Showing posts with label summon. Show all posts
Showing posts with label summon. Show all posts

Thursday, March 8, 2018

Bestiary - Boss - Ra [God]

RA
Ancient Egypt God

HP 15+(10*P)
AP 3
MV 2
PD /
MD /
SZ Large

Version: Alpha




SPECIAL 
PHYSICAL DEFENSE - IMMUNE
A wizard or a creature with this special value are totally immune to any physical attack. When targeted by a physical attack, target wizard or creature doesn't suffer any damage, both active and passive (i.e. consequence like stun token, movement reduction, etc...) 
    
ACTIONS

SOLARBEAM
AP - 1 / LOS
Chose a square in the <LOS>. Any wizard or creature placed in every square passed through by the <LOS> to the target square, suffers 1 magical damages, then they can roll a die. On a result of 4, they gains instead 1 life point; on a result of 1, they suffers 2 magical damages instead.


SUMMON OBELISK
AP - 1 / LOS / Cannot be done if [God]'s HP < (10+P)
Choose an empty square. Place in that square an Obelisk Token and place 5 energy tokens on it. Anytime a wizard or creature cast a spell that target one [God] in the same sector/room of the Obelisk, discard one energy token. Target spell it's cancelled. When you discard the last energy token, the Obelisk fall down, so remove it from the field. Obelisk it's a Totem: it takes 1 crack to be destroyed and it can be dispelled. When it happens, if there are 1 or more energy token left on the Obelisk, each wizard or creature in the adjacent squares suffer an amount of magical damages equal to the number of energy token left on it. When a [God] perform this attack, it suffers 5 unavoidable damages.


ANCIENT CALL
AP - 2 / Same-Sector
Any wizard or creature placed in the same sector suffers 2 magical damages and 2 stun token. In addiction, all carried item fall down on floor, and all magic stones are destroyed.


GLOBE OF LIGHTBOLT
AP - 2 / Same-Sector
Give a number to each wizard or creature placed in the same room (use a d6 if there are more than 4 targets), then roll a die a number of times equal to 1 plus the number of players playing the match. For each bolt, target wizard or creature suffers 2 magical electric damages, and one of it's magic stones are destroyed, per it's decision.


THE REVENGE OF RA
AP - 3 / LOS / Cannot be performed if [God]'s HP > (10+P) / Only Once
Any wizard or creature in the <LOS> of the [God] suffers 5 magical damages and 2 stun token, then it roll a die: on a result of 3, it lost all maintained spell and all carried item are destroyed; on a result of 4, it discard all the hand.
 


ID HISTORY

Illustration made by Il Segno di Ayvlis, pubblished by Wiz-War Mastered under artist's permission. Any unauthorized copy or other usage are severely forbidden.

Monday, August 22, 2016

School's Overview - Draconic

Draconic
Wiz-War Bestial Forces Expansion

 

   SCHOOL'S ROSTER  

10 Attack/Creature:   2x Winged Strike, 2x Flame Breath,
                      2x Tail Slap, 2x Fearsome Bite, 2x Raking Talons
2  Counter:           2x Magic Resistance
4  Energy:            6 Flash Energy, 2x 5 Flash Energy4 Flash Energy
1  Neutral/Counter:   Summon Drake
7  Neutral:           Planar Call, 2x Dragon Scales, 2x Regeneration,
                      Treasure LustAdrenaline



DESCRIPTION

It's the definite attack's school. Variable, powerfull attacks, great creature, a lot of energy cards and some great neutral cards. Draconic it's also thinked to make different attack with creatures, but the main force of this school it's the combination of attack/defense balance. Although it doesn't have so much counter, the neutral Regeneration and Dragon Scale permit the player to be safe from others hits. Like others new schools, it's also have multiple double-copy cards, so it isn't so much variable at all.


 PLAYSTYLE

Simple to knowhow, focused on maximize damage given to enemies.


MOST VALUABLE CARDS


COMBINATIONS

The combo with creatures (especially from Mythology school) suggested by school's roster isn't the only way to play it. It can be combined with some other powerfull attack's school like Thaumaturgy and specially Elemental; with this last and with Chaos it can make the highest attack-like deck. Like other over mentioned schools, it can took much benefit from Alchemy School
 

The information presented on this site about Wiz-War, both literal and graphical, is copyrighted by Fantasy Flight Games and the author, Tom Jolly. This website is not produced, endorsed, supported, or affiliated with Fantasy Flight Games or the author Tom Jolly.

School's Overview - Mythology

Mythology
Wiz-War Bestial Forces Expansion

 

   SCHOOL'S ROSTER  

8  Attack:            2x Zeus' Fury, 2x Siren Song,
                      2x Embrace of Jorogumo, 2x Medusa's Gaze
3  Counter:           Phoenix FlamesWrath of Quetzalcoatl,
                      Mercy of Quetzalcoatl
4  Item/Relic:        Thor's HammerHermes' Sandals,
                      Ilmarinen's AstrolabeEye of Horus
3  Energy:            5 Energy, 2x 4 Energy
6  Neutral:           Summon GrendelSummon Minotaur,
                      Summon GenieSummon Boggart, 2x Planar Call



DESCRIPTION

Those 2 Basic schools must be in every deck you make. They provides cards for do easiest action during play. The school is balanced and keep on focus


 PLAYSTYLE


MOST VALUABLE CARDS



COMBINATIONS



The information presented on this site about Wiz-War, both literal and graphical, is copyrighted by Fantasy Flight Games and the author, Tom Jolly. This website is not produced, endorsed, supported, or affiliated with Fantasy Flight Games or the author Tom Jolly.

Saturday, November 15, 2014

Draconic - Neutral/Counter - Summon Drake

Summon Drake


Creature
Attack: Target an adjacent wizard or creature. This attack inflicts 3 magical fire damage.
Each treasure in the same square as the drake cannot be picked up by another wizard. When a wizard picks up 1 treasure in your home sector, you may summon the drake in that wizard's square (even if you are not adjacent). That wizard's turn ends and he drop the treasure in his square.
Card Type:      Neutral / Counter
Card Duration:  Permanent
Range:          Adjacent
Energy supply:  2

Can be Countered when neutral, cannot re-counter



Note: none



Winged StrikeFlame BreathTail SlapFearsome BiteRaking TalonsMagic Resistance6 Flash Energy5 Flash Energy4 Flash EnergySummon DrakePlanar CallDragon ScalesRegenerationTreasure LustAdrenaline





The information presented on this site about Wiz-War, both literal and graphical, is copyrighted by Fantasy Flight Games and the author, Tom Jolly. This website is not produced, endorsed, supported, or affiliated with Fantasy Flight Games or the author Tom Jolly.

Thursday, November 13, 2014

Totem - Neutral - Summon Totem Spirit

Summon Totem Spirit


Totem, Creature
The Totem Spirit can move (but not attack) through walls and doors.
Attack: Target an adjacent wizard or creature. This attack inflicts magical damage equal to the number of Totems in play, including this one.


Card Type:      Neutral < Creature >
Card Duration:  Permanent
Range:          Adjacent
Energy supply:  2
Creature Life:  4
Creature Move:  3

Can be Countered



Note: none



Primal ScreamFeral StrikeWrath of the AncestorsAnti-AntiNegate NeutralSpiritual InfusionSummon Totem SpiritPlanar CallSpirit of the BearSpirit of the OwlSpirit of the RavenSpirit of the CatSpirit of the SerpentSpirit of the Wolf



The information presented on this site about Wiz-War, both literal and graphical, is copyrighted by Fantasy Flight Games and the author, Tom Jolly. This website is not produced, endorsed, supported, or affiliated with Fantasy Flight Games or the author Tom Jolly.

Wednesday, November 12, 2014

Mythology - Neutral - Summon Boggart

Summon Boggart


Creature
The boggart cannot attack. The boggart can carry 1 treasure in its base. While the boggart is not carrying a treasure during its activation, it can pick up 1 treasure in its space. If it does, its activation immediately ends. During the boggart's activation, it can drop 1 carried treasure in its space. Each time an attack spell targets the boggart, roll 1 die. On a result of 1-2, the boggart evades the spell.
Card Type:      Neutral < Creature >
Card Duration:  Permanent
Range:          Adjacent
Energy supply:  2
Creature Life:  2
Creature Move:  4

Can be Countered



Note: none


Zeus' FurySiren SongEmbrace of JorogumoMedusa's GazePhoenix FlamesWrath of QuetzalcoatlMercy of QuetzalcoatlThor's HammerHermes' SandalsIlmarinen's AstrolabeEye of Horus5 Energy4 EnergySummon GrendelSummon MinotaurSummon GenieSummon BoggartPlanar Call


The information presented on this site about Wiz-War, both literal and graphical, is copyrighted by Fantasy Flight Games and the author, Tom Jolly. This website is not produced, endorsed, supported, or affiliated with Fantasy Flight Games or the author Tom Jolly.

Mythology - Neutral - Summon Genie

Summon Genie


Creature
While this spell lasts, your hand size is increased by 2.
Attack: Draw 1 card. Then, you may cast 1 spell as if your wizard were casting it from the same square as the genie. If this is an attack spell, it does no count as the wizard's attack for the turn.

Card Type:      Neutral < Creature >
Card Duration:  Permanent
Range:          Adjacent
Energy supply:  2
Creature Life:  4
Creature Move:  3

Can be Countered



Note: none


Zeus' FurySiren SongEmbrace of JorogumoMedusa's GazePhoenix FlamesWrath of QuetzalcoatlMercy of QuetzalcoatlThor's HammerHermes' SandalsIlmarinen's AstrolabeEye of Horus5 Energy4 EnergySummon GrendelSummon MinotaurSummon GenieSummon BoggartPlanar Call


The information presented on this site about Wiz-War, both literal and graphical, is copyrighted by Fantasy Flight Games and the author, Tom Jolly. This website is not produced, endorsed, supported, or affiliated with Fantasy Flight Games or the author Tom Jolly.

Mythology - Neutral - Summon Minotaur

Summon Minotaur


Creature
When activated, the minotaur may move into any square in his < LOS > following the most direct path. When a wizard enters a square in < LOS > of the minotaur, the minotaur may immediately perform 1 attack once during each wizard's turn, but cannot attack during its activation.
Attack: Move into target wizard's square, following the most direct path, and roll 1 die. On a result of 1, no damage is dealt. On any other result, the wizard suffers 4 physical damage.
Card Type:      Neutral < Creature >
Card Duration:  Permanent
Range:          Adjacent
Energy supply:  2
Creature Life:  4
Creature Move:  none

Can be Countered



Note: none


Zeus' FurySiren SongEmbrace of JorogumoMedusa's GazePhoenix FlamesWrath of QuetzalcoatlMercy of QuetzalcoatlThor's HammerHermes' SandalsIlmarinen's AstrolabeEye of Horus5 Energy4 EnergySummon GrendelSummon MinotaurSummon GenieSummon BoggartPlanar Call


The information presented on this site about Wiz-War, both literal and graphical, is copyrighted by Fantasy Flight Games and the author, Tom Jolly. This website is not produced, endorsed, supported, or affiliated with Fantasy Flight Games or the author Tom Jolly.

Mythology - Neutral - Summon Grendel

Summon Grendel


Creature
Attack: Target an adjacent wizard or creature. This attack inflicts physical damage equal to 1 plus the result of 1 die roll.
-or-
Target an adjacent object, or wall. Inflict cracks equal to 1 plus the result of 1 die roll.

Card Type:      Neutral < Creature >
Card Duration:  Permanent
Range:          Adjacent
Energy supply:  2
Creature Life:  6
Creature Move:  3

Can be Countered



Note: none


Zeus' FurySiren SongEmbrace of JorogumoMedusa's GazePhoenix FlamesWrath of QuetzalcoatlMercy of QuetzalcoatlThor's HammerHermes' SandalsIlmarinen's AstrolabeEye of Horus5 Energy4 EnergySummon GrendelSummon MinotaurSummon GenieSummon BoggartPlanar Call


The information presented on this site about Wiz-War, both literal and graphical, is copyrighted by Fantasy Flight Games and the author, Tom Jolly. This website is not produced, endorsed, supported, or affiliated with Fantasy Flight Games or the author Tom Jolly.