I like the card, but it would be pretty useless on a warrior. One could avoid the effect by moving ones characters out of sight, so maybe a roll 3+ instead?
Irradiate Magic attack - Type Radiation Range 3 - Damage 2 Attach a random handicap card to affected characters and to yourself. Cone
Tarfire Magic attack - Type fire Range 4 - Damage 1 Penetrating Attach to target. At the beginning of the turn target recieves 1 Penetrating fire damage. Duration 4.
Acid Spit Magic attack - Type acid Range 3 - Damage 3 Penetrating Target discards his oldest armor Attach to target, Burning 1. Duration 3
Randomly Generated Blow (Image ideas i have: Either a broken stick/club with a dice on it or just a sword that has dice elements on it (Like an engraved dice on the hilt etc.) Roll a die. Whatever you roll is your damage. If you roll 2 or less, keep. | Another idea is the same as an armor. Randomly Generated Armor (No idea for an illustration.) Roll a die. Whatever you roll will block your incoming damage. This card is discarded after use.
Distrustful Handicap Black quality Trait. Attach to self. Duration 2. Whenever an ally in front of you plays a card affecting you, any block in your hand can be triggered as if that ally's card were played by an enemy. Keep. But-- but whose side are they REALLY on? -- other possibilities: Handicap|Boost (because it can be used helpfully in some slightly fringe cases; however, the bigger question comes with radiation: it's probably more of a boost when specifically built for instead of randomly acquiring, which makes me think Handicap-only is probably best) any quality range from Black- to Paper+ ... or of course Bronze if Flax's "every trait secretly starts at Bronze" concept gets through any rebalance... Duration 3 But-- but what if they're one of THEM? Sometimes, I even suspect myself...
Maybe a simpler card, you can't be targeted by an ally. Or maybe you can't target an ally. (To be on priest items.)
The grammar of it is messing with me. So how about this Heal 1 times the number of members in your guild.
Status Stasis Utility ? quality (something costly probably) Attach to target. No attachments may be added nor discarded from target. Duration 1. Range 5
Powered Heal Assist, Emerald/Amethyst Quality? Play Effect: 'Target draws a card, then immediately discards it. Heal 0. Add the quality rating of the card drawn to the amount healed.' Reaction, on a roll of 5+: 'When you draw a card, Heal yourself equal to the quality rating of that card. Keep.' What I mean by this is the value of the card when determining item levels; so Paper = 0, Bronze = 3, Silver = 6 etc. If a card with Tar quality was drawn, it would deal 3 damage to the target. Pluses and minuses also affect the amount healed.
Body Odour Boost/Handicap, Bronze Quality? Play Effect: 'Trait. Attach this card to yourself, Duration 3.' Reaction 1, on a roll of 4+: 'Whenever another character moves adjacent to you, they take 3 poison damage. Keep.' Reaction 2: 'At the start of the round, deal 3 poison damage to all adjacent characters. Keep.'
Speed Burst Boost At the start of the turn free move 2. Attach to self. All your move cards have free move. Duration 1
Sanctuary Magic assist - Type holy Range 4 Attach to target - Duration 3 At the beginning of the turn, target discards his oldest armor card. Every time an enemy plays a card and is not targeting you, you heal 1 hp. Move cards won't trigger sanctuary.
Damage Relocation Assist, Emerald Quality, Range 3 Play Effect: 'Attach to target, Duration 2.' Reaction 1: 'When you would take damage less than your health point total, deal that damage to another random character instead. Keep.' Reaction 2: 'When you would take damage equal to or more than your health point total, kill another random character instead. Keep.'