Dragon Seals (Sub series of the field effects series -
http://elementscommunity.org/forum/index.php/topic,48038.0.html ):
Dragons are creatures of myth and legend. Stories about them (in one form or another) pervade human mythology in almost every culture.
Many of these myths attribute a range of supernatural powers and abilities to dragons.
The dragon seal sub series is aimed at exploring this, with an emphasis on use of field effects to emulate dragons radiating power or using fearsome breathe weapons.
Dragon seals will bestow special abilities to the games currently skill-less dragons. All seals will provide the dragon the ability to move to a chosen spot. Each will also provide a major field effect related to there element.
So far:
: Freedom -> Provides evasion chance to allies nearby
: Secrets -> Provides invisibility to allies nearby
: Resilience -> Provides damage reduction to allies nearby (almost done)
Future Ideas
: Wrath -> Uses dragons attack power to deal damage to friend and foe alike along its own row and the opposing row
: Tides -> Transfer status effects from allies in row to enemies in column
: Oppression -> Stun enemies in and near opposing slot based on relative stats
I'm still looking for more ideas, and I would like to get some feedback from the community.
Let me know what things you think are missing or would be most useful for each element.
Good concepts should:
1) Be useful in a field based effect (targeting based on adjacency, row, or column)
2) Extend or expand on an elements core themes using new or existing mechanics
3) Be able to fit in roughly 2 lines of card text (this can be quite tricky)