The Society of the Cards [Archive] - Wizards Community

Post/Author/DateTimePost
Kingside_Bishop

02-27-05, 03:42 AM
The Society of the Cards

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For honor, we duel; not for our own honor, but for the honor of those bound within the cards -- the energies and beings that submit themselves, for a time, to our mastery, subordinating their will to our own; they are the source from whence our power flows, the place to which it inevitably goes.

For honor, we duel.

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Guildmaster:DyneMembers:Thasis
alaron
Cazic
Aramar the Black
Kingside_Bishop~~~~~~~~~~~~~~~~~~~~

While walking through the streets of the city, a peculiar building catches your eye... it's a one story cylindrical stone building sitting in the middle of a square. Circling it once, you notice that it has eight open arches leading in. Above each arch is a colored gem: one crystal clear, one green, one yellow, one orange, one pure black, one red, one blue, one sky blue, and then you're back at the clear one again.

Deciding to investigate, you step through one of the arches. Inside, there is a wooden table running along the wall that serves as a hardwood desk for a young clerk, dressed in gray robes. There are many piles of paperwork, and open books, lying on his large circular desk. He looks up from one, directly at you...

"Welcome to The Society of the Cards. How can I help you?" At your confused expression, he continues: "We offer several services here... I could give you a brief explanation of what an Essence Card is, if you like -- I get that question a lot. Or, you could head downstairs..." he motions to a tight, spiral staircase in the center of the room, leading down, "...where you could look through our Card Library. You could also sign up for a Card Duel, or enter a Tournament. There's also a card shop, called the Card Archives, downstairs and to the left, if you're interested. Of course, if you're just a cardcaster looking for a place to bed down for the night, we have rooms, too...

"So... what can I do for you?"


Announcements March 28th, 2005:The Cardcaster Core Class, authored by Dyne and I, is complete! It can be found in the "Origins" section. We're very proud of it.
March 12th, 2005: The Society of the Cards joins The Council of Archmages (http://boards1.wizards.com/showthread.php?t=331988)
February 26th, 2005: The Society of the Cards is formedOriginsWhen you ask the clerk about Essence Cards, he smiles, and settles into a demeanor that indicates a short lecture is coming on...

"Long ago, mages from my homeland, like mages from other planes, discovered the limitations of magic. Like many other mages, they sought ways to overcome these limitations through the creation of items that can store magical power. Some of these more common magical artifacts you have no doubt heard of, perhaps even used -- scrolls, wands, staffs, and the like.

"But, my people's culture is a rich one. We hold the working of great paintings in high regard. Thus, when we sought to imbue magic into an item, the items were of course artful paintings. At first, these paintings were quite large, but we eventually discovered the magical essences of the spells could be distilled down to such a small spark so as to fit in the palm of your hand, in the shape of a form of hardened parchment... cards."

With this, he pulls a rectangular wooden box from within his robes, and sets it down on the counter between you. He opens the box, and inside is a set of cards. He pulls the top one out, and sets it, too, on the counter.

"Over the years, we've discovered how to further distill the power. This distillation reduces somewhat the power of certain spells when they are put through the process, but wildly reduces the cost of such power. And, certain spells, summoning spells in particular, retain near full efficacy yet retain the severely reduced cost...

"So, you see, an Essence Card is the distilled power of a spell, or series of spells, placed into a form that is extremely inexpensive, and that almost anyone can use. Here are the basic components of an essence card..." With this, he begins pointing at various parts of the card.You see the colored border around the card? That indicates what alignment, if any, the card is associated with. The purity of the color indicates how strong the connection is to that alignment. White is true good, green is chaotic good, yellow is true chaotic, orange is chaotic evil, black is true evil, red is lawful evil, blue is true lawful, light blue is lawful good. Each of these colors can drift towards one another, and towards gray, representing a comingling of alignments. This card's border is a muddled blue, meaning it's a neutral card, leaning toward lawful.

Next, do you see the runes along the colored border? They're the bindings placed on the item to contain the spell's essence inside. There are either fifty or twenty-five bindings on a new card, and each time the card is used, it eliminates one of the bindings. Furthermore, if the card is used any more than once per day, the essence of the spell inside is released. So, these bindings also prevent the card from being used multiple times in any given day. This card has 36 runes left, meaning it has 36 uses remaining before the essence is released and the card becomes no more than a piece of colored paper.

The upper body of the card is taken up by a picture representing what the card's effect is. For example, this card has a picture of an indistinct figure with his hands up. In between his hands he has raised a blue shield that is deflecting the sword of his opponent. This picture tells me that the card will create a barrier against physical attacks for the individual who uses it.

Finally, in the small rectangle that takes up the very bottom of the card is the card's name and a short description of the card's effects. This card's name is "Physical Warding," and it says that by using this card, a shield is created around the warded creature that can deflect some physical attacks.

To activate a card, you've got to focus on it with the specific intent of activating, and speak the card's name in a commanding voice. Additionally, you will not be able to activate a card unless your own alignment is within one step of the card's associated alignment.Of course, then there are those individuals whose dedication to cardcasting is so great that this becomes their sole purpose in life -- the mastery of cards. These cardcasters can achieve feats most of us could never dream of...

The Cardcaster Core ClassThe Cardcaster

Since the limitations of magic were discovered, magicians of all kinds have sought to overcome them. Many methods have been innovated, but none so efficient as the creation of Essence Cards. The process of distilling magical energies down to a very simple essence allowed almost anyone to become at least a minor magician.

But, there are those who are as dedicated to the use of Essence Cards as the original mages who crafted them were dedicated to their own studies. These "cardcasters" have perfected the art of cardcasting, honing it to an edge that competes with, and in some cases exceeds, the power of traditional magic. And because this training is less strenous than training in traditional magic, the cardcaster is free to pursue other ends as well.

Statistics:Hit Die: d6
Skills/Level: 2 + Int modifier
Class Skills: Knowledge (all skills taken individually), Concentration, Craft, Profession, Speak Language, Sleight of Hand, and Spellcraft.
Weapon and Armor Proficiency: A cardcaster is proficient with simple weapons and light armor but not with shields.
The Cardcaster

BAB Fort Ref Will Abilities
01. +0 +2 +2 +2 Craft Essence Card (Spare), Free Deck
02. +1 +3 +3 +3 Card Expertise
03. +2 +3 +3 +3 Boost Card, Card Specialization, +1 Concentration
04. +3 +4 +4 +4
05. +3 +4 +4 +4 Bonus Feat
06. +4 +5 +5 +5 Card Combo I, Craft Essence Card (Tier 1), +2 Concentration
07. +5 +5 +5 +5
08. +6 +6 +6 +6 Slapjack
09. +6 +6 +6 +6 Activate Tier 2, +3 Concentration
10. +7 +7 +7 +7 Bonus Feat
11. +8 +7 +7 +7 Card Combo II
12. +9 +8 +8 +8 Craft Essence Card (Tier 2), +4 Concentration
13. +9 +8 +8 +8 Cast on the Run
14. +10 +9 +9 +9
15. +11 +9 +9 +9 Bonus Feat, Activate Legendary Tier, +5 Concentration
16. +12 +10 +10 +10 Card Combo III
17. +12 +10 +10 +10
18. +13 +11 +11 +11 Hidden Casting, Craft Essence Card (Legendary), +6 Concentration
19. +14 +11 +11 +11
20. +15 +12 +12 +12 Bonus Feat, Chain Combo
Craft Essence Card:
At 1st level, a cardcaster gains the ability to craft essence cards. He chooses one of the following spell lists: Cleric, Druid, or Sorcerer/Wizard. He may now craft essence cards as if he we a member of that class with levels equal to his levels in cardcaster. To craft an Essence Card, a cardcaster must have an Intelligence score equal to the level of the spell included in the card plus 10.

There are four kinds of essence cards: Spare, First Tier, Second Tier, and Legendary. For each kind, save DCs are calculated using the caster's Charisma modifier. To activate any essence card, the caster must hold the card boldly forth and pronounce the command word, then make a Concentration check with a DC equal to 10 + the level of the spell contained in the card.
Spare Essence Cards:
Spare cards are the card equivalent of a scroll. They are a one-time-use item, usable only by cardcasters, who typically use them as reserves in case of an emergency. Spare essence cards can be used once, and are thereafter exhausted. The base price of a spare essence card is (40.5 gp x Spell Level x Caster Level). A Cardcaster begins play with the ability to craft Spare Essence Cards. He must wait until he has gained levels in the class to craft higher Tiers.
First Tier Essence Cards:
The typical deck of Essence Cards is made up of First Tier cards. This is because they are inexpensive and last longer than Spare cards. A first tier essence card starts with 50 charges (unless a second spell was imbued into the card using the Quicken Spell metamagic feat, in which case it only has 25 charges), and only one charge may be used per day. The base price of a first tier essence card is (162 gp x Spell Level x Caster Level). All In order to craft a First Tier Essence Card, a Cardcaster must be 6th level, alhtough anyone can attempt to use a First Tier card.
Second Tier Essence Cards:
A Second Tier Essence Card may still only be used once per day, but it has unlimited charges. The base price of a Second Tier Essence Card is (324 gp x Spell Level x Caster Level). In order to craft one, a Cardcaster must be at least 12th level, and only Cardcasters of 9th-level or higher may activate a Second Tier Essence Card. In addition, the Concentration check DC to activate a Second Tier Essence Card is 5 points higher than normal.
Legendary Essence Cards:
A Legendary Essence Card may be used an unlimited number of times per day and has an unlimited number of charges. The base price of a Legendary Essence Card is (1080 gp x Spell Level x Caster Level). To create a Legendary Essence Card, a Cardcaster must be at least 18th level, while activation of one only requires he or she be 15th level Cardcaster. Also, all Legendary Essence Cards have very strong alignments, and to activate a Legendary Essence Card, the Cardcaster must have the same alignment as the card he intends to cast. In addition, the Concentration check DC to activate a Legendary Essence Card is 10 points higher than normal.
Note that First Tier essence cards can be used by anybody who can make the Concentration check, but Cardcasters are especially good with all kinds of Essence Cards.

Many Essence Cards have a strong alignment attached to them, as indicated by the color of the border. A character attempting to activate a card with a strongly focused alignment must be within one step of the card's alignment. The exception to this rule is cards of Legendary Tier, in which the character's alignment must match exactly.

Some cards, while not having a strong alignment, lean toward one alignment nonetheless. While characters receive no penalty for using a card that leans toward an alignment that is not their own, Cardcasters may include such a card for his Card Specialization ability if it is of his own alignment.

The different alignments and their corresponding colors are as follows:

Good-White
Law-Blue
Neutral-Gray
Chaos-Yellow
Evil-Black

Some cards have mixed elements of alignments, as reflected in the borders. For example, a Lawful Good card would have a light blue border or a border of white and blue interchanging.
Free Deck:
At 1st level, a cardcaster begins play with 5 1st level Essence Cards of his choice. Every level thereafter, he recieves one free card of his choice with a level no higher than he could craft.
Card Expertise:
When a cardcaster casts a card, the effective caster level of that card is increased by one level per three levels of cardcaster the character has.
Boost Card:
Starting at 3rd level, a cardcaster learns how to coax out extra power from his cards. He recieves a number Boost Points equal to his cardcaster level plus his Wisdom modifier. He may use these Boost Points when casting a card to apply any metamagic feats he knows to that card's effects. The tradeoff is one Boost Point per level of metamagic, and the cardcaster can only boost a card that he could craft.
Card Specialization:
When a cardcaster uses the Boost Card ability on a card whose alignment matches the cardcaster's alignment, the cost for applying the metamagic feat is reduced by one level (to a minimum of one).
Bonus to Concentration:
As a Cardcaster gains levels, he becomes more and more familiar with the activation of Essence Cards. As a result, he gains a bonus on Concentration checks to activate Essence Cards depending on his level in Cardcaster, as given in the table.
Bonus Feat:
A card crafter relies on customizing his cards for full effect. Thus, at 5th level, and every five levels thereafter, he gains a bonus metamagic feat. These feats can only be applied when crafting cards, or when using the Boost Card ability.
Card Combo:
At 6th level, the Card Caster learns how to link similar spell effects into one larger spell, provided the spells in question are similar in some way and they are both locked inside cards. Casting a card combo is a full round action, and only two cards can be involved in the combo. At 6th level, they must share the same subschool. At 11th level, they must only share the same descriptor. At 16th level, they must only share the same school.

The cardcaster can do this a number of times per day equal to 1 + his Intelligence modifier.
Slapjack:
A number of times per day equal to 1 + the cardcaster's Dexterity bonus, the cardcaster may cast a card as a standard action that avoids all attacks of opportunity. In effect, the cardcaster becomes adept at casting a card faster than her opponents can react.
Cast on the Run:
When casting a card as a standard action, the cardcaster may move both before and after casting the card, providing that the cardcaster's total distance moved is not more than her speed for the round.
Hidden Cast:
A number of times per day equal to 1 + the cardcaster's Intelligence bonus, the cardcaster may cast a card as if it were under the effects of the metamagic feats Silent Spell and Still Spell.
Chain Combo:
At 20th level, the Card Caster can perform a Card Combo with three cards, as long as they form a "chain." For example, a card with the conjuration school could combo with another card from the conjuration school. If this card has the fire descriptor, it could then combo with a card from the evocation school that also has the fire descriptor.

A chain combo counts as two card combos for the purpose of the Card Combo ability.DuelsWhen you ask about card duels, the clerk smiles, and calmly begins another explanation...

"Although cardcasters control the essences that are contained in their cards, they understand that it is not their power that they use when cardcasting. The power contained in the cards is borrowed power, borrowed from the universe itself. It is thus our responsibility to return that power to its source. Though we need to harness the power, we also need to respect it.

"Cardcasters duel because it allows them to honor the essences within their cards, while releasing those same essences back into the universe, and at the same time honing and displaying their own skills. Only in a card duel does a cardcaster's spirit merge fully with the essence of his card -- for, by the laws of the duel, there are to be no distractions from the casting of the cards. When fully immersed in such a way, the card caster can experience what his essences experience; the rush of the wind, the burning of the embers, the might of the summons...

"It is a truly invigorating experience, even in defeat..." A distracted look comes to the eyes of the clerk...

The Laws of the DuelHe snaps back to attention, just a moment later, "Ah, but on to the rules... In order to participate in any duel, a character must posess at least five Essence Cards.
Before the duel, both characters create a deck of as many Essence Cards as they want.
Just before the duel begins, both characters shuffle their decks, randomizing their cards.
During the duel, the characters are prohibitted from taking any action other than drawing and activating Essence Cards.
In the first round of combat, characters draw a hand of three cards, and can then take a partial action (activate a card). Any monsters summoned in this first round cannot take any actions until the beginning of the next round.
At the beginning of each round, a character may draw one card from her randomized deck.
The combat continues as normal (excepting the above rules) until one character falls to -1 HP or less. Should this happen, that character is automatically teleported off of the dueling field, to the Society Hospital Wing, where they are then healed. This teleportation always occurs before actual death, so that the character arrives at the Society Hospital Wing at -9 HP, and is then stabilized by the attending healer.Scheduled ChallengesNone, yet.Scheduled TournamentsNone, yet.The Card LibraryWhen you express interest in the Card Library, the clerk nods his head. He beckons for you to follow him down the spiral staircase, and begins an explanation:

"Card casting is an ancient form of magic, practiced by thousands of card casters throughout the years, each crafting his own cards, and crafting cards for others. Over this period of time, the essence of almost every spell has been imbued into a card at some point or another -- good spells, evil spells, lawful spells, chaotic spells, and all the spells in between. Whenever a card caster crafts a new card, it is his responsibility to dispatch a template, a worthless imitation, of that card to the Citadel of Cards, in my homeland. The citadel then dispatches a copy of this template to every card archive in the multiverse."

You reach the bottom of the staircase, and are amazed at the sheer number of cards in the library. There is better lighting down here, in the form of spotlight lanterns that shed brigtly on the card shelves. The colors vary in the same pattern as the torches above: white, green, yellow, orange, black, red, blue, and pale blue. The further from the center of the room the lights are, the more pure their colors are. As they move towards the center of the room, the lights become more convoluted, resulting in gray colors.

The clerk points in several directions, and speaks: "There is a complex organizational system at work here, that is my responsibility to understand and tend to. Very basically, the cards in the center of the library are neutral, and as you move towards the outer walls they become more extreme in their alignment." He points at the back wall that is bathed in purple, "Those cards, there, under the purest blue light, represent the most lawful of cards, cards undiluted by any other alignment."

He begins pointing at each of the brightest lights, "As you go around the wall, the alignments gradually shift: white is true good, green is chaotic good, yellow is true chaotic, orange is chaotic evil, black is true evil, red is lawful evil, blue is true lawful, light blue is lawful good, and then back to white, true good.

"Of course, it's more complex then that -- the cards are also sorted by effect. But, that is too complicated to go into. You may peruse these cards at your own leisure, but if you are looking for a specific effect, please come to me for help -- I'll know exactly where to find it."

With this, the clerk climbs the stairs, leaving you alone with the templates.

If you want an effect that you can't find in one of the Sample Inventories (in the Card Archives, below), you can post the requested effect, and someone will design it for you. Once the card is created, it will be added it to one of the aforementioned inventories, and it can then be crafted for you (or anyone else who wants it, for that matter). You could also design it yourself, and full credit would be given (in fact, this is encouraged)!

If you want to create your own card, the following template is helpful (created by Dyne):Card Title
Card Border:
Tier:
Rune:
Picture:
Effect:
Cost:
Scribe:Look to existing cards to see how these fields could be filled out.The Card ArchivesThe Card Archives
(map) (http://img.photobucket.com/albums/v356/Kingside_Bishop/CardArchives.jpg)

As you step through the archway, you immediatly pick up on the smell of stewing dyes and burning incense. The lighting is dim -- there are only eight torches in the room, spaced evenly, and each glowing a different color: white, green, yellow, orange, black, red, purple, and blue. Their low light barely cuts through the haze of the incense smoke, creating something of a gray area in the center of the room. Along the right wall, you see a set of stairs leading from the upper level.

Coming down from the upper floor, you hear quiet footsteps. A few moments later, an older man descends the final steps, and looks calmly at you. As he does so, you feel his attitude shifting slowly to match your own, and you feel as if this person understands your every desire...

"Welcome to the Card Archives. I am Aizelvon Xur, Creator of Cards...

"If you like, you can browse some of the more popular selections, here, or you may descend to the library, and peruse thousands upon thousands of cards to find exactly what you are looking for..."

As he speaks, he moves towards the front counter, where he lightly runs his hand across the counter top. One by one, cards appear in angled shelves, plain in sight for you to examine.

"...how may I be of assistance?"


Announcements March 29th, 2005: Dyne's Guiding Light added to the Basic Inventory; Dyne's Magic Decipher, Dyne's Magic Sense, Dyne's Quick Light, and Dyne's Radiant Beam added to the Specialists' Inventory.
March 28th, 2005: The new "Specialists' Inventory" section is added to The Card Archives, for Cardcasters only.
February 26th, 2005: The Card Archives relocate to The Society of the Cards
February 25th, 2005: Phoenix and Adamantine Skeletons added to the Basic Inventory; Ice Queen added to the Glass Case Inventory
February 22nd, 2005: The Card Archives in Tyranor proper open for businessBasic InventoryWhen you inform Xur that you're interested in purchasing some basic cards, he nods his head calmly and walks you over to a wooden shelf. "These are some of our more popular, and notably innexpensive, selections. There are others, in the library downstairs, so if there's something specific you're looking for, make sure to let me know so I can retrieve the desired essence for you."

Adamantine Skeletons Card Border: Gray, tinged Black
Runes Remaining: 25
Picture: A dark skeleton, shining in the light, descending on a human warrior whose sword merely bounces off of the skeleton's limbs.
Effect: Creates three adamantine skeletons. These skeletons act as animated objects of medium size that are made of adamantine (hardness 20), and that dissappear after 7 rounds.
Cost: 8,400 gold pieces
Scribe: Kingside_BishopBrothers of Heaven Card Border: Light Gray
Runes Remaining: 50
Picture: A trio of silver lions
Effect: Summons 1d3 celestial dire lions that do the summoner's bidding, which vanish after 7 rounds, and have Strength and Constitution scores 4 points higher than normal.
Cost: 5,000 gold pieces
Scribe: Kingside_BishopChaos Lightning Card Border: Yellow
Runes Remaining: 50
Picture: A lightning bolt arching to several indistinct humanoids
Effect: Creates a lightning bolt that deals 14d6 damage to one target and 7d6 damage to up to 14 targets within 30 ft of the first target. All targets recieve a Reflex saving throw (DC 23) for half damage.
Cost: 5,000 gold pieces
Scribe: Kingside_BishopDyne's Guiding Light
Card Border: Light gray
Tier: Tier 1
Rune: 50 small runes
Picture: A small sun-like shape surrounded by darkness
Effect: On command, this card sheds light as bright as full daylight in a 60-foot radius and dim light for an additional 60 feet. Creatures weak against bright light are effected in this area as though in actual daylight. The card sheds light for a full hour before fading back to normal.
Cost: 2,916 gp
Scribe: DyneFlame's Trio Card Border: Gray, tinged Yellow
Runes Remaining: 50
Picture: A trio of tiger shaped humanoid shaped elementals
Effect: Summons 1d3 huge fire elementals that do the summoner's bidding, which vanish after 7 rounds, with Strength and Constitution scores 4 points higher than normal.
Cost: 5,000 gold pieces
Scribe: Kingside_BishopJungle Stalker Card Border: Gray, tinged Black
Runes Remaining: 50
Picture: A single, amazingly huge, tiger
Effect: Summons a dire tiger that does the summoner's bidding, which vanish after 7 rounds, and has Strength and Constitution scores 4 points higher than normal.
Cost: 5,000 gold pieces
Scribe: Kingside_BishopLion's Pride Card Border: Gray, tinged Blue
Runes Remaining: 50
Picture: A pride of dire lions
Effect: Summons 1d4+1 dire lions that do the summoner's bidding, which vanish after 7 rounds, with Strength and Constitution scores 4 points higher than normal.
Cost: 5,000 gold pieces
Scribe: Kingside_BishopPhoenix Card Border: Gray, tinged Yellow
Runes Remaining: 25
Picture: A flaming bird protecting an indistinct humanoid from attack.
Effect: Summons a Greater Fire Elemental in the form of a phoenix, that does the summoner's bidding, which vanishes after 7 rounds, with Strength and Constitution scores 4 points higher than normal. Any damage assigned to the character who used this card is divided in half -- half to the character, and half to the phoenix. Additionally, the character who used the card recieves a +1 deflection bonus to AC and a +1 resistance bonus to all saves.
Cost: 8,600 gold pieces
Scribe: Kingside_BishopQuicken Minions Card Border: Gray
Runes Remaining: 25
Picture: An indistinct humanoid speeding up.
Effect: Grants up to six creatures a +4 enhancement bonus to Dexterity and the effects of the Haste spell.
Cost: 7,300 gold pieces
Scribe: Kingside_BishopStrengthen Minions Card Border: Gray
[U]Runes Remaining: 50
Picture: An indistinct humanoid lifting a tree over his head, with several arrows protruding from his body.
Effect: Grants up to six creatures a +4 enhancement bonus to Strength, for 6 minutes.
Cost: 3,650 gold pieces
Scribe: Kingside_BishopMore cards will be added to this section as more cards are created. First Tier Cards worth less than 10,000 gp will be added here.Glass Case InventoryWhen you tell Xur you want to buy some higher quality cards, he lightly runs his hand across the surface of the counter. The wood turns to transparent glass, and inside are angled surfaces with cards pointing towards you for inspection. "This is where I keep copies of my more valuable cards. Keep in mind these are only worthless duplicates. There are many more, and perhaps more powerful cards, in the library downstairs that I can retrieve for you if you tell me what kind of effect you're looking, so be sure to let me know."

Flame's Wrath Card Border: Yellow
Runes Remaining: 50
Picture: An indistinct humanoid, screaming, surrounded by flames.
Effect: When this card is invoked, the caster can select 28 ten foot cubes, and fill each of these with flames that deal 14d6 fire damage. Anyone in this area can make a Reflex save (DC 24) for half damage, and the caster can choose not to effect anyone or anything that he chooses in this area.
Cost: 10,000 gold pieces
Scribe: Kingside_BishopHeaven's Thunder Card Border: White
Runes Remaining: 25
Picture: A huge, glowing elephant charging a demon, with lightning rushing ahead of him and into the demon.
Effect: Summons a celestial elephant, that does the summoner's bidding, which vanishes after 7 rounds, and has Strength and Constitution scores 4 points higher than normal. The caster also creates a 10d6 lightning bolt, aimed in a direction of his choice.
Cost: 14,400 gold pieces
Scribe: Kingside_BishopHell's Hunters Card Border: Orange
Runes Remaining: 25
Picture: A trio of huge, red spiders, moving swiftly towards a small screaming humanoid.
Effect: Summons 1d3 huge fiendish monstrous spiders, that do the summoner's bidding, which vanish after 7 rounds, with Strength and Constitution scores 4 points higher than normal, and are all under the effect of the Haste spell.
Cost: 10,000 gold pieces
Scribe: Kingside_BishopIce Queen Card Border: Blue
Runes Remaining: 25
Picture: A beautiful, pale skinned woman with her hand extended. From her hand bursts a cone of frost.
Effect: Creates a cone of cold that deals 14d6 cold damage (Reflex save DC 23 for half damage), and slows up to six creatures caught in the cone of cold (Will save DC 20 negates).
Cost: 12,150 gold pieces
Scribe: Kingside_BishopMore cards will be added to this section as more cards are created. First Tier Cards worth 10,000 gp or more will be added here.Specialists' InventoryWhen you let Xur know that you're a cardcaster of with a good deal of formal training, his eyes brighten up... "Ah, a master of the cards, then? Well, in that case, I've some special inventory that you might be interested in..." With this, he reaches into his coat pocket, removes a card, and waves it above the counter. Cards begin to fade into sight, each facing towards you for scrutiny, suspended in the air.

Spare CardsDyne's Magic Decipher
Card Border: Dull gray
Tier: Spare
Rune: One small rune
Picture: Runes and symbols fill the frame
Effect: On command, this card alters your sight, allowing you to decipher magical writing that would otherwise be unintelligible. You can read at the rate of one page (250 words) per minute. You may identify a glyph or symbol with a Spellcraft check (DC 10 + spell level). The improved sight lasts for 10 minutes, after which your eyesight returns to normal, and the surface of the card fades away, leaving a worthless piece of paper.
Cost: 20.25 gp
Scribe: DyneDyne's Magic Sense
Card Border: Dull gray
Tier: Spare
Rune: One small rune
Picture: A Human eye with an arcane rune in place of a pupil
Effect: On command, this card alters your perception, allowing you to detect magic auras, depending on how long you study a particular area or subject:
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.)
Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
Aura Strength: An aura’s power depends on a spell’s functioning spell level or an item’s caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two.
To determine aura strength and length of time that an aura lingers, refer to the Detect Magic description.
The altered perception lasts for as long as you concentrate, up to 1 minute. After which, the improved perception fades back to your normal senses, with the card's surface fading with it until it becomes a worthless piece of paper.
Cost: 20.25 gp
Scribe: DyneDyne's Quick Light
Card Border: Dull gray
Tier: Spare
Rune: One small rune
Picture: A small light in the middle of a dark background
Effect: On command, this card glows, shedding bright light in a 20-foot radius and dim light for an additional 20 feet. The glow lasts for 10 min., after which the card's surface fades away with the light, becoming a worthless piece of paper.
Cost: 20.25 gp
Scribe: DyneSecond Tier CardsDyne's Radiant Beam
Card Border: White
Tier: Tier 2
Rune: One large rune
Picture: A beam of light crossing horizontally through the frame, darkness above and below it.
Effect: On command, this card glows slightly (but not enough to illuminate the surroundings). While the card glows, the caster may evoke a dazzling beam of intense light, blinding the target and dealing 4d6 points of damage. On a successful Reflex save (DC 17 +Cha mod), the blinding is negated and damage is halved. Creatures to which the sunlight is harmful or unnatural take double damage.
An undead creature caught within a beam instead takes 13d6 points of damage, or half damage on a successful save. For undead specifically harmed by bright light, they are destroyed on a failed save.
The ultraviolet light deals damage to fungi, oozes, and slimes as if they were undead.
The card glows for 13 rounds, during which the caster may evoke four beams of light. When either the duration expires or the uses are exhausted, the glow of the card fades away.
Cost: 29,484 gp
Scribe: DyneLegendary CardsNone, as of yet! No one can use them yet, what do you expect?Starter DecksWhen you ask Xur how to get started with purchasing essence cards, and if there are any that work well together, Xur nods. "Assembling a decent deck is the goal of all card casters. There are a few combinations that young initiates to the art have found particularly useful and inexpensive. I'll even give you a discount if you buy these cards in groups. Here are a few you might be interested in..." Xur pulls out several wooden boxes from under the counter, and begins showing the cards inside to you...

Caretakers of the Pit Cards: Hell's Hunters, Flame's Trio, Strengthen Minions, Flame's Wrath
Original Cost: +/- 29,000 gold pieces
Discounted Cost: 26,000 gold piecesCelestial Storm Cards: Brother's of Heaven, Chaos Lightning, Heaven's Thunder
Original Cost: +/- 25,000 gold pieces
Discounted Cost: 22,500 gold piecesSwift Vengeance Cards: Jungle Stalker, Lion's Pride, Quicken Minions, Strengthen Minions.
Original Cost: +/- 21,000 gold pieces
Discounted Cost: 19,000 gold piecesMore starter decks will be added as more cards are created.
Tenzhi

02-27-05, 04:15 AM
Is this the guild where you trap monsters in small orbs to be summoned later to fight for your amusement?
Demonfey

02-27-05, 10:12 AM
Tenzhi, you forgot the always necessary rimshot. I'll take care of that for you: :rimshot:
Dyne

02-27-05, 10:41 AM
Looking good, KB. Except for one thing....
*Whacks Tenzhi and Demonfey*
Is anybody seriously interested? I think this is a pretty cool concept, a combination of trading card games within a roleplaying game. Reminds me somewhat of Yugi-Oh (except better) and those little card game mini games in the final fantasy rpg's (except better).
Demonfey

02-27-05, 10:45 AM
Looking good, KB. Except for one thing....
*Whacks Tenzhi and Demonfey*
Is anybody seriously interested? I think this is a pretty cool concept, a combination of trading card games within a roleplaying game. Reminds me somewhat of Yugi-Oh (except better) and those little card game mini games in the final fantasy rpg's (except better).
That's what I keep thinking of when ever I look at this thread, so I just can't stop myself from sniping at it a little.
Dyne

02-27-05, 10:48 AM
Do you want to join, Demonfey?
Demonfey

02-27-05, 10:51 AM
No, I just wanted to make a quick comment is all.
Dyne

02-27-05, 10:52 AM
Drat.

Well, KB, as soon as you get back:

It looks like we need to work on a few things, namely the Card Caster class and the card casting dueling rules.

I'll bring up the last version of the class for reference:

Here's my take on the Cardcaster core class, with plenty of inspiration from Hector and Triumphant Knight. Thanks guys.

This class is meant for use in conjunction with the Cardcasting Supplementary Magic System (http://boards1.wizards.com/showthread.php?p=4640691#post4640691), also of my creation.

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The Cardcaster
The cardcaster is a spell caster that relies on thick paper cards to manifest spells. Each card has an "Extraplanar Essence" locked inside, which the cardcaster accesses. While with proper training anyone can learn to access these Essences, the cardcaster learns how to access more powerful essences than any other character, and learns how to craft advanced cards that no one but another cardcaster could dream of using.

Statistics:Hit Die: d4
Skills/Level: 2 + Int modifier
Class Skills: Knowledge (arcana, nature, religion, and the planes), Concentration, Craft, Diplomacy, Profession, Speak Language, Sleight of Hand, and Spellcraft.
Weapon and Armor Proficiency: A cardcaster is proficient with light armor only, and not with shields. Like a bard, light armor does not interfere with a cardcaster's magic, but medium and heavy armor do, as do shields.
The Cardcaster

BAB Fort Ref Will Abilities Maximum Advanced Card Levels in Deck / Maximum Single Card Level
01. +0 +0 +0 +2 Craft Card, Free Deck -- (can only use basic Essence Cards)
02. +1 +0 +0 +3 -- (can only use basic Essence Cards)
03. +1 +1 +1 +3 Card Specialization, Craft Advanced Card 9 levels / 2nd level
04. +2 +1 +1 +4 12 levels / 2nd level
05. +2 +1 +1 +4 Expanded Hand (4 cards) 18 levels / 3rd level
06. +3 +2 +2 +5 Card Combo I 23 levels / 3rd level
07. +3 +2 +2 +5 32 levels / 4th level
08. +4 +2 +2 +6 Slapjack 39 levels / 4th level
09. +4 +3 +3 +6 53 levels / 5th level
10. +5 +3 +3 +7 Expanded Hand (5 cards) 62 levels / 5th level
11. +5 +3 +3 +7 Card Combo II 77 levels / 6th level
12. +6 +4 +4 +8 88 levels / 6th level
13. +6 +4 +4 +8 Cast on the Run 106 levels / 7th level
14. +7 +4 +4 +9 119 levels / 7th level
15. +7 +5 +5 +9 Expanded Hand (6 cards) 140 levels / 8th level
16. +8 +5 +5 +10 Card Combo III 155 levels / 8th level
17. +8 +5 +5 +10 179 levels / 9th level
18. +9 +6 +6 +11 Hidden Casting 196 levels / 9th level
19. +9 +6 +6 +11 212 levels / 9th level
20. +10 +6 +6 +12 Expanded Hand (7 cards), Chain Combo 229 levels / 9th Level

Craft Card: At 1st level, a cardcaster gains this feat for free.

Free Deck: At 1st level, a cardcaster begins play with 10 1st level Essence Cards of his choice. A character who multiclasses into cardcaster does not gain this benefit.

Card Specialization: At 3rd level, a cardcaster must choose what type of cardcaster he wants to be. He chooses one spell list: Cleric, Druid, or Wizard/Sorcerer. When using the Craft Advanced Card ability, he is treated as if he could cast these spell, limited only by the maximum level of card he can craft.

DCs from any spell used in conjunction with this ability are based off of the ability score that class uses to determine its DCs. Cardcasters that cast from the Sorcerer/Wizard spell list must choose whether to base their save DCs off of charisma or intelligence. Once made, this choice cannot be changed.

Craft Advanced Card: At 3rd level, a cardcaster gains the ability to craft cards of greater power and diversity. An advanced Essence Card can be created using any spell that the character can cast through Card Specialization. The base price of such a card is 325gp x spell level x caster level (or half of this, with 1/25th in XP, to create one). If the cardcaster wants to add any additional spells into the card, he may do so, but they cost 50% more than they normally would.

Because these Advanced Essence Cards are so much powerful than normal Essence Cards, a cardcaster may only have so many in his deck at one time, and the highest level of any Advanced Essence Card is limited. This information is given in the table above. Only cardcasters can use Advanced Essence Cards.

In order to activate an Advanced Essence Card, a cardcaster must still make a Cardcasting check in the Essence most related to the spell being cast. Illusions, for example, would fall either into either Chaos or Air, depending on the nature of the illusion. Advanced Essence Cards are still only usable once per day, and must still be part of a deck of at least 10 to be effective. See the Cardcasting Magic Supplement for more information on this.

For example, a 3rd level cardcaster with Card Specialization -- Cleric, might want to craft a Cure Moderate Wounds Essence Card. However, on the Positive Essence table, it shows that Cure Moderate Wounds is a 3rd level Positive ability (which requires a 5th caster level). So, the cardcaster creates an Advanced Essence Card of Cure Moderate Wounds.

Since it's a second level spell, it's a second level advanced card, and counts towards his limit of Advanced Card Levels. His maximum Advanced Card Level is 9, so he has 7 remaining slots after creating the advanced card and placing it in his deck. He could then create three more, bringing his available Advanced Card Level down to 1.Whenever a cardcaster gains a level, he is allowed to create two Advanced Essence Cards for free, as long as he doesn't exceed his Maximum Advanced Card Level.

Expanded Hand: At 5th level, the card caster can hold four cards in a hand instead of three. At 10th level, he can hold five cards. At 15th level, he can hold six cards. Finally, at 20th level, he can hold 7 cards in his hand at a time.

Card Combo: At 6th level, the Card Caster learns how to link similar spell effects into one larger spell, provided the spells in question are similar in some way and they are both locked inside cards. At 6th level, they must have the same base Essence. At 11th level, the base or secondary Essence must match the base or secondary Essence on the other card. At 16th level, they must share an Essence (primary, secondary, or tertiary, or any combination of the three, like primary to tertiary). Casting a card combo is a full round action, and only two cards can be involved in the combo.

Slapjack: A number of times per day equal to 1 + the cardcaster's Dexterity bonus, the cardcaster may cast a card as a standard action that avoids all attacks of opportunity. In effect, the cardcaster becomes adept at casting a card faster than her opponents can react.

Cast on the Run: When casting a card as a standard action, the cardcaster may move both before and after casting the card, providing that the cardcaster's total distance moved is not more than her speed for the round.

Hidden Cast: A number of times per day equal to 1 + the cardcaster's Intelligence bonus, the cardcaster may cast a card as if it were under the effects of the metamagic feats Silent Spell and Still Spell.

Chain Combo: At 20th level, the Card Caster can use the Card Combo with three cards, as long as they form a "chain." For example, a Fire 4 / Earth 2 card could combo with an Earth 3 / Order 3 card, which could then combo with an Order 3 / Positive 2 card.
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Thanks for your time, reading this. Any comments are welcome, and appreciated.
Dyne

02-27-05, 11:52 AM
Ok, KB's back.

First off, the chart for how many levels of cards that can be cast in a day is off. I vote that it just be abolished. The thing about card casting, in my mind, is that it doesn't really take any energy from the caster. It's very similar to a wizard using a scroll, and wizards don't have a limit on the number of scrolls they can use in a day. The cards themselves have a limit of 1/day, which should be enough.

Since card casters don't bother with the rules of "hands" while in the field, the boosts to hand size should be replaced IMHO.

The Craft Advanced Card ability (as well as all the other abilities that refer back to the previous card casting rules) needs to be adapted or abolished. I think the concept of specializing would be interesting, but I'm not sure how this could be done in the current rules. By-the-way, are there any rules for how the different degrees of an alignment affect a card caster that is using it? For example, what would be the difference between using a faintly yellow card and a solid yellow card? Actually, this gives me the idea that specialization should be based on the color, and you can only use solid-colored-bordered cards that are the same as your specialization.

Perhaps there should be some ability that allows a higher-level card caster use a card without releasing one of the runes? Perhaps the card caster could use a full-round action to use a card without releasing one of the runes, and the card caster can do this a certain number of times per day.

Just a quick question. Do you incur arcane spell failure when using a scroll? I think you do.
Kingside_Bishop

02-27-05, 12:51 PM
Is this the guild where you trap monsters in small orbs to be summoned later to fight for your amusement?Tenzhi, you forgot the always necessary rimshot. I'll take care of that for you: :rimshot:Do you know how excited I was that there were already seven replies? Only to come to find out most of them were about a joke... ya hurt, ya hurt me bad, guys... I think these smilies are more approprate... :( >>> :bigeyes: >>> :weep:

Just kidding, of course... anyone who brings cards on these boards is discriminated against. Well, I'm saying this right now: I love card games. Magic: the Gathering in particular. I love that game! And I've played a card caster in a campaign -- it was a lot of fun.

Anyway, on to business.

Drat.

Well, KB, as soon as you get back:

It looks like we need to work on a few things, namely the Card Caster class and the card casting dueling rules.

I'll bring up the last version of the class for reference:I just posted some deuling rules so we'd have somewhere to start. Let's talk about anything you don't like, or that you want to add.

On the class, I think we need to radically redesign it, maybe change it's purpose entirely. The class posted above uses the seperate system I designed. Because that system used weak cards (compared to what I have in the Archives), a class was necessary to make more powerful cards. But because the new incarnation of the cards are relatively powerful, this purpose is no longer necessary. So, here's the shift I think needs to take place: Old Purpose: To make the power of cards competitive with other magic items.
New Purpose: To make use of cards in a manner that exceeds the power of other magic itemsTo this end, I think several abilities should be kept -- Slapjack, Card Combo, Cast on the Run and Hidden Casting, especially. Then, the "levels/day" could be changed to allow a cardcaster to affect cards he uses with various metamagic feats. Now, the Expanded Hand ability could be changed to a Bonus Feat ability, with metamagic feats only -- "Maximize Card," etc. I could see giving the character good saves in all areas, too, since he's trained to resist the attacks of other deulists' cards.

So, here's my revised class:

Statistics:Hit Die: d4
Skills/Level: 2 + Int modifier
Class Skills: Knowledge (arcana, nature, religion, and the planes), Concentration, Craft, Profession, Speak Language, Sleight of Hand, and Spellcraft.
Weapon and Armor Proficiency: A cardcaster is not proficient with armor or shields.
The Cardcaster

BAB Fort Ref Will Abilities
01. +0 +2 +2 +2 Craft Essence Card, Free Deck
02. +1 +3 +3 +3
03. +1 +3 +3 +3 Boost Card
04. +2 +4 +4 +4
05. +2 +4 +4 +4 Bonus Feat
06. +3 +5 +5 +5 Card Combo I
07. +3 +5 +5 +5
08. +4 +6 +6 +6 Slapjack
09. +4 +6 +6 +6
10. +5 +7 +7 +7 Bonus Feat
11. +5 +7 +7 +7 Card Combo II
12. +6 +8 +8 +8
13. +6 +8 +8 +8 Cast on the Run
14. +7 +9 +9 +9
15. +7 +9 +9 +9 Bonus Feat
16. +8 +10 +10 +10 Card Combo III
17. +8 +10 +10 +10
18. +9 +11 +11 +11 Hidden Casting
19. +9 +11 +11 +11
20. +10 +12 +12 +12 Bonus Feat, Chain ComboCraft Essence Card:At 1st level, a cardcaster gains the ability to craft essence cards. He chooses one of the following spell lists: Cleric, Druid, or Sorcerer/Wizard. He may now craft essence cards as if he we a member of that class with levels equal to his levels in cardcaster.

The base price of an essence card is (1800gp x Spell Level x Caster Level x .75) / 10. An essence card starts with 50 charges (unless a second spell was imbued into the card using the Quicken Spell metamagic feat, in which case it only has 25 charges), and only one charge may be used per day. To activate an essence card, the cardcaster must be within one alignement step of the card he intends to cast, and must make a Concentration check (DC 10).Free Deck:At 1st level, a cardcaster begins play with 5 1st level Essence Cards of his choice. A character who multiclasses into the cardcaster class does not gain this benefit.Boost Card:Starting at 3rd level, a cardcaster learns how to coax out extra power from his cards. He recieves a number Boost Points equal to his cardcaster level plus his Charisma modifier. He may use these Boost Points when casting a card to apply any metamagic feats he knows to that card's effects. The tradeoff is one Boost Point per level of metamagic.Bonus Feat:A card crafter relies on customizing his cards for full effect. Thus, at 5th level, and every five levels thereafter, he gains a bonus metamagic feat. These feats can only be applied when crafting cards, or when using the Boost Card ability.Card Combo: At 6th level, the Card Caster learns how to link similar spell effects into one larger spell, provided the spells in question are similar in some way and they are both locked inside cards. Casting a card combo is a full round action, and only two cards can be involved in the combo. At 6th level, they must share the same subschool. At 11th level, they must only share the same energy subtype. At 16th level, they must only share the same school.

The cardcaster can do this a number of times per day equal to 1 + his Intelligence modifier.Slapjack:A number of times per day equal to 1 + the cardcaster's Dexterity bonus, the cardcaster may cast a card as a standard action that avoids all attacks of opportunity. In effect, the cardcaster becomes adept at casting a card faster than her opponents can react.Cast on the Run:When casting a card as a standard action, the cardcaster may move both before and after casting the card, providing that the cardcaster's total distance moved is not more than her speed for the round.Hidden Cast:A number of times per day equal to 1 + the cardcaster's Intelligence bonus, the cardcaster may cast a card as if it were under the effects of the metamagic feats Silent Spell and Still Spell.Chain Combo:At 20th level, the Card Caster can perform a Card Combo with three cards, as long as they form a "chain." For example, a card with the conjuration school could combo with another card from the conjuration school. If this card has the fire descriptor, it could then combo with a card from the evocation school that also has the fire descriptor.

A chain combo counts as two card combos.
Kingside_Bishop

02-27-05, 12:58 PM
Ok, KB's back.

First off, the chart for how many levels of cards that can be cast in a day is off. I vote that it just be abolished. The thing about card casting, in my mind, is that it doesn't really take any energy from the caster. It's very similar to a wizard using a scroll, and wizards don't have a limit on the number of scrolls they can use in a day. The cards themselves have a limit of 1/day, which should be enough.I agree.

Since card casters don't bother with the rules of "hands" while in the field, the boosts to hand size should be replaced IMHO.Again, way ahead of ya.

The Craft Advanced Card ability (as well as all the other abilities that refer back to the previous card casting rules) needs to be adapted or abolished. I think the concept of specializing would be interesting, but I'm not sure how this could be done in the current rules. By-the-way, are there any rules for how the different degrees of an alignment affect a card caster that is using it? For example, what would be the difference between using a faintly yellow card and a solid yellow card? Actually, this gives me the idea that specialization should be based on the color, and you can only use solid-colored-bordered cards that are the same as your specialization.Faint coloring is only for flavor. We could just do away with it. I don't want to limit the cards people can use beyond their alignment, because one of the purposes behind this is everyone can use them, regardless of class. Cardcasters just use them extremely well.

Perhaps there should be some ability that allows a higher-level card caster use a card without releasing one of the runes? Perhaps the card caster could use a full-round action to use a card without releasing one of the runes, and the card caster can do this a certain number of times per day.I don't know. The 50 charges per day is fundamental to the cost -- it cuts it in half. Finding a way around that, I think, would fundamentally unbalance it. The biggest balance issue is that eventually, card casters have to buy new cards. But maybe a cardcrafter could increase the effective number of runes on a card by one per level. I think that would work.

Just a quick question. Do you incur arcane spell failure when using a scroll? I think you do.Yes, you do, but these are command word activated items.
Tenzhi

02-27-05, 01:53 PM
Just kidding, of course... anyone who brings cards on these boards is discriminated against. Well, I'm saying this right now: I love card games. Magic: the Gathering in particular. I love that game! And I've played a card caster in a campaign -- it was a lot of fun.

I'm not discriminating against cardcasters, I razz guilds at random with equal abandon. ;)

The idea is interesting to me (though trapping/summoning monsters in orbs is more up my alley). Based on the discussion around the class, I just want to put a couple of thoughts on the general subject out. I'll get around to actually reading the already written class rules when my mind is not on the fritz, so if any of this has been taken into account already just bear with a tired old fella. ;)

1. The cards should be reuseable. This makes them quite a bit more useful than scrolls.

2. Just because they're reuseable, doesn't mean they have to be infinitely so. Since anyone can use them, a "per day" limitation is the most likely choice - I would say once per day (though exceptionally strong/weak cards may vary this a bit). Card casters would, of course, have a class ability that extends that a bit.
Inverted Dice

02-27-05, 02:37 PM
Oyyy, D&D meets Yu-Gi-Oh meets Magic meets Pokemon...
You have created an ambomination!
Dyne

02-27-05, 03:51 PM
I don't know. The 50 charges per day is fundamental to the cost -- it cuts it in half. Finding a way around that, I think, would fundamentally unbalance it. The biggest balance issue is that eventually, card casters have to buy new cards. But maybe a cardcrafter could increase the effective number of runes on a card by one per level. I think that would work.

If there's going to be a Card Caster class, the system would need either of two things:

1. ONLY Card Casters can use Essence Cards.
2. Card Casters are WAY better at using Essence Cards than others.

If other people besides Card Casters can use Essence Cards, than the class will have to have some darn good abilities to make it worthwhile. Currently, I'd much rather play a Sorcerer or Wizard.

So, right now, we just need to add on all the neat abilities.

Right now, I can't think of all too many abilities for it. And I don't want to see the class end up as a crummy thing that isn't worth taking. I plan on making a Card Caster character myself.

I came up with an idea of Tiers and Levels that measure the ability of the different cards. Tiers represent the strength of the seal that holds the magic within the card, while Levels represent the degree of power that is contained within the card.

There are 4 Tiers:
Spare: Spare cards are the card equivalent of a scroll. They are a one-time-use item, so card casters typically use them as reserves in case of an emergency.
Tier 1: Tier 1 cards are above Spare cards. Tier 1's have 50 runes along the border, so they can be used 50 times. Tier 1 cards can only be used once per day.
Tier 2: Tier 2 cards are above Tier 1's, and they are usually more powerful. Tier 2 cards have a permanent seal, so their magic can be unlocked an infinite number of times without the magic of the card fading away. However, Tier 2 cards can still only be used once per day.
Legendary: Legendary cards are the most expensive, and they are usually the most powerful. Legendary cards, like Tier 2 cards, have a permanent seal, so their magic never fades away. However, unlike Tier 2 cards, Legendary cards can be used as many times in a single day as the card caster desires. Legendary cards also always have strong alignments, so only card casters that match the alignment may use the Legendary card.

Any level card may be made into any tier. Levels correspond to what level of spell is placed within the card. A card may have a level between 1-9. (I hate the crappy 0-level spells, although I suppose it could be possible to make a level 0 card, if someone really wanted to.)
Kingside_Bishop

02-27-05, 04:23 PM
If there's going to be a Card Caster class, the system would need either of two things:

1. ONLY Card Casters can use Essence Cards.
2. Card Casters are WAY better at using Essence Cards than others.

If other people besides Card Casters can use Essence Cards, than the class will have to have some darn good abilities to make it worthwhile. Currently, I'd much rather play a Sorcerer or Wizard.

So, right now, we just need to add on all the neat abilities.

Right now, I can't think of all too many abilities for it. And I don't want to see the class end up as a crummy thing that isn't worth taking. I plan on making a Card Caster character myself.

I came up with an idea of Tiers and Levels that measure the ability of the different cards. Tiers represent the strength of the seal that holds the magic within the card, while Levels represent the degree of power that is contained within the card.

There are 4 Tiers:
Spare: Spare cards are the card equivalent of a scroll. They are a one-time-use item, so card casters typically use them as reserves in case of an emergency.
Tier 1: Tier 1 cards are above Spare cards. Tier 1's have 50 runes along the border, so they can be used 50 times. Tier 1 cards can only be used once per day.
Tier 2: Tier 2 cards are above Tier 1's, and they are usually more powerful. Tier 2 cards have a permanent seal, so their magic can be unlocked an infinite number of times without the magic of the card fading away. However, Tier 2 cards can still only be used once per day.
Legendary: Legendary cards are the most expensive, and they are usually the most powerful. Legendary cards, like Tier 2 cards, have a permanent seal, so their magic never fades away. However, unlike Tier 2 cards, Legendary cards can be used as many times in a single day as the card caster desires. Legendary cards also always have strong alignments, so only card casters that match the alignment may use the Legendary card.

Any level card may be made into any tier. Levels correspond to what level of spell is placed within the card. A card may have a level between 1-9. (I hate the crappy 0-level spells, although I suppose it could be possible to make a level 0 card, if someone really wanted to.)I like that, Dyne. I like that a lot. Only cardcasters would be able to use spares, but everyone else could use the other cards. Some of those higher tier cards would be really expensive, but that's the point, right?

As to how the class should work, I would prefer to make it really good at using Essence Cards, but everyone else could still use them normally. An easy ability to add would be to increase the effective caster level of any essence card a card caster uses. Say, +1 per three levels in cardcaster.

Maybe we should revisit specialization. That could be a source of power. Each cardcaster would specialize in the color matching his alignment. Maybe all cards of that color could be automatically affected by a metamagic feat.

Any thoughts to the changes in the class? What with the bonus feats and metamagic boosts?
Dyne

02-27-05, 04:31 PM
I like the Boost Card and the Bonus Feats. They help the class keep up with the Wizard and Sorcerer, which is very necessary. The boost to caster level would be pretty nice as well.

Still, it needs something special. Perhaps the Card Specialization would help do this.

Idea: The boost to caster level only applies to cards of the color that the Card Caster specializes in. Also, Legendary cards can only be used by Card Casters who specialize in that particular color.

Perhaps there are still a few more abilities to add in. The class really lacks compared to the spellcasting classes, since it doesn't actually have the ability to cast spells. On top of that, it is horrible in combat. Perhaps the BAB be increased to 3/4 and the HD be increased to d6? That would help some.

EDIT: Didn't you add something to the Laws of the Duel section? For some reason, I can't get to it. I press the button, and nothing happens....
Kingside_Bishop

02-27-05, 04:57 PM
I like the Boost Card and the Bonus Feats. They help the class keep up with the Wizard and Sorcerer, which is very necessary. The boost to caster level would be pretty nice as well.

Still, it needs something special. Perhaps the Card Specialization would help do this.

Idea: The boost to caster level on applies to cards of the color that the Card Caster specializes in. Also, Legendary cards can only be used by Card Casters who specialize in that particular color.

Perhaps there are still a few more abilities to add in. The class really lacks compared to the spellcasting classes, since it doesn't actually have the ability to cast spells. On top of that, it is horrible in combat. Perhaps the BAB be increased to 3/4 and the HD be increased to d6? That would help some.

EDIT: Didn't you add something to the Laws of the Duel section? For some reason, I can't get to it. I press the button, and nothing happens....I don't know why the block doesn't work for you... so, for the "Laws of the Duel" section, you hit the block, and there's nothing in it? Strange, it works fine for me...

Yeah, I could see adding in the combat familiarity (6 HD and average BAB) -- I mean, the whole purpose of cardcasting is it's cheap power, which opens up time for other things. We could then give them light armor and shield proficiency.

For specialization, what if we made it so that the Card Boost ability cost 1 point less with cards of that color? I think that's a great advantage over other spellcasters -- cheap, easy to use metamagic at low levels. I mean, a 3rd level cardcaster with a Charisma of 16 could Maximize three of his specialized cards each day. What wizard or sorcerer could hope to do that? Add on the fact that he's got a +1 to caster level, and that's one hell of a Scorching Ray, even if it cost him some XP and gold for the card.

I think that cardcasters should retain the caster level boost for all cards, though. That way, a cardcaster is guarunteed to be better with a card than a non-card caster, even if he doesn't use any of his special abilities.

So, I want to add the following:

Card Expertise (2nd Level:) When a cardcaster casts a card, the effective caster level of that card is increased by one level per three levels of cardcaster the character has.Card Specialization (3rd Level): When a cardcaster uses the Boost Card ability on a card whose color matches the cardcaster's alignment, the cost for applying the metamagic feat is reduced by one level (to a minimum of one).Now, imagine aa 11th level cardcaster casting using Card Combo with a pair of 14th CL Chain Lightnings, maximized using Boost Card. That might even be a little too powerful -- but the XP, gold, charge, and charges/day costs balance it.

If we do this, we might not want to increase the HD or BAB, and take away the aforementioned proficiencies...
Dyne

02-27-05, 05:09 PM
Nice.

We need to decide on the main ability score that is to be used for Card Casters. We could do this in either of three ways that I know of:

1. The Card Caster's main ability corresponds to which spell list he selects for crafting cards.
2. The Card Caster has a single main ability, chosen by us (either Intelligence, Wisdom, or Charisma).
3. The Card Caster must use all three of the mental abilities (Intelligence, Wisdom, and Charisma), each one applying to a different ability.

I kinda like #3. It makes things interesting. Plus, I've always thought of making a spellcasting class that required all three mental ability scores to be any good, each ability making the class good at different things. Charisma would be used for simple power, Intelligence would be used for the sheer number of spells the character could know, and Wisdom for affecting the spells in other ways.

If we were going to go with #3, we could change the Card Boost ability to be based off Wisdom and make the DC for saving throws to resist the card effects be based off Charisma. In order to place a particular spell effect into a card, a Card Caster would have to have an Intelligence score of 10 + spell level.

EDIT: Also, on the Concentration check to activate a card, I suppose it should be based off of the level of the card. Probably Concentration DC 10 + level.

EDIT2: I also have an idea for an item. Drawing a card, whether you be in a duel or just digging through your pack for the item, would normally be a move action that provokes attacks or opportunity. This item would make it so that you can draw a card much faster and without giving your enemies an opportunity for a quick blow.

Deck Bracer
This item straps onto a characters arm. Up to 60 Essence Cards may be placed into a Deck Bracer. Retrieving a card from a Deck Bracer is an immediate action (like casting a Quickened Spell) instead of a move action, and it doesn't provoke attacks of opportunity. The immediate action required to retrieve a stored card counts against the single immediate action allowed per round.
A Deck Bracer has room for 5 separate piles, each capable of holding up to 6 cards. Cards can be stored into these slots without going beyond the maximum. For example, a character with 5 Essence Cards could place all 5 into a Deck Bracer, each with its own slots, and so could choose any of his 5 cards and draw it as an immediate action, with time to activate the card.

Don't know how much it would cost, though. It would only be a mundane item, so it shouldn't cost too much. There could also be a magical version that made it so the particular card you are looking for is always on the top of its pile.
Kingside_Bishop

02-27-05, 05:12 PM
Nice.

We need to decide on the main ability score that is to be used for Card Casters. We could do this in either of three ways that I know of:

1. The Card Caster's main ability corresponds to which spell list he selects for crafting cards.
2. The Card Caster has a single main ability, chosen by us (either Intelligence, Wisdom, or Charisma).
3. The Card Caster must use all three of the mental abilities (Intelligence, Wisdom, and Charisma), each one applying to a different ability.

I kinda like #3. It makes things interesting. Plus, I've always thought of making a spellcasting class that required all three mental ability scores to be any good, each ability making the class good at different things. Charisma would be used for simple power, Intelligence would be used for the sheer number of spells the character could know, and Wisdom for affecting the spells in other ways.

If we were going to go with #3, we could change the Card Boost ability to be based off Wisdom and make the DC for saving throws to resist the card effects be based off Charisma. In order to place a particular spell effect into a card, a Card Caster would have to have an Intelligence score of 10 + spell level.

EDIT: Also, on the Concentration check to activate a card, I suppose it should be based off of the level of the card. Probably Concentration DC 10 + level.Ooh, I like it. I like it a lot. #3 it is, then. And the Concentration check change is also a good idea. 10+level sounds fair.
Dyne

02-27-05, 05:25 PM
See my item, edited in above.
Kingside_Bishop

02-27-05, 05:48 PM
See my item, edited in above.Nice. I like it. I think it would be fair to charge the same amount as a large wooden shield. It would work, too. It would allow the cardcaster to draw two cards in a round, instead of one (and both competitors would be given one).

For the magic version, I think a command word activated unseen servant would work, and be extremely cheap.

Maybe it should work like this outside of a duel:

Without a Card Bracer: full round action to find a specific card.
With a Mundane Card Bracer: move equivelent action to find a specific card.
With a Magical Card Bracer: immediate action to find a specific card.

Drawing a random card would always be an immediate action. Thus, in a duel, a character could draw two cards per round (one as an immediate action, and one as a move equivelent).

Can you view the Laws of Dueling spoiler block?
Dyne

02-27-05, 06:09 PM
Nice. I like it. I think it would be fair to charge the same amount as a large wooden shield. It would work, too. It would allow the cardcaster to draw two cards in a round, instead of one (and both competitors would be given one).

For the magic version, I think a command word activated unseen servant would work, and be extremely cheap.

Maybe it should work like this outside of a duel:

Without a Card Bracer: full round action to find a specific card.
With a Mundane Card Bracer: move equivelent action to find a specific card.
With a Magical Card Bracer: immediate action to find a specific card.

Drawing a random card would always be an immediate action. Thus, in a duel, a character could draw two cards per round (one as an immediate action, and one as a move equivelent).

Can you view the Laws of Dueling spoiler block?

That works. And I can't see the Laws of Dueling spoiler block. I had to quote it to be able to read it.
Dyne

02-27-05, 07:10 PM
DuelsWhen you ask about card duels, the clerk smiles, and calmly begins another explanation...

"Although cardcasters control the essences that are contained in their cards, they understand that it is not their power that they use when cardcasting. The power contained in the cards is borrowed power, borrowed from the universe itself. It is thus our responsibility to return that power to its source. Though we need to harness the power, we also need to respect it.

"Cardcasters duel because it allows them to honor the essences within their cards, while releasing those same essences back into the universe, and at the same time honing and displaying their own skills. Only in a card duel does a cardcaster's spirit merge fully with the essence of his card -- for, by the laws of the duel, there are to be no distractions from the casting of the cards. When fully immersed in such a way, the card caster can experience what his essences experience; the rush of the wind, the burning of the embers, the might of the summons...

"It is a truly invigorating experience, even in defeat..." A distracted look comes to the eyes of the clerk...

The Laws of the DuelHe snaps back to attention, just a moment later, "Ah, but on to the rules... In order to participate in any duel, a character must posess at least five Essence Cards.
Before the duel, both characters create a deck of as many Essence Cards as they want.
Just before the duel begins, both characters shuffle their decks, randomizing their cards.
During the duel, the characters are prohibitted from taking any action other than drawing and activating Essence Cards.
In the first round of combat, characters draw a hand of three cards, and can then take a partial action (activate a card). Any monsters summoned in this first round cannot take any actions until the beginning of the next round.
At the beginning of each round, a character may draw one card from her randomized deck.
The combat continues as normal (excepting the above rules) until one character falls to -1 HP or less. Should this happen, that character is automatically teleported off of the dueling field, to the Society Hospital Wing, where they are then healed. This teleportation always occurs before actual death, so that the character arrives at the Society Hospital Wing at -9 HP, and is then stabilized by the attending healer.

Let's see if I can't get that spoiler block to work.

EDIT: Still having the same problems. Let's see if I can't fix it....
Dyne

02-27-05, 07:16 PM
Got it! All you have to do is quote my post above, copy the section, and paste it in the place of the original Dueling section.
Kingside_Bishop

02-27-05, 07:17 PM
Tenzhi, you could take part in this guild. We'll basically be doing the same things as your monster orbs, we're just using cards.

DuelsWhen you ask about card duels, the clerk smiles, and calmly begins another explanation...

"Although cardcasters control the essences that are contained in their cards, they understand that it is not their power that they use when cardcasting. The power contained in the cards is borrowed power, borrowed from the universe itself. It is thus our responsibility to return that power to its source. Though we need to harness the power, we also need to respect it.

"Cardcasters duel because it allows them to honor the essences within their cards, while releasing those same essences back into the universe, and at the same time honing and displaying their own skills. Only in a card duel does a cardcaster's spirit merge fully with the essence of his card -- for, by the laws of the duel, there are to be no distractions from the casting of the cards. When fully immersed in such a way, the card caster can experience what his essences experience; the rush of the wind, the burning of the embers, the might of the summons...

"It is a truly invigorating experience, even in defeat..." A distracted look comes to the eyes of the clerk...

The Laws of the DuelHe snaps back to attention, just a moment later, "Ah, but on to the rules... In order to participate in any duel, a character must posess at least five Essence Cards.
Before the duel, both characters create a deck of as many Essence Cards as they want.
Just before the duel begins, both characters shuffle their decks, randomizing their cards.
During the duel, the characters are prohibitted from taking any action other than drawing and activating Essence Cards.
In the first round of combat, characters draw a hand of three cards, and can then take a partial action (activate a card). Any monsters summoned in this first round cannot take any actions until the beginning of the next round.
At the beginning of each round, a character may draw one card from her randomized deck.
The combat continues as normal (excepting the above rules) until one character falls to -1 HP or less. Should this happen, that character is automatically teleported off of the dueling field, to the Society Hospital Wing, where they are then healed. This teleportation always occurs before actual death, so that the character arrives at the Society Hospital Wing at -9 HP, and is then stabilized by the attending healer.

Let's see if I can't get that spoiler block to work.

EDIT: Still having the same problems. Let's see if I can't fix it....Dyne, that is weird. Even the block you put up in your post works fine for me. All the other blocks work for you, just that one doesn't?

So, are we pretty much settled on the class, then?

I hope we get some more participants...
Dyne

02-27-05, 07:19 PM
To explain it simply, your computer is probably smarter than mine. That's why that particular spoiler block didn't work, and why the fancy font doesn't appear on my screen (Ed. seriously, my computer must have had trouble sorting the tags out).

The class is looking pretty good. I'd like to see it all gathered together into one thing first. And then perhaps we could post it on the Classes & Pretige Classes board again (Ed. and maybe a few cards to go with it).

EDIT: Wait, for the base price of an Essence Card, subtract another 10% because it requires a skill (Concentration) to use. Also, Legendary cards subtract an additional 30% from cost because of the alignment requirement. That would end up as:
Spare: Spell level x caster level x 40.5 gp.
Tier 1: Spell level x caster level x 162 gp.
Tier 2: Spell level x caster level x 324 gp.
Legendary: Spell level x caster level x 1,080 gp.
Kingside_Bishop

02-27-05, 07:29 PM
Can do -- will compile the class right now, then post it here and to the class forum.

As to the cost, I already factored the 10% in. Here are my calculations:

1800 x Spell Level x Caster Level (Command Word Activated)
Divided by 5 (1 charge per day)
Divided by 2 (50 charges)
-10% for skill requirement (Concentration)
-15% for alignment requirement (within one step)

If the card requires a specific alignment, it's worth a -30% decrease in price. But I wanted it to be within one step, so I reduced it to -15% (I figured half was fair). If we wanted to, we could require that a card caster's aligment match the alignment of his cards, but I think that's really restrictive (although it would further decrease the price).
Dyne

02-27-05, 07:45 PM
Wait, I'm starting to get a little confused about the alignment thing. For faintly aligned cards, I thought there was no restriction for using them, only a bonus for the Boost Card ability, correct? For cards that are so powerful that they are a solid color (including Legendary cards), I was sure that a card caster's alignment must match exactly. Or is this where the "within one step" comes in?
Kingside_Bishop

02-27-05, 07:53 PM
The Cardcaster

Since the limitations of magic was discovered, magicians of all kinds have sought to overcome them. Many methods have been innovated, but none so efficient as the creation of Essence Cards. The process of distilling magical energies down to a very simple essence allowed almost anyone to become at least a minor magician.

But, there are those who are as dedicated to the use of Essence Cards as the original mages who crafted them were dedicated to their own studies. These "cardcasters" have perfected the art of cardcasting, honing it to an edge that competes with, and in some cases exceeds, the power of traditional magic...

Statistics:Hit Die: d4
Skills/Level: 2 + Int modifier
Class Skills: Knowledge (arcana, nature, religion, and the planes), Concentration, Craft, Profession, Speak Language, Sleight of Hand, and Spellcraft.
Weapon and Armor Proficiency: A cardcaster is not proficient with armor or shields.
The Cardcaster

BAB Fort Ref Will Abilities
01. +0 +0 +0 +2 Craft Essence Card, Free Deck
02. +1 +0 +0 +3 Card Expertise
03. +1 +1 +1 +3 Boost Card, Card Specialization
04. +2 +1 +1 +4
05. +2 +1 +1 +4 Bonus Feat
06. +3 +2 +2 +5 Card Combo I
07. +3 +2 +2 +5
08. +4 +2 +2 +6 Slapjack
09. +4 +3 +3 +6
10. +5 +3 +3 +7 Bonus Feat
11. +5 +3 +3 +7 Card Combo II
12. +6 +4 +4 +8
13. +6 +4 +4 +8 Cast on the Run
14. +7 +4 +4 +9
15. +7 +5 +5 +9 Bonus Feat
16. +8 +5 +5 +10 Card Combo III
17. +8 +5 +5 +10
18. +9 +6 +6 +11 Hidden Casting
19. +9 +6 +6 +11
20. +10 +6 +6 +12 Bonus Feat, Chain ComboCraft Essence Card:At 1st level, a cardcaster gains the ability to craft essence cards. He chooses one of the following spell lists: Cleric, Druid, or Sorcerer/Wizard. He may now craft essence cards as if he we a member of that class with levels equal to his levels in cardcaster. He may only craft essence cards with spell of a level equal to or lower than his Intelligence modifier + 10.

The base price of an essence card is (1800gp x Spell Level x Caster Level x .75) / 10. An essence card starts with 50 charges (unless a second spell was imbued into the card using the Quicken Spell metamagic feat, in which case it only has 25 charges), and only one charge may be used per day. To activate an essence card, the cardcaster must be within one alignement step of the card he intends to cast, and must make a Concentration check (DC 10 + the level of the spell in the card). Any save DCs from the spell in the essence card use the character's Charisma modifier.

Note that essence cards can be used by anybody of the appropriate alignment and who has a few ranks in Concentration, but Cardcasters are especially good with them.Free Deck:At 1st level, a cardcaster begins play with 5 1st level Essence Cards of his choice. Every level thereafter, he recieves one free card of his choice with a level no higher than he could craft.Card Expertise:When a cardcaster casts a card, the effective caster level of that card is increased by one level per three levels of cardcaster the character has.Boost Card:Starting at 3rd level, a cardcaster learns how to coax out extra power from his cards. He recieves a number Boost Points equal to his cardcaster level plus his Wisdom modifier. He may use these Boost Points when casting a card to apply any metamagic feats he knows to that card's effects. The tradeoff is one Boost Point per level of metamagic, and the cardcaster can only boost a card that he could craft.Card Specialization:When a cardcaster uses the Boost Card ability on a card whose alignment matches the cardcaster's alignment, the cost for applying the metamagic feat is reduced by one level (to a minimum of one).Bonus Feat:A card crafter relies on customizing his cards for full effect. Thus, at 5th level, and every five levels thereafter, he gains a bonus metamagic feat. These feats can only be applied when crafting cards, or when using the Boost Card ability.Card Combo: At 6th level, the Card Caster learns how to link similar spell effects into one larger spell, provided the spells in question are similar in some way and they are both locked inside cards. Casting a card combo is a full round action, and only two cards can be involved in the combo. At 6th level, they must share the same subschool. At 11th level, they must only share the same descriptor. At 16th level, they must only share the same school.

The cardcaster can do this a number of times per day equal to 1 + his Intelligence modifier.Slapjack:A number of times per day equal to 1 + the cardcaster's Dexterity bonus, the cardcaster may cast a card as a standard action that avoids all attacks of opportunity. In effect, the cardcaster becomes adept at casting a card faster than her opponents can react.Cast on the Run:When casting a card as a standard action, the cardcaster may move both before and after casting the card, providing that the cardcaster's total distance moved is not more than her speed for the round.Hidden Cast:A number of times per day equal to 1 + the cardcaster's Intelligence bonus, the cardcaster may cast a card as if it were under the effects of the metamagic feats Silent Spell and Still Spell.Chain Combo:At 20th level, the Card Caster can perform a Card Combo with three cards, as long as they form a "chain." For example, a card with the conjuration school could combo with another card from the conjuration school. If this card has the fire descriptor, it could then combo with a card from the evocation school that also has the fire descriptor.

A chain combo counts as two card combos for the purpose of the Card Combo ability.
Kingside_Bishop

02-27-05, 08:00 PM
On the class, I think it's reasonably clear that cardcasters can easily compete with core casters, so I changed the saves and BAB down. I also gave the cardcaster one free card at every level up (see the "Free Deck" ability).

What do you think, Dyne?

Wait, I'm starting to get a little confused about the alignment thing. For faintly aligned cards, I thought there was no restriction for using them, only a bonus for the Boost Card ability, correct?Faintly aligned cards are treated as neutral cards -- "faintly" is just for flavor. We might seriously consider removing it, to avoid confusion.

For cards that are so powerful that they are a solid color (including Legendary cards), I was sure that a card caster's alignment must match exactly. Or is this where the "within one step" comes in?That's where the "one step" comes in. Solid color only implies strong connection. A pure yellow card, for example, is strongly tied to chaos. So, a True Chaotic cardcaster would benefit most from it. However, Chaotic Evil, Chaotic Good, and True Neutral are close enough to use it.

But, these legendary cards you speak of shoud require that the caster's allignment match perfectly -- which would bring the price multiplier for aligment to the full 30% (for a total of 40%).
Dyne

02-27-05, 08:16 PM
I'd rather the BAB, saves, HD, and weapon/armor proficiency be improved. The main bulk of a Card Caster's power comes from his cards, but anyone can use them.

I'd like to see the "faintly colored cards" to be a little more than flavor. There shouldn't be any restriction, but I think the Boost Card ability should apply to them as well.

I think the Tiers should be included in it.

Weren't we going to have Wisdom apply to something? If so, I'm not sure what. Perhaps we should just go with Intelligence and Charisma?

This is rather minor, but I suppose it could just have all Knowledge skills as class skills? I don't see a reason why not.

Oh, and it'd be nice to see the Bonus to Caster Level put on the table, just to fill up some of the blank spaces. Makes it look nicer.

It's looking pretty good. A few example cards should probably be posted up with it at the Classes forum.

I can't wait to get this thing started! I'm gonna start working on some new cards as soon as possible.
Kingside_Bishop

02-27-05, 08:37 PM
I'd rather the BAB, saves, HD, and weapon/armor proficiency be improved. The main bulk of a Card Caster's power comes from his cards, but anyone can use them.Oh yeah... that's why we did that. Thanks Dyne!

I'd like to see the "faintly colored cards" to be a little more than flavor. There shouldn't be any restriction, but I think the Boost Card ability should apply to them as well.That sounds good -- let's do that.

I think the Tiers should be included in it.Done.

Weren't we going to have Wisdom apply to something? If so, I'm not sure what. Perhaps we should just go with Intelligence and Charisma?Yeah, Wisdom applies to how many Card Boost points the cardcaster has.

This is rather minor, but I suppose it could just have all Knowledge skills as class skills? I don't see a reason why not.Sure, that makes sense.

Oh, and it'd be nice to see the Bonus to Caster Level put on the table, just to fill up some of the blank spaces. Makes it look nicer.I really would rather not do that. I like classes to have blank spots. It makes them easier to read. Besides, core classes are supposed to have blank spots!

It's looking pretty good. A few example cards should probably be posted up with it at the Classes forum.Sure, I'll go ahead and post a few of my favorites (Hell's Hunters, Phoenix, and Quicken Minions will do nicely).

I can't wait to get this thing started! I'm gonna start working on some new cards as soon as possible.Great!

The Cardcaster

Since the limitations of magic was discovered, magicians of all kinds have sought to overcome them. Many methods have been innovated, but none so efficient as the creation of Essence Cards. The process of distilling magical energies down to a very simple essence allowed almost anyone to become at least a minor magician.

But, there are those who are as dedicated to the use of Essence Cards as the original mages who crafted them were dedicated to their own studies. These "cardcasters" have perfected the art of cardcasting, honing it to an edge that competes with, and in some cases exceeds, the power of traditional magic... and because this training is less strenous than training in tradition magic, the cardcaster is free to pursue of other ends as well.

Statistics:Hit Die: d6
Skills/Level: 2 + Int modifier
Class Skills: Knowledge (all skills taken individually), Concentration, Craft, Profession, Speak Language, Sleight of Hand, and Spellcraft.
Weapon and Armor Proficiency: A cardcaster is proficient with light armor but not with shields.
The Cardcaster

BAB Fort Ref Will Abilities
01. +0 +2 +2 +2 Craft Essence Card, Free Deck
02. +1 +3 +3 +3 Card Expertise
03. +2 +3 +3 +3 Boost Card, Card Specialization
04. +3 +4 +4 +4
05. +3 +4 +4 +4 Bonus Feat
06. +4 +5 +5 +5 Card Combo I
07. +5 +5 +5 +5
08. +6 +6 +6 +6 Slapjack
09. +6 +6 +6 +6
10. +7 +7 +7 +7 Bonus Feat
11. +8 +7 +7 +7 Card Combo II
12. +9 +8 +8 +8
13. +9 +8 +8 +8 Cast on the Run
14. +10 +9 +9 +9
15. +11 +9 +9 +9 Bonus Feat
16. +12 +10 +10 +10 Card Combo III
17. +12 +10 +10 +10
18. +13 +11 +11 +11 Hidden Casting
19. +14 +11 +11 +11
20. +15 +12 +12 +12 Bonus Feat, Chain ComboCraft Essence Card:At 1st level, a cardcaster gains the ability to craft essence cards. He chooses one of the following spell lists: Cleric, Druid, or Sorcerer/Wizard. He may now craft essence cards as if he we a member of that class with levels equal to his levels in cardcaster. He may only craft essence cards with spell of a level equal to or lower than his Intelligence modifier + 10.

There are four kinds of essence cards: Spare, First Tier, Second Tier, and Legendary. For each kind, save DCs are calculated using the caster's Charisma modifier. To activate any essence card, the caster must hold the card boldly forth and pronounce the command word, then make a Concentration check with a DC equal to 10 + the level of the spell contained in the card. Spare Essence Cards:The base price of a spare essence card is 50gp x Spell Level x Caster Level x .75. To activate a spare essence card, the cardcaster must be within one alignement step of the card he intends to cast. Spare essence cards can be used once, and are thereafter exhausted. First Tier Essence Cards:The base price of a first tier essence card is (1800gp x Spell Level x Caster Level x .75) / 10. A first tier essence card starts with 50 charges (unless a second spell was imbued into the card using the Quicken Spell metamagic feat, in which case it only has 25 charges), and only one charge may be used per day. To activate a first tier essence card, the cardcaster must be within one alignement step of the card he intends to cast. Second Tier Essence Cards:The base price of a second tier essence card is (1800gp x Spell Level x Caster Level x .75) / 5. A second tier essence card may only be used once per day. To activate a second tier essence card, the cardcaster must be within one alignement step of the card he intends to cast. Legendary Essence Cards:The base price of a legendary essence card is (1800gp x Spell Level x Caster Level x .6). A second tier essence card may only be used an unlimited number of times per day. To activate a second tier essence card, the cardcaster must be have the same alignment as the card he intends to cast.Note that essence cards can be used by anybody of the appropriate alignment and who has a few ranks in Concentration, but Cardcasters are especially good with them.Free Deck:At 1st level, a cardcaster begins play with 5 1st level Essence Cards of his choice. Every level thereafter, he recieves one free card of his choice with a level no higher than he could craft.Card Expertise:When a cardcaster casts a card, the effective caster level of that card is increased by one level per three levels of cardcaster the character has.Boost Card:Starting at 3rd level, a cardcaster learns how to coax out extra power from his cards. He recieves a number Boost Points equal to his cardcaster level plus his Wisdom modifier. He may use these Boost Points when casting a card to apply any metamagic feats he knows to that card's effects. The tradeoff is one Boost Point per level of metamagic, and the cardcaster can only boost a card that he could craft.Card Specialization:When a cardcaster uses the Boost Card ability on a card whose alignment matches the cardcaster's alignment, the cost for applying the metamagic feat is reduced by one level (to a minimum of one).Bonus Feat:A card crafter relies on customizing his cards for full effect. Thus, at 5th level, and every five levels thereafter, he gains a bonus metamagic feat. These feats can only be applied when crafting cards, or when using the Boost Card ability.Card Combo: At 6th level, the Card Caster learns how to link similar spell effects into one larger spell, provided the spells in question are similar in some way and they are both locked inside cards. Casting a card combo is a full round action, and only two cards can be involved in the combo. At 6th level, they must share the same subschool. At 11th level, they must only share the same descriptor. At 16th level, they must only share the same school.

The cardcaster can do this a number of times per day equal to 1 + his Intelligence modifier.Slapjack:A number of times per day equal to 1 + the cardcaster's Dexterity bonus, the cardcaster may cast a card as a standard action that avoids all attacks of opportunity. In effect, the cardcaster becomes adept at casting a card faster than her opponents can react.Cast on the Run:When casting a card as a standard action, the cardcaster may move both before and after casting the card, providing that the cardcaster's total distance moved is not more than her speed for the round.Hidden Cast:A number of times per day equal to 1 + the cardcaster's Intelligence bonus, the cardcaster may cast a card as if it were under the effects of the metamagic feats Silent Spell and Still Spell.Chain Combo:At 20th level, the Card Caster can perform a Card Combo with three cards, as long as they form a "chain." For example, a card with the conjuration school could combo with another card from the conjuration school. If this card has the fire descriptor, it could then combo with a card from the evocation school that also has the fire descriptor.

A chain combo counts as two card combos for the purpose of the Card Combo ability.
Dyne

02-27-05, 08:44 PM
I really would rather not do that. I like classes to have blank spots. It makes them easier to read. Besides, core classes are supposed to have blank spots!

I like to think of it as more of a Prestige Class with no requirements.

For the Free Deck and bonus cards per level, all of the cards should probably be Tier 1. Otherwise, there would be a lot of Card Casters with a bunch of Legendary cards.

Allright, on to the Classes forum!
Kingside_Bishop

02-27-05, 08:51 PM
For the Free Deck and bonus cards per level, all of the cards should probably be Tier 1. Otherwise, there would be a lot of Card Casters with a bunch of Legendary cards.Good eye, Dyne, good eye...

Here's the link to the thread in the Class forum, anyone paying attention! (http://boards1.wizards.com/showthread.php?p=5548473#post5548473)
Dyne

02-27-05, 09:10 PM
I also posted up a few cards to go with it. I hope it gets some responses.
thasis

02-27-05, 11:16 PM
This sounds real intressting. Count me in this little.... thing.
Dyne

02-27-05, 11:27 PM
You are most welcome here, Thasis. We really need some people.
thasis

02-27-05, 11:42 PM
There's some much reading. Whats the general idea of these cards?
Dyne

02-27-05, 11:48 PM
There's some much reading. Whats the general idea of these cards?

Think Magic: The Gathering meets D&D. Or if you're a fan of the Yugi-Oh show, it might be similar to that.

Basically, instead of casting spells, Card Casters use Essence Cards, which contain various magical effects. Anyone can use an Essence Card if they have the necessary skill in Concentration, but Card Casters are particularly good at it.

The Essence Cards do various things, such as summon creatures, deal damage to an opponent, buff creatures, basically anything that is done in a trading card game (or in D&D).
Kingside_Bishop

02-27-05, 11:53 PM
Hi, Thasis!

The game mechanics idea behind the essence card is cheap power. When designing them, everything was done to make them very inexpensive, yet also far-reaching. Everyone can use them, yet they're pretty cheap, and potentially very powerful (especially summons).
alaron

02-28-05, 12:16 PM
A frail looking elven woman appears at the meeting place. She is wearing a red body suit with a few silk scarvs trailing off of her arms. In her hair there seems to be an odd band with a spinning rune attached to the band which holds her hair back.
She says that I have played with these cards and I am glad to see other as interested as I am.

This character is based on my personal character in a game for the GCN called "lost kingdoms"
The concept looks like that game rather that Magic or Yu-Gi-ho

Those of you who know a better description of how the character looks PM me.

As an official request.
I would like to be a member.

Cards are cool.
Kingside_Bishop

02-28-05, 08:09 PM
A frail looking elven woman appears at the meeting place. She is wearing a red body suit with a few silk scarvs trailing off of her arms. In her hair there seems to be an odd band with a spinning rune attached to the band which holds her hair back.
She says that I have played with these cards and I am glad to see other as interested as I am.

This character is based on my personal character in a game for the GCN called "lost kingdoms"
The concept looks like that game rather that Magic or Yu-Gi-ho

Those of you who know a better description of how the character looks PM me.

As an official request.
I would like to be a member.

Cards are cool.Great! I'll add Thasis' and your names right now.
alaron

03-01-05, 12:46 AM
My name is Noether.
I am better at making the cards than I am at using them so will also craft in a store located in the merchants sector. Is there a association to protect vendors such as myself.

I really know there is this is for RP purposes only.
I do plan to post her in both guilds. I also saw that K_B has a store using the cards. I would like to partner with him for the purpose of selling and making cards, but that is a matter for the merchants guild to take up.
Kingside_Bishop

03-02-05, 01:01 AM
Man, Dyne, our class just got nailed by someone called "Blue Paladin." Brought up some good points about Legendary cards, though. You should cruise on over and take a look.
Dyne

03-03-05, 12:48 PM
Actually, no, he really didn't. Essence Cards are basically Core D&D magic items (even created using the Magic Item Creation rules), so they are basically Core D&D stuff in a new package. Not only have I heard of any army capable of spending over 1,000 gp on each soldier, but Magic Missile isn't all that good anyway.

We did forget one factor for the price. Since Essence Cards don't actually take up space on the body, all non-Spare cards cost twice as much.

Oh yeah, and only Card Casters can even use Legendary Cards, so that was wrong also.

I refrained from posting before because I was rather upset at the post, and I didn't want to upset anyone else. It's a good thing you beat me to the post with one that was more polite than what mine probably would've been.
Kingside_Bishop

03-03-05, 03:44 PM
Actually, no, he really didn't. Essence Cards are basically Core D&D magic items (even created using the Magic Item Creation rules), so they are basically Core D&D stuff in a new package. Not only have I heard of any army capable of spending over 1,000 gp on each soldier, but Magic Missile isn't all that good anyway.

We did forget one factor for the price. Since Essence Cards don't actually take up space on the body, all non-Spare cards cost twice as much.

Oh yeah, and only Card Casters can even use Legendary Cards, so that was wrong also.

I refrained from posting before because I was rather upset at the post, and I didn't want to upset anyone else. It's a good thing you beat me to the post with one that was more polite than what mine probably would've been.You make some good points. I think it's a good idea to limit Tier 2 and Legendary card use only to cardcasters who would be a high enough level to craft them, if they had chosen the appropriate list.

I don't think that the cards should qualify for the x2 to cost from not taking up a magic item slot, but that's my personal taste. That rule has always been confusing to me, because some of the non-slotted items from the DMG don't recieve this doubling. Look at the Scabbard of Keen Edges, for example. It doesn't take up a body slot, but it's not doubled. But, look at the Shrouds of Disintegration -- they do recieve the doubling. My personal stance on this has always been to double the cost of items that have permanent effects (like the various stat-boosting items) as long as their in use, but not double the cost of items that have instantaneous or duration effects (like the scabbard of keen edges, and these cards).

But that's just my solution.

As to how they're core, I agree entirely. That's why I used them, instead of that system I came up with -- these are backed up by the DMG. That doesn't mean they're balanced, though (though I feel they are).

At first, I was a little offended by the guy's post, too. But he was just expounding his beliefs, which he has the right to do (however rudely he does it). Furthermore, he was just trying to be matter of fact -- I feel many of his facts are incorrect, but that's what we've got to prove (and you've done well there).

Anyway, I look forward to your revision of the class.
Dyne

03-03-05, 06:23 PM
I might not be able to work on the class until as late as next week. I'm very busy today, Friday, and Saturday. I'll see what I can do with what spare time I have, though.
Kingside_Bishop

03-03-05, 07:00 PM
I might not be able to work on the class until as late as next week. I'm very busy today, Friday, and Saturday. I'll see what I can do with what spare time I have, though.No rush, it's not like we're time-pressed, or anything.
Dyne

03-05-05, 05:31 PM
:bump:
I'll see if I can have my version of the class up in a few days.
Frostbite_Ravenheart

03-06-05, 08:50 PM
Wizard is not my favorite class and in fact I hate to play any aspect of a concept more then once in a row. However As an Elder and Lore-Keeper of the most powerful gathering of magic this side of the multi-verse I feel it appropriate to acquaint myself with every form and style of magic secret and not. As such I have easily found my way to your thread. Although I have seen this concept before on T.V and on the boards I do believe you have something. While I fear to add myself where I’m listed under a guild master I would be interested in joining you KB.

Not only that, but I offer you a seat on our council making this foundation an IG subdivision of our council, if they be your wish, as it has neither the proper concept nor size to be a foundation of its own.

Anyways I would like to contribute two things.
First a card concept: I think you should have several different Dimensional Door cards that allow you to move a certain number and/or weight of creatures and objects around the battlefield. As a student of military history I quite understand the importance of position. I will print up stats at your wish but I’m not that great with numbers and calculating magic item price.

Next I would like to either adjust or allow a new system of card-dueling so that you have some degree of control over which cards are in your hand and the order you get them, if you have a hand at all. Although we’d pretty much need to draft a totally new set of rules for it I suggest we call it “Freestyle” named after the wrestling variation as both are two different systems that give you fewer restrictions.

In this way the duelers will have to agree before the match on which set of rules they will be following. I believe this way of freestyle will definitely change the game but will allow greater control over tactics and what not.

That’s all I got for now,
-Frosty
Dyne

03-06-05, 09:07 PM
Forget the other guildmaster, do you? I am MOST insulted.... ;) :P

You will be leading the Council of Archmages this time around, won't you Frostbite? I'm afraid I may not be able to make a magic-type character this time. Anyway, welcome.
Frostbite_Ravenheart

03-06-05, 10:30 PM
Forgive me Dyne, I ment no disrespect, but KB is the creator and its easier to address one person.

Indeed I shall be guiding your former associates and that is why I so liberally asked if you wished to merge as a sub-foundation inside the CoA.

Of course this time around with my guidance the CoA will be slightly more involved incase that might hold you back or otherwise dissuade you. While we'll still be neutral...well...you'll see.

-Frosty
alaron

03-07-05, 12:04 PM
@ Kingside_Bishop: Are you considering joining the coulcil of archmages?
Is it going to be voted on?
Do I have a say?
How many members dose this guild have?
I have a lot of questions?

@ Dyne: Are you considering joining the coulcil of archmages?

@Frostbite Raven: I think that Dyne and K_B need to know how much power they will have in the CoA; before any desisions can be made. Also If K_B nad Dyne keep their diplomatic/democratic style they will let the members vote.
So what incentive do I have to vote to join the council?
Kingside_Bishop

03-08-05, 12:20 PM
Hmmm... an interesting proposal, Frosty. I must say, it does appeal to me. So, if we joined, would we be able to keep our openning post, it would just be in the Archmage thread? I could see how it would make sense for us to join up -- I mean, the cards are all about magical power, and we'd want to get together with mages from other lands to see what they came up with.

I say that I like the idea. It's a good one. Of course, I'd still run the Card Archives shop over at the Merchant's Guild. Or does the Council of Archmages sell magic items, too?

What do you think, Dyne?
Frostbite_Ravenheart

03-08-05, 04:48 PM
@ Kingside_Bishop: Are you considering joining the coulcil of archmages?
Is it going to be voted on?
Do I have a say?
How many members dose this guild have?
I have a lot of questions?

@ Dyne: Are you considering joining the coulcil of archmages?

@Frostbite Raven: I think that Dyne and K_B need to know how much power they will have in the CoA; before any desisions can be made. Also If K_B nad Dyne keep their diplomatic/democratic style they will let the members vote.
So what incentive do I have to vote to join the council?

Incentive? This and only this: The complete protection and wisdom of the most powerfull gathering of casters this side of the multiverse. We are the oldest foundation still alive and we are arguablly the most powerfull. The only rival foundation in my opinion is the Half-Elven foundation, which happens to be close, close friends and allies.

Dyne is a former member of the CoA but decided to take a leave of absense as he has been too busy. Dyne and K_B both know me well enough to know that I will treat them right. There exactly position is still unknown to me as I may be seen on the outside as the leader, I was democratically elected to make our council run more efficently.

Not only your opening post, but I'd even let you keep this entire thread if you wished. Creating another thread for a smaller aspect of the foundation is frowned upon but I doubt few will notice and fewer will care.

The CoA does have a hand in the merchants guild, but thats about it. Your free to do as you wish and one of the first IG "jobs" I'd request you partake is make stronger ties with the merchant guild.

Dyne?
-Frosty
Kingside_Bishop

03-08-05, 06:03 PM
The CoA does have a hand in the merchants guild, but thats about it. Your free to do as you wish and one of the first IG "jobs" I'd request you partake is make stronger ties with the merchant guild.

Dyne?
-Frosty:rofl: Indeed, I don't think establishing close contact with the Merchant's Guild will be a problem, do you Dyne? This whole thing started on the Merchant's Guild when I opened a card shop there. Me and Dyne like the idea so much we decided to open up a new foundation -- which unfortunately doesn't seem to be very successful, at the moment. What we could do, Dyne, is to move the Card Archives back to the Merchant's Guild, and split the rest of it off over to the Council of Archmages.

So, the shop would be located in the Merchant's Guild, while the rest of it would be at the CoA.

?

Dyne is a former member of the CoA but decided to take a leave of absense as he has been too busy. Dyne and K_B both know me well enough to know that I will treat them right. There exactly position is still unknown to me as I may be seen on the outside as the leader, I was democratically elected to make our council run more efficently.Yeah, I trust you implicitly. Plus, I know the CoA has a good reputation.

But I must admit that I like having autonomy here. Dyne?
Frostbite_Ravenheart

03-08-05, 06:38 PM
But I must admit that I like having autonomy here. Dyne?

True leaders need no titles,
-Frosty
Kingside_Bishop

03-08-05, 07:16 PM
True leaders need no titles,
-FrostyI don't mean being Guildmaster. I don't give a whit about that. I mean I like having the thread "Society of the Cards" up, so people know we're here.
Dyne

03-09-05, 12:02 AM
Incentive? This and only this: The complete protection and wisdom of the most powerfull gathering of casters this side of the multiverse. We are the oldest foundation still alive and we are arguablly the most powerfull. The only rival foundation in my opinion is the Half-Elven foundation, which happens to be close, close friends and allies.

Dyne is a former member of the CoA but decided to take a leave of absense as he has been too busy. Dyne and K_B both know me well enough to know that I will treat them right. There exactly position is still unknown to me as I may be seen on the outside as the leader, I was democratically elected to make our council run more efficently.

Not only your opening post, but I'd even let you keep this entire thread if you wished. Creating another thread for a smaller aspect of the foundation is frowned upon but I doubt few will notice and fewer will care.

The CoA does have a hand in the merchants guild, but thats about it. Your free to do as you wish and one of the first IG "jobs" I'd request you partake is make stronger ties with the merchant guild.

Dyne?
-Frosty

"Hand in the Merchants Guild?"
*Gets out his shotgun*

Seriously, though, I suppose we could either ally with the CoA or be considered a branch of it. Doesn't really matter anyway. But, I'd like to keep the thread (for discussion and for card duels); the shop can be split into three, actually, one for the Merchants Guild, one for here, and one for the CoA. Or we could just say that there are portals at the Merchants Guild and the CoA that lead to here.

We already have strong ties with the Merchants Guild (at least for now). I am the founder (and considered the guildmaster) of the Merchants Guild for the time being, and I'm hoping that someone doesn't get too power-hungry.
*Looks at jagggar and Kingside_Bishop suspiciously*
But, other than that, we have relatively close ties. I plan on making a cardcasting character that sells stuff at the Merchants Guild.
alaron

03-09-05, 11:36 AM
Am I not power hungery enough Dyne?
Kingside_Bishop

03-10-05, 02:09 AM
I'm hoping that someone doesn't get too power-hungry.
*Looks at jagggar and Kingside_Bishop suspiciously*Parano... Paranoyia... Paranoyoyo...

Crazy.

Just kidding, naturally -- I'm not interested in leadership of the Merchants Guild, Dyne. I'm happy with the SBB (that's fairly demanding), and my relatively easy investment here.

So, I think we ought to go ahead and join up with the CoA -- just a subranch, but we maintain our own complex. We can have portals leading here from the CoA and the Merchant's Guild, as you suggest Dyne.

Would that work, Frosty?
Frostbite_Ravenheart

03-10-05, 11:37 AM
Parano... Paranoyia... Paranoyoyo...

Crazy.

Just kidding, naturally -- I'm not interested in leadership of the Merchants Guild, Dyne. I'm happy with the SBB (that's fairly demanding), and my relatively easy investment here.

So, I think we ought to go ahead and join up with the CoA -- just a subranch, but we maintain our own complex. We can have portals leading here from the CoA and the Merchant's Guild, as you suggest Dyne.

Would that work, Frosty?

Fine with me. I don't mind if you keep this thread up. If your all in total agreement I'll go post this new found information on the CoA thread.

-Frosty
alaron

03-10-05, 01:39 PM
I agree whole heartedly.
The new magic would make for cheaper and easier cards, right K_B
Dyne

03-10-05, 11:17 PM
Man have I been sidetracked. It's been quite a while since I promised my own version of the class. I promise, I'll have it up as soon as possible. I'm working on it right now, shouldn't take too long. Problem is that I haven't had much computer time lately. Also, I'll have a few ideas for cards up, including one that summons a big, powerful dragon. :cool:
Dyne

03-10-05, 11:56 PM
My version:

The Cardcaster

Since the limitations of magic were discovered, magicians of all kinds have sought to overcome them. Many methods have been innovated, but none so efficient as the creation of Essence Cards. The process of distilling magical energies down to a very simple essence allowed almost anyone to become at least a minor magician.

But, there are those who are as dedicated to the use of Essence Cards as the original mages who crafted them were dedicated to their own studies. These "cardcasters" have perfected the art of cardcasting, honing it to an edge that competes with, and in some cases exceeds, the power of traditional magic. And because this training is less strenous than training in traditional magic, the cardcaster is free to pursue other ends as well.

Statistics:Hit Die: d6
Skills/Level: 2 + Int modifier
Class Skills: Knowledge (all skills taken individually), Concentration, Craft, Profession, Speak Language, Sleight of Hand, and Spellcraft.
Weapon and Armor Proficiency: A cardcaster is proficient with simple weapons and light armor but not with shields.
The Cardcaster

BAB Fort Ref Will Abilities
01. +0 +2 +2 +2 Craft Essence Card (Spare), Free Deck
02. +1 +3 +3 +3 Card Expertise
03. +2 +3 +3 +3 Boost Card, Card Specialization, +1 Concentration
04. +3 +4 +4 +4
05. +3 +4 +4 +4 Bonus Feat
06. +4 +5 +5 +5 Card Combo I, Craft Essence Card (Tier 1), +2 Concentration
07. +5 +5 +5 +5
08. +6 +6 +6 +6 Slapjack
09. +6 +6 +6 +6 Activate Tier 2, +3 Concentration
10. +7 +7 +7 +7 Bonus Feat
11. +8 +7 +7 +7 Card Combo II
12. +9 +8 +8 +8 Craft Essence Card (Tier 2), +4 Concentration
13. +9 +8 +8 +8 Cast on the Run
14. +10 +9 +9 +9
15. +11 +9 +9 +9 Bonus Feat, Activate Legendary Tier, +5 Concentration
16. +12 +10 +10 +10 Card Combo III
17. +12 +10 +10 +10
18. +13 +11 +11 +11 Hidden Casting, Craft Essence Card (Legendary), +6 Concentration
19. +14 +11 +11 +11
20. +15 +12 +12 +12 Bonus Feat, Chain Combo
Craft Essence Card:
At 1st level, a cardcaster gains the ability to craft essence cards. He chooses one of the following spell lists: Cleric, Druid, or Sorcerer/Wizard. He may now craft essence cards as if he we a member of that class with levels equal to his levels in cardcaster. To craft an Essence Card, a cardcaster must have an Intelligence score equal to the level of the spell included in the card plus 10.

There are four kinds of essence cards: Spare, First Tier, Second Tier, and Legendary. For each kind, save DCs are calculated using the caster's Charisma modifier. To activate any essence card, the caster must hold the card boldly forth and pronounce the command word, then make a Concentration check with a DC equal to 10 + the level of the spell contained in the card.
Spare Essence Cards:
Spare cards are the card equivalent of a scroll. They are a one-time-use item, so cardcasters typically use them as reserves in case of an emergency. Spare essence cards can be used once, and are thereafter exhausted. The base price of a spare essence card is (40.5 gp x Spell Level x Caster Level). A Cardcaster begins play with the ability to craft Spare Essence Cards. But, he must wait until he has gained levels in the class to craft higher Tiers.
First Tier Essence Cards:
The typical deck of Essence Cards is made up of Tier 1 cards. This is because they are pretty cheap and last longer than Spare cards. A first tier essence card starts with 50 charges (unless a second spell was imbued into the card using the Quicken Spell metamagic feat, in which case it only has 25 charges), and only one charge may be used per day. The base price of a first tier essence card is (162 gp x Spell Level x Caster Level). All First Tier Essence Cards have a minimum caster level of 6th.
Second Tier Essence Cards:
A Second Tier Essence Card may only be used once per day, but it has unlimited charges. The base price of a Second Tier Essence Card is (324 gp x Spell Level x Caster Level). All Second Tier Essence Cards have a minimum caster level of 12th. Only Cardcasters of 9th-level or higher may activate a Second Tier Essence Card. In addition, the Concentration check DC to activate a Second Tier Essence Card is 5 points higher than normal.
Legendary Essence Cards:
A Legendary Essence Card may be used an unlimited number of times per day and has an unlimited number of charges. The base price of a Legendary Essence Card is (1080 gp x Spell Level x Caster Level). All Legendary Essence Cards have a minimum caster level of 18th. Also, all Legendary Essence Cards have very strong alignments, and to activate a Legendary Essence Card, the cardcaster must have the same alignment as the card he intends to cast. Only Cardcasters of 15th-level can activate Legendary Essence Cards. In addition, the Concentration check DC to activate a Legendary Essence Card is 10 points higher than normal.
Note that essence cards can be used by anybody who can make the Concentration check, but Cardcasters are especially good with them.

Many Essence Cards have a strong alignment attached to them, as indicated by the color of the border. A character attempting to activate a card with a strongly focused alignment must be within one step of the card's alignment. The exception to this rule is cards of Legendary Tier, in which the character's alignment must match exactly.

Some cards, while not having a strong alignment, lean toward one alignment nonetheless. While characters receive no penalty for using a card that leans toward an alignment that is not their own, Cardcasters may include such a card for his Card Specialization ability if it is of his own alignment.

The different alignments and their corresponding colors are as follows:

Good-White
Law-Blue
Neutral-Gray
Chaos-Yellow
Evil-Black

Some cards have mixed elements of alignments, as reflected in the borders. For example, a Lawful Good card would have a light blue border or a border of white and blue interchanging.
Free Deck:
At 1st level, a cardcaster begins play with 5 1st level Essence Cards of his choice. Every level thereafter, he recieves one free card of his choice with a level no higher than he could craft.
Card Expertise:
When a cardcaster casts a card, the effective caster level of that card is increased by one level per three levels of cardcaster the character has.
Boost Card:
Starting at 3rd level, a cardcaster learns how to coax out extra power from his cards. He recieves a number Boost Points equal to his cardcaster level plus his Wisdom modifier. He may use these Boost Points when casting a card to apply any metamagic feats he knows to that card's effects. The tradeoff is one Boost Point per level of metamagic, and the cardcaster can only boost a card that he could craft.
Card Specialization:
When a cardcaster uses the Boost Card ability on a card whose alignment matches the cardcaster's alignment, the cost for applying the metamagic feat is reduced by one level (to a minimum of one).
Bonus to Concentration:
As a Cardcaster gains levels, he becomes more and more familiar with the activation of Essence Cards. As a result, he gains a bonus on Concentration checks to activate Essence Cards depending on his level in Cardcaster, as given in the table.
Bonus Feat:
A card crafter relies on customizing his cards for full effect. Thus, at 5th level, and every five levels thereafter, he gains a bonus metamagic feat. These feats can only be applied when crafting cards, or when using the Boost Card ability.
Card Combo:
At 6th level, the Card Caster learns how to link similar spell effects into one larger spell, provided the spells in question are similar in some way and they are both locked inside cards. Casting a card combo is a full round action, and only two cards can be involved in the combo. At 6th level, they must share the same subschool. At 11th level, they must only share the same descriptor. At 16th level, they must only share the same school.

The cardcaster can do this a number of times per day equal to 1 + his Intelligence modifier.
Slapjack:
A number of times per day equal to 1 + the cardcaster's Dexterity bonus, the cardcaster may cast a card as a standard action that avoids all attacks of opportunity. In effect, the cardcaster becomes adept at casting a card faster than her opponents can react.
Cast on the Run:
When casting a card as a standard action, the cardcaster may move both before and after casting the card, providing that the cardcaster's total distance moved is not more than her speed for the round.
Hidden Cast:
A number of times per day equal to 1 + the cardcaster's Intelligence bonus, the cardcaster may cast a card as if it were under the effects of the metamagic feats Silent Spell and Still Spell.
Chain Combo:
At 20th level, the Card Caster can perform a Card Combo with three cards, as long as they form a "chain." For example, a card with the conjuration school could combo with another card from the conjuration school. If this card has the fire descriptor, it could then combo with a card from the evocation school that also has the fire descriptor.

A chain combo counts as two card combos for the purpose of the Card Combo ability.



Feel free to comment. I added a few things, edited some typos etc., and placed limits on Second Tier and Legendary Tier. What do you think?
Kingside_Bishop

03-11-05, 02:28 AM
Yeah, Dyne, I like it very much! I think that this is the ultimate refinement of what started out as a cool idea. Now, we just need to get it approved...
Dyne

03-12-05, 07:19 PM
Thanks. I only changed a few things according to suggestions over in the Class forum.

Test: Testing all spoiler buttons in the opening post....

The Laws of the Duel button still won't work. If you haven't already, you can copy my quick fix of it on the first page and paste it over the original code for the button and all its info. If you already did that, then I guess I'm just out of luck.

EDIT: Oh yeah, and I changed the colors of the different alignments, according to a PrC in the Forgotten Realms Campaign Setting called the Arcane Devotee. The PrC has an ability called Divine Shroud that glows a color according to the character's alignment:

"Constant blue for law, shimmering white for good, wavering black for evil, or flickering yellow for chaos."

The change would cause a discrepency in the Map of the Card Archives (the colors match the previous version) and the description of Essence Cards that is somewhere in the first post. I could change the colors back, if it would cause too much of a hassle. Just thought it'd be neat for the colors to be consistent with something that's already established, but it's no big deal.
Kingside_Bishop

03-12-05, 10:07 PM
Sorry, Dyne, I totally ran that post over...

Alright, I integrated your block in, with some changes. In yours, you didn't include the "Scheduled Challenges" or "Scheduled Tournaments" spoiler blocks, and the text for "The Laws of the Duel" were in black (I changed them to brown). So, if it doesn't work for you now, it might be one of those.

Anyway, check now.

I'm fine with changing the colors -- it's an easy fix for the Card Library map, and I'll just have to edit a little bit of text. The colors are actually almost identical. Did they have colors for the extreme alignments (i.e. Chaotic Good, Lawful Evil, etc?), or could we keep those?
Dyne

03-12-05, 10:18 PM
They didn't have colors for the extreme alignments. For that, we could just make them a mix of the colors, like Lawful Good be a Light Blue, Lawful Evil be a Dark Blue or Purple, stuff like that.

EDIT: The spoiler works now, thanks.
Dyne

03-12-05, 11:43 PM
I suppose there needs to be some low-level cards to be made for the lower-level Cardcasters (and for the Free Deck and such). I'll work on some and post them up in a few minutes.

Oh yeah, and if you haven't already, the colors of the cards in your OP (and in the Merchants Guild) need to be adjusted to the "even newer system." Just a reminder.
Dyne

03-13-05, 12:35 AM
Dyne's Quick Light
Card Border: Dull gray
Tier: Spare
Rune: One small rune
Picture: A small light in the middle of a dark background
Effect: On command, this card glows, shedding bright light in a 20-foot radius and dim light for an additional 20 feet. The glow lasts for 10 min., after which the card's surface fades away with the light, becoming a worthless piece of paper.
Cost: 20.25 gp

Dyne's Guiding Light
Card Border: Light gray
Tier: Tier 1
Rune: 50 small runes
Picture: A small sun-like shape surrounded by darkness
Effect: On command, this card sheds light as bright as full daylight in a 60-foot radius and dim light for an additional 60 feet. Creatures weak against bright light are effected in this area as though in actual daylight. The card sheds light for a full hour before fading back to normal.
Cost: 2,916 gp

Dyne's Radiant Beam
Card Border: White
Tier: Tier 2
Rune: One large rune
Picture: A beam of light crossing horizontally through the frame, darkness above and below it.
Effect: On command, this card glows slightly (but not enough to illuminate the surroundings). While the card glows, the caster may evoke a dazzling beam of intense light, blinding the target and dealing 4d6 points of damage. On a successful Reflex save (DC 17 +Cha mod), the blinding is negated and damage is halved. Creatures to which the sunlight is harmful or unnatural take double damage.
An undead creature caught within a beam instead takes 13d6 points of damage, or half damage on a successful save. For undead specifically harmed by bright light, they are destroyed on a failed save.
The ultraviolet light deals damage to fungi, oozes, and slimes as if they were undead.
The card glows for 13 rounds, during which the caster may evoke four beams of light. When either the duration expires or the uses are exhausted, the glow of the card fades away.
Cost: 29,484 gp

I'll have a Legendary card up in a bit.

EDIT: Oh, I hate formatting sometimes....

EDIT2: OK, it might be quite awhile before I get that Legendary card up. The formatting made me not feel like it anymore. I'll have some more cards up later, though.
Kingside_Bishop

03-13-05, 02:46 AM
Don't worry about it, no rush, eh?

I editted in the new colors for this thread... I'm thinking about changing the Card Archives' relationship with the Merchant's Guild to a similar setup we have with the CoA. That is, it's still a member, but the thread and everything is here. The final transactions would take place at the Merchant's Guild, but everything leading up to it would take place here.

I'll edit those cards in, in the morning. It's mignight... I'm tired... etc. I intend to create a new section in The Card Archives for Cardcasters only, where we'll post the Spares, Tier 2, and Legendary cards, so people without the Cardcaster class can browse more easily through the archives. That's also where I'll post the class.

I think I'll call it -- "Specilaists' Inventory."

And about the cards, I think we should just base them off of spells, and then put those cards in their respective areas. For example, your "Radiant Beam" could easily enough be a Spare, Tier 1, Tier 2, and Legendary, with some basic modification. So, I'm going to post all the cards we come up with as if they were Tier 1. Then, I'll recalculate the cost for the card as if it were a Spare, Tier 2, and Legendary, and list those costs under their respective areas in the "Specialist's Inventory" part of the Archives.

You'll see...

I also posted our intro into the Council of Archmages...

That still bothers me, with the SBLOCK problem you were having -- as far as I can tell, the two blocks (yours and my original) were exactly the same... wierd...

...see you in the morning, eh?
Dyne

03-13-05, 03:11 AM
Actually, my three cards were supposed to basically be three different tiers of the same basic idea. The Legendary card was gonna be a Sunburst card. And I'd prefer to stay away from just making spells directly into cards without some kind of favor. The more unique the card, the better, even if the actual mechanics are from a spell. Just making it a spell makes it boring to me.

Wow, I am so tired. It's 1:00 in the morning here. Well, I'll be back in a few hours, I guess.
Cazic

03-13-05, 01:09 PM
A Tall Figure cloaked in a Pitch black ropes and a hawk on his shoulder walks into the guild. There is a Piosondusk at his side, whose eyes art across the room taking in all that is there and summing up the power of all here. The Cloaked figure steps forward and pulls back his hood revealing that he is a Drow.
"I had senced a great deal of power here and came to investgate. May I know what takes place here?"

Hi everyone. Decided to come on over and join if able.
Dyne

03-13-05, 02:12 PM
Welcome, Cazic. I can't really respond to your post IC yet because I don't actually exist. ;) I'm still trying to figure out what my character will be like. Anyway, make yourself at home.
Dyne

03-13-05, 04:18 PM
Anyone with an idea for a card, please post it. We need lots and lots of different cards fast.
Dyne

03-13-05, 04:22 PM
For ease of use, here's a template for cards, so you can just plug in the info to make up a new card:

Title
Card Border:
Tier:
Rune:
Picture:
Effect:
Cost:
Dyne

03-13-05, 04:57 PM
Dyne's Magic Decipher
Card Border: Dull gray
Tier: Spare
Rune: One small rune
Picture: Runes and symbols fill the frame
Effect: On command, this card alters your sight, allowing you to decipher magical writing that would otherwise be unintelligible. You can read at the rate of one page (250 words) per minute. You may identify a glyph or symbol with a Spellcraft check (DC 10 + spell level). The improved sight lasts for 10 minutes, after which your eyesight returns to normal, and the surface of the card fades away, leaving a worthless piece of paper.
Cost: 20.25 gp

Dyne's Magic Sense
Card Border: Dull gray
Tier: Spare
Rune: One small rune
Picture: A Human eye with an arcane rune in place of a pupil
Effect: On command, this card alters your perception, allowing you to detect magic auras, depending on how long you study a particular area or subject:
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.)
Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
Aura Strength: An aura’s power depends on a spell’s functioning spell level or an item’s caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two.
To determine aura strength and length of time that an aura lingers, refer to the Detect Magic description.
The altered perception lasts for as long as you concentrate, up to 1 minute. After which, the improved perception fades back to your normal senses, with the card's surface fading with it until it becomes a worthless piece of paper.
Cost: 20.25 gp
Cazic

03-14-05, 04:45 AM
Ideas for cards

-summonings (make a card for every kind of critter out there)

-divination (scrying galor)

-every school of magic (your smart think for yourself :P )

-divine spells

-arcane spells

-ALL magic

those are some general ideas that you could use. :D Sorry if that may not have helped, but I am not normally good with inventing spell like stuff.
Aramar the Black

03-14-05, 11:45 PM
Hello. This looks like quite the guild, with a very interseting and enticing kind of magic. It is very late for me right, and I would have little time to a post here, as it is with most things this time of year. But, if you would have me, I would like to join. I can start thinking up ideas once I've re-read through the thread. You may have to be patient, however.

(also note: In character, I might not be Aramar. I have another member of my little group who may fit better to this kind of guild. but I have to find his character sheet first.)
Dyne

03-16-05, 03:57 PM
:bump:
Essence Cards rule! :cool:
Kingside_Bishop

03-16-05, 04:48 PM
Sorry everyone for my inactivity. I editted the charter yesterday, Dyne, to include those new sections I was talking about, the class, and your new cards. I clicked on "Save Changes" at 9:15, and then recieved the message that the boards were down for scheduled maintenance. Attempting to hit the back button, I discovered that my three hours' work was lost...

ahem...

"NOOOOOOOOOO!!!!!!!"

So, I'm currently battling my frustration, because I also lost some excellent roleplay responses to both Cazic and Aramar...

"NOOOOOOOOOO!!!!!!!"

I also lost responses to the MetaThread, SBB, and about seven other threads...

"NOOOOOOOOOO!!!!!!!"

But the battle's going well, my frustration should be eased by tomorrow morning, when I'll go ahead and do everything again.

And, incidiently, in between those "No's," there were a few, um, choice words. Anyway, I'll do it all again tomorrow morning.
Dyne

03-16-05, 05:23 PM
Don't ya just hate it when that happens?
Dyne

03-20-05, 03:01 PM
:bump: We can't lose this guild yet.
Cazic

03-20-05, 03:40 PM
:bump: Live darn you. LIVE! :twitch:
Kingside_Bishop

03-21-05, 05:04 PM
Alright, guys, apologies. I still haven't gotten around to re-editting the OP. That's one of my projects tomorrow (along with fixin' up the Seafarer's Guild).
Cazic

03-27-05, 05:07 PM
Alright, guys, apologies. I still haven't gotten around to re-editting the OP. That's one of my projects tomorrow (along with fixin' up the Seafarer's Guild).
I think the morrow came about six days ago. :rolleyes:
Kingside_Bishop

03-29-05, 12:21 AM
I think the morrow came about six days ago. :rolleyes:Yeah, thanks for that, Cazic, thanks a lot. As if I weren't feeling guilty enough already, ye just had t'come along and boot me, eh? Jeez... yeh've really shattered my sense of self, Cazic...

Shame...

Shame.

Enough shame to boot me into action, at any rate! I'll edit the post tonight! The squeaky wheel gets the grease, as it were...

I do, however, have an announcement to make... I'm retiring as a player, and embracing my role as a GM. See the metathread for further details. Of course, I'll still maintain the OP of the guild (since I'm probably one of the few people that can actually read all the coding) -- the OP here is one of my favorite projects, as it's one of the most interactive.
Kingside_Bishop

03-29-05, 03:20 AM
Well, it's done! I added a new section to the Card Archives (the Specialists' Inventory), specifically to support the new Cardcaster Core Class, which is in a spoiler block in the Origins section. It all works nicely.

Speaking of SBLOCKS and working nicely, how about a test run, Dyne? Any problems with the SBLOCKS?

I really think my activity in this guild will be going up, primarily because I can post stats stuff here (new cards) without actually contributing to the IFG part of the guild. I've still got to change the colors in the map of the Card Archives, but that's a project for another day (Thursday, to be more precise). I'll also be creating a few cards, to get things rolling again (probably a few legendaries and Second Tiers, to get the Specialists' and Glass Case Inventories nice and fat).

On the note of my activity in the guild, I relinquish my share of the Guildmasterhood to you, Dyne (if it's OK with you). Also on that note, I think I need to apologize to both Cazic and Aramar... You two are our two newest members, and I never gave you a proper welcoming. So... welcome to the Society of the Cards! I look forward to seeing some great contributions from you guys, and some great discussions. I can't wait until word gets out about just how powerful these cards can be... I know we'll all enjoy it!

So, thanks for joining guys! We need the membership!

Thanks again!
Dyne

03-29-05, 11:59 PM
You could still be a Guildmaster Out-of-Game.

I ran through it, and it's all fine and dandy. However, I did notice that my card in the Basic Inventory has a different format than the others. This is because I wrote it out with the new rules for the Cardcaster in mind. The differences are that I included a section for Tier, and I changed the Runes Remaining to Rune with a description of what kind of rune and the number (as determined by the Tier, small runes being temporary ones (that vanish upon use), large ones being permanent ones (but are still limited to one use per day), and I had one for Legendary. I think it was something like one large rune that circled around the entire border.
Dyne

04-04-05, 10:28 PM
Does anybody still want to be a part of this guild? I don't think I'll be able to make an IFG2 character for this guild, except maybe for a mage that happens to use cards but not craft them.
Kingside_Bishop

04-05-05, 10:51 AM
Does anybody still want to be a part of this guild? I don't think I'll be able to make an IFG2 character for this guild, except maybe for a mage that happens to use cards but not craft them.Good question.
alaron

04-05-05, 12:05 PM
I like the idea but I think it is better to have the cards as a bridge between the CoA and the Merchants guild, I think the cards will be assimilated in to regular game play, so this guild, though interesting, will fall inevitably but its legacy will carry on in the fact that our cards will be used.

It would however be nice to place the newly made cards into the merchants spoiler if you have not already.
Cazic

04-09-05, 08:18 PM
[deleted] please forget this post ever excisted.
Aramar the Black

04-12-05, 09:50 PM
Does anybody still want to be a part of this guild? I don't think I'll be able to make an IFG2 character for this guild, except maybe for a mage that happens to use cards but not craft them.

Yes, very much so, but with Track, Church, Piano lessons, and work, it is suddenl;y very hard to find time to even check my e-mail. Or create things related to D&D. I'll keep checking in, if possible, and maybe bring something. For now, I just have to hope that this guild lives to see Summer Vacation.
Kingside_Bishop

04-24-05, 10:54 AM
Yes, very much so, but with Track, Church, Piano lessons, and work, it is suddenl;y very hard to find time to even check my e-mail. Or create things related to D&D. I'll keep checking in, if possible, and maybe bring something. For now, I just have to hope that this guild lives to see Summer Vacation.Oh, it'll live... :bump:

When finals are done, I'll contribute to this guild. I like the idea, it needs it, and I don't comprimise my position as GM by posting cards and such.

Also, something to think about: how to trap monsters inside cards? Because that's very popular, nowadays. I'm thinking of the Planar Binding chain of spells, and maybe a calling spell combined with Gaes/Quest. That's contradictory flavor to the form of cardcasting we've been working with (where you gain power of the magic by the magic's consent), so we could call it "The Dark Art."

I smell another SBLOCK...
Dyne

04-25-05, 11:08 PM
I was going to create a card that would capture creatures to be summoned later on, but I never got around to it.

I was also going to make a bunch of creature cards. Perhaps I'll start working on them again.
Frostbite_Ravenheart

04-25-05, 11:18 PM
Remember Guys - This foundation has become a "vassal" of the CoA. One of the "perks" of that is that this foundation never "dies out" unless we do and the CoA was built with battle-tested foundation stronger then Rome's.

Just out of curiousity...how many people are planning on playing a character with affiliation to this foundation? If anyone, I'd quite like you to PM me hopefully with your stats. It will help me alot and I need to know beacuse as a vassal-foundation your special and unique and I'll have to bring up with my in-game advisor as to how best represent that in the CoA gov and bring it up with the GM's.

-Frosty
Dyne

04-25-05, 11:21 PM
I think I'm gonna concentrate on just one character at the moment. Going for world conquest could get complicated if you have several characters out there. ;)

I'm hoping to eventually turn over that character as an NPC, though, and be free to play some of my other characters. One of them will definitely be a Card Caster, starting with 15 levels of the core class. I want to see how it fairs.
Cazic

04-25-05, 11:51 PM
My Wizard PC could join up here. God only knows he is in almost every other guild this one fits too. :D
Aramar the Black

04-26-05, 11:04 PM
Guesss what- I have some new cards, or thier ideas. I'll let you all review them if you like. they need a wee bit of work.

Ashantiic Bonds

Card Border Very Light Yellow
Tier Tier 1
Rune 50 small runes
Picture A large black spider, tattooed witha whtie web-like design.
EffectEssentially, using this card has the same effect as casting the web spell.
Cost 1,944 gp

Razorfire

Card Border Light Yellow
Tier Tier 1
Rune 50 small runes
Picture A thin knife, on fire, like a candle.
Effect This card sends forth d4+3 flaming daggers, which fly toward the target (Att. Bonus +15) and deal d4+2d6 fire damage.
Cost ??

The White Wolf

Card Border Dark grey
Tier Tier 1
Rune 50 small runes
Picture Snarling winter wolf's head.
Effect Summons a manistifation in the form of a white wolf head, which bites the adversary, dealing 4d8 piercing damage plus 6d6 cold damage.
Cost ??

Gaze

Card Border Blue
Tier Tier 1
Rune 50 small runes
Picture Two Dark Blue, gazing eyes
Effect All creatures who are subject to this card must succeed at a Will save (DC 25). those who succeed at this save gain a +2 bonus to Int. for d6+10 rounds. Those who fail are stunned and take a -2 penalty to Int. for an equal number of rounds.
Cost ??

Other ideas:
Shield of Faith:[B] A divine card that absorbs spells or a number of spell levels cast at the caster.
[B]Cataclysm: A legendary card which causes earthquakes, rains of meteors, floods, and magic disruption and failure.
Sky's Collapse: A mass of hail, rain, ice, and fire fall from the sky.
Aramar the Black

05-23-05, 11:24 PM
Hello, hello, hello....
Is there anybody in there?.........
Just nod if you can hear me..........
Kingside_Bishop

05-24-05, 08:40 PM
*KB Nods*

I've been thinking of my decision not to be a player, and have been thinking about rescinding it. I think I will play, but not as a guildmaster -- that could be... messy. Suffice it to say, my character for this guild will be active.
rpg_tcg-_guy

06-03-05, 12:11 PM
FROM: EMPEROR DAN-Supreme ruler of The Council fo the Force
TO:Dayne-Member of the Council of the Force and Leader of the Society of the Cards

Master Dyne,

I, Emperor Dan, would like your guild and mine to interlock. This means we wish to sign a treaty. This means your members would join my guild and the latter. I am possibly going to attack the Jedi Clan. They will fall under the might of our joined Empire!
Frostbite_Ravenheart

06-03-05, 04:09 PM
FROM: EMPEROR DAN-Supreme ruler of The Council fo the Force
TO:Dayne-Member of the Council of the Force and Leader of the Society of the Cards

Master Dyne,

I, Emperor Dan, would like your guild and mine to interlock. This means we wish to sign a treaty. This means your members would join my guild and the latter. I am possibly going to attack the Jedi Clan. They will fall under the might of our joined Empire!

I'm sorry Emperor Dan, but another foundation has already marked this foundation. If you wish to have a personal alliance between the leader of this foundation and yourself, thats fine. But if your wishing to merge the two foundations, your going to have to speak to the leader of the CoA, as this foundation as become a "sub-foundation" within the CoA so it could protect itself once the game started. However I would advise you not to suggest to the leader of the Council of the Archmages to unite both the Archmages and the forceusers to one council. ;).

-Frosty
Cazic

06-03-05, 10:02 PM
unite both the Archmages and the forceusers to one council. ;).
*suddenly a universal "gulp" is heard and you see that several enemies have peed their pants* ;)
Dyne

12-30-05, 04:07 PM
An extremely fat man in gaudy clothes with a pointy hat strolls jollily into the building that houses the Society of the Cards. "Hello! I hear that you folks appreciate the art of gaming as much as I do. And I could use some fellows to practice my skills at card dueling."

*Glances at first post*
Wait, since when was I the sole guildmaster of this thread? Surely KB hasn't abandoned us. :eek: :confused:
Aramar the Black

12-30-05, 11:31 PM
From the cobwebs in the corner, a sallow hobgoblin walks out, brushing dust of his clothing and shaking his head.
"Whew, haven't been Here in a while."
He glances at the new arrival, and gives an acknowledgeing nod, but his eyes betray distaste in the newcomer's appearel.
"Greetings. Make your self at home." he says, gesturing with slight humor at the dust-covered hall. "I am a fellow here, and Ley knows I need practice."