vampiress and Blue Gremlin are legal targets for these spells, and they too can do the bash trick.

Charging creatures like the Highland Unicorn can use this spell to gain the charge attack against creatures they share a square with.

Mages can both use and suffer from these attacks, usually with the intent of isolating the target.

While Leaping Drag would allow a goblin to push Adramelech one square, they won't help stall an attack that much; Adramelech will just move back. And no one will be dragging the immovable golems because the spells use the push mechanic.

Balance:

The costs for both cards are low because they require a creature to help push. Bull Rush excludes flyers for balance reasons as well as flavor, to prevent an enchanted falcon from making a circuit and repeatedly pushing things around without a chance of reprisal. Leaping Drag includes flyers because it's less repeatable/abuseable, and the flavor supports it. These spells do give pests a limited bodyguard use, which can be corrected--if required--by adding more text.
Title: Re: Spells you would like to see
Post by: Morachidi on April 08, 2013, 09:50:11 AM
Flesh eating plant - Conjuration -  Nature

Regenerate 1+X - Living - Flame +2 - Hydro Immunity

Each Upkeep Phase all non-Flying creatures receive 1 damage +X.
If the flesh eating plant damages one or more living creatures it gains one extra head token.
X = The number of extra head tokens. For a maximum of 6 tokens.

Feed it and it will grow
Title: Re: Spells you would like to see
Post by: isel on April 17, 2013, 07:22:20 AM
When a Fire elemental, water elemental (this maybe with druid), lighting elemental? yeahh
Title: Re: Spells you would like to see
Post by: baronzaltor on April 18, 2013, 06:20:09 AM
Chaos Totem

Zone Conjuration

At the beginning of each round, players roll to determine initiative rather than passing the token in the normal order.

(This is actually how me and my friends played the game when we first got it because we didnt see the part about initiative shifting every turn.  We rerolled each round.)
Title: Re: Spells you would like to see
Post by: labartels on May 01, 2013, 06:42:42 AM
I would like ot see a Purge spell:

It would level 3 or 4
Zone attack- Remove all conditions, conjurations and enchantments in the affected zone
Title: Re: Spells you would like to see
Post by: DallasSooner87 on May 02, 2013, 12:34:29 AM
I would like to see a Phoenix creature maybe level 6-8 Holy and 2 Fire with a very high mana cost.

Flying, All friendly Creatures in zone gain regenerate +2-3, has a quick cast heal (5 dice maybe) and/or a full cast zone group heal or remove condition,and a 3 dice fire quick attack. Also, a special ability to sacrifice itself to resurrect a creature on the board or it can resurrect itself once.

I got the game a month or so ago and love it.
Title: Re: Spells you would like to see
Post by: isel on May 06, 2013, 07:15:30 AM
I would like to see potions of one use:
-Potion Life - heal 6 life
-Potion Mana -Recover 10 mana.
-Potion of strenght - Use 2 aditional attack dice and al dice are critical damage. ( XD)


-Bots of speed, Give you an adiotional quick atcion -Novice.

its only ideas
Title: Re: Spells you would like to see
Post by: Wiz-Pig on May 12, 2013, 09:14:41 AM
@Xienoph: I love the planning idea, it would make sense as a Mind spell, you could call it split mind or somesuch, fits in with the Mage and Forcemaster themes well.

@sdouglas: Couldn't agree more with the Fast Boots and Elusive Cloak, would probably have to be restricted a bit by training or to specific mages (I'm thinking this could overpower the Warlock in certain builds).

-->An Arcane creature that has a dissolve effect on his attack and agains a bonus against corporeal constructions. Think Rust Monster or Yellow Ochre.

-->Or similarly an Arcane creature that eats enchantments

-->A Soldier with the ability to fight for one round after death or at least to make one last attack.

As some people have also mentioned I would love to see Insect, Spider, and Plant themed cards.
Title: Re: Spells you would like to see
Post by: sdougla2 on May 12, 2013, 06:14:38 PM
I'd like to see a curse that gives the Pest trait. The Warlock could really use a good in school way of dealing with guards.
Title: Re: Spells you would like to see
Post by: Sausageman on May 30, 2013, 08:17:08 AM
How about some way to mitigate appalling dice rolls?
Weave Fates, Enchantment (I'm thinking Arcane)
Cast 2, Reveal 6
When this spell is revealed, you may reroll all 'blank' results from a roll this creature just made...
Title: Re: Spells you would like to see
Post by: jacksmack on May 30, 2013, 01:34:06 PM
Conjuration:
Gravity Orb - mind or arcane school

Zone exclusive
Target zone and target neighbour zone: All creatures in these 2 zones loses flying until they leave the zone(s). No creature can gain flying while in the zones.



Trap:
Lava floor

Must be cast in a zone without any objects.
When any creature enters this zone reveal Lava floor.

Put 3 lava tokens in the zone. Lava tokens hinder ground units.
During upkeep lava zone deals X unavoidable fire damage to all non-flying objects in the zone.
X = number of lavatokens +1 (add chance to burn)
At the end of the upkeep remove 1 lava token from the zone.


Title: Re: Spells you would like to see
Post by: jacksmack on May 30, 2013, 01:46:06 PM
Wall:
Grand Canyon

Legendary
passage blocked trait
allows LOS

Would have to be indestructable to make sense, but that is probaly too strong. Maybe it should just last something like 3 turns?
Title: Re: Spells you would like to see
Post by: DallasSooner87 on May 30, 2013, 06:10:05 PM
Conjuration:
Gravity Orb - mind or arcane school

Zone exclusive
Target zone and target neighbour zone: All creatures in these 2 zones loses flying until they leave the zone(s). No creature can gain flying while in the zones.

Gravikor is essentially this except it is earth school. "Legendary and Epic/ All creatures withing 2 zones lose, and cannot gain, the Flying trait." It is a dice tower promo card so sadly I don't have it (yet). Granted I can see how wanting one in another school could be of benefit.
Title: Re: Spells you would like to see
Post by: nitrodavid on May 30, 2013, 06:27:39 PM
mana lock

conjuration, incorporeal, epic

all objects have the attribute "finite channel"


codex: finite channel - object can't increase its current Chanel, it's channel still can be reduced. when a new object with channel enters the arena while having the finite channel state it starts with its original stated channel. objects that gain mana through non channel means such as mana transfer or special rules on spawn points (pentagram etc) can still gain this bonus mana as it is not channels.
Title: Re: Spells you would like to see
Post by: jacksmack on May 30, 2013, 06:38:51 PM
Conjuration:
Gravity Orb - mind or arcane school

Zone exclusive
Target zone and target neighbour zone: All creatures in these 2 zones loses flying until they leave the zone(s). No creature can gain flying while in the zones.

Gravikor is essentially this except it is earth school. "Legendary and Epic/ All creatures withing 2 zones lose, and cannot gain, the Flying trait." It is a dice tower promo card so sadly I don't have it (yet). Granted I can see how wanting one in another school could be of benefit.

i didnt know of this promo... there should not be 2 identical Cards in 2 different schools.
Title: Re: Spells you would like to see
Post by: DallasSooner87 on May 30, 2013, 06:42:16 PM
Conjuration:
Gravity Orb - mind or arcane school

Zone exclusive
Target zone and target neighbour zone: All creatures in these 2 zones loses flying until they leave the zone(s). No creature can gain flying while in the zones.

Gravikor is essentially this except it is earth school. "Legendary and Epic/ All creatures withing 2 zones lose, and cannot gain, the Flying trait." It is a dice tower promo card so sadly I don't have it (yet). Granted I can see how wanting one in another school could be of benefit.

i didnt know of this promo... there should not be 2 identical Cards in 2 different schools.

No worries. There are a hand full of cards that start as promo cards that start their life as promos for events and OP. They will be available to everyone in expansions at sometime. I am fairly certain Galador was a promo card, and it is releasing in the upcoming tome expansion.
Title: Re: Spells you would like to see
Post by: nitrodavid on May 30, 2013, 07:47:38 PM
@jack smack, if you could imagine the grand canyon more like the mage pulling the arena floor apart and holding it there, giving that wall an upkeep cost. also make it immune to all damage apart from the elements which get + X(fire, earth, air, water cause corrosion or environmental damage).
Title: Re: Spells you would like to see
Post by: MrSaucy on May 30, 2013, 10:07:10 PM
Not sure if this has been mentioned yet, but I would really like to see a standard Shield and a standard Sword. Both would be War, equipment spells that would take up one hand. It would be cool if the Shield had some sort of tough -x effect against elemental attacks.

I am sure somebody has mentioned this, but I really want some freeze/ice themed cards.
Title: Re: Spells you would like to see
Post by: jacksmack on May 31, 2013, 08:08:07 AM
@jack smack, if you could imagine the grand canyon more like the mage pulling the arena floor apart and holding it there, giving that wall an upkeep cost. also make it immune to all damage apart from the elements which get + X(fire, earth, air, water cause corrosion or environmental damage).

Sounds good.

Point is i want a wall that Blocks passage (with or without bashing possibility) but still allows for ranged attacks.


Not sure if this has been mentioned yet, but I would really like to see a standard Shield and a standard Sword. Both would be War, equipment spells that would take up one hand. It would be cool if the Shield had some sort of tough -x effect against elemental attacks.

I am sure somebody has mentioned this, but I really want some freeze/ice themed cards.


I bet the ice spells will come with the Lich / necromancer

Good idea with the shield. Im not sure how to balance the 1 hand sword though.
Title: Re: Spells you would like to see
Post by: nitrodavid on June 07, 2013, 12:27:18 AM
elemental tower
conjuration familiar, unique. zone exclusive spellbind. channel +1 (3 fire, water, air or earth), 16 mana

bind any non epic, non zone quick attack spell to elemental tower.
during the upkeep phase place a load token on the tower.
once per turn before or after a friendly creatures turn you may cast the attached spell if there are enough tokens to remove equal to the spells level, then remove those tokens.

---------------------------------------

like thought spore you can't change spell

the mage will have to decide if he wants to spam lvl1 spells or use lvl 3 spells just to finish people off

it should be expensive enough so its not an insta add for all builds. and should cost enough mana to difficult in a rush build

what are your thoughts
Title: Re: Spells you would like to see
Post by: sIKE on June 07, 2013, 08:07:36 AM
I would really like to see a standard Shield and a standard Sword.

The Dice Tower Promo as a Vorpal Blade and a Morningstar. Both are One-handed.....
Title: Re: Spells you would like to see
Post by: nitrodavid on June 07, 2013, 06:55:11 PM
elemental tower
conjuration familiar, unique. zone exclusive spellbind. channel +1 (3 fire, water, air or earth), 16 mana

bind any non epic, non zone quick attack spell to elemental tower.
during the upkeep phase place a load token on the tower.
once per turn before or after a friendly creatures turn you may cast the attached spell if there are enough tokens to remove equal to the spells level, then remove those tokens.

---------------------------------------

like thought spore you can't change spell

the mage will have to decide if he wants to spam lvl1 spells or use lvl 3 spells just to finish people off

it should be expensive enough so its not an insta add for all builds. and should cost enough mana to difficult in a rush build

what are your thoughts

Last, but not least. The Wizard's Tower rounds out our Spell Spoilers for the Conquest of Kumanjaro Expansion. Stay tuned this weekend to catch a glimpse of the Johktari Beastmaster and Malakai Priest Ability Cards!

(https://fbcdn-sphotos-d-a.akamaihd.net/hphotos-ak-frc3/2498_532973596738737_1309260166_n.png)

well don't i look like a down right silly billy
Title: Re: Spells you would like to see
Post by: nitrodavid on June 10, 2013, 08:18:48 PM
the war lord is  in need of a command familiar. for theme it would have to be ether
- ork/dwarf general can cast any command (non bound, like a non flying raven)
- communication officer can cast a (re)bound non epic command spell (like wand).
- propaganda outpost (conjuration) like communication officer just a conjuration of course. like all outposts it has the non adjacent condition

like in real war you can cripple an army by killing the person giving the orders
Title: Re: Spells you would like to see
Post by: MrSaucy on June 10, 2013, 08:25:55 PM
The Warlord needs more war machines, especially since Akiro's Hammer is super lame. I also wish there were more Conjurations in the Mind school of magic.
Title: Re: Spells you would like to see
Post by: nitrodavid on June 10, 2013, 09:12:58 PM
force screen (imagine mime's wall).
upkeep of 1, incorporeal, 6 life. block of passage (not loss of sight), extendable

similar description to force field just it would prevent damage to the screen.

(I assume like most walls that don't block Los you can still do ranged attacks through them, I imagine you volley you attack spells/ arrows over the wall )
Title: Re: Spells you would like to see
Post by: MrSaucy on June 10, 2013, 10:29:40 PM
What about a mind enchantment that you play like Hellfire Trap or Teleport Trap, face down in a zone. It could be called "Force Trap" or something like that. Instead of doing damage or teleporting it has the effect of Force Hold.
Title: Re: Spells you would like to see
Post by: nitrodavid on June 10, 2013, 11:04:40 PM
2 traps for new mages

warlord only,
ambush, empty zone, epic. reveal cost 4+X

when trap is activated summon up to 2 lvl 1 or 1 lvl 2 soldier creatures from your spell book, discard ambush. X = the mana required to summon the selected creatures.

force master only

mind box (although I will call it the glass case of emotion), empty zone, reveal cost: 4

upkeep +2 (when active)
when activated attach this enchantment to creature it is now unmovable and constrained, if creature is uncontainable discard mind box



I always liked the idea that a trap card could summon a creature, it would give a true sense of invisibility
Title: Re: Spells you would like to see
Post by: MrSaucy on June 10, 2013, 11:25:31 PM

I always liked the idea that a trap card could summon a creature, it would give a true sense of invisibility

Hmmm. I think more invisible cards would be neat. Hard to make balanced though.

Idea #1: Invisible Minion (Creature)

Cost: 7 mana
Full Action
Range: 0-0
Target: Zone

School = Mind
Spellpoints = 2

Attack: 2 unavoidable critical
Armor: 0
Health: 5

Additional info: Pest. Invisible.

Idea #2: Shroud of Invisibility (Enchantment)

Cost: 2 (hidden), 10 (reveal)
Quick Action
Range: 0-2
Target: corporeal creature

School = Mind
Spellpoints = 4

Target creature gets its own invisibility token and upkeep +3.

Title: Re: Spells you would like to see
Post by: nitrodavid on June 10, 2013, 11:55:54 PM
I think the cloak will have to be non mage purely for problems with quick cast.
also I like this combo
put enemies monster to sleep then throw a invisibility cloak over it. untargetable and unwakable unless the fm brings some aoe, actually I think you can do this with current stalker.
Title: Re: Spells you would like to see
Post by: Boocheck on June 12, 2013, 11:48:31 PM
Stalker is nonliving thus have psychic immunity - no sleep on him :)
Title: Re: Spells you would like to see
Post by: nitrodavid on June 14, 2013, 09:17:27 PM
 Fire Fighter squad
 [standard summon info]
(picture would be a comedic picture of an troll operating a manual pump and  goblins holding onto an out of control fire hose)

Spell cost [2 war 1 water], mana cost [12] (i considered this like gyser was 4 mana and 8 mana for a lvl 2 war creature)
8 health, 1 Armour (fire fighters have a little bit or Armour, to match theme)

-----------------------------------------------------------------------------------------------------
attack [Fireman's axe]
[melee][quick][2 dice][piercing +1] (theme based)

attack [Fire Hose]
[Range][0-1][full][Water][2 dice][8-10 push][11+ push + daze] [extinguish] (no damage to objects with Burn)
-----------------------------------------------------------------------------------------------------
[unique][warlord only](or it could be NON mage only, to let the beastmaster etc use it)
all friendly corporeal conjurations in this zone get -2 flame and adjacent zones have -1 flame




the reason i want to suggest this card is that the warlord's major weakness are flame and lighting and the warlord is currently the most underrated, i think it would be because the only players who would pick this would be books that rely on  powered mage. being the only mage to be majorly affected by 2 elements that are the most common elements in the game is by far the worst disadvantage. i have tried to keep balance into consideration for this conjurations, and you would have to priorities which zone gets the -2 flame
Title: Re: Spells you would like to see
Post by: szendroib on June 15, 2013, 02:49:21 AM
My wish is only a small one, nothing special. I think that the elemental weaknesses are a little too potent (fire+2, lightning+2 especially). So I think we could use an elemental resistance enchantment. It shouldn't be too powerful, even a fire-1 or lightning-1 could be enough, that way it doesn't negate the weakness, but still makes it better. On the downside it would mean at least 4 different cards, that would take up 16-24 space in an expansion. So what i thought there could be an elemental resistance enchantment, and you should put an elemental token on it showing the resistance type. 12-18 card space saved:D.

Other variation could be a resistance with all elements-1, or you could put a token on it and that would mean its -2 from 1 element. For now it is tough to use certain units against certain mages, but this way for some extra money you could summon them in the right situation.
Title: Re: Spells you would like to see
Post by: nitrodavid on June 15, 2013, 04:01:12 AM
elemental -1 resistance, is the poor mans aegis 1
Title: Re: Spells you would like to see
Post by: szendroib on June 15, 2013, 04:32:46 AM
elemental -1 resistance, is the poor mans aegis 1

Haha, kind of true :) Still it could have its uses,
Title: Re: Spells you would like to see
Post by: nitrodavid on June 15, 2013, 05:20:43 AM
elemental -1 resistance, is the poor mans aegis 1

Haha, kind of true :) Still it could have its uses,
well technically elemental -1 would be the poor mans aegis 1 and tough -1
Title: Re: Spells you would like to see
Post by: szendroib on June 15, 2013, 08:04:33 AM
Well technically you are a meanie xD. Ill go and cry in the corner :) (but technically speaking you are right)
Title: Re: Spells you would like to see
Post by: Wiz-Pig on June 15, 2013, 03:04:58 PM
@Nitro: The ambush would have to summon them with active action markers to really feel like an ambush. So it would be like summoning the creature and playing rouse the beast at the same time. Another way it could work is to have a sort of reverse teleport trap where nearby creatures are teleported to the square when the trap is activated rather than having the creature activating it teleported away. Either way I love the basic idea of an ambush spell!

Of course now that I think about it the current teleport trap can be used to create a sort of ambush by teleporting a creature into the middle of a group of your creatures... which when the new set comes out could also be combined with a pit trap.... ouch.
Title: Re: Spells you would like to see
Post by: cbalian on June 16, 2013, 06:47:48 PM
I know there is a mass dispell for enchantments is there something like that for artifacts/equipment?

Also a Destroy Target Creature card, like a Death Touch would be cool for evil.

Or Exile Target Creature card, like the Wizard Banish but would be cool for light and it would be permanent.
Title: Re: Spells you would like to see
Post by: nitrodavid on June 16, 2013, 07:02:01 PM
that card would have to cost 6 (dark) book points and the mana required would be X = summon mana. it feels like this card would be on a knife edge between not worth playing and over powered.
Title: Re: Spells you would like to see
Post by: sdougla2 on June 16, 2013, 08:29:49 PM
I don't want any destroy target creature effects, since they make buffs much worse, and give a big advantage to whoever has the higher channeling. I also prefer the flavor MW has because you need to find ways to deal with creatures, and not just Terror them away whenever they annoy you.

I also don't want there to be mass removal for equipment. That's part of the advantage equipment has over enchantments, and I think the trade offs between equipment and enchantments work well now. I could see a card that destroyed 2 pieces of equipment though.

I'd like to see a fire enchantment that puts a Burn condition on the creature/conjuration each upkeep phase. It wouldn't be allowed to target fire immune objects.
Title: Re: Spells you would like to see
Post by: nitrodavid on June 16, 2013, 09:47:27 PM
there could be mass dissolve card which makes you select 3-4 equipment and role +8 to dissolve each and you can pay mana for each as you go, even if you succeed the role you still need the mana to dissolve. note resistance to acid would lower the effect dice
Title: Re: Spells you would like to see
Post by: jjcrpntr on July 07, 2013, 08:10:04 AM
I've been playing this for only a few days, but I'd love to see more creatures. Something I'd like is elemental Golemns. You could summon a giant Ice Golem that would have high attack, high health but would take 3 dmg every upkeep phase as it's melting.  Or a mud Golem that has decent stats but each round gets a defense token added to it, max of 3 or 4) as it's hardening after being summoned. Once it hits the max it gets the slow trait.  I think things like this could add more strategy to the game. Do you blitz the mud golem before it can reach it's strength, is the ice golem worth it if you don't have the healing ability to keep it up? There are other things you could do with this kind of mechanic that I think could be really fun.
Title: Re: Spells you would like to see
Post by: nitrodavid on July 07, 2013, 10:17:03 PM
this may have been discussed in necro before. but I would like to see a graveyard conjuration that is a spawn point that can have one of the following abilities
1. simple and boring able to summon undead
2. summon undead creatures only in graveyard (very thematic)
3. combination of 1 and 2 (possibly 2 cost more mana)

my favorite

4. when a living creature on the field dies it is placed face up on the graveyard with no action marker. during deployment the creature on the top of the deck can be spawned (pay normal mana for creature) and controlled by the controller of graveyard. place an undead token on that creature this creature has the nonliving trait and its lvl less life (ie angles have 14-5=9 life).

standard mage only rules apply to option 4
Title: Re: Spells you would like to see
Post by: DaveW on July 13, 2013, 08:19:36 PM
How about an equipment spell called Amulet (or whatever) of Dismissal? It would let a mage remove one conjuration spell that he created from the game. For example, if a mage were to be teleported into his own poison gas cloud, he might be able to quick cast a dismissal action to remove the conjuration so its effects are not felt during upkeep.

As an enchantment with a similar ability, dismissing his own wall with the passage attacks trait would be good, in which case he could reveal the (one use only?) enchantment to dismiss the barrier. The same might be done for any wall cast by the mage he were about to be slammed against.

On the question regarding whether conjurations should be allowed as targets, however, someone could make an argument that the "original" casting magic has taken effect and that a physical object remains. That is, if we presume that they are physical manifestations brought into being at the time of casting and have no on-going magical effect, then there would be no magic effect to cancel. However, the mage knew how to create the object with magic, he might also know how to undo it with magic.

Now that I think about it... this might be an interesting mage special ability for a "conjurer" type mage. No equipment or enchantment needed... just leave it as a quick spell ability that he is able to be cast reflexively (counter spell step, or whatever it's called).
Title: Re: Spells you would like to see
Post by: Alberto112 on July 14, 2013, 09:23:59 AM
Hi

I have not read the post, sorry if the idea has already been posted.

1. A Spell which give me unique mana and that in different amounts.

2. "Walls" (Clouds) which hinder flying in LoS.

3. Creatures which can to bury oneself. ( Enemy cant attack)
3a. and dig itself in other zone ( slow trait for move under earth.

4. Spell, Creature or Mage trait, "assassin" =  full action 1-1 move-attack-move back

Title: Re: Spells you would like to see
Post by: Wiz-Pig on July 27, 2013, 07:11:29 PM
I'd like to see some creatures with a Shadow theme.
These are some abilities that I think would be really cool to go along with the idea.

1.When this creature guards it gains the following ability in place of counter strike:
--during the avoid attack phase you may pay 2 mana to teleport this creature 1 zone canceling the attack

2.
--You may pay one mana to give this creature the Incorporeal trait until it's next activation or after it's next attack, whichever comes first.

3. Light +2 (not a positive ability but it would make sense).
Title: Re: Spells you would like to see
Post by: Ahlano on July 28, 2013, 12:31:37 AM
So many ideas... i would like to see:

a Fire Elemental... theres an earth..why not fire?
He could have lower hp than the earth one...and prob be incorporeal... with the abbility to quick cast a burn condition on target object on the field (creature/conjuration) and could have +X Melee vs a target, X being the number of burn tokens on the target

:D that be nice, maybe for a pyromancer mage ;D.

and i would really like to see bonemancer cards... you know..summoning bone creatures, bone walls, maybe some bone spear?.. im thinking of the bone skills on the necromancer from diablo II... ahh that game. <3

and speaking of necromancer... pleaaase tell me theres gonna be some form of corpse explosion :D, with zone dmg poison or just fire dmg... that be great... you could use it to destroy a target creature you control and do dmg :D

so many ideas come to mind...
Title: Re: Spells you would like to see
Post by: Björn Stornämd on August 25, 2013, 11:26:23 AM
Something to hinder or deny teleportation. 

Teleport is good, its an auto include in every spell book.  Its used on friendly targets, on opponents, on their creatures, on yourself, to destroy creature conjurations, to disregard the "slow" trait, to hop over traps.. put it on a wand!  put it on a familiar!   Its so good that when God himself interferes in the battle (Divine Intervention) its a freaking Teleport!

But I digress.. Id like to see a Trait that can stop teleportation and a card or two to hinder what is debatably the best utility function in the game.

Version 1: The basic friend or foe "hey dont teleport that" card.
Planer Anchor:
Enchantment or Conjuration (which ever, so long as it targets a creature)
Target Creature gains the "Anchored" Trait.   Creatures with Anchored cannot be moved via Teleportation.


Version 2: The anti-"SlowLol CreatureTeleport-Spam" book card.
Warp Lag
Enchantment or Conjuration (again, whichever so long as it sticks to a creature)
If this Creature is moved via Teleportation, its action marker is turned face down when it enters the destination zone.

Version 3: Just a weird card idea
Portal of ____  (something named after a place in lore.)
Conjuration/Enchantment (targets zone), Legendary (to avoid confusion of multiple effects.)

Whenever any Creature is Teleported, it moves to this zone instead of its original destination.


Also, a semi-unrelated card because that would be useful, and is cool for Zelda fans:
Iron Boots:
Equipment
You gain the Immovable Trait.

I would like to see a teleport disruptor. A conjuration or enchantment that makes a whole zone immune to teleports. No teleports into that zone and no teleports out of that zone.
Title: Re: Spells you would like to see
Post by: sIKE on August 25, 2013, 12:57:28 PM
I would also like to see the Teleport disruptor be in the War school to help counter the advantage that Arcane already has. It would seem to me it would be natural for War to counter Arcane in this manner.
Title: Re: Spells you would like to see
Post by: ringkichard on August 25, 2013, 04:14:25 PM
Sadly, teleport disruptor is clearly arcane metamagic. The best hope for warlord would be a spamable  command incantation.

Call it "Belay" as in the naval "belay that order" or the safety call "on belay" in rock climbing.
Incantation, War level 1, 4 mana, command, range 0-2: Magebind +2. Push target creature to the zone in which it started the turn.

Title: Re: Spells you would like to see
Post by: sIKE on August 25, 2013, 04:41:26 PM
Why would it be arcane meta-magic? Poison is Dark and the Cure is Light. Teleport is Arcane, why wouldn't it's counter be it's opposite.

Now I understand the argument that it hasn't explicitly been said that War and Arcane are opposing magic's, just inferred from the Warlord. It seems natural though they are opposites. Though that would leave Nature with no opposing magic (other than it could also be argued Dark).
Title: Re: Spells you would like to see
Post by: baronzaltor on August 25, 2013, 04:52:47 PM
It really just boils down to the packaging.

A case could be made for such cards to be Minds spell if its designed as a Force of Will/Contest of Wills themed card
All it needs it the word "curse" in its subtype to make it a Dark Spell (maiming wings would otherwise feel like a War Spell if not for the fact its a curse)
If you took away the Holy Themed packaging, Divine Intervention wouldn't naturally strike someone as a Holy spell.

So, mechanics like those can be worked into any school really.  It'd just depend on what flavor the writers/designers would want to use in bringing them to life.

Additionally, the most basic version (the "creature gains Anchor") could pretty easily just be a Novice spell and then it can still be Arcane but remain accessible to everyone. 
Title: Re: Spells you would like to see
Post by: ringkichard on August 25, 2013, 06:44:36 PM
Agreed on the novice anchor.
Title: Re: Spells you would like to see
Post by: sIKE on August 25, 2013, 07:24:58 PM
If you took away the Holy Themed packaging, Divine Intervention wouldn't naturally strike someone as a Holy spell.
I can agree with almost all of this, however how this card works with the special ruling that can "interrupt" it does feel to me as if the Hand of the Gods came down and wrapped the target (normally my mage) if the warm holy light and moved me to another point in the arena.
Title: Re: Spells you would like to see
Post by: ringkichard on August 25, 2013, 10:57:36 PM
Why would it be arcane meta-magic? Poison is Dark and the Cure is Light. Teleport is Arcane, why wouldn't it's counter be it's opposite.


I think, for the same reason Nullify is Arcane and Metamagic: it's magic that effects magic. If it was the sort of thing involving stabbing, bludgeoning, or skewering, War would be the right school. Or if it was a big guy with a big shield wearing Lightning +2 armor, War would be the right school.

But it's a defense against teleporting, and yes teleport is Arcane magic, but antimagic is Arcane, too: Nullify and Jinx,  as well as things like Mana Syphon. By giving Arcane metamagic, they made Arcane its own opposite.

Now, something themed like "Spiked Iron Boots to the Center of the Earth" might be war (or war+earth), so yeah, it depends somewhat how it's framed. But a personal Teleport Anchor Enchantment,  or a zone Enchantment are almost certainly metamagic because they're magic changing magic, and that makes them Arcane. At least to my mind.
On the other hand, Armor Ward is Holy and War, so not all antimagic is Arcane. I could very well be surprised!
Title: Re: Spells you would like to see
Post by: Fentum on August 26, 2013, 02:55:05 AM
If we are looking for fluff to explain a War school anti teleport option, how about

Van Grav's Field Generator

Conjuration. Non zone exclusive. Looks like a crazy van de Graaf generator from a physics lab. No teleporting into or out of the zone it is in.

Van Grav is an engineer who creates a series of steampunkish equipment.

Sniper rifles, clockwork gladiator, etc.
 
In fact, how about a Technomage who actually IS Van Grav? War plus Any one element perhaps? Opposite is Nature plus opposing element?

His spells could help out War?
Title: Re: Spells you would like to see
Post by: ringkichard on August 26, 2013, 06:40:08 AM
Hah! War &  Air, maybe. Neat.
Title: Re: Spells you would like to see
Post by: Stormmaster on August 26, 2013, 08:06:26 AM
Kind of reminds me of an artifact in The Wheel of Time book series that when placed down on the ground and activated it prevents teleporting into or out of the area (creates kind of a force bubble/shield thing over the zoned in area).

Might be fun if it was a conjuration that you could activate or deactivate, maybe change that once per round so if your plans change and you want to teleport you can turn it off then do so.  Not back and forth same turn mind you, that would be too easy to exploit, but anyways just thinking out loud.  The whole thing is a cool concept card.
Title: Re: Spells you would like to see
Post by: Boocheck on September 02, 2013, 02:28:51 AM
Hmm, why there has to be a teleport negation magic? With air element, there could be some kind of "fata-morgana" or "Mirror" magic. If you target a mirrage instead of your own creature, you teleport nothing ;)
Title: Re: Spells you would like to see
Post by: jacksmack on September 02, 2013, 05:11:55 AM
Give the Warlord creatures that are immune or resistant to Magic (Enchantments and Incantations) and effects (upkeep conjuration and pay to move conjuration) from enemy mage(s).

Or to make it thematic give him some sort of Magic Ward Conjuration that gives all dwarfs 50% spell resistance. (effect die +7 and they negate the spell from an enemy.)

Or a new trait similar to magebind for creatures - The enemy has to channel X more mana into a spell in order to target a creature with this trait.
Title: Re: Spells you would like to see
Post by: Stormmaster on September 02, 2013, 07:01:34 AM
That would be cool.  Something like Magic Mirror.  Could be an Enchantment or maybe a shield/equipment slot.
Title: Re: Spells you would like to see
Post by: ringkichard on September 02, 2013, 07:53:43 AM
Jack, I like those!
Title: Re: Spells you would like to see
Post by: Wiz-Pig on September 02, 2013, 09:41:24 AM
Give the Warlord creatures that are immune or resistant to Magic (Enchantments and Incantations) and effects (upkeep conjuration and pay to move conjuration) from enemy mage(s).

Or to make it thematic give him some sort of Magic Ward Conjuration that gives all dwarfs 50% spell resistance. (effect die +7 and they negate the spell from an enemy.)

Or a new trait similar to magebind for creatures - The enemy has to channel X more mana into a spell in order to target a creature with this trait.

An ability similar to magebind would be a very powerful and simple way to simulate magic resistance without frustrating the strategy of the game too much. Great idea!
Title: Re: Spells you would like to see
Post by: Stormmaster on September 02, 2013, 01:26:35 PM
Don't Dwarves get some innate racial resistance to magic anyways?  Not full but like 50% or so?  Definitely would be a cool trait I agree.
Title: Re: Spells you would like to see
Post by: Hale_32bit on September 16, 2013, 02:16:28 AM
Incantation
Vine, Teleport
X, quick, 0-2, Living object & Zone, Arcane[2] & Nature[1]

Target object is Teleported to the target zone.
X = 3 mana + 3 mana per zone moved away from its current zone. 
Title: Re: Spells you would like to see
Post by: Artemus Maximus on September 26, 2013, 10:34:04 AM
Sorry if it's been posted already, but it's at least a bubble idea:

angel w/ aegis 2. Maybe instead of flying (maimed wings)
 unavoidable or sweep giant hammer full attack
Weak but disorientating earth attack (hammer pound?)

Penguinus, earth angel.
Title: Re: Spells you would like to see
Post by: sIKE on September 26, 2013, 12:29:11 PM
I know that Flying has been avoided being available for mage's maybe a single turn Levitate could be used on a Mage?
Title: Re: Spells you would like to see
Post by: Moonglow on September 26, 2013, 10:46:07 PM
That could be cool - you could use it quite cleverly without it being overly powerful.  Pop up and fire a bolt over a wall, well, anything where LOS is needed. If you've got initiative QC levitate then fly 2 zones away from the land based enemies in your zone, quick and dirty escapes from a tanglevine or other entraping conjuration.


I know that Flying has been avoided being available for mage's maybe a single turn Levitate could be used on a Mage?
Title: Re: Spells you would like to see
Post by: sIKE on September 26, 2013, 11:14:13 PM
I don't think that you would be able to get out of Tanglevine or such as you loose and can not gain the flying trait. I was thinking that it would "be" the Flying without the ability to move. Think the walled kill box. All of those Golems down there and the mage floating up there.....zapping with Wand mit lightning bolt.....
Title: Re: Spells you would like to see
Post by: malgor on September 27, 2013, 12:43:23 AM
I haven't read through all of these, so maybe this has been mentioned, but I would like a dark spell that allows you to either sacrifice life or gain damage to increase your mana. It could be precise

This mage immediately gains 2 tainted markers and 6 mana

or

Roll 8 attack die- the mage loses rolled amount of life, and adds the rolled amount to his/her mana pool.

It would probably need to be epic.  Main thing would be the proper balance between life and mana.  should it be 1:1?  More life lost than mana gained?  The other way around?