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Spell Merging

PostPosted: Mon Jan 16, 2017 6:50 pm
by Donald Trump
I would like to see where people stand on this.


A possibility where you can cast certain spells on a player and an extra effect is applied.


ie: I apply all trade Company cards on me and I gain an effect of "On all Seas," and I gain a 2% profit on all trade routes.

ie: I apply 3 Ambushes (within 24 hours), Taxation, 3 HN, and 3 Fugitives on a target which gives the target an extra effect, "Burning Treasury," and the target has his/her money on hand "burning" or depleting 15k per hour.

If any of the curses required cancels, the extra effect cancels with it.

Just small buffs to make voodoo more interesting. Some backfires could be interesting as well.

ie; I cast 3 FoJ, 1 Confuse, 1 Antag, and Blacklist (24 hours) on a player and in return a Disfavor effect is applied onto me for 24 hours.

Backfire events can not be canceled, and last a duration.

Re: Spell Merging

PostPosted: Mon Jan 16, 2017 6:57 pm
by Mugiwara
the idea seems interesting. more example would be good i guess.

Re: Spell Merging

PostPosted: Mon Jan 16, 2017 6:59 pm
by William one eye
Are you suggesting this is like an ability for certain cards, - so you get an amplification if all cards of a certain type are cast.
I like that idea, if it was developed carefully and the combinations and effects made sense and were not to overpowered.

I also think the possibility of cards backfiring is interesting, I had discussed that with someone else recently.

Re: Spell Merging

PostPosted: Mon Jan 16, 2017 7:06 pm
by Donald Trump
This is an ability addition when certain cards are cast on a player.

I believe it would add a whole new level of skill to voodoo casting.

Re: Spell Merging

PostPosted: Mon Jan 16, 2017 7:09 pm
by Shadowood
I think what you are describing fits in with Legendary cards. You are basically "Crafting" a special effect.

In the example you have, you could Craft all the India cards to get your desired effect.

Now the other example you have looks like the already approved voodoo, Band of Thieves. Just cast this before your FOJ and Ambush and you are good.

Re: Spell Merging

PostPosted: Mon Jan 16, 2017 7:15 pm
by Donald Trump
Shadowood wrote:I think what you are describing fits in with Legendary cards. You are basically "Crafting" a special effect.

In the example you have, you could Craft all the India cards to get your desired effect.

Now the other example you have looks like the already approved voodoo, Band of Thieves. Just cast this before your FOJ and Ambush and you are good.



Not crafting. The effect applies while cast. You aren't crafting cards.

This is a buff ONTOP of those cards cast.


ie: I cast 3 FoJ, Taxation, 3 Ambush, and 3 HN. The effects of those cards stack WITH that 15k loss per hour.

Re: Spell Merging

PostPosted: Mon Jan 16, 2017 7:17 pm
by Shadowood
My account is bugging out... If I don't sound like myself (i.e. start liking all of Chin's posts) you know its not me. :D :D :D

Just kidding Chin. ;)

Re: Spell Merging

PostPosted: Mon Jan 16, 2017 7:19 pm
by Shadowood
I will say it is an interesting idea.... I do feel at this time we should focus on witch hut and voodoo but circle back to this a later date or incorporate certain buffs into your legendary card ideas.

Re: Spell Merging

PostPosted: Wed Jan 18, 2017 5:11 pm
by DezNutz
I believe this concept falls under "Legendary Voodoo". The mixing of cards in the Voodoo Hut would allow bonus abilities.