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Magic: The Gathering - A 3.5 Rules Module
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<blockquote data-quote="Alaxk Knight of Galt" data-source="post: 6022395" data-attributes="member: 4129"><p>Still unsure if I want a massive mana generation after the end of a long rest or gaining a point of mana after each short rest. I want mana effects to be pretty common, so perhaps I'll do both (I'll also remove the if you have no mana you gain the mana clause as I don't want to punish a character for saving mana). You'll have a maximum mana pool of twice your level. If at the end of any combat you have more then that amount, you lose the extra mana.</p><p></p><p>I'm still hunting for a good way to translate draw a card, discard a card, and graveyard manipulation.</p><p></p><p><strong><u>More Keyword Feats</u></strong></p><ul> <li data-xf-list-type="ul"><strong>Banding </strong>(White): When an ally is damaged in combat, you may transfer any amount of that damage to yourself instead.</li> <li data-xf-list-type="ul"><strong>Defender </strong>(White): Gain +4 to AC but deal only 1/2 damage until the end of your next turn.</li> <li data-xf-list-type="ul"><strong>Firebreathing </strong>(Red): Deal +2 damage until end of your next turn.</li> <li data-xf-list-type="ul"><strong>Rampage </strong>(Red): May only activate after a creature has damaged you and only once per round. Gain +1 to hit and +2 to damage until the end of combat.</li> <li data-xf-list-type="ul"><strong>Hexproof </strong>(Green): Gain +5 bonus to your next saving throw versus a mana effect or spell. If the saving throw is successful, you suffer no effects from the effect. This can be used against mana effects and spells that don't normally allow for saving throws.</li> <li data-xf-list-type="ul"><strong>Flash </strong>(Blue): Take a move action immediately. This can be used to interrupt actions of others.</li> <li data-xf-list-type="ul"><strong>Poison </strong>(Black): In addition to normal damage from the attack, the target gets a -2 to hit damage poison counter. At the end of that target's turn, remove a poison counter.</li> </ul><p></p><p>A White Fighter (or any other white character) can defend by using Banding to shift damage away from squishier targets (and heal using Lifelink)</p><p>A Green Character defends by forcing other to attack him with Lure.</p><p>A Black Character defends by imposing -X Poison counters onto a target. This keyword is stronger for each point of mana he drops into the initial effect.</p><p>I'm not going to reach for a good way for Red and Blue to defend. I'm not searching for symmetry between the colors.</p><p>I dislike that all of Blue's Keyword Feats are associated with Movement. I'm totally open to suggestions on changing Flash, Flying, and Phasing to something else (or adding new Keywords that fit them).</p><p>I'm positive that I want to allow for one off-colored keyword feat from an allied color.</p><p>A Green character with Hexproof is going to be a nightmare for casters (and I like that a lot).</p><p>Since I came up with Defender, I don't think that Lifelink should cause you to deal 1/2 the normal damage. Just deal normal damage and heal 1/2 of that value.</p><p>Class specific mana effects are gone for now.</p><p></p><p><strong><u>General Feats</u></strong></p><p>So, I like the idea of more general feats as well. At the moment, I'm going through the <a href="http://gatherer.wizards.com" target="_blank">gatherer.wizards.com</a> to gather ideas for these. I'd like to avoid combat implications with these feats (the Combat Keyword Feats cover those). Like the Keyword feats, these have a color prerequisite.</p><p></p><ul> <li data-xf-list-type="ul"><strong>Power Sink</strong> (Blue): Requires a Blue Mana and may be used as a free action. Target Mana effect requires one more mana of any color to be used. If this is not paid, the effect fails and any mana used to power it is lost.</li> <li data-xf-list-type="ul"><strong>Gaea's Touch</strong> (Green): After a short or long rest, gain an extra Green Mana</li> <li data-xf-list-type="ul"><strong>Dark Ritual </strong>(Black): Take damage equal to your level. This damage can only be healed after a long rest. Gain a Black Mana.</li> </ul><p></p><p><strong><u>Artifacts</u></strong></p><p>Thinking more about these and how they should work. A lot can be lifted directly from the game itself (Moxes, Icy Manipulator, etc). Things that are tapped (and untap normally during your untap phase) should be usable once per short rest. Things that are sacrificed should be usable once per long rest (that's my answer to make Black Lotus a power house artifact, once per day gain 3 mana of any color).</p></blockquote><p></p>
[QUOTE="Alaxk Knight of Galt, post: 6022395, member: 4129"] Still unsure if I want a massive mana generation after the end of a long rest or gaining a point of mana after each short rest. I want mana effects to be pretty common, so perhaps I'll do both (I'll also remove the if you have no mana you gain the mana clause as I don't want to punish a character for saving mana). You'll have a maximum mana pool of twice your level. If at the end of any combat you have more then that amount, you lose the extra mana. I'm still hunting for a good way to translate draw a card, discard a card, and graveyard manipulation. [B][U]More Keyword Feats[/U][/B] [LIST] [*][B]Banding [/B](White): When an ally is damaged in combat, you may transfer any amount of that damage to yourself instead. [*][B]Defender [/B](White): Gain +4 to AC but deal only 1/2 damage until the end of your next turn. [*][B]Firebreathing [/B](Red): Deal +2 damage until end of your next turn. [*][B]Rampage [/B](Red): May only activate after a creature has damaged you and only once per round. Gain +1 to hit and +2 to damage until the end of combat. [*][B]Hexproof [/B](Green): Gain +5 bonus to your next saving throw versus a mana effect or spell. If the saving throw is successful, you suffer no effects from the effect. This can be used against mana effects and spells that don't normally allow for saving throws. [*][B]Flash [/B](Blue): Take a move action immediately. This can be used to interrupt actions of others. [*][B]Poison [/B](Black): In addition to normal damage from the attack, the target gets a -2 to hit damage poison counter. At the end of that target's turn, remove a poison counter. [/LIST] A White Fighter (or any other white character) can defend by using Banding to shift damage away from squishier targets (and heal using Lifelink) A Green Character defends by forcing other to attack him with Lure. A Black Character defends by imposing -X Poison counters onto a target. This keyword is stronger for each point of mana he drops into the initial effect. I'm not going to reach for a good way for Red and Blue to defend. I'm not searching for symmetry between the colors. I dislike that all of Blue's Keyword Feats are associated with Movement. I'm totally open to suggestions on changing Flash, Flying, and Phasing to something else (or adding new Keywords that fit them). I'm positive that I want to allow for one off-colored keyword feat from an allied color. A Green character with Hexproof is going to be a nightmare for casters (and I like that a lot). Since I came up with Defender, I don't think that Lifelink should cause you to deal 1/2 the normal damage. Just deal normal damage and heal 1/2 of that value. Class specific mana effects are gone for now. [B][U]General Feats[/U][/B] So, I like the idea of more general feats as well. At the moment, I'm going through the [URL="http://gatherer.wizards.com"]gatherer.wizards.com[/URL] to gather ideas for these. I'd like to avoid combat implications with these feats (the Combat Keyword Feats cover those). Like the Keyword feats, these have a color prerequisite. [LIST] [*][B]Power Sink[/B] (Blue): Requires a Blue Mana and may be used as a free action. Target Mana effect requires one more mana of any color to be used. If this is not paid, the effect fails and any mana used to power it is lost. [*][B]Gaea's Touch[/B] (Green): After a short or long rest, gain an extra Green Mana [*][B]Dark Ritual [/B](Black): Take damage equal to your level. This damage can only be healed after a long rest. Gain a Black Mana. [/LIST] [B][U]Artifacts[/U][/B] Thinking more about these and how they should work. A lot can be lifted directly from the game itself (Moxes, Icy Manipulator, etc). Things that are tapped (and untap normally during your untap phase) should be usable once per short rest. Things that are sacrificed should be usable once per long rest (that's my answer to make Black Lotus a power house artifact, once per day gain 3 mana of any color). [/QUOTE]
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