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Cleric Cards

Discuss card making and cards you have made.

Cleric Cards

Postby arkcaver » Friday January 16th, 2015 2:45pm

I've been reading through the forum over the last week, and this thread: http://forum.yeoldeinn.com/viewtopic.php?f=34&t=1555 has inspired me to work on some of my old cards. They are really showing their age!

These are some Cleric spell cards that I made but never published. Here is a bit of info on them:

1) I've always thought that Mind Points were not utilized properly in HQ. So these use Mind Points to defend against the spells.
2) I didn't write this on the card, but my house rule was if a creature starts with 0 mind points then a spell that uses mind points to defend can't be cast on it - it is immune. Use the rule or not... up to you.
3) The rules specifically say that to cast a spell the target must be visible. I didn't bother writing 'that you can see' on most of the cards because of this rule. I did specify things like 'in the same room or corridor', meaning hat the Cleric can cast these spells on Heroes/monsters, even if he can't see them.

I've got another set I'd like to do next (Druid spells), then I'd like to start redoing my older ones.

Here is the back for the Cleric Spells:

Cleric Spell Card Back.png


and the first two spells:

01 Divine Healing.png

02 Calming Influence.png



Note: updated the cards on January 21, 2015 to fix the graphics and typographical errors
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Last edited by arkcaver on Wednesday January 21st, 2015 9:24am, edited 1 time in total.
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Re: Cleric Cards

Postby arkcaver » Friday January 16th, 2015 2:47pm

Here are the next batch:

03 Turn Undead.png

04 Blessing.png

05 Healing Aura.png

06 Return from the Dead.png
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Last edited by arkcaver on Wednesday January 21st, 2015 9:26am, edited 3 times in total.
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Re: Cleric Cards

Postby arkcaver » Friday January 16th, 2015 2:50pm

And the next ones:

07 Cure Ailments.png

08 Rightful Mind.png

09 Divine Intervention.png

10 Smite.png

11 Doom.png
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Last edited by arkcaver on Wednesday January 21st, 2015 9:31am, edited 2 times in total.
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Re: Cleric Cards

Postby arkcaver » Friday January 16th, 2015 2:55pm

And here is the last of the set. Any comments, corrections, etc? They have not been playtested whatsoever, so I'd appreciate anything you have to add.

12 Shield of Faith.png

13 Confuse.png

14 Destroy Undead.png

15 Drain Evil.png

16 Intellect Drain.png
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Last edited by arkcaver on Wednesday January 21st, 2015 9:33am, edited 1 time in total.
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Re: Cleric Cards

Postby StratosVX » Friday January 16th, 2015 3:32pm

I think they look great and I really like the card back. The only one I can see that might be too powerful is the Healing Aura, but I don't have any way to play test it any time soon. Is there a character card to go with these?


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Re: Cleric Cards

Postby arkcaver » Friday January 16th, 2015 3:49pm

StratosVX wrote:I think they look great and I really like the card back. The only one I can see that might be too powerful is the Healing Aura, but I don't have any way to play test it any time soon.


The way I had it set up originally, "back in the day", was that the first three spells were the basic ones that the character had. After that the character had to buy the spells, and as they were bought the monsters became more powerful as well, so it was a trade-off.



StratosVX wrote:I think they look great and I really like the card back. The only one I can see that might be too powerful is the Healing Aura, but I don't have any way to play test it any time soon. Is there a character card to go with these?


I do, but they were very house rules-ish. I've been going over my notes and updating some of the rules, so I may post them sometime.
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Re: Cleric Cards

Postby StratosVX » Friday January 16th, 2015 4:40pm

arkcaver wrote:
StratosVX wrote:I think they look great and I really like the card back. The only one I can see that might be too powerful is the Healing Aura, but I don't have any way to play test it any time soon.


The way I had it set up originally, "back in the day", was that the first three spells were the basic ones that the character had. After that the character had to buy the spells, and as they were bought the monsters became more powerful as well, so it was a trade-off.

Ahh. Well if that was one of the later or more expensive spells then I could see it.


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Re: Cleric Cards

Postby cornixt » Friday January 16th, 2015 5:51pm

The card back just says "Behold my chest of light!" to me.

How many Mind points does your cleric have, because if it is more than 2 then many of those seem a lot more powerful than the standard wizard spells, able to kill and heal so much more.


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Re: Cleric Cards

Postby arkcaver » Friday January 16th, 2015 6:07pm

cornixt wrote:The card back just says "Behold my chest of light!" to me.


I thought the same thing as well! I'm sure it will bring some jokes to the table when we play!

cornixt wrote:How many Mind points does your cleric have, because if it is more than 2 then many of those seem a lot more powerful than the standard wizard spells, able to kill and heal so much more.


Depends on the race. Elves start with 6, Dwarves have 2, Halflings and Humans have 4.

It was probably 15 years ago that I created these, and I don't think I ever really played the character (if I did I don't remember anything about it). They do look fairly powerful, so I will probably tweak them as we begin playing.
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Re: Cleric Cards

Postby cynthialee » Friday January 16th, 2015 6:35pm

Love them except the resurrection one.
Too powerful.

If I was to keep it, I would reword it so that the Hero revived is reduced one permanent Body Point that may never be recovered and casting this spell also drains all energy from the Cleric and he may not cast spells for the rest of the Dungeon.
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If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
~Sun Tsu The art of War~


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