This is a simple turn-based RPG where you prepare your spells and then fight each other. It can be text-based or verbal. This requires you to be descriptive and creative. This game emphasizes roleplay more than the competition. The goal is to play out a cool fight and pretend you’re a fucken wizard.
Here are the rules:
You start by making a character sheet for your wizard, deciding your spells and effects.
You can cast 3 spells on your turn. These represent 3 actions.
On the other person’s following turn, they must respond to the actions and cast 3 spells of their own.
There are 3 ranges; close, medium, and far.
You can ready a spell to go off under a certain condition. If the condition is not met, nothing happens. If the condition is met, you have to execute the spell as was intended.
Each starts with 10 health.
If there are more than two wizards: When a spell is cast against the target, the target will be able to respond unless the spell is interrupted by a different wizard. Yes this means being ganged up on will suck. In a team fight, the turns of each teams’ members will be staggered.
Here is the wizard sheet template:
Wizard Name: Optional
Wizard bio/appearance: Optional
Basic (Melee or Ranged): This is one of your two basic attacks. You can have two melees, two ranged, or one of both. Melee attacks do 2 damage but only work in close range. Range attacks do 1 damage from any range.
Basic (Melee or Ranged): ^^^^^^^^
Movement: This is your movement spell. It is how you get around and dodge. You can dodge an attack by casting this spell. It takes a movement to move sideways in the same range. It takes a movement to go closer or farther in range by one.
Defensive: This is your spell that defends you from damage.Utility: This is an ability that gives you an advantage in some way. It can’t damage your opponent but it can hinder them in some way.
Signature: This is your creme de la creme. Your big bad move. The cooldown should be twice the damage. It should also have some sort of other special effect. It costs 2 spells in a turn to cast.
Extra: Everyone gets one extra. If you put an extra by a spell it allows it to break some of its restrictions, supposedly making it stronger. A utility spell can do damage, a defense spell can move you.
Magic Item: This shouldn’t be very powerful but give a slight bonus in some way.
These are just guidelines, if there are penalties or it would just be cool to do so, make a spell more powerful. I think it's enough that no one would fight a wizard with absurd abilities, nor would it be fun to play as one.
Here is a sample Wizard Sheet:
Name: NightFlame
Description: A pale-skinned blue-haired cryomancer in a white coat.
Basic Melee: Frozen Grasp- I grab my opponent, freezing the touched area, dealing 2 damage.
Basic Ranged: Icicle- I manifest an icicle to launch at my opponent, dealing 1 damage.
Movement: Icy Wind- A cold wind blows me and I slide across surfaces or glide through the air like it was ice.
Defensive: Ice Wall- I create a wall of thick ice to defend me from attacks. Defends up to 3 damage before being destroyed, unless me or my opponent moves around it.
Utility (Extra): Frost Wave- I slam my fist on the ground creating a shockwave of frost up to medium range, freezing the ground in close range. In the initial shockwave, an opponent still touching the ground is frozen in place for 1 turn and takes 1 damage. While standing on the ice, if you take damage, you must spend a movement to not fall to the ground (Being frozen on the ground negates this effect).
Signature: Blizzard Flash-Blossom- 6 turn cooldown. 3 damage. Activates the next turn. I meditate, stilling the air and mana within, then send a burst of whipping cold wind, affecting close and medium range. Any opponent caught within takes 3 damage and is frozen in place for 2 turns.
Magic Item: Frost Fairy Charm- This charm is enchanted with a frost fairy's kiss. Expending a move, I can kiss the charm, filling my lungs with a blizzard wind that I can release at any time to send a wind blowing at a close opponent, forcing them to spend a move to stay in place, or be blown back one range step.
Example Fight:
Wiz 1:
I hold out my hand and cast Firebolt.
I jump forward, getting closer with Firestep. (Medium > Close)I then cast Fire Punch.
Wiz 2: I cast Ice Wall, blocking your Firebolt. (Wall HP: 2)
I use Icy Wind to sidestep your Fire Punch.
I then use Frozen Grasp to attack you.
Wiz 1:
I get hit by your Frozen Grasp (HP: 9)
I cast Fire Punch.
I ready Firestep to follow you if you move away.
I throw another Fire Punch at you.
Remember to be descriptive and have fun. Feel free to comment below your own wizard, ask questions, or challenge me or another to a duel. In the future I may add to this, adding more modes like free-for-alls and teams for more than two players. I think it would also be cool to do like a tournament for fun at some point.
What spells does your wizard have? What might be added to develop this more as an RPG?