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Messages - Milevan_Faent

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46
Custom Cards / Poison Specialist (Mage & cards)
« on: January 08, 2017, 05:52:49 PM »
You can find the most up-to-date version here for sure, but I'll try to keep this post up to date as well.

Poison Specialist

Spell Point Limit: 120
Health: 30
Armor: 0
Channeling: 10

Creature: Human

Training: Trained in Dark 2, as well as Poison, and creatures with Poison Damage or Conditions, or effects that deal Poison Damage.

Abilities

Poison Master
The Poison Specialist has the Poison Immunity trait. Enemies with at least 3 Poison conditions on them gain Poison +1. Enemies with at least 6 Poison conditions on them gain an additional Poison +1.

1 mana ;; Poison Miasma ;; Poison ;; Ranged ;; Quick ;; 0-1 ;; 1 Dice ;; 9+ Cripple + Daze, Unavoidable, Critical Damage
Once per turn, you may treat the above attack as if it had Counterstrike.

Poisoned Dagger ;; Melee ;; Quick ;; 2 Dice ;; 8+ Rot
The effect dice only applies if the attack deals damage.

-----

Conjurations

Creeping Death ;; Cost: 15 ;; Air 4 ;; Conjuration ;; Subtype: Poison ;; Full ;; 0-1 ;; Target: Zone

Poison Specialist only
Epic
Legendary
Dissipate 3
Incorporeal
Wind +3

Armor: None
Life: 8+2X
Poison
X Dice
5-8 Weak
9-10 Weak + Rot
11+ Weak + Tainted

When Creeping Death is cast, or a Dissipate Token is removed, it attacks all non-flying creatures in its zone. X = the number of Dissipate Tokens on Creeping Death. When a Dissipate Token is removed, each adjacent zone gains 1 Creeping Death Token with 2 Dissipate Tokens on it. Each Creeping Death Token attacks like Creeping Death when its Dissipate Token is removed. When a Creeping Death Token has a Dissipate Token removed, each adjacent zone gains 1 Creeping Death Token with 1 Dissipate Token on it. A zone cannot have more than 1 Creeping Death or Creeping Death Token at a time. You may spend a Full Action to add 1 Dissipate Token to Creeping Death.

-----

Enchantment

Poison Leech ;; Cost: 2/6 ;; Dark 2 ;; Enchantment ;; Subtype: Curse, Poison ;; Quick ;; 0-2 ;; Target: Creature with a Poison Condition

Dark Mage only
Cantrip
Magebind +2

During the Upkeep Phase, for each Poison Condition on the enchanted creature, you heal 1.

---

Paralyzing Poison ;; 2/X ;; Dark 2 ;; Enchantment ;; Subtype: Poison ;; Quick ;; 0-2 ;; Target: Creature

Poison Specialist only
Magebind +3

During the Upkeep Phase, apply the following effects to the enchanted creature as long as they meet the requirements. X = the level of the creature + 1.

Gain 1 Weak condition.
If you have 2 or more Weak conditions, you gain 1 Stagger condition.
If you have 4 or more Weak conditions, you gain 1 Daze condition.
If you have 6 or more Weak conditions, you gain 1 Cripple condition.
If you have 8 or more Weak conditions, you gain 1 Stunned condition.

---

Quick Poison ;; 2/6 ;; Dark 3 ;; Enchantment ;; Subtype: Poison ;; Quick ;; 0-2 ;; Target: Creature

Upkeep X

During the Upkeep Phase, if the enchanted creature has a Poison Condition on it, you may add 1 more of a 1 Poison Condition it already has to it. X = the number of Poison Conditions on the enchanted creature.

---

Ticking Death ;; 2/2 ;; Dark 1 ;; Enchantment ;; Quick ;; 0-2 ;; Target: Minor Undead Creature

Dissipate 2

Poison ;; X Dice ;; 5-7 Daze, 8-10 Daze + Rot, 11+ Stun and Taint, Critical Damage, Unavoidable

When the last Dissipate token is removed, destroy the enchanted creature, then each creature in this zone receives the above attack. X = the level of the enchanted creature.

-----

Equipment

Pouch of Poisons ;; Cost: 9 ;; Dark 2 ;; Equipment: Belt ;; Quick ;; 0-2 ;; Target: Mage

This Mage may attach upto 2 Quick Poison Spells to Pouch of Poisons during the Planning Phase. When you are attacked, you may cast 1 Poison Spell attached to Pouch of Poisons during the Counterstrike Step instead of a quick attack, targeting the attacker.

---

Poison-Maker’s Robes ;; Cost: 6 ;; Air 1 ;; Equipment: Chest ;; Quick ;; 0-2 ;; Target: Mage

Mage gains Armor +2 and the Poison -3 trait.

---

Poisoned Spiked Armor ;; Cost: 8 ;; Dark 2 ;; Equipment: Chest ;; Quick ;; 0-2 ;; Target: Mage

Poison Specialist only

Poisoned Spikes ;; Damage Barrier ;; Poison ;; 1 Dice ;; Unavoidable, Critical Damage, 7-10 Weak, 11+ Crippled + Weak

Mage gains Armor +1 and a Damage Barrier.

---

Poison Ring ;; Cost: 4 ;; Dark 1 ;; Equipment: Ring ;; Quick ;; 0-2 ;; Target: Mage

Once per round, this Mage may pay 1 less mana when he casts or reveals a Poison spell. Enchantments only receive this discount when they are revealed. As a Quick Poison Spell for 2 mana, 1 creature in your zone gains Rot.

---

Viper Blade-Whip ;; Cost: 13 ;; Dark 4 ;; Equipment: Weapon ;; Subtype: Poison, Animal, Reptile ;; Quick ;; 0-2 ;; Target: Mage

Poison Specialist only
Unique
Armor: None
Life: 7
Fast
Resilient
Regenerate 1

Viper Strike ;; Quick ;; Melee ;; Poison ;; 2 Dice ;; Reach, 4-8 Rot, 9-10 Rot + Grapple, 11+ Taint + Grapple
Viper Constrict ;; Full ;;  Melee ;; 4 Dice ;; Reach, 6-10 Weak + Grapple, 11+ Weak 2 + Grapple ;; This can only be done as a Creature

Rot and Tainted only apply if the attack deals damage. As a Quick Action, you may Summon Viper Blade-Whip as a Creature within 2 zones of you. Viper Blade-Whip gets Melee +2 against its prey while Summoned. If you Summon Viper Blade-Whip while you are Grappling through its effect, your Grapple marker is transferred to it and it must be Summoned in your zone. As a Quick Action while in the same zone as Viper Blade-Whip, you may equip it to yourself and gain any Grapple markers from its attacks on yourself. You cannot Grapple with both Viper Strike and Viper Constrict at the same time. Viper Blade-Whip loses Regenerate while it is Summoned.

-----

Attacks

Poison Needles ;; Cost: 6 ;; Dark 2 ;; Attack ;; Quick ;; 0-2 ;; Target: Creature

Ranged ;; 2 Dice ;; 5-8 Weak, 9+ Weak + Rot, Sweeping OR Double Strike

Weak and Rot only apply if the attack deals damage.

---

Poison Bomb ;; Cost: 8 ;; Air 3 ;; Attack ;; Subtypes: Poison ;; Full ;; 0-0 ;; Target: Zone

Dissipate 1

Ranged ;; Dice 3 ;; Poison ;; 4-7 Cripple, 8-10 Cripple + Rot, 11+ Cripple + Taint, Critical Damage, Unavoidable

This attack remains in the zone it targets. When the Dissipate token is removed, or if a creature enters the zone, it is attacked by Poison Bomb. Objects in the zone are Obscured.

---

Mystery Poison ;; Cost 4 ;; Dark 1 ;; Attack ;; Subtypes: Poison ;; Quick ;; 0-1 ;; Target: Creature

Ranged ;; Dice 1 ;; Poison ;; 1-3 Cripple, 4-6 Rot, 7-9 Weak, 10+ Tainted, Critical Damage

If the creature is already under the effect of the Poison Condition that would be gained by Mystery Poison, they are Dazed as well.

47
Alternative Play / Re: OCTGN General Update
« on: January 07, 2017, 10:03:28 AM »
btw, Guard still doesn't remove Flying for targeting purposes. I still can't melee attack guards who have flying.

Guard (and all of these, really) will be broken until i can roll out the next update. Instead of doing the minor changes, I'm finishing the major overhaul that was being worked on previously. Just a heads up on timing

Fair enough. Looking forward to it.

48
Alternative Play / Re: OCTGN General Update
« on: January 07, 2017, 08:10:04 AM »
btw, Guard still doesn't remove Flying for targeting purposes. I still can't melee attack guards who have flying.

49
Alternative Play / Re: OCTGN General Update
« on: January 07, 2017, 06:49:02 AM »
Any chance we can get Eye for an Eye to have the timing automated? even if the rest of the effect isn't automated, that would help. As it is, it cant be activated with proper timing unless they ask ahead of time if i'm going to be using it before they declare the attack.

50
Custom Cards / Re: Mage: Geomancer
« on: January 04, 2017, 08:38:39 PM »
I've updated several of the cards in the set, and redid the Geomancer himself a bit.

51
Custom Cards / Re: Archmage custom cards
« on: January 03, 2017, 11:24:23 AM »
How are you making these card images?

Archmage cards are made from a template I made in Photoshop. Definitely not an exact match, but you get the idea.

Spawnpoints are being made with the magic set editor and a number of resources I found in a forum post a long ways back.

Beef them up btw. Meant to post this earlier.

Anyone else? Gonna take a bit to change up things. Some archmages may straight up not exist when I'm done.

Bah. If you're using photo shop, I won't be able to apply it as easily to making my own cards into images for OCTGN.

52
Custom Cards / Re: Archmage custom cards
« on: January 03, 2017, 09:21:02 AM »
How are you making these card images?

53
Alternative Play / Re: OCTGN General Update
« on: December 28, 2016, 06:40:08 PM »
surging wave didnt gain ethereal against wall of fire

54
Alternative Play / Re: OCTGN General Update
« on: December 26, 2016, 07:20:52 AM »
Bloodspine Wall's regen doesn't seem to be automated.

55
Alternative Play / Re: Boss Battle!
« on: December 26, 2016, 05:12:32 AM »
I hadn't put this in yet, but I suppose a few more rules are needed. I'm going to go through OCTGN some time in the next few days and collect of list of subtypes. Anything not of those subtypes won't be able to use equipment, or at the least certain slots.

I'm also likely to come up with special rules for all Legendary and Epic creatures. Either outright saying "can't use them", or something that will help balance them out. As for the lv 4 vs higher levels thing, already been thinking on it. I'm thinking another balancing factor is going to be the loss of SBP equal to the Mana Cost of your Mage.

This only balances it until you factor in the druid.....

??? How does the Druid factor into this?

56
Alternative Play / Re: Boss Battle!
« on: December 24, 2016, 07:25:12 PM »
I hadn't put this in yet, but I suppose a few more rules are needed. I'm going to go through OCTGN some time in the next few days and collect of list of subtypes. Anything not of those subtypes won't be able to use equipment, or at the least certain slots.

I'm also likely to come up with special rules for all Legendary and Epic creatures. Either outright saying "can't use them", or something that will help balance them out. As for the lv 4 vs higher levels thing, already been thinking on it. I'm thinking another balancing factor is going to be the loss of SBP equal to the Mana Cost of your Mage.

57
Custom Cards / Storm Mage
« on: December 24, 2016, 03:59:41 AM »
This is a work in progress. Right now I've only got an idea for the first of what is probably going to be a series of cards. I'll add more to this post as I go along.

Thunder Cloud ;; Cost: 8 ;; Wind 1 & Water 1 ;; Conjuration ;; Subtype: Cloud, Weather ;; Quick ;; 0-1 ;; Target: Zone

Incorporeal
Flying
Hydro Immunity

No Armor
6 Health

Thunderbolt ;; 3 Dice ;; Ranged ;; Lightning ;; 0-0 ;; Ethereal, Piercing +2, 7-9 Daze, 10+ Stun

Once per round, immediately before or after any friendly Action Phase, you may make the above Attack. Once per round, immediately before or after any friendly Action Phase, you may pay 1 mana to move Thunder Cloud 1 zone and attach it to that zone.

---

Cloud of Rejuvenating Water ;; Cost: 8 ;; Wind 1 & Water 1 ;; Conjuration ;; Subtype: Cloud, Weather ;; Quick ;; 0-1 ;; Target: Zone

Incorporeal
Flying
Hydro Immunity

No Armor
4 Health

Once per round, immediately before or after any friendly Action Phase, roll X dice. Heal a target living object in the zone by the amount rolled. X is the number of Cloud spells within 2 zones. Once per round, immediately before or after any friendly Action Phase, you may pay 1 mana to move Cloud of Rejuvenating Water 1 zone and attach it to that zone. (this is unfinished and likely to be tweaked. especially sure the wording is poor).

58
Alternative Play / Re: OCTGN General Update
« on: December 22, 2016, 09:05:30 PM »
Huh. I could have sworn I had done something that automated it once (like forever ago). Oh well.

59
Alternative Play / Re: OCTGN General Update
« on: December 22, 2016, 09:00:34 PM »
So, important question: Is Extended (for Walls) implemented in the current version of the plugin? If so, how do you do it automatically?

60
Alternative Play / Re: Mage Wars Arena: Ascension Mode
« on: December 22, 2016, 08:48:36 AM »
By "successive level of enemy triple-cost school", what exactly do you mean? Are you saying I can choose to make Arcane an enemy school (while using say a few Fire creatures) to make my max level 7, and take another in a different school to make it 8?

Okay this training thing is more complicated than I thought. I should have realized it's not merely the presence of an enemy school that is important but also *which* enemy school it is. How about something like "your Mage can only have training in its own schools and subtypes, and their levels must add up to 6"?

By that do you mean to say spells outside of your "trained" school/subtypes are enemy schools?

No just double cost not enemy. TBH I'm not sure this format will be balanced without enemy schools, but I'm not sure how to calculate them.


Sent from my iPhone using Tapatalk

You could do like I did and make the enemy schools a list where X school automatically has Y enemy.

That doesn't seem like it would be balanced. It's not like the paladin pays triple for arcane, nor does the warlock or warlord pay triple for nature even though the bm and Druid pay triple for fire. Enemy schools are based on what is balanced and thematic for individual mages, not for the schools as a whole.


Sent from my iPhone using Tapatalk

There is no way to balance the game mode as a whole until you accept that you can't treat them the same as Mages. The only option left is to balance what you can. I picked the enemy schools based on what 1) made the most sense thematically and 2) spread the balance around so there wasn't any overlap. For instance, Nature isn't opposed to Fire, because Fire makes more sense Opposed to Water. Nature was instead opposed to Arcane, because Magic and the laws of Nature rarely go hand-in-hand. Creatures have obvious disadvantages and advantages vs Mages, and that fact alone should be considered as a factor as well.

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