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Berzul

First thingy...

May 25th, 2011
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  1. You control a summoner girl(Shrine Maiden), that and you get your own shrine as well. The goal of course is to desecrate the enemy shrine, and you do that by making a sacrifice.
  2.  
  3. Essentially "being" the girl means you have almost unlimited powers, bestowed upon you by the deity you worship. However the limit of your power is mainly due that you can't do everything at once. What can you do, is to summon minions, manifest a champion to fight for you, convert and collect souls, needed to summon, and cast spells. What can you summon and what spells you get depends on your deity.
  4.  
  5. As a standard pool of spells, you get teleport, which you can use to move to allied structures. Enshrine, which conjures your god into a place of faith by constructing a hokora there. Guardian, that makes a unit two times stronger, however it can't go further than 5 squares away from the building. Covert, cast on a enemy soul will transport it to your shrine, where it will added to your soul pool. Haste, which doubles movement of an allied unit. Heal, instantly remove any kind of damage from an unit. All this spells, except Hokora(3 Turns), requires one full turn of casting to preform, you can still move though while casting. Heal and haste on top of that, have 5 turn cooldown.
  6.  
  7. Another important thing, is defying your opponent's Shrine. By having your own unit sacrificed, an act of defile can be preformed. After 2 turns, the enemy Shrine maiden starts to take 5 damage per turn. When she is banished, her shrine is destroyed as well, and thus is defeated. However, killing the sacrificial lamb will cancel the ritual.
  8.  
  9. As a standard pool of summoning, You get to summon a fairy and a Kedama. Every other summon you depends on your deity, specially champions, which you can only control one at the time.
  10.  
  11. For every spell you require a certain number of faith, thus gathering faith is important for maintaining recourse, you gain faith with two things, defeating opponents(Half the cost) and over turn (100 from your main shrine, and 50 from a Hokora), by income from your shrines. However.. some spells do not use faith, thus can be used all the time.
  12.  
  13. Summons on the other hand, despite costing faith, they also require certain number of souls to conjure (One for normal units, multiple for champions). Souls can be gathered via converting enemy fallen units, and by collecting them on the map. Having a larger pool of souls than your opponent can give you the advantage, but managing them all would be harder.
  14.  
  15. On the topic of the units, there is four stats, for every unit. Power, Attack, life, movement.
  16.  
  17. Explaining the turn phases would help to understand those statistics. First, the game plays, that everyone gets a turn, that consist of 3 phases.
  18. First is movement, any unit can move to the maximum of their movement stat. Terrain, and enemy units blocks your movement however.
  19. Second phase is Danmaku, when units can attack at the maximum of their movement stat. Certain spells however have their own range, and special units even have their range increased. You can cast spells either from the place you started, or moved. Danmaku always is shot from the place you ended your movement turn. The damage is calculated, by summing the total damage an unit would take minus it's power, which acts like defence.
  20. The third and final phase is charge, when all your units that are in contact with enemy units, can preform melee attacks. The power of Melee attacks bypass any defence, dealing damage based on attack stat.
  21. You can control any number of units, but only one Unique champion (For example only one Aya). They move according your orders.
  22.  
  23. You can die, but that's not a problem. When you die, move to the spirit realm, unable to cast any kind of spells. However your movement speed is doubled. To reincarnate, you must return to your shrine. When you do that, you are back alive with full HP.
  24.  
  25. When a unit dies, it leaves a soul behind. Your shrine maiden or an allied one can collect it, by moving over it. However, you can't just collect enemy souls, you need first to convert them.
  26.  
  27. Your Summoner(Shrine maiden) also counts as a unit. It's abilities is dependable on which army does she servers in. However her power is measured on how many souls does she collected. For every soul, she gets one power and 2 HPs, with movement of 6, which does not change. If an enemy converts her soul, then she loses maximum of her HP and power.
  28.  
  29. Despite having power, a Shrine maiden do not attack herself. She can only casts spells and move. Power is considered as defence.
  30.  
  31. ============================================================================================
  32.  
  33. The Neutral forces
  34.  
  35. Fairy, Power 4, attack 1, HP 6, move 6, cost 100 faith.
  36.  
  37. Kedama, Power 2, attack 4, Hp 10, move 7, cost 100 faith.
  38.  
  39. Spells: Heal, Range 10, cooldown 5, cost 10 Faith per HP.
  40. Heals a target unit to full HP.
  41.  
  42. Haste, Range 10, cooldown 5, cost 100 faith.
  43. Makes a target move twice as fast.
  44.  
  45. Guardian, Range 10, cooldown none, cost none.
  46. Connects a target unit with a allied structure, making it twice as strong. However it can't move more than 5 units away from the structure.
  47.  
  48. Enshrine, Range 1, cooldown none, cost none.
  49. Conjures a hokora. Only castable on places of faith, must maintain spell for 3 turns to construct.
  50.  
  51. Teleport, Range map, cooldown 10, , cost None.
  52. Moves you and any unit close to you, at least 10 range, to a target allied structure.
  53.  
  54. Summon, Range 1, cooldown none, cost based on the unit.
  55. Conjures a unit right next to you, the unit comes into play next turn, and is able to move when directed.
  56.  
  57. Convert, Range 10, cooldown none, , cost none.
  58. Summons a spirit that transports an evil soul to your shrine for converting.
  59.  
  60. Desecration ritual, Range 1, cooldown none, cost 500 faith.
  61. Requires a sacrifice to preform. If successful, removes a evil Shrine maiden from the game.
  62.  
  63. =============================================================================================
  64.  
  65. Mountain of Faith Army (aka The Mountain Gods)
  66.  
  67. Additional unit, <<Leaf Fairy>> Power 4, attack 2, HP 8, Move 4, cost 200 faith, 2 souls.
  68. Special ability, leaf rejuvenation, heals by 2 HP each turn on activation. Lasts 3 turns. Cooldown of 5 turns, after casting. Can be cast only on self
  69.  
  70. Champion 1 <<Minoriko Aki>> Power 6 Attack 2, HP 16, Move 5, cost 400 faith, 3 souls.
  71. Special ability, Sweet potato surprise, Plants a potato that explodes in contact with the enemy, if the enemy steps on it, it explodes dealing 5 damage to every unit close to it, at least one square away. It takes 2 turns, after casting for the potato to deploy and to be ready to detonate. Attacking the potato will destroy it instantly, but only with ranged attacks, area spells won't have any effect on the Potato.
  72.  
  73. Champion 2 <<Hina Kagiyama>> Power 6, Attack 6, Hp 20, Move 8, cost 500 faith, 3 souls.
  74. Special ability, Spin, spin, wheel of misfortune, Upon an melee attack, every enemy unit within 5 units gets debuffed for 2 turns, Their power and attack goes down by 1 each.
  75.  
  76. Champion 3 <<Nitori Kawashiro>> Power 10, attack 4, Hp 30, Move 6, cost 800 faith, 4 souls.
  77. Special ability, Optical camouflage, renders the unit invisible, until attacking. Cooldown of 5 turns, after reappearing. An invisible unit can't be targeted by attacks, but still takes damage if under a spellcard.
  78.  
  79. Champion 4 <<Momiji Inubashiri>> Power 12, attack 8, HP 35, Move 7, cost 900 faith, 4 souls.
  80. Special ability, clairvoyance, can detect enemy stealthed units, in range of 15 units away from her.
  81.  
  82. Champion 5 <<Aya Shameimaru>> Power 10, attack 10, HP 30, Move 10, cost 1000 faith, 4 souls
  83. Special ability, Manipulation of wind, takes 4 less damage from any kind of Danmaku.
  84.  
  85. Champion 6 <<Kanako Yasaka>> Power 20, Attack 14, HP 80, Move 4, cost 2000 faith, 5 souls
  86. Special ability, Divine intervention, On activation, each turn deals 4 damage to every enemy unit within 10 squares away, and heals 4 point of damage to every allied unit. Ability lasts 5 turns, and have a cooldown of 10 turns, when it ends.
  87.  
  88. Spellcard one, Bumper Crop "Promise of the Wheat God", Range 10, cooldown 2, cost 150 faith.
  89. Firers four lazers, that can be targeted separately at any enemy unit within 10 range, their length is 10 each. Each unit within the lazer range, takes 4 points of damage, regardless with how many lazers it got hit.
  90.  
  91. Spellcard two, Scar "Broken Charm of Protection", Range Selfcast, cooldown 8, cost 300 faith.
  92. For each enemy unit within 10 range, it deals one damage to one target. Upon casting it also makes the enemy units unable to cast spells for a turn, if within range.
  93.  
  94. Spellcard three, Drown "Trauma in the Glimmering Depths" , Range 10, cooldown 5, cost 300 faith.
  95. Creates an impassible waterfall wall, 5 squares wide. Stays for 4 turns, or until the Shrine maiden casting it dispels it.
  96.  
  97. Spellcard four, Mountain Nomad "Expellee's Canaan", Range selfcast, cooldown 5, cost 400 faith.
  98. buffs allied unit with 2 power and 2 movement, for 3 turns.
  99.  
  100. Spellcard five, "Peerless Wind God", Range 10, cooldown 10, cost 500 faith.
  101. Deals damage of 10, and jumps to the next target, directed by the shrine maiden, within 5 range. Each time it jumps it deals 2 more damage. It can't jump onto the same target again. It can be targeted on allies instead to heal them for half of the damage. I can jump 5 times, hitting 6 targets total, including the first one.
  102.  
  103. Spellcard Six, "Virtue of Wind God", Range 20, cooldown 25. , cost 2000 faith.
  104. Deals instant damage of 20 to every unit in a 10x10 square. Everything in that area becomes slowed to their half speed, and for each turn takes additional 10 damage. Must be maintained for slow and persistent damage, however it can last only for 5 turns.
  105.  
  106. ===================================================================================================
  107.  
  108. Hakurei Shrine friends (Shrine of Hakurei army)
  109.  
  110. Additional unit, <<Yin-Yang orb>> Power 6, attack 1, HP 6, Move 4, cost 250 faith, 2 souls.
  111. Special ability, Plain phase, the orb transports itself into another plane, making in invincible for one turn, while still blocking the movement of any enemy unit. Have a cooldown of 3 turns.
  112.  
  113. Champion 1 <<Three Mischievous Fairies>> Power 2, Attack 1, HP 20, Move 6, cost 200 faith, 3 souls.
  114. Special ability, Playing pranks, while not moving, the unit is invisible. Above that, every 5 turns, this unit can heal any target for 5 HPs.
  115.  
  116. Champion 2 <<Alice Margatroid>> Power 10, Attack 4, Hp 20, Move 7, cost 400 faith, 3 souls.
  117. Special ability, Doll performer, Can increase her range once per 3 turns, by 2. On top of that, She will deal half of the damage to any units she isn't attacking within 2 squares of her.
  118.  
  119. Champion 3 <<Kasen Ibara>> Power 10, attack 6, Hp 40, Move 6, cost 700 faith, 4 souls.
  120. Special ability, Soul crush, If an enemy unit have less than 20 HP, using this ability will kill it instantly. Cooldown of 10 turns. While ready to use, the unit receives +2 range on Melee attacks. This ability can only be cast as a melee attack.
  121.  
  122. Champion 4 <<Suika Ibuki>> Power 10, attack 12, HP 30, Move 7, cost 1000 faith, 4 souls.
  123. Special ability, Gather, Using this ability will push enemies towards her, by 2 squares. 5 turn cooldown. The path on how the enemy units are pushed is dictated by the enemy player.
  124.  
  125. Champion 5 <<Marisa Kirisame>> Power 20, attack 2, HP 30, Move 10, cost 1000 faith, 4 souls
  126. Special ability, Master spark, once per 5 turns, in Danmaku Phase, she can fire a lazer that can hit every unit in front of her (cone of 90 degree). All those units take full damage.
  127.  
  128. Champion 6 <<Yukari Yakumo>> Power 25, Attack 8, HP 50, Move 8, cost 2000 faith, 5 souls
  129. Special ability, Manipulation of boarders, Once per 10 turns, can move 10x10 square worth of units into another 10x10 square while each squares are not farther from each other of at least 30 distance.
  130.  
  131. Spellcard one, Hakurei amulet, Range 6, cooldown 3, cost 200 faith.
  132. Fires a homing amulet at one target dealing 10 damage.
  133.  
  134. Spellcard two, Persuasion needles, Range 6, cooldown 6, cost 300 faith.
  135. Deals 4 damage to any target in range of the spell. Additionally, roots one target into the ground, rendering it unable to move.
  136.  
  137. Spellcard three, Fantasy Seal , Range selfcast, cooldown 8, cost 500 faith.
  138. Makes the user immune to any incoming Danmaku, if attacked by a melee attack, the spell will detonate next turn, dealing 14 damage to any unit within 3 squares. Otherwise lasts 3 turns, before dispelling.
  139.  
  140. Spellcard four, Will-o'-wisp "Superdense Conflagration", Range 10, cooldown 10, cost 400 faith.
  141. Makes a 3x5 targeted area takes 20 damage, after channelling for 2 turns.
  142.  
  143. Spellcard five, Boundary "Expanding Boundary", Range 10, cooldown 14, cost 1000 faith.
  144. Creates a 10x10 cage, Every unit within the cage gets 2 power. If someone tried to leave the cage, he will take 25 damage. Units that the cage is cast upon can choose either to enter or leave the cage as they please. The cage lasts for 5 turns, and must be channelled.
  145.  
  146. Spellcard Six, Dream Sign "Fantasy Dimensional Rift" , Range selfcast, cooldown 25. , cost 2500 faith.
  147. The shrine maiden moves out of the plane of existence becoming immortal for a period of time. Essentially, Transforms the spell caster into a unit, having 26 power, movement of 20, and immune to all attacks, for 10 turns. After the spell is ended the caster dies from overwhelming power.
  148.  
  149. ===================================================================================================
  150.  
  151. Youkai army (aka. Random Youkai army)
  152.  
  153. Additional unit, <<Sunflower fairy>> Power 6, attack 3, HP 8, Move 5, cost 300 faith, 2 souls.
  154. Special ability, Flower power, Target receives 2 Power for 2 turns, cooldown of 5 turns.
  155.  
  156. Champion 1 <<Tokiko>> Power 2, Attack 8, HP 12, Move 8, cost 250 faith, 3 souls.
  157. Special ability, Backstabber, At the loss of Danmaku phase, this unit can preform 2 melee attacks at it's turn.
  158.  
  159. Champion 2 <<<Medicine Melancholy>> Power 6, Attack 4, HP 16, Move 6, cost 300 faith, 3 souls.
  160. Special ability, Poison body, Upon attacking an enemy target, or being attacked by one, the aggression receives a -2 speed debuff, lasting 3 turns. It also decreases the range on any abilities attacker can use.
  161.  
  162. Champion 3 <<Tenshi Hinanawi> Power 8, Attack 6, Hp 30, Move 4, cost 500 faith, 3 souls.
  163. Special ability, Ground shaker, With the range of 10, can root any unit, making it unable to move or preform ranged attacks of spells. Can't be targeted on Shrine maidens.
  164.  
  165. Champion 4 <<Iku Nagae>> Power 16, attack 6, HP 35, Move 5, cost 800 faith, 4 souls.
  166. Special ability, Zaaap, Each Danmaku and melee attack does half damage, to the closest enemy units, others than the target.
  167.  
  168. Champion 5 <<Komachi Onozuka>> Power 10, attack 20, HP 40, Move 10, cost 1000 faith, 4 souls
  169. Special ability, Shinigami sentence, An melee attack forcing a target to die, despite it's current HPs. However, Komachi receives half of the remaining HPs of the target, which potentially can kill her as well. Cooldown of 10 turns.
  170.  
  171. Champion 6 <<Yuuka Kazami >> Power 30, Attack 20, HP 100, Move 4, cost 2500 faith, 5 souls
  172. Special ability, Sunflower stalks, Throw seeds at target location of 10x10 square, not farther than 20 squares away from Yuuka. After 2 turns, the seeds grow and root into place any enemy unit for 5 turns. Cooldown of 15 turns.
  173.  
  174. Spellcard one, Youkai Fortitude, Range 10, cooldown 2, cost 150 faith.
  175. Decreases damage from Danmaku by 2 for units that are at least below 100% HP. Last one turn.
  176.  
  177. Spellcard two, Poison Sign "Poison Breath" , Range 4, cooldown 2, cost 200 faith.
  178. Poisons every enemy unit in a cone, that are in range of the spell. The poison Deals 4 damage, and another 4 damage next turn.
  179.  
  180. Spellcard three, Keystone seal, Range 10, cooldown 8, cost 600 faith.
  181. The target unit can't move for 3 turns. Additionally, every other unit, in in range of 3 takes 8 damage, for the duration of the spell.
  182.  
  183. Spellcard four, Dragon Fish "Dragon Palace Messenger's Swimming Shot" , Range selfcast, cooldown 10, cost 600 faith.
  184. Every allied unit gains a temporary speed buff of 2, lasts 2 turns.
  185.  
  186. Spellcard five, Soul Sign "Game of the Soul", Range 10, cooldown 14, cost 1000 faith.
  187. Puts a curse onto an enemy unit which kills it after 3 turns. The souls of that unit however are turned neutral, for anyone available to pick them up.
  188.  
  189. Spellcard Six, Phantasm "The Beauty of Nature" , Range selfcast, cooldown 15. , cost 2000 faith.
  190. Every enemy unit on the map takes 30 damage, regardless of distance.
  191.  
  192. ===================================================================================================
  193.  
  194. The Scarlet Devil's Army (aka. The Red/Scarlet army)
  195.  
  196. Additional unit, <<Maid fairy>> Power 4, attack 2, HP 10, Move 5, cost 300 faith, 2 souls.
  197. Special ability, Die for me, An Ally, not further than 5 squares away, target receives 10 less damage, however the fairy is sacrificed in the process. This ability can be used during the enemy turn.
  198.  
  199. Champion 1 <<Rumia>> Power 4, Attack 4, HP 18, Move 6, cost 300 faith, 3 souls.
  200. Special ability, Darkness, The enemy deals 2 less damage in Danmaku phase, while being at least 5 squares away from Rumia.
  201.  
  202. Champion 2 <<<Daiyousei>> Power 8, Attack 2, HP 20, Move 6, cost 400 faith, 3 souls.
  203. Special ability, Fairy magic, Upon death, Daiyousei can resurrect instantaneously at cost of 200 faith. This ability can be used once per 10 turns.
  204.  
  205. Champion 3 <<Cirno>> Power 12, Attack 4, Hp 30, Move 6, cost 500 faith, 3 souls.
  206. Special ability, Bullet freeze, Each target Cirno attacks, is chilled. The target deals 2 less damage overall, and moves 2 squares slower.
  207.  
  208. Champion 4 <<Hong Meiling>> Power 16, attack 8, HP 40, Move 4, cost 700 faith, 4 souls.
  209. Special ability, Manipulation of Qi, Meiling can switch her power for attack and vice versa, at any given time, of hers owner's turn. However, she can only switch once per turn.
  210.  
  211. Champion 5 <<Patchouli Knowledge>> Power 18, attack 12, HP 30, Move 5, cost 800 faith, 4 souls
  212. Special ability, Manipulations of magic, once every 2 turns, Patchouli can prevent one enemy ability, unit or a spell card. This ability works during the enemy turn.
  213.  
  214. Champion 6 <<Remilia Scarlet>> Power 16, Attack 20, HP 70, Move 8, cost 1500 faith, 5 souls
  215. Special ability, Manipulation of fate(Faith), Generates additional 50 faith every turn. Upon activating, prevents the enemy from getting any faith that turn. Cooldown of 3 turns, while on cooldown it does not generate extra faith
  216.  
  217. Spellcard one, Darkness Sign "Demarcation", Range 8, cooldown 1, cost 100 faith.
  218. Deals 5 damage to the nearest enemy.
  219.  
  220. Spellcard two, Freeze Sign "Perfect Freeze", Range 8, cooldown 5, cost 300 faith.
  221. Every unit in a 5x5 area is unable to make any damage by Danmaku, even for friendly units. However does not stop spell cards. Lasts one turn.
  222.  
  223. Spellcard three, Strange Art "Misdirection", Range 10, cooldown 8, cost 600 faith.
  224. An enemy unit is issued an order to attack it's allies, both the Danmaku and melee attacks. The target is selected by the Shrine maiden casting this spell. However the move order is still issued by the enemy shrine maiden.
  225.  
  226. Spellcard four, Rainbow Sign "Wind Chime of Colorful Rainbow", Range 10, cooldown 4, cost 700 faith.
  227. Enemies in a cone of 3 squares length, starting from the casting point, are slowed to half of their speed for 2 turns, and take 16 damage.
  228.  
  229. Spellcard five, Five Elements Sign "Philosopher's Stone", Range 10, cooldown 14, cost 1000 faith.
  230. While cast on an ally, he receives a buff of 3 Danmaku for 4 turns. While cast on the enemy, he receives a debuff of 6 damage from Danmaku for 3 turns. This spell can be cast onto 5 targets, allies and foes, 5 targets in total.
  231.  
  232. Spellcard Six, Divine Spear "Spear the Gungnir", Range unlimited, cooldown 10, cost 1800 faith.
  233. Every enemy within a line of 3 squares width, takes 15 Damage, and is unable to move and shoot, for 2 turns. The direction in which the spear is cast is determined by the caster.
  234.  
  235. ===================================================================================================
  236.  
  237. The Subterranean union (aka. The Hell/Undead army)
  238.  
  239. Additional unit, <<Zombie fairy>> Power 3, attack 2, HP 6, Move 6, cost 200 faith, 2 souls.
  240. Special ability, Trance, 3 turns After activation of this skill the fairy doubles her stats, for 2 turns. During that turns any lethal damage wont have any effect. However after the trance is over, while the unit suffered lethal damage, the unit will die normally. Otherwise it remains alive. This ability has 4 turn cooldown, after retuning from the trance.
  241.  
  242. Champion 1 <<Yamame Kurodani>> Power 8, Attack 4, HP 16, Move 5, cost 350 faith, 3 souls.
  243. Special ability, Spiderweb trap, On usage, places a trap on the ground, which takes 1 turn to deploy. This trap will unable a unit to act until it's either attacked by an enemy unit, or "attacked" by an allied unit. The ally won't make any damage, however it must count be an melee attack.
  244.  
  245. Champion 2 <<<Parsee Mizuhashi>> Power 6, Attack 2, HP 25, Move 6, cost 400 faith, 3 souls.
  246. Special ability, Jealousy, Each attack against Parsee will increase her power and attack by 1, 5 times total. Parsee can activate this ability, sacrificing her buffs to debuff an enemy with the same amount of power and Attack, for 3 turns. This ability has cooldown of 5 turns.
  247.  
  248. Champion 3 <<Yuugi Hoshiguma>> Power 10, Attack 10, Hp 30, Move 5, cost 500 faith, 3 souls.
  249. Special ability, Drink Sake, Increases Her power by 4, but lowers range by 2. Lasts 2 turn. This ability has a cooldown of 5 turns.
  250.  
  251. Champion 4 <<Rin Kaenbyou>> Power 14, attack 6, HP 40, Move 8, cost 800 faith, 4 souls.
  252. Special ability, Necromancy, Resurrect any non champion unit 10 squares away from Rin. This ability has a 10 turn cooldown.
  253.  
  254. Champion 5 <<Utsuho Reiuji>> Power 20, attack 14, HP 50, Move 5, cost 1200 faith, 4 souls
  255. Special ability, Nuclear fusion, Kills instantly any unit that current health is below 13 HP. However it also destroys allied units as well. Cooldown of 10 turns.
  256.  
  257. Champion 6 <<Koishi Komeiji>> Power 18, Attack 20, HP 90, Move 8, cost 2000 faith, 5 souls
  258. Special ability, Subconsciousness reading, Every enemy unit within 10 squares away from Koishi deals 10 less damage, for 2 turns. This ability has 10 turn cooldown.
  259.  
  260. Spellcard one, Horror "Well-bucket-dropping Monster", Range 8, cooldown 4, cost 200 faith.
  261. Deals 6 damage to an enemy, and stuns it for 2 turns. An stunned unit can't act. Does not stun Shrine maidens.
  262.  
  263. Spellcard two, Miasma "Unexplained Fever" , Range 8, cooldown 5, cost 300 faith.
  264. Inflicts poison onto units on a 3x3 square. Every turn, units inflicted by poison take 3 damage for each turn, and the damage increases by 1 every turn.
  265.  
  266. Spellcard three, Envy "Green-Eyed Invisible Monster" , Range 10, cooldown 2, cost 500 faith.
  267. Places a invisible barrier on a unit. Each time that unit is attacked, the enemy takes 10 damage. It lasts 4 turns.
  268.  
  269. Spellcard four, Four Devas Arcanum "Knock Out In Three Steps" , Range 10, cooldown 8, cost 700 faith.
  270. After 3 turns, an area of 10x10 takes damage of 10, and are stunned for 2 turns. Does not stun Shrine maidens.
  271.  
  272. Spellcard five, "Small Demon's Revival" , Range 10, cooldown 14, cost 1500 faith.
  273. After maintaining the spell for 2 turns, it resurrects up to 4 champions and every normal allied unit in a 10x10 area. However all the resurrected units will be at half HP.
  274.  
  275. Spellcard Six, "Subterranean Rose" , Range 20, cooldown 20, cost 2000 faith.
  276. Creates a line worth of 25 squares, made by the caster. The line can overlap itself. It deals 10 Damage every turn, and additionally every 3 turns, starting from the casting, stuns enemy units for 1 turn. Lasts 12 turns.
  277.  
  278. ===================================================================================================
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