User:Jftsang

From Dvorak - A Blank-Card Game
Revision as of 20:06, 8 November 2007 by Jftsang (talk | contribs) (→‎Card List)
Jump to navigationJump to search

Spellcraft deck

Jftsang
Designer jftsang
Date 8/11/2007
Players 2-6
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.

Special Rules

  • Each player starts off with 15HP. When a player gets to 0HP he or she dies. If there are many players then the last man standing wins. If all surviving players die at the same time then the game is declared a draw.
  • You may play two cards per turn.

Card Types

  • Spells have effects that are instantaneous. They are discarded after the effect resolves.
  • Enchantments have effects that last for a period of time. They stay in play for that period. If the Permanancy card is played you may select a non-permanent Enchantment and make it permanent.
  • Monsters stay on the field after they are played. Every turn you may direct monsters that you control to attack another player (or you).
  • Elementals deal 3 heat/cold damage to each player that does not have a Shield or a Resist Heat/Cold Enchantment on them every turn. They are destroyed by three points of damage and are immune to damage of their own element. (Fire Elementals are immune to Fireballs, for example.)
  • Weapons may be equipped to players or Monsters. A weapon lets the Monster with it deal extra damage. A player equipped with a weapon may do melee damage. Currently the only available Weapon is the dagger.

Card List

Damaging Spells

Fireball
Spell
Target player takes 5 heat damage.
A fireball springs from your hand and strikes your target.
Card by jftsang
Iceball
Spell
Target player takes 5 cold damage.
An iceball springs from your hand and strikes your target.
Card by jftsang
Lightning Bolt
Spell
Target player takes 5 damage.
A chain of electricity comes from your fingertips and hits your target in the chest.
Card by jftsang
Magic Missile
Spell
Target player takes 1 damage.
A small bolt of pure energy comes from your fingertips and hits your target in the head.
Card by jftsang
Cause Wounds
Spell
Target player takes 4 damage.
Wounds appear all over the target's body.
Card by jftsang
Finger of Death
Spell
Target player, Monster or Elemental dies.
A green bolt comes from your hand and hits your target. He dies.
Card by jftsang

Counter-Spells

AntiSpell
Spell
Target player discards all his cards and all Enchantments.
Smoke is emitted from the hands of your target. He has lost his magical abilities.
Card by jftsang
Dispel Magic
Spell
All players must discard all cards in their respective hands and all Monsters, Elementals and Enchantments currently in play are discarded.
The magic around the circle glows red as it is removed.
Card by jftsang
CounterSpell
Spell
All Spells cast upon (and by) the subject this turn have no effect.
The target is surrounded by a green magical glow.
Card by jftsang

Enchantments

Shield
Enchantment
For one turn, you are immune to melee attacks from Monsters/players, the effects of Elementals and from the effect of Magic Missile cards.
You are covered by a translucent shimmering shield.
Card by jftsang
Magic Mirror
Enchantment
For one turn, all Spells targeted upon you are reflected onto the player of the Spell.
You are covered by a mirror-like shield.
Card by jftsang
Disease
Enchantment
This effect lasts for five turns. Each turn the target takes 3 damage. This effect cannot be made permanent.
The target starts to look pale and looks sick.
Card by jftsang
Permanency
Spell
Choose an Enchantment that is currently in play. This Enchantment (and its effects) stays in play until somebody plays Dispel Magic or the target of the Enchantment dies.
Your target glows light blue for a moment.
Card by jftsang
Resist Heat
Enchantment
Target player is immune to heat damage. This effect is permanent.
Your target cools down.
Card by jftsang
Resist Cold
Enchantment
Target player is immune to cold damage. This effect is permanent.
Your target heats up.
Card by jftsang
Clairvoyance
Enchantment
All players (apart from you) must expose their hands. This effect is permanent.
Your perception is improved. You can read the minds of your opponents.
Card by jftsang
Charm Person
Enchantment
On the target player's next turn you may direct his actions. You also gain control of his monsters during this period.
You have the power to control the actions of another person.
Card by jftsang

Other Magical Cards

Cure Wounds
Spell
Target player heals 4 damage. If the target has the Disease Enchantment he or she is cured of it.
Wounds on the target's body are cleared.
Card by jftsang
Summoning
Spell
Draw 3 cards. Do not discard any cards if you have more than five cards at the end of your turn.
You call on the Gods for help.
Card by jftsang
Charm Monster
Spell
Choose an opponent's monster and take it for yourself. It may not attack this turn.
The monster looks at you as if hypnotised.
Card by jftsang

Monsters

1
Goblin
Monster
A magically summoned Goblin.
Card by jftsang
1
Goblin
Monster
A magically summoned Goblin.
Card by jftsang
1
Goblin
Monster
A magically summoned Goblin.
Card by jftsang
2
Ogre
Monster
A magically summoned Ogre.
Card by jftsang
2
Ogre
Monster
A magically summoned Ogre.
Card by jftsang
3
Troll
Monster
A magically summoned Troll.
Card by jftsang

Elementals

Fire Elemental
Elemental
A ball of fire.
Card by jftsang
Ice Elemental
Elemental
A huge snowman.
Card by jftsang

Weapons

1
Dagger
Weapon
A rusty small knife. Useful for cutting up ropes and as an eating utensil.
Card by jftsang