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3 years ago  ::  Oct 13, 2010 - 9:58AM #71
CaptainBasilicus
Date Joined: Jul 6, 2008
Posts: 44
Wait, so we went from listing all the cards and their stats to actually making printable cards available as a free PDF? So, now, no one will have to purchase boosters -- And WoTC is OK with this?

Just curious, but ok. 
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3 years ago  ::  Oct 13, 2010 - 11:08AM #72
DoctorComics
Date Joined: Aug 28, 2009
Posts: 199
I think Ramen has the right idea. Our next step ought to be assembling the text of the 80 card box set.

Maybe we could each do 10-card blocks. That would make the work easy and fast. 
The Doctor Comics Blog: doctorcomics.blogspot.com
On Twitter @doctorcomics
GW Card List: http://community.wizards.com/go/thread/view/75882/26023881/Card_List
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3 years ago  ::  Oct 14, 2010 - 9:32AM #73
DoctorComics
Date Joined: Aug 28, 2009
Posts: 199
I've decided to start writing down the "Rad" set, the 80 card set from the basic box.

I'll do the first 10 Alpha Mutations.

1. Accelerated Reflexes (Bio) You kick your reaction speed into overdrive. Free Action, Personal; Trigger: You start your turn; Effect: You gain a +2 power bonus to attack rolls and to all defenses until the end of your next turn. In addition, you shift 3 squares and take a standard action; Overcharge: When you use this power, you can roll a d20; 10+: You can use this power a second time on your next turn while this card is readied; 9 or less: At the end of your turn, you are stunned until the end of your next turn.

2. Adaptive Resistance (Bio) That which does not kill us makes me stronger. Shame about you, though... Immediate Interrupt, Personal; Trigger: You take damage; Effect: You gain resist 10 to the damage type of the triggering attack while this card is readied; Overcharge: When you use this power, you can roll a d20; 10+: You are immune to that damage type instead while this card is readied; 9 or less: You also gain vulnerable 5 to all other damage types while this card is readied.

3. Psychic Reversal (Psi, Psychic) I'm rubber, you're glue. Immediate Interrupt, Personal; Trigger: You take psychic damage from an enemy's attack; Effect: The triggering enemy takes that psychic damage instead. You still suffer any other effects from the triggering attack; Overcharge: When you use this power, you can roll a d20; 10+: The triggering enemy is also stunned until the end of your next turn. 9 or less: You take one-half the psychic damage instead, and the triggering enemy takes the rest.

4. Anti-Life Leech (Dark) Nobody better life leech you, or they'll be sorry. Benefit: You gain resist 10 necrotic. In addition, you are immune to life-leech attacks. When a creature targets you with life leech, it is stunned until the end of its next turn, and its hit point total drops to its bloodied value (or to 1 hit point if it is already bloodied); Overcharge: None.

5. Aquatic Adaptation (Bio) All that time you spent in the tub as a youngster is finally paying off! Benefit: You can breathe water, and you gain a Swim speed equal to your speed; Overcharge: At any time, you can roll a d20; 10+: While this card is readied, you can mentally communicate with fish within a mile of you; 9 or less: While this card is readied, you think you can mentally communicate with fish within a mile of you.

6. Carapace (Bio) Your skin hardens into a thick, tough carapace. Benefit: You gain a +2 power bonus to AC and take a -1 penalty to speed; Overcharge: When you start your turn, you can roll a d20; 10+: While this card is readied, the power bonus to AC increases to +4; 9 or less: You cocoon yourself in your own shell (save ends). While you're under this effect, the power bonus to AC increases to +10, and you can't take any actions.

7. Cloud the Mnd (Psi) Who knows what evil lurks in the hearts of men ... or whatever the hell that is. Minor Action, Close Burst 5; Target: One creature in burst; Effect: The target can't see you (save ends). While under this effect, the target doesn't realize you exist or notice any of your actions; Overcharge: When you use this power, you can roll a d20; 10+: The target takes a -5 penalty to saving throws against this effect; 9 or less: You cloud your own mind and can't see the target (save ends).

8. Beguiling (Psi): Noooo! Pleeeease don't hurt me! Minor Action, Close Burst 5; Target: Each enemy in burst; Attack: Level + 3 vs. Will; Hit: The target can't attack you (save ends); Overcharge: When you use this power, you can roll a d20; 10+: The target takes a -5 penalty to saving throws against this power; 9 or less: When the target saves against this effect, it gains a +2 bonus to attack rolls against you while this card is readied.

9. Devolution (Dark, Psychic) A mind is a terrible thing to waste. Standard Action, Ranged 10; Target: One creature; Attack: Level + 3 vs Fortitude; Hit: 3d10 + Intelligence modifier + twice your level psychic damage, and the target is dazed and can make only basic attacks (save ends both); Overcharge: When you hit with this power, you can roll a d20; 10+: The target takes a -5 penalty to saving throws against this power; 9 or less: You also hit yourself with this power.

10. Confusion (Psi) Huh? What? Standard Action, Ranged 5; Target: One creature; Attack: Level + 3 vs Will; Hit: The target is confused (save ends). While the target is under this effect, roll a d6 a the start of its turn to see what it does:; 1-2: It doesn't take any actions; 3-4: It attacks the nearest creature; 5: It moves away from you at full speed; 6: It acts normally; Overcharge: When you hit with this power you can roll a d20; 10+: You choose the d6 result during each turn the target is confused; 9 or less: You're also confused until the end of your next turn.
The Doctor Comics Blog: doctorcomics.blogspot.com
On Twitter @doctorcomics
GW Card List: http://community.wizards.com/go/thread/view/75882/26023881/Card_List
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3 years ago  ::  Oct 14, 2010 - 1:59PM #74
greyseer
Date Joined: Mar 26, 2010
Posts: 83
11. Light Generation (Dark, Fire) You Generate a blinding burst of light from your body. "Say cheese!"
Standard Action, Close Burst 5; Target: Each creature in burst; Attack: Level + 3 vs Reflex; Hit: The target is blinded until the end of your next turn.; Overcharge: When you use this power you can roll a d20; 10+: The target is instead blinded until it saves; 9 or less: You ignite yourself on fire and take ongoing 5 fire damage(save ends).  You can't save against this effect during the turn you overcharge it.

12. Empathic Healing (Healing, Psi) I feel your pain.  Minor Action, Close Burst 3; Target: One ally in burst.  Effect: The target regains hit points equal to 5+ your level and can make a saving throw.; Overcharge: When you use this power you can roll a d20; 10+: You can target two or three allies in the burst. ; 9 or less:You loose hit points equal to your bloodied value. 

13. Fast Healing (Bio, Healing) "It was only a scratch."  Benefit: Whenever you start your turn and have at least 1 hit point, you regain 5 hitpoints.  In addition, when you take a second wind, you regain 10 additional hit points.; Overcharge: When you start your turn, you can roll a d20.; 10+: While this card is readied, you regain 10 hit points at the start of your turn instead of 5.; 9 or less: You are covered in scar tissue from too much healing(save ends).  While under this effect, you are slowed and take a -2 penalty to attack rolls.  You can't save against this effect during the turn you overcharge it.

14. Feelers (Bio) Hey! Watch where you're putting those things!  You can see creatures or objects within 2 squares of you that are invisible, obscured, or on the other side of blocking terrain, if those creatures are in contact with the ground or a similar surface.; Overcharge: When you start your turn, you can roll a d20.; 10+: While this card is readied, you can see creatures or objects within 3 squares of you instead of 2, and your melee reach increases by 1.;9 or less: You are covered in fleshy nodules (save ends). While under this effect, you take a -2 penalty to attack rolls and to all defenses.

15. Force Field Generation (Psi) You project an invisible, inpenetrable wall of force nearby.  Minor  Action , Area Wall 12 within 10 squares; Effect: You create an invisible wall of force up to 12 squares long.  The wall is up to 4 squares high, and it lasts until the end of your next turn.  It blocks all movment and line of effect.; Overcharge: When you use this power you can roll a d20.;10+: While the wall exists, you can spend a minor action at the start of your turn to make the wall persist until the end of your next turn.; 9 or less: You are dazed until the end of your next turn.

16. Sound Imitation (Bio) "Have you ever heard 37 cats scratching a chalboard at once? Want to?";  Benefit: You can perfectly mimic any sound.  You gain a +5 power bonus to skill checks related to imitating sound.;  Overcharge: When you hear a sonic attack, you can roll a d20.;10+: Before the end of your next turn, as a standard action, you can duplicate the triggering sonic attac if this card is readied.; 9 or less: You can't speak or make sounds with your voice while this card is readied. (No talking!)

17. Footus Ginormicus (Bio) You grow enormous clown feet. ; Benefit: You gain a swim speed equal to your land speed and ignore difficult terrain from soft ground such as snow or mud.;  Overcharge: Really?

18. Extra Arm (Bio) "Guess how many fingers I'm holding behind my back.  No, twelve!"; Benefit: You grow an additional arm.  You can use it to carry a shield, help wield a two-handed weapon, carry an extra one-handed weapon, and so on.  If you carry an extra weapon, you can make a basic attack with that weapon once per round as a minor action.;  Overcharge: When you start your turn you can roll a d20.;  10+ While this card is readied, you grow a second new arm.  You can wield an additional two-handed weapon with both new arms.; 9 or less: you existing arms shrink into your body until the end of your next turn.  You drop everything you are holding.

19. Shaggy Pelt (Bio) A thick, yeti-like pelt of hair covers your body.  It smells like a yeti too.; Benefit: You gain a +1 power bonus to AC and resist 5 cold from your new pelt.; Overcharge: When you start your turn, you can roll a d20.; 10+: While this card is readied, the power bonus increase to +2, and you gain resist 10 cold instead of 5.; 9 or less: You become tangled in your own pelt (save ends).  While under this effect, you are slowed and can't shift.

20. Infravision (Bio) You can see thermal energy.  Benefit: You can see in darkness and through fog, smoke, and other obscuring conditions.  You can also see invisible creatures or objects.; Overcharge: When you start your turn, you can roll a d20.; 10+: You gain a +5 power bonus to Perception checks while this card is readied. ; 9 or less: While this card is readied, you can see only thermal radiation and take a -2 penalty to attack rolls and Perception checks.
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3 years ago  ::  Oct 14, 2010 - 2:54PM #75
Bounty
Date Joined: Apr 11, 2006
Posts: 6

Oct 13, 2010 -- 9:58AM, CaptainBasilicus wrote:

Wait, so we went from listing all the cards and their stats to actually making printable cards available as a free PDF? So, now, no one will have to purchase boosters -- And WoTC is OK with this?

Just curious, but ok. 




Probably not, so copy it now. When the whole power card thing first went down, there were lots of power card generators. It start as power lists, then power text, then PDFs of powers, then custom card sets (using MSE2).

After everyone was building and using playing cards for powers, WotC started with the Cease and Desists, and about 3 weeks later announced the offical cards.

It normally comes down to: A list of cards is kosher, full text is frowned upon, Downloadable ANYTHING is actionable.

As someone stated the first time you asked, WotC has an online Database of cards for magic. But check the forums, people don't post whole card text most of the time. And you won't find text on any non-WotC owned site.  They can do it, we can't.

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3 years ago  ::  Oct 14, 2010 - 5:04PM #76
AH_Plagued
Date Joined: Jun 20, 2005
Posts: 139

Oct 14, 2010 -- 2:54PM, Bounty wrote:


As someone stated the first  time you asked, WotC has an online Database  of cards for magic. But  check the forums, people don't post whole card  text most of the time.  And you won't find text on any non-WotC owned  site.  They can do it, we  can't.




I was that person. Without intent to demean or insult, your information is incorrect.

There are numerous websites that have no direct affiliation with Wizards that host whole card images as well as card text and spoiler lists for Magic: The Gathering. One need only google Magic: The Gathering to draw links for dozens of these. Virtually every website that sells Magic singles either has a full card images or the text readily available.

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3 years ago  ::  Oct 14, 2010 - 8:54PM #77
Ramen_Hood
Date Joined: Mar 23, 2008
Posts: 29
21. Time slide (dark) you exit the time stream for a while.; Minor action, Personal.; Effect: you step out of time and are removed from play. While you're under this effect, creatures have neither line of sight nor line of effect to you, and you have neither line of sight nor line of effect to any creature.  In addition, you can't take any actions except to return to time as an immediate reaction when a creature's turn ends. You reappear in your square, or in the nearest unoccupied square of your choice, and take your full turn.; Overcharge 10+: While you're outside of time, time passes quickly for you and you regain all of your hit points.; 9 or less: While you're outside of time, you lose track of time and don't return for 1d6 hours.

22. Kinetic Absorption (Dark, Healing) You absorb your foe's attack to make yourself stronger.; Immediate Interrupt, Personal.; Trigger: You take physical damage.; Effect: Instead of taking the triggering damage you regain hit points equal to that damage.; Overcharge 10+: You gain a bonus to the next melee attack foll you make before the end of your next turn equal to the triggering damage.; 9 or less: You absorb to much energy from the triggering damage and also take ongoing 10 damage (save ends).

23. Levitation (Psi, Physical) You levitate yourself of another creature in the air!; Move action, Personal or ranged 10.; Target: You or one ally (or one medium object).; Effect: You move the target vertically up to 5 squares. The target remains at that height until the end of your next turn.; Overcharge 10+: You can target one enemy instead.; 9 or less: You move the nearest non-targeted ally upwards 4 squares, if possible. Then that ally drops to the ground, falls prone, and takes 2d10 physical damage.

24. Life Leech (Dark, Necrotic) You drain another creature's vitality to bolster yourself.; Standard actiion, Close burst 3.; Target: Each creature in burst.; Attack Level+3 vs Fortitude; Hit 5d8+Constitution modifier+twice your level necrotic damage, and you gain 5 temporary hit points for each target you hit.; Overcharge 10+: you gain 5+ twice your level temporary hit points for each target you hit instead of 5.; 9 or less: After the attack you take 5d8 necrotic damage, and each target gains 5 temporary hit points.

25. Reflexive Teleport (Dark, Teleportation) You switch places with an enemy.; Immediate interrupt, Ranged 10.; Trigger: You are hit by an attack; Target: One creature; Attack: Level+3 vs Will; Hit: You and the target teleport, swapping positions. The triggering attack hits the target instead, and misses you if you're out of range.; Miss: You teleport 3 squares after the triggering attack.; Overcharge 10+: The triggering attack scores a critial on the target.; 9 or less: after you teleport, you fall prone, and are dazed until the end of your next turn.

26. Gravity well (Dark, Zone) You create a temporary area of gravity that pulls creatures toward it.; Standard action, Area bust 5 within 20.; Target each creature in burst; Attack level+3 vs fortitude; Hit: the target is pulled 5 squares toward the bursts origin square.; Effect: the burst becomes a zone that lasts until the start of your next turn. If the target moves away from the burst's origin square, each square of that movement it treated as difficult terrain.; Overcharge 10+: Whenver a creature ends it turn within the zone, make the attack against that creature as a free action.; 9 or less: you fall prone and can't stand up (save ends).

27. LMAO (Psi, Psychic) You cause a creature to find hilatiry in everything.; Standard action, Ranged 10.; Target: One creature; Attack level+3 vs Will; Hit: 4d6+Charisma modifier+twice your level psychic damage, and the target is dazed and slowed (save ends both).; Overcharge 10+; The tager also falls prone and takes a -5 penalty to savings throws against this power.; 9 or less: You also hit yourself with the power.

28. Phasing (Dark) You shift your atomic structure out of phase with this reality.; Immediate interrupt, personal.; Trigger: you are hit by an attack; Effect: until the end of your next turn, you take half damage from attacks and ignore diffcult terrain.; Overcharge 10+: You can also move through blocking terrain and through enemies' squares, but you must still end your turn in an unoccupied square.; 9 or less: You cease to exist and are removed from play (save ends). While your under this effect, creatures have neither line of sight nor line of effect to you, and you can't take any actions.  When this effect ends, you reappear in your square, or in the nearest unoccupied square of your choice, and you are dazed until the end of your next turn.

29. Phobia Projection (Psi) Soul beshes! Why did it have to be soul beshes?; Standard action, Ranged 10.; Target: one creature; Attack: level+3 vs will; Hit: Choose one creature or square within 10 squares of you. During the target's turn, it must move at least 1 square away from that creature or square (save ends).  If the target can't move away during its turn, it takes no actions that turn.; Overcharge 10+: You also attack each creature adjacent to the primary target.; 9 or less: You also hit yourself with the power.

30. Quills (Bio, Physical) You sprout hundereds of needle-sharp quills.; Immedate reaction, Melee 1.; Trigger: an enemy target you with a melee attack; Target: the triggering enemy; Attack: Level+5 vs ac; Hit: 1d12+Strength modifier+twice your level physical damage, and the target takes a -2 penalty to attack rolls (save ends).; Effect: You can use this power a second time while this card is readied.; Overcharge 10+: The target also takes ongoing 5 physical damage (save ends).; 9 or less: You make the attack against yourself and each creature within 3 squares of you. Discard this power after the attack.
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3 years ago  ::  Oct 16, 2010 - 8:38PM #78
mark_argent
Date Joined: Aug 18, 2007
Posts: 10
Are people still working on this? I'd be happy to write up the next ten if this is an ongoing thing.
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3 years ago  ::  Oct 16, 2010 - 9:47PM #79
DoctorComics
Date Joined: Aug 28, 2009
Posts: 199
Do it, Mark!
The Doctor Comics Blog: doctorcomics.blogspot.com
On Twitter @doctorcomics
GW Card List: http://community.wizards.com/go/thread/view/75882/26023881/Card_List
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3 years ago  ::  Oct 17, 2010 - 5:38AM #80
Finarvyn
Date Joined: Feb 1, 2003
Posts: 382
Not to be too dense, but I don't have my copy of the boxed set yet and am trying to get a handle on what is what here...

1. The boxed set has the "rad" set, which is a standard set of 80 cards.

2. There are booster packs with 120 cards, randomly put into the packs.

3. There are two(?) promo cards in the store-only demo kit.

4. There are an additional 120 "atom" cards. What are they and where would we get them?

Hard to believe that the game hasn't even reached Barnes & Noble yet and there are 322 power cards already out there!
Marv (Finarvyn)
Master of Mutants (MA and GW)
Playtesting D&D Next and liking it!
OD&D player since 1975
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