Arcane powers deck

From Dvorak - A Blank-Card Game
Jump to: navigation, search
Arcane powers deck
Designer GameMaker5
Date 28/10/2010
Players 2+
This deck has not been categorised.
To play Dvorak: Draw five cards each and leave the rest as a draw pile. On your turn, draw a card from the draw pile and play one Thing and/or one Action. (See the full rules.)
Cards.gif Print this deck

Telnet.gif Generate MUSHcode
Cards.gif Generate Lackey export

Padlock.gif
This deck is locked. Further cards should not be added - leave feedback on the talk page.
The game is just a few people playing powerful spells and [if there are more than 2 players] forming alliances. It sounded fun so I hope you enjoy it


Special Rules

If an alliance is formed then no member of said alliance may attack another member of the alliance.

There is no limit of the amount of spells that may be used during the game

If a spell mentiones missing the opponent then flip a coin to see if it hits.

Players start with 100 points of health. No more,no less.


Card List

Fireball
Spell
Deal 10 points of damage to your opponent.
Ice Shard
Spell
Freeze your opponent so that they cannot cast spells for 2 turns and the opponent takes 10 points of damage.
Forked Lightning
Spell
Inflict 15 points of damage to your opponent.
Tornado Clap
Spell
Your opponent gets sent flying inflicting 5 points of damage.
Divine Healing
Spell
Heal 20 points of damage.
Undying rage
Spell
All attacks do double damage for the rest of the game.
Shield
Spell
Take no damage for the next 5 turns. You can still use spells.
Meteor Shower
Spell
All players [including caster] takes 40 points of damage.
Chain Lightning
Spell
3 points of damage is inflicted upon 3 opponents
Nightfall
Spell
All players become hard to see and therefore spells may miss.
Ominous Haze
Spell
The caster and his alliance becomes hidden.
Earthquake
Spell
All players lose 1 random card and lose 5 points of health.
Slow Motion
Spell
Time slows for 3 turns giving the caster a 50/50 chance of dodging any spells cast at him.
Sonic Boom
Spell
A loud sonic boom sends all players flying inflicting 20 points of damage.
Snow Storm
Spell
Heavy snow falls on the field boosting frost attacks by 15 points.
Teleport
Spell
When used you dodge the next attack that is aimed at you.
Windchill
Spell
All heat-based attacks are removed from your opponents hand.
Summon
Spell
A wolf appears at the casters side and will deal 5 points of damage to the casters opponents for 5 turns.
Severe Burn
Spell
Your opponent takes 15 points of damage for the next 3 turns.
Spellbound
Spell
The opponent is trapped in an invisible barrier and cannot cast for the next 6 turns.
Guardian
Spell
The caster takes no damage until his guardian [who has 50 health points] is defeated.
Basic Healing
Spells
All allies recieve 5 points of health.
Shatter
Spell
Shards of glass are flung all around damaging all players by 12 points.
Hover
Spell
The caster hovers above the playing field. Attacks will not hit the caster for 5 turns until he/she lands.
Shrink
Spell
The opponent shrinks down to half size and means their magical energies will not be as powerful for 2 turns. (Half damage will be dealt)
Locust Swarm
Spell
A swarm of deadly locust assault the opponent dealing 45 points of damage.
Stampede
Spell
A stampede of raging bulls rips across the battlefield all opponents take 30 points of damage.
Avalanche
Spell
The opponent takes 30 point of damge and his hand of cards is rendered useless.
Rain Storm
Spell
Heavy rain causes the battlefield to go dark.Spells may miss and fire attacks do half the damage than usual [lasts for 5 turns].
Warp
Spell
The opponent suffers 60 points of damage.
Heatwave
Spell
The battlefield becomes dry and fire attacks now deal double damage. [lasts for 12 turns].
Invisibility
Spell
Any attacks aimed at you always miss [lasts for 6 turns].
Casters Blessing
Spell
The caster can choose another player. This player takes all the damage aimed at the caster for the next turn.
Bottomless pit
Spell
The opponent falls down a pit taking 35 points of damage.[the opponent remains in the pit for 5 turns unless he has a hover or teleport spell].
Sacrifice
Spell
The caster takes 500 points of damage to inflict 1000 points of damage to the opponent [If it is a 1 on 1 game then this card should be avoided. The caster dies first therefore losing. If he is in an alliance then the game continues without him].
Revive
Spell
The caster brings the chosen player back to life with full health.
Mind control
Spell
For the next 2 turns the casters chosen player is under his control. The caster can tell said player to cast any spell. Should the player go against the casters will, he shall be killed and removed from the game.
Full Moon
Spell
The moon increases the casters power by 25 points.
Rewind
Spell
Play after an attack has been dealt to the caster. All damage dealt to the caster due to that attack is not counted.
Volcano Tempest
Spell
Deals 90 points of damage to the opponent but deals 50 points of damage to the caster.
Legendary Healing
Spell
Heals 100 points of health to all allies including caster.
Shard Onslaught
Spell
A deadly barrage of 100 ice shards [each shard deals 1 point of damage] is launched at the opponent and cannot be avoided unless a card such as teleport is used.
Stone Strike
Spell
A massive stone sword is thrust right into the opponent dealing 99 points of damage.
Tsunami Strike
Spell
A massive tsunami sweeps over the battlefield damaging all players by 75 points. The tsunami cannot be dodged and the only defense is a shield. Any enemys within the bottomless pit are defeated.
Lava Flow
Spell
A stream of Lava flows through the battlefield damaging all opponents by 25 points.
Dragon Breath
Spell
The caster sets his opponents on fire, the damage lasts for 3 turns. (5 damage per turn)