Homemade Cards

Last Updated: May 30, 2003

These are the cards I have made so far.. I would love to get some feedback on what people think of them, so please take the time to leave your comments below. To see an actual card, just click on its name - to save loading time for this page (and disk space for me), there are no thumbnails..

The Cards

Tymora, Lady of Luck
Cleric 16
Forgotten Realms
Avatar. Adventurer. Two adventurers must be discarded to bring her into play. Any adventurer removed from play by any means is instead reshuffled into it's owner's draw pile.
[I figured it was high time the adventurers got an Avatar! And yes, her power does work for your opponents too.. she is the goddess of luck, and luck is a very fickle thing! :)]
Chandra Luckbringer
Cleric 5
Forgotten Realms
Adventurer. Can cast wizard spells. While in play, all adventurers powers work, regardless of the number of fellow adventurers in their pool. Cannot be discarded if Tymora is in play.
[Based on one of my favorite and most long-lived (read: lucky) role-playing characters. And yes, her power can benefit your opponent too - she is a cleric of Tymora after all! :)]
Blessing of Tymora
Cleric Spell
Each player may draw and discard a card, noting the last digit of its number. That many levels of champions may be returned from the player's discard pile to their hand. (def/3/5)
[Continuing in the Tymora theme - a healing spell with a twist! Best cast when the opponent has no champs in the discard pile maybe.. :)]
Megan GreyFire
Psionicist 3
AD&D
Adventurer. When Megan is in a pool with four or more other adventurers, each adventurer becomes immune to offensive psionics, and can use psionic power cards.
[Yes, I like adventurers!]
Charissa
Wizard 7
Forgotten Realms
Can cast cleric spells. If Helm is in play anywhere, this player decides whether or not he is discarded to cancel an event.
[Perhaps a bit too powerful? She is based on a character in a story I wrote, who had considerable influence with Helm.]
Mark, Servant of Helm
Hero 9
Forgotten Realms
A dedicated follower, Mark cannot be removed from play while his god is in play anywhere. If Helm is in this player's pool, Mark cannot be forced to act against his will.
[The first part is a double-edged sword if his player wants to discard him for anything.. The second protects him from things like Curse of the Azure bonds, the Siren, etc.]
Treasure Hunt
Event
All adventurers are lured by the promise of treasure! Each player may draw one card for each adventurer in their pool; these champions may not enter battle until the beginning of the event player's next turn. (Helpful)
[Yes, more adventurers.. :) This one is based directly on Council of Wyrms(DR 16)]
Confidence Boost
Event
All adventurers powers work, regardless of the number of fellow adventurers in their pool. Lasts until the end of the event player's next turn. (Helpful)
[Last of the adventurer helpers, for now! :)]
How Low Can You Go?
Event
Add up the levels of all champions in each pool. The player with the highest total must count the number of champions in his pool, and sent at least that many levels of champions to Limbo until the end of his next turn. (Harmful)
[I've been told this may require a calculator at the table.. but I have more faith in the mathematical abilities of my fellow SF players! :)]
Elemental Rebellion
Cleric Spell
Dark Sun
Castable only by a Dark Sun cleric. No cleric spells may be cast by any player, other than spells with the words "flame", "fire", "earth", "water", "air" or "wind" in their names. Lasts until the end of this player's next turn. (Off/3/4)
[The next few cards are ones I did for Yogi's card contest (world specific cleric spells - like the wizard spells from Dungeons!). This one is the winner in the Dark Sun category - and it's my l east favorite of the bunch! :)]
Divine Power
Cleric Spell
Birthright
Castable only by a Birthright Cleric. This spell destroys one realm and one champion of each opposing player, chosen by the caster. Can only be negated by playing a Calm to stop the effects for a single player. (Off/3)
[Before freaking out about how powerful it is, answer me this - how many Birthright clerics have you seen lately?? :)]
Touched by an Avatar
Cleric Spell
Forgotten Realms
Castable only by a Forgotten Realms champion. This champion can inspire confidence in a fellow Forgotten Realms champion, adding his base level to their adjusted level in battle. Power can be used once per turn, and lasts until dispelled. (Def/3)
[Some of the flavour text had to go to fit it all onto a card.. Kinda makes you wonder about some of the cards being thrown about on the mailing list, eh? :)]
The Land Fights Back
Cleric Spell
Ravenloft
Castable only by a Ravenloft champion, when a Ravenloft realm of this player is being attacked. The realm may defend itself as a champion of the same base level and icon type as the caster. (Def/4)
[Useful if you don't want to risk a champion in battle, or if they've already defended that turn. Note, if the realm already has a realm champion, they must both be defeated to raze the realm - otherwise, this spell acts just like a realm champion it self.]
Summon Spiders
Cleric Spell
AD&D
Castable only by Underdark or elf(drow) champions. Calling upon the might of Lloth, this champion summons a horde of spiders, which trap all opposing non-earthwalkers, keeping them from using their special powers. (Off/4)
[Again, space forced some changes to this card :( - namely, the last line had to be cut; it should have read: "If Lloth is in this player's pool, this spell cannot be dispelled; if she is in an opponent's pool, it cannot be cast." Would have made it more interesting.. but this is still one of my favorites of the world specific cleric spells.]
Dive
Unarmed Combat Card
Usable only by any flying champion. With incredible aerial prowess, this champion swoops down on an opponent's force, snatching away one non-flying ally or one magical item, taking that card for himself for that round of battle. The stolen card is re shuffled into the owner's draw pile at the end of combat. (Off/4)
[I haven't made graphics for these cards yet, so as you can see, some of them are a bit more wordy.. I can see the flavour text going bye-bye.. :(]
Burrow
Unarmed Combat Card
Usable only by any earthwalking champion. This champion burrows through every other players' pools, killing one champion from each. This champion is then sent to Limbo for one turn for each champion killed. (Off/3)
[I'm not sure if this one is too powerful or not.. Comments would be appreciated!]
Drown
Unarmed Combat Card
Usable only by any swimming champion. This champion pulls one opposing non-swimmer (champion or ally) underwater, preventing them from using their special power. May be played at any time during combat to negate a power before it can take effect. (Of f/4)
[The last line is my answer to the Assassins, the Starving Artist, Infryana, Iuz, et. al.]
Globe of Darkness
Unarmed Combat Card +2
Usable only by elf(drow) champions. This champion causes a globe of darkness to fall over an opposing champion, preventing him from using his special power, or playing any Unarmed Combat Cards or Thief Skills. (Off/4)
[This card and the next one are inspired by the Drow's inate abilities. They are UCCs because the powers are more like UCCs than anything else, imho]
Levitation
Unarmed Combat Card
Usable only by elf(drow) champions. The champion using this skill can levitate out of harm's way, either escaping from battle completely (returns to pool; treat as defeat), or becoming immune to the special powers of all cards, except flyers. (Def/4)
[I like the choice given here - if you think you can 'outnumber' your opponent, then you are free to do so..]
Strength In Numbers
Unarmed Combat Card
Playable only by any adventurer in a pool. This champion adds his base level to that of a fellow adventurer in battle. If the battle is lost, this player may discard this champion instead of the one who entered the combat (he returns to his pool). (D ef/4)
[Ok, so I can't leave the adventurers alone for long.. I love 'em! :)]
Sneak Attack
Usable only by heros. In a surprise attack, this champion knocks the wind out of one opponent's champion, preventing it from attacking until this player's next turn. May be played during any player's phase 3. (Off/3)
[A phase 3 UCC!]

Well, that's it for now.. but I'm always thinking of more ideas. Check back later for updates as I get around to making the darn things.. the power is the easy part, trust me! :)

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