Why aren't there potions in magic
WHY AREN'T THERE POTIONS IN MAGIC
Moderator: Wumpy
Re: Why aren't there potions in magic
i'm surprised i never noticed that flavor text before
u gotta skate
Re: Why aren't there potions in magic
that is pretty good
Re: Why aren't there potions in magic
The first ability is where you attempt to wrest with your bare hands and cut yourself for 4 on the broken glass.the_zoomies wrote: ↑Mon Apr 26, 2021 4:26 pm The top down design of struggling to find a bottle opener is immaculate
Re: Why aren't there potions in magic
ok i might put these in my cube
Potion of Strength
G
Instant - Potion
Put two +1/+1 buffs and a trample buff on target creature you control. (At the beginning of your upkeep, remove one buff from each permanent you control.)
Potion of Courage
W
Instant - Potion
Choose a colour. Put a protection from the chosen colour buff on target creature you control. Repeat this process once. (Both buffs go on the same creature. At the beginning of your upkeep, remove one buff from each permanent you control.)
Potion of Strength
G
Instant - Potion
Put two +1/+1 buffs and a trample buff on target creature you control. (At the beginning of your upkeep, remove one buff from each permanent you control.)
Potion of Courage
W
Instant - Potion
Choose a colour. Put a protection from the chosen colour buff on target creature you control. Repeat this process once. (Both buffs go on the same creature. At the beginning of your upkeep, remove one buff from each permanent you control.)
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Re: Why aren't there potions in magic
Please do
wow, [you]. that all sounds terrible. i hope it gets better for you
Re: Why aren't there potions in magic
i mentioned that we should make a potion board game in the discord. here are my notes for the game!
many different zones will spawn resources. the game starts with each zone having a "spawn rate" that can later be modified
the resources are used to brew potions (when you brew a potion, get the potion effect and some number of VP's) and these can also mess with spawn rates to make them more common or more rare
you roll a custom dice to see which zones spawn, and the dice are weighted so common zones spawn resources more often, and so on
game starts with 8 zones: (plant zones) mushrooms/nightshade, (insect zones) spiders/beetles, (lizard zones) toads/newts, (magic zones) fairies/gold apples - these start as common, uncommon, rare, and mythical spawn rates. maybe zones are added as the game goes on? not sure
each round, roll two 10 sided dice for each player in the game (so on average 4 resources spawn per player). each potion will cost on average 4 ingredients so you're crafting 1 per turn ideally, but later one maybe you'll get more per turn if there are more things that increase spawn rates rather than decrease them
faces of the 10-sided dice:
Mythical
Rare
Rare
Uncommon
Uncommon
Uncommon
Common
Common
Common
Common
at the start of your turn, you pick a zone to harvest and get all the resources at that location. it may include extra resources that werent harvested in previous rounds.
you can discover new recipes by experimenting, and you start with a bunch of recipes at random, as well as some basic ones maybe. maybe a basic one is "experimental potion" and its 4 or 5 of any ingredient and gives you some points and lets you draw a new potion recipe card? or look at three and pick one.
magic ingredients could have special attributes they add to any potion they're used in. maybe fairies are wildcards and golden apples give you additional VP's when used in a recipe
potion of flouride to reduce spawn rates in a zone or two (probably primary method of interaction, besides harvesting areas other people use. used to mess with other players)
potion of spawning to increase rates in a zone or two
potion of invisibility to steal resources. i feel like this should effect all opponents and not just one? or maybe the opponent with the most VP's?
potion of forgetfulness - put a forget counter on a recipe, next time it's made remove the counter instead of doing the effect(they still get points) see above "anti-fun" clause
probably a bunch of "engine" transmutation potion recipes which help you convert resources from one type to another, or help you get more resources in general
many different zones will spawn resources. the game starts with each zone having a "spawn rate" that can later be modified
the resources are used to brew potions (when you brew a potion, get the potion effect and some number of VP's) and these can also mess with spawn rates to make them more common or more rare
you roll a custom dice to see which zones spawn, and the dice are weighted so common zones spawn resources more often, and so on
game starts with 8 zones: (plant zones) mushrooms/nightshade, (insect zones) spiders/beetles, (lizard zones) toads/newts, (magic zones) fairies/gold apples - these start as common, uncommon, rare, and mythical spawn rates. maybe zones are added as the game goes on? not sure
each round, roll two 10 sided dice for each player in the game (so on average 4 resources spawn per player). each potion will cost on average 4 ingredients so you're crafting 1 per turn ideally, but later one maybe you'll get more per turn if there are more things that increase spawn rates rather than decrease them
faces of the 10-sided dice:
Mythical
Rare
Rare
Uncommon
Uncommon
Uncommon
Common
Common
Common
Common
at the start of your turn, you pick a zone to harvest and get all the resources at that location. it may include extra resources that werent harvested in previous rounds.
you can discover new recipes by experimenting, and you start with a bunch of recipes at random, as well as some basic ones maybe. maybe a basic one is "experimental potion" and its 4 or 5 of any ingredient and gives you some points and lets you draw a new potion recipe card? or look at three and pick one.
magic ingredients could have special attributes they add to any potion they're used in. maybe fairies are wildcards and golden apples give you additional VP's when used in a recipe
potion of flouride to reduce spawn rates in a zone or two (probably primary method of interaction, besides harvesting areas other people use. used to mess with other players)
potion of spawning to increase rates in a zone or two
potion of invisibility to steal resources. i feel like this should effect all opponents and not just one? or maybe the opponent with the most VP's?
potion of forgetfulness - put a forget counter on a recipe, next time it's made remove the counter instead of doing the effect(they still get points) see above "anti-fun" clause
probably a bunch of "engine" transmutation potion recipes which help you convert resources from one type to another, or help you get more resources in general
Re: Why aren't there potions in magic
There's a potion now
Re: Why aren't there potions in magic
Why aren't there good potions in magic
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