Force Field - Nothing can penetrate the force field...in either direction. It makes those inside impervious to powers from the outside...but it also means they can't use their powers against opponents outside the force field. Lasts x turns.
Haste - This round you may play one additional card for movement.
Create Water - You create a lake in the play field that cannot be crossed except by flight. (And maybe a couple of other exceptions.)
Create Ice - You create a sheet of ice, anyone who moves into the sheet of ice must continue moving to the opposite end of the sheet without changing direction.
Earthquake - Anyone touching the ground falls prone.
Teleport Ball - The ball disappears and reappears elsewhere. This does not count as losing control of the ball unless someone else touches it first.
Fly From this moment until the end of your next turn you are flying above the terrain.
Wall of Fire - Create a wall of flame that covers part of the battlefield. The gods are unaffected by the flame and can pass through freely...the ball...not so much. Destroyed ball materialize at the center of the table.
Gust of Wind - Blow an opponent 1 unit in any direction. The ball may be targeted if it is not held. The ball can be blown three units.
Create Tree - Create a large tree, thick with branches, that serves as an obstacle to gods and powers alike. It is flammable.
Gemini - Create a duplicate of yourself. The duplicate disappears in two rounds.
Entangle - Vines erupt from the ground, grasping at the god's legs and feet. The may not move next turn before breaking free.Statistics: Posted by Eliahad — Sun Aug 14, 2016 9:16 pm
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