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Offline EmeraldTigerTopic starter

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Two Turn Spell Series https://elementscommunity.org/forum/index.php?topic=30876.msg392418#msg392418
« on: September 12, 2011, 03:46:00 am »
Two Turn Spell Series
Series Notes: All Spells will affect both players and/or all creatures.

NAME:
Pitch Black
ELEMENT:
Darkness
COST:
6 :darkness
TYPE:
Spell
ATK|HP:
TEXT:
Both players cannot see the entire field  for 2 turns.
NAME:
Pitch Dark
ELEMENT:
Darkness
COST:
5 :darkness
TYPE:
Spell
ATK|HP:
TEXT:
Both players cannot see the entire field  for 2 turns.
ART:
EmeraldTiger
IDEA:
EmeraldTiger
NOTES:
If the Light Spell is in affect this cancels it.
SERIES:
Two Turn Spell Series
NAME:
ELEMENT:
Light
COST:
? :light
TYPE:
Spell
ATK|HP:
TEXT:
NAME:
ELEMENT:
Light
COST:
? :light
TYPE:
Spell
ATK|HP:
TEXT:
ART:
IDEA:
EmeraldTiger and
NOTES:
If the Pitch Black | Pitch Dark is in affect this cancels it.
SERIES:
Two Turn Spell Series

NAME:
Hush
ELEMENT:
Aether
COST:
? :aether
TYPE:
Spell
ATK|HP:
TEXT:
All skills cannot be used for 2 turns.
NAME:
Hush
ELEMENT:
Aether
COST:
? :aether
TYPE:
Spell
ATK|HP:
TEXT:
All skills cannot be used for 2 turns.
ART:
IDEA:
EmeraldTiger
NOTES:
If Time Passes | Time Passes is in affect this cancels it.
SERIES:
Two Turn Spell Series
NAME:
Time Passes
ELEMENT:
Time
COST:
? :time
TYPE:
Spell
ATK|HP:
TEXT:
One turn equals two turns. Last 4 turns.
NAME:
Time Passes
ELEMENT:
Time
COST:
? :time
TYPE:
Spell
ATK|HP:
TEXT:
One turn equals two turns. Last four turns.
ART:
IDEA:
EmeraldTiger
NOTES:
If Hush | Hush is in affect this cancels it. It says lasts 4 turns, but it will feel like 2.
SERIES:
Two Turn Spell Series
NAME:
Bountiful Garden
ELEMENT:
Life
COST:
? :life
TYPE:
Spell
ATK|HP:
TEXT:
All creatures and players heal up to 5 hit points for two turns.
NAME:
Bountiful Garden
ELEMENT:
Life
COST:
? :life
TYPE:
Spell
ATK|HP:
TEXT:
All creatures and players heal up to 5 hit points for two turns.
ART:
IDEA:
EmeraldTiger
NOTES:
If Toxic Path | Toxic Path is in affect this cancels it.
SERIES:
Two Turn Spell Series
NAME:
Toxic Path
ELEMENT:
Death
COST:
? :death
TYPE:
Spell
ATK|HP:
TEXT:
All creatures and players gain 2 poison counters for two turns.
NAME:
Toxic Path
ELEMENT:
Death
COST:
? :death
TYPE:
Spell
ATK|HP:
TEXT:
All creatures and players gain 2 poison counters for two turns.
ART:
IDEA:
EmeraldTiger
NOTES:
If Bountiful Garden | Bountiful Garden is in affect this cancels it.
SERIES:
Two Turn Spell Series
NAME:
Amass
ELEMENT:
Gravity
COST:
? :gravity
TYPE:
Spell
ATK|HP:
TEXT:
All creatures and players gain half of current hit points added to full hit points for two turns.
NAME:
Amass
ELEMENT:
Gravity
COST:
? :gravity
TYPE:
Spell
ATK|HP:
TEXT:
All creatures and players gain half of current hit points added to full hit points for two turns.
ART:
IDEA:
EmeraldTiger
NOTES:
If Entropy Spell is in affect this cancels it.
SERIES:
Two Turn Spell Series
NAME:
ELEMENT:
Entropy
COST:
? :entropy
TYPE:
Spell
ATK|HP:
TEXT:
NAME:
ELEMENT:
Entropy
COST:
? :entropy
TYPE:
Spell
ATK|HP:
TEXT:
ART:
IDEA:
EmeraldTiger and
NOTES:
If Amass | Amass is in affect this cancels it.
SERIES:
Two Turn Spell Series
under development
That is what I have so far. Ready for discussion.
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Offline oblivion1212

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Re: Two Turn Spell Series https://elementscommunity.org/forum/index.php?topic=30876.msg392435#msg392435
« Reply #1 on: September 12, 2011, 05:13:49 am »
nice idea on making these spells...
as perms, it would be destructible, so yeah..

  :entropy all creatures mutate then returns to normal after 2 turns?? (sounds good but coding might be a problem)
  :light players return to 99 hp for two turns, then accumulated damage stays after 2 turns, returning to the normal HP (kinda weird, possibly making -hp) 
  :fire players' hp gets reduced by X. X = total quanta ingame (your quanta + enemy quanta + creature/perm costs) for 2 turns.. (this sounds more of entropy/gravity) 
  :air  on both sides of the field, summons a tornado for 2 turns. tornado puts permanents in time bubble OR summons a tornado for two turns. tornado takes up X creature slots, and randomly changes creature position. X = #of wind pillars/pends/towers + 3 (if ability #2, maybe delay random creatures if # of creatures > # of slot tornado uses up)
  :earth all creatures gain -X|+20 for 2 turns. X= average attack of all creatures on the board. can not drop attack below 0

these are all i have right now... anyways, gl & hf on card designing!! :D

Offline EmeraldTigerTopic starter

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Re: Two Turn Spell Series https://elementscommunity.org/forum/index.php?topic=30876.msg392538#msg392538
« Reply #2 on: September 12, 2011, 02:03:38 pm »
i need a mechanic for Entropy and Light. if anyone can think of better mechanics than what i have feel free to make suggestions.
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Offline Pineapple

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Re: Two Turn Spell Series https://elementscommunity.org/forum/index.php?topic=30876.msg392589#msg392589
« Reply #3 on: September 12, 2011, 05:53:26 pm »
i need a mechanic for Entropy and Light. if anyone can think of better mechanics than what i have feel free to make suggestions.
light: creatures cannot be changed (death, antimatter, buffs, etc.) for two turns
entropy: each spell/ability cast on creatures may cause death

Offline ZephyrPhantom

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Re: Two Turn Spell Series https://elementscommunity.org/forum/index.php?topic=30876.msg392764#msg392764
« Reply #4 on: September 13, 2011, 01:12:14 am »
Why do opposite elements negate each other? It seems kind of situational to me.

Toxic Path seems really similar to Plague, and Pitch Black seems really similar to Cloak. I'm not sure if that is intended, but Pitch Black seems to be unique enough. Would Toxic Path replace Plague in most games (Or create an Armagio/Massive Dragon conflict with two really similar cards)?

Suggestions for  :entropy and :light :
Light - Empowering - creatures gain + 0 | +2 this turn and +2 | + 0 the next.
Entropy - Makeshift - attacking creatures get random status effects (Freeze, Delay, Poison) for 2 turns.

Offline EmeraldTigerTopic starter

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Re: Two Turn Spell Series https://elementscommunity.org/forum/index.php?topic=30876.msg392789#msg392789
« Reply #5 on: September 13, 2011, 01:43:45 am »
The reason of the opposite element negating is these are spell that could be very annoying and I was giving a way to end the affect. I want the affects to be a bit on the annoying side.

Yes Pitch Black brings Cloak to the next level denying opponent from seeing their cards
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Offline OldTrees

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Re: Two Turn Spell Series https://elementscommunity.org/forum/index.php?topic=30876.msg392793#msg392793
« Reply #6 on: September 13, 2011, 01:46:18 am »
The reason of the opposite element negating is these are spell that could be very annoying and I was giving a way to end the affect. I want the affects to be a bit on the annoying side.

Yes Pitch Black brings Cloak to the next level denying opponent from seeing their cards
Having a way to cancel a spell is not a reasonable justification for unreasonably annoying spells. Reasonably annoying spells are justified without a means of canceling.
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Offline EmeraldTigerTopic starter

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Re: Two Turn Spell Series https://elementscommunity.org/forum/index.php?topic=30876.msg392798#msg392798
« Reply #7 on: September 13, 2011, 01:56:19 am »
So the  :life, :death, and  :aether mechanics are a no go?

 :time and :gravity are good enough to develop?
If Nowhere is Somewhere, and Somewhere is Over there, How can we be Anywhere?
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blarg: