Ice Terrain (If you end your move on ice terrain, you move to an adjacent square. Stop. Attach a Trip handicap card to that character.)
By the way, you should continue slipping unless you're out of ice terrain, so stop was purposedly left out. Also Defender Trait Add 1 to all blocks. Duration 3 Full Defense Trait/handicap Add 2 to all blocks, add 2 to all armor values, you can't play attack cards. Duration 2
@WexMajor you already posted that, if you want feedback I suggest asking for it directly. Cards have ratings from E to AAA(Black to amethyst or -3 to 15), I suggest adding a rating(or a bunch of them because you can give them different ratings for different classes/races). For reference D = paper = 0(adds 0 levels to 3 card items). There can be an invisible + or - which adds or subtracts 1 rating.
How about a spell that lets wizards blast a permanent hole into 1 square of blocking terrain to transform it into impassable terrain?
Sorry, didn't understand that. Snow Cannon 3 damage Range 5 Linear Affected squares become Ice Terrain (If you end your move on ice terrain, you move to an adjacent square. Attach a Trip handicap card to that character.) Flash Freeze 3 damage Range 6 Burst 2, Encumber 2 Duration -I was thinking 2 o 3, as for any frost spell I proposed- Affected squares become Ice Terrain (If you end your move on ice terrain, you move to an adjacent square. Attach a Trip handicap card to that character.) Asking for feedback.
Unfortunately interactions like this are beyond the system's capabilities right now. One reason we replaced Wall of Stone with Flashflood was that you can't target blocking terrain (not only can you not sight through them, but you can't sight to them), so Cleansing Ray etc. were nonstarters. Would be a cool card though!
Yeah it would have to have Burst 1 (if the mechanics were morphed a bit to let burst target it) or totally new mechanics put in place for it.
I have a new card. Well 3. SUNFURY Attack Card 6 range Burst 1 0 damage, Burning 10, Duration 1. INFERIOR BURN Attack Card 4 range. 1 damage, Burning 1, Duration 2. PLAYING WITH FIRE Handicap Card When an enemy is burned by one of your Burn cards, take 1 unpreventable fire damage. Keep. Duration 2 This is for a new item I really wanna make. STAFF OF HELIOS Arcane Staff 1 Sunfury 1 Fireball 2 Inferior Burns Combustible Playing with Fire Sorry if I wasn't supposed to post the staff idea. Got a little carried away.
Traditionally, I think that would be considered a form of torture rather than an attack. Probably something in the Hague Conventions about it. I think what @BlueSabere is going for with Sunfury is interesting, but I think the existence of Instant Burn and Accelerate Time will make it a non-starter in its current form. Something more similar to Mental Flensing, with a balloon payment at the end if you don't get rid of it, could probably work well. If the damage from Playing With Fire is to be unpreventable, it would work better as psychic than fire damage. It's that Resistant Hide thing with wizards. I like the concept of this card as well. Welcome to the forums, BlueSabere! Great first post! It will be interesting to see how many people will read anything past Sunfury.
If you let something like Sunfury in the game I could abuse it so much it's not even funny. Meanwhile, I've got some other card ideas. Quick Shock Silver= or Silver+ Attack, Damage: 3, Range: 6 Magic Electrical Hard to Block 1. Cantrip. This card cannot be buffed by frenzies. Only 2 of this card should be on a staff, maximum. Energizing Bolt Bronze+ Attack/Utility, Damage: 2, Range: 6 Magic Electrical Hard to Block 3. Attach to target. That character adds 2 points to every move. Does not affect step moves. Duration 3. I figured if warriors get access to a ton of dual-function cards, then maybe wizards should too.
Oh, yeah. I forgot to add that it doesn't affect step moves. Spark Generator and Spark Inductor add damage to it so you got to be careful when using it.
@Sir Veza: Let's test that theory. Bloodthirsty Armor Armor/Handicap card [Gray/Black]. Armor 4. Every time this card prevents damage, you immediately take 1 Penetrating, Unblockable damage. Keep. Roll 2+. Composite Armor Armor [Gray] Armor 6. Keep. Roll 5+. All we know about it is that it's made of a mixture of top-quality metals and enchantments from the greatest Wizards; There's none quite like it. Shabby Block Block card [Green] Block Any. Roll 5+. It's not as Unreliable, granted, but, it's better than no Block at all. Sturdy Shield Block Block card [Green] Block Any. Keep Unless 4. Roll 4+ Wanna try that again?.
Bloodthirsty Armor should likely be Gold-(A- or 8) Composite Armor should be Silver+(B+ or 7) Shabby Block should be Paper+(D+ or 1)
I was referring to his post. I know when I first read Sunfury I went into brainlock, and had to resolve it before I could read and evaluate the rest. Would be good for handicap quests, but probably too good. Essentially Heavy Armor that always deals 1 point on activation, but doesn't encumber. The devs are adding tech to armor as item levels increase, but I'd like to see upgraded conventional armor like this as well. Um. Do we really need an Unblock 2.0? Wouldn't this be the first "standard cantrip" damaging attack in the game? (Only priests can currently use a wonky interpretation of Talented Healer to chain attacks as far as I know, but I may have missed something.) Also, should the damage be buffed by other means? (Spark traits? Savage Curse?) I don't think there is anything in the item formulas to cover that, but okay. It's a buff outside the current priest sphere, so it might fit on a wizard. (Or it might be reserved for priests, just because.) Not my call, but I like the idea. Useful, not overpowered, and has the attachment advantages/disadvantages. Absolutely! Wizards need a Raging Strike of their very own!