Difference between revisions of "Arcane powers deck"

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(fixing template issues)
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|type=Spell
|type=Spell
|text=Heavy snow falls on the field boosting frost attacks by 15 points.
|text=Heavy snow falls on the field boosting frost attacks by 15 points.
}}
{{card
|title=Teleport
|type=Spell
|text=When used you dodge the next attack that is aimed at you.
}}
{{card
|title=Windchill
|type=Spell
|text=All heat-based attacks are removed from your opponents hand.
}}
{{card
|title=Mountain Peak
|type=Spell
|text=Amountain erupts from the ground in the middle of the playing field.All rock basd attacks do double damage.
}}
{{card
|title=Severe Burn
|type=Spell
|text=Your opponent takes 15 points of damage for the next 3 turns.
}}
{{card
|title=Spellbound
|type=Spell
|text=The opponent is trapped in an invisible barrier and cannot cast for the next 6 turns.
}}
{{card
|title=Guardian
|type=Spell
|text=The caster takes no damage until his guardian [who has 50 health points] is defeated.
}}
{{card
|title=Basic Healing
|type=Spells
|text=All allies recieve 5 points of health.
}}
{{card
|title=Shatter
|type=Spell
|text=Shards of glass are flung all around damaging all players by 12 points.
}}
{{card
|title=Corpse Crowd
|type=Spell
|text=Zombies fill the playing field [Zombies have 5 health points] no damage is dealt to players until all 30 zombies have been destroyed [Zombies will also attack players dealing 15 points of damage. Flip a coin each turn to see if you are hit by a zombie].
}}
{{card
|title=Pirranha Panic
|type=Spell
|text=Pirranhas fall from the sky latching on to all players beneath them. [Pirranhas deal 12 points of damage for 2 turns].
}}
{{card
|title=Locust Swarm
|type=Spell
|text=A swarm of deadly locust assault the opponent dealing 45 points of damage.
}}
{{card
|title=Stampede
|type=Spell
|text=A stampede of raging bulls rips across the battlefield all opponents take 30 points of damage.
}}
{{card
|title=Avalanche
|type=Spell
|text=The opponent takes 30 point of damge and his hand of cards is rendered useless.
}}
{{card
|title=Rain Storm
|type=Spell
|text=Heavy rain causes the battlefield to go dark meaning spells may miss and fire attacks do half the damage than usual [lasts for 5 turns].
}}
{{card
|title=Warp
|type=Spell
|text=The opponent suffers 60 points of damage.
}}
{{card
|title=Heatwave
|type=Spell
|text=The bettlefield becomes dry and fire attacks now deal double damage. [lasts for 12 turns].
}}
{{card
|title=Invisibility
|type=Spell
|text=Any attacks aimed at you always miss [lasts for 6 turns].
}}
{{card
|title=Hover
|type=Spell
|text=Attacks have a 50/50 chance of hitting the caster and the casters attacks always hit their mark [lasts for 2 turns].
}}
{{card
|title=Bottomless pit
|type=Spell
|text=The opponent falls down the pit taking 35 points of damage.[the opponent remains in the pit for 5 turns unless he has a hover or teleport spell].
}}
{{card
|title=Sacrifice
|type=Spell
|text=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].
}}
{{card
|title=Revive
|type=Spell
|text=The caster brings the chosen player back to life with full health.
}}
{{card
|title=Mind control
|type=Spell
|text=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.
}}
{{card
|title=Full Moon
|type=Spell
|text=Any summoned werewolves are stronger [deal double damage] and more resilient [200 health points].
}}
{{card
|title=Call of the wolf
|type=Spell
|text 3 werewolves are summoed and are under the casters control [Werewolves deal 25 points of damage and have 100 health points.
}}
{{card
|title=Volcano Tempest
|type=Spell
|text=Deals 90 points of damage to the opponent but deals 50 points of damage to the caster.
}}
{{card
|title=Legendary Healing
|type=Spell
|text=Heals 100 points of health to all allies including caster.
}}
{{card
|title=Shard Onslaught
|type=Spell
|text=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.
}}
{{card
|title=Stone Strike
|type=Spell
|text=A massive stone sword is thrust right into the opponent dealing 99 points of damage..
}}
}}

Revision as of 13:39, 29 October 2010

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
Do 10 points of damage to your opponent.
Ice Shard
Spell
Freeze your opponent so that they cannot cast spells for 2 turns.
Forked Lightning
Spell
Inflict 15 points of damage to your opponent.
Tornado Clap
Spell
Yoour 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.
Multiply
Spell
4 doppelgangers appear and the opponent must find the real you.Any attack on the doppelgangers results in no damageinflicted on the caster
Nightfall
Spell
All players become hard to see and threfore 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.
Mountain Peak
Spell
Amountain erupts from the ground in the middle of the playing field.All rock basd attacks do double damage.
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.
Corpse Crowd
Spell
Zombies fill the playing field [Zombies have 5 health points] no damage is dealt to players until all 30 zombies have been destroyed [Zombies will also attack players dealing 15 points of damage. Flip a coin each turn to see if you are hit by a zombie].
Pirranha Panic
Spell
Pirranhas fall from the sky latching on to all players beneath them. [Pirranhas deal 12 points of damage for 2 turns].
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 meaning 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 bettlefield 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].
Hover
Spell
Attacks have a 50/50 chance of hitting the caster and the casters attacks always hit their mark [lasts for 2 turns].
Bottomless pit
Spell
The opponent falls down the 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
Any summoned werewolves are stronger [deal double damage] and more resilient [200 health points].
Call of the wolf
Spell
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..