Shelter is given to storm school for its ability to not only cause storms to happen but to be able to also to temporarily ride out adverse effects
Shelter would cost two pips to cast (or one storm power pip) and would protect the caster/target for one turn from any new adverse effects. That is to say that when it is storms turn storm could cast shelter upon self and would be free of any attacks, beguiles, curses and the like until it is once again storms turn to play regardless of the number of opponents up against (if cast upon someone else its duration would still last only for one full turn from when it was cast). Duration spells that were already upon the target before casting shelter would still cause damage and remain in effect (casting shelter would not rid turn damage from say a dragon that had already hit the target player before shelter was cast).
Shelter is given to storm school for its ability to not only cause storms to happen but to be able to also to temporarily ride out adverse effects
Shelter would cost two pips to cast (or one storm power pip) and would protect the caster/target for one turn from any new adverse effects. That is to say that when it is storms turn storm could cast shelter upon self and would be free of any attacks, beguiles, curses and the like until it is once again storms turn to play regardless of the number of opponents up against (if cast upon someone else its duration would still last only for one full turn from when it was cast). Duration spells that were already upon the target before casting shelter would still cause damage and remain in effect (casting shelter would not rid turn damage from say a dragon that had already hit the target player before shelter was cast).
This would make going second EVEN worse, and the system is already horrible. And better yet, why does storm get all of the overpowered cards, esp in your posts?
If this spell was created, it was cause a whole bunch of new problems. This is sort of like stun but a bit better. You have probable heard of the whole issue with chain stuns. This could have a similer affect. If this were created, then Kingsisle would have two options. They could make it where four weakness blades appear on you that make the next four Shelter spells fizzle, sort of like how Kingsisle answered to the chain stun problem. Kingsisle could also increase the pip amout to four pips, making it so it is imposiable to continuesly cast it. It's ture you could have a storm person, a life person, and a death person, the death person would keep giving you pips for exchange of his health, and the life person could heal him, keeping you fully protected. That would be useless in pvp. And would take faster without doing that. There would also have to be a counter spell that eather lowers the accuracy of makes it fizzle all together. This spell would cause many problems for Kingsisle and I almost certin that becuase of all these posiablities, they will not consider this as a new posiable spell. It would have an affect on the game and even more PVP, worse then stun did. I'm sure they would lose more business just by making this spell. But great thinking. Ideas like this are what, I, think Kingsisle is looking for. I hope you continue to think of new, but less like stun, spells. You never know. --------------------------------------------------------------------------------------------------- With the power of fire, nothing is beyond my reach Scot Thorn
That being said, as much as I like that it would only cost two pips, I am guessing it would be more like 4. Life's Armor costs 3 pips and only shields 400 damage. What you are suggestion could potentially shield a couple attacks. Assuming this is a high level spell and used in higher level worlds, that could be around 800-1000 damage points.
This would make going second EVEN worse, and the system is already horrible. And better yet, why does storm get all of the overpowered cards, esp in your posts?
I'm sorry I did not mention that team spells would also not affect the storm player during a period of shelter protection. The only problem then would be that as long as storm recieves power pips storm could pass indefinately until there is a time an opening comes up to attack as long as storm has shelter cards and such cards could be mass stocked as treasures. This problem is easily solved by making shelter a three pip cast rather than being a two pip cast.
Sorry if my posts seem to be mainly about storm. As everyone knows, I am a storm player and really dislike personally playing anything else as storm fits my personality type. At the start of the game is the player personality type test that selects which school you should belong to, well for me that is always going to be storm, storm however only tends to win around half or even less than half of the time in PvP as compared to balance that tends to have 3:1 win/loss records quite often. Storm has difficulties getting around PvP shields and in surviving on substandard health. The card I propose here is a storm type card and I think it fits storm quite well.
This would make going second EVEN worse, and the system is already horrible. And better yet, why does storm get all of the overpowered cards, esp in your posts?
I'm sorry I did not mention that team spells would also not affect the storm player during a period of shelter protection. The only problem then would be that as long as storm recieves power pips storm could pass indefinately until there is a time an opening comes up to attack as long as storm has shelter cards and such cards could be mass stocked as treasures. This problem is easily solved by making shelter a three pip cast rather than being a two pip cast.
Sorry if my posts seem to be mainly about storm. As everyone knows, I am a storm player and really dislike personally playing anything else as storm fits my personality type. At the start of the game is the player personality type test that selects which school you should belong to, well for me that is always going to be storm, storm however only tends to win around half or even less than half of the time in PvP as compared to balance that tends to have 3:1 win/loss records quite often. Storm has difficulties getting around PvP shields and in surviving on substandard health. The card I propose here is a storm type card and I think it fits storm quite well.
I would be fine with "shelter" making you uneffectable, but you should be able to hit through attacks for that pip amount. Unless it was around 10 pips, yuo would probably have to take off the "no taking damage" part. Life absorb is 3 pips also, and it only takes 400 health, so why should storm get a spell that takes unlimited damage and unlimiuted dispels, weakness, etc.
I would be fine with "shelter" making you uneffectable, but you should be able to hit through attacks for that pip amount. Unless it was around 10 pips, yuo would probably have to take off the "no taking damage" part. Life absorb is 3 pips also, and it only takes 400 health, so why should storm get a spell that takes unlimited damage and unlimiuted dispels, weakness, etc.
At 3 pips every time you cast it your pips decrease making your next turn a bit weaker pip wise in respect to the turn before while the other side gains a pip. The thing with shelter is that it lasts only for a turn, meaning if the other side did nothing against you during that turn you have effectively tossed away three pips for no reason at all. Sure it can help you to avoid turns of huge hits, and can buy you time to attack should your team drop the other team's shields, but the card is going to take deck space and could easily weaken your position rather than strengthen it. Storm typically gets and uses pips as fast as it can in PvP to damage hard and fast the other team, shelter allows storm to be able to weather things out a bit longer given storms lower than normal health but at a cost. If shelter were only two pips to cast and 100% accuracy it could not be made into treasure cards, so that may be better than the three pip cost idea for it. Shelter is unlike life absorb where the absorb is good every turn until it is used up. Storm players in PvP get hit too hard with beguile and dispels (often stacked) and the like, every school tends to carry cards against storm players in particular and storm does struggle in the arena due to it. Shelter does not solve this issue but it does help quite a bit.
Needs some thought, but I like it. Would come in handy if you're wizard is about to be defeated in the last round or two of a duel. Make it so it shelters him but he cannot cast other spells until it fades. That might balance it out. Kind of a last chance thing. I always hate it when my wizard is defeated in the last round, my team mates get everything and I have to go back and try the quest again.
I would be fine with "shelter" making you uneffectable, but you should be able to hit through attacks for that pip amount. Unless it was around 10 pips, yuo would probably have to take off the "no taking damage" part. Life absorb is 3 pips also, and it only takes 400 health, so why should storm get a spell that takes unlimited damage and unlimiuted dispels, weakness, etc.
At 3 pips every time you cast it your pips decrease making your next turn a bit weaker pip wise in respect to the turn before while the other side gains a pip. The thing with shelter is that it lasts only for a turn, meaning if the other side did nothing against you during that turn you have effectively tossed away three pips for no reason at all. Sure it can help you to avoid turns of huge hits, and can buy you time to attack should your team drop the other team's shields, but the card is going to take deck space and could easily weaken your position rather than strengthen it. Storm typically gets and uses pips as fast as it can in PvP to damage hard and fast the other team, shelter allows storm to be able to weather things out a bit longer given storms lower than normal health but at a cost. If shelter were only two pips to cast and 100% accuracy it could not be made into treasure cards, so that may be better than the three pip cost idea for it. Shelter is unlike life absorb where the absorb is good every turn until it is used up. Storm players in PvP get hit too hard with beguile and dispels (often stacked) and the like, every school tends to carry cards against storm players in particular and storm does struggle in the arena due to it. Shelter does not solve this issue but it does help quite a bit.
i like the idea, it should be 3 pips cause otherwise there would be players who just keep using shelter until they find their bolts, another good idea is make it a spell where it can ONLY be on yourself like ice armor
i like the idea, it should be 3 pips cause otherwise there would be players who just keep using shelter until they find their bolts, another good idea is make it a spell where it can ONLY be on yourself like ice armor
self-cast only might be the way to go with it as I shudder to think of how hard PvP would become if storm were to constantly cast shelter on a life player, or upon any player who still would get to play a card during the turn being sheltered... for this reason it should be self cast
wild bolt is a two pip cast, so if shelter were made to be 100% casting chance and two pips to cast a player could not make shelter treasure cards to line their sideboards with and since no one yet has 100% pip chance a storm's pips would still decline on average every time shelter is self cast... as such it doesn't need to be three pips
I don't know if shelter would or should be allowed as a treasure card obtainable in the bazaar, obviously if it took three storm pips to cast many non storm school players would find it too expensive to use, at a two pip cost nonn-storms would likely find such a treasure card very useable even if it gobbled up two power pips in the process (if it gobbled up three power pips that would be insane).