SPELLWEAVERS A game where you play as wizards and craft your own spells for use in grid-based tactical combat. Written as a kinda TTRPG thing, but could also be a video game. COMBAT RULES Each combatant gets 2 actions per turn. A combatant can use an action to move, cast a spell, attack, defend, use an item, or any other simple task. Spells and attacks can damage a combatant and reduce their HP, and when a combatant runs out of HP, they're knocked out and can't take actions. Turn order can be determined by initiative roll or player phase/enemy phase or whatever you want really. The default movement for a wizard is 3 squares, and moving diagonally only counts as 1 square. Each square can be occupied by only 1 combatant; you cannot move through an enemy's square. You can move through an ally's square, but if you stop there, you are pushed back to the square you came from. When you defend, you take 4 less damage from all sources (but not less than 1) until your next turn. WIZARDS You play as a wizard. Human? Elf? Goblin? Dragon? Sentient lamp? Doesn't matter, wizards are wizards. As a wizard, you have [NUMBER] max HP and [NUMBER] max MP. You can move up to 3 squares when you use an action to move. You have the innate attack "Staff Strike", which deals 2d6 damage to an adjacent combatant. Your spell list can contain up to [NUMBER] spells. Each wizard also has a Wizard Talent that offers special bonuses (see WIZARD TALENTS below). CASTING SPELLS To cast a spell, spend its MP cost from your wizard's MP and choose the area the spell will affect. The shape of the area is determined when you create the spell; when casting it, you may rotate and place the area however you like, but the relative positions of the affected squares must remain the same. The spell will not affect any square that is farther away from your wizard than the spell's maximum range or that your wizard doesn't have a clear line-of-sight to. Finally, apply the effect of the spell to all affected squares/combatants. You cannot cast more than one spell in a single turn. If a spell has a power of [NUMBER] or more, you must use 2 actions rather than 1 to cast it. For a spell that normally requires 1 action to cast, you may spend 2 actions to cast it in order to reduce its MP cost by [NUMBER]. Each player creates their list of spells ahead of time, and chooses spells from that list to cast during combat. CREATING SPELLS Spells have five core attributes: Effect, area, range, element, and special. The power of a spell is determined by the formula EffectPow x AreaMod x RangeMod = Power. Special attributes can affect the power on a case-by-case basis. The MP cost of a spell is equal to its Power - (Actions x [NUMBER]), where is the number of actions used to cast it, most often 1. If a spell's power is [NUMBER] or more, then you MUST use 2 actions to cast it. EFFECTS A spell can have multiple effects, and spell effects contribute to power additively; if you have both the Damage and Condition effects, then the total effect power is the sum of the powers of those effects. Most effects have variable power/effects, represented by X. The value of X must be decided at spell creation, and cannot be changed. Damage - Power: 5*X. Effect: Deal Xd6 damage to each affected combatant. Healing - Power: 5*X. Effect: Restore Xd6 HP to each affected combatant. Shift - Power: 2*X. Effect: Move each affected combatant to a square up to X spaces away. Status - Power: Depends on condition. Effect: Apply a status condition (chosen at spell creation) to each affected combatant. (See STATUS CONDITIONS below) Terrain - Power: Depends on condition. Effect: Apply a terrain condition (chosen at spell creation) to each affected square. (See TERRAIN CONDITIONS below) Conjure - Power: Depends on conjuration. Effect: Conjure a creature(s) or object(s) (chosen at spell creation) to an unoccupied affected square. If there is more than one conjured entity, the rest are conjured on unoccupied squares adjacent to the affected square. (See CONJURATIONS below) AREA Spells fall one of several area classes, which determine its power and the number of squares it can affect. You also must choose the relative positions of the squares. It's kinda hard to communicate without images but imagine a checkerboard, right? Now if you're using the Small area class, you get to pick 4 squares, so choose up to 4 squares anywhere on that checkerboard to highlight. Now when you cast the spell, you drop that checkerboard wherever you want on the battlefield however you want and the miniatures crushed under the highlighted squares are the ones that are affected by the spell. Each area class has an AreaMod value, which is a multiplier for the spell's power. Single - AreaMod: x1. Squares affected: 1 Small - AreaMod: x1.3. Squares affected: 4 Medium - AreaMod: x2.5. Squares affected: 8 Large - AreaMod: x4. Squares affected: 16 Nuke - AreaMod: x5. Squares affected: The whole god damn battlefield Line - AreaMod: x2. Squares affected: Special - When you cast the spell, draw a line from any point on your square to any point at the edge of your spell's range. The spell affects all squares that the line crosses (excluding yours). If the line goes exactly between two squares, it affects both. RANGE Spells fall one of several range classes, which determine its power and how many squares away from the wizard it can affect. When you cast a spell, you can technically place its area anywhere, even outside its range. However, any squares further away than the spell's range are unaffected. This is so that if you end up needing to place your spell's area such that part of it is outside the range, the other part still hits. Close - RangeMod: x0.7. Range: 2 Medium - RangeMod: x1. Range: 5 Far - RangeMod: x1.5. Range: 10 Snipe - RangeMod: x2. Range: Infinity ELEMENT Elements are for improvised flavor interactions, such as fire burning flamible objects or electricity conducting through metal. Alternatively, fire and electric attacks would be less useful against a rock monster. Because they can provide both upsides and downsides, element has no impact on a spell's power. If the idea of your spell randomly not working doesn't appeal to you, the default element is that of pure magical energy, which cannot have special interactions. SPECIAL Optionally, you can apply one or more of these special rules to your spell to modify how it works. The "Power" attribute of these rules is either a + or a x, which determine how they affect your spell's final power; a +2 applied to a spell with 10 power would result in 12 power, while a x2 would result in 20. If you have multiple special rules, apply the x's first, then the +'s. Snapcast - Power: +3. Effect: If this spell's total power (after applying the +3) is less than [NUMBER], you may cast this spell without using an action. (This will increase the cost of the spell, since the cost is affected by how many actions you spend to cast it. You still can only cast 1 spell per turn.) Adaptable - Power: x1.3. Effect: You can change this spell's element at the time you cast it. WIZARD TALENTS At character creation, you get to pick 1 of these bonuses that will affect your character. Pretty simple. Up Close and Personal - When you cast a spell with Close range, it costs 10 less MP. Navy Seal - When you cast a spell with Snipe range, it costs 10 less MP. Crowd Controller - When you cast a spell with Large or Nuke area, it costs 10 less MP. Nuclear Option - When you cast a spell with Nuke area, it costs 25 less MP. Big Guns - When you cast a spell with power [NUMBER] or greater, it costs 10 less MP. Good Doctor - When you cast a spell that affects only yourself and/or allies, it costs 10 less MP. Tetra Master - When creating spells, you gain a new option for area class, Tetramino - AreaMod: x1. Squares affected: 4. Special - The affected squares must be orthogonally adjacent to each other (that is, they must share a side with at least one other affected square (that is, they have to be tetris blocks)). Element Incarnate - When you pick this talent, choose an element (that isn't pure magical energy). Your spells with that element cost 5 less MP. Your spells without that element cost 5 more MP. STATUS CONDITIONS Status conditions are applied to combatants, usually by spells. Most status conditions have a "Remove" value; when the condition is applied and at the end of the combatant's turn, they roll a d6, and if they roll at or above the remove value, the condition is removed. If the condition has a remove value of N/A, then it either lasts until end of combat or has some instantaneous effect. Poison - Power: 8. Remove: 6+. Effect: When the affected combatant rolls to remove this condition at end of turn, they take damage equal to the roll's result (even on a roll of 6). Slow - Power: 5. Remove: 5+. Effect: When the affected combatant uses an action to move, they can move only 1 square. Stun - Power: 20. Remove: 4+. Effect: The affected combatant cannot take actions. At the end of their turn, remove this condition without rolling. Regenerate - Power: 13. Remove: 6+. Effect: When the affected combatant rolls to remove this condition at end of turn, they regain HP equal to the roll's result (even on a roll of 6). Protection - Power: 8. Remove: 5+. Effect: When the affected combatant takes damage, reduce that damage by 4 (but not to less than 1). Dispel - Power: 3. Remove: N/A. Effect: Remove all status conditions from the affected combatant. TERRAIN CONDITIONS Terrain conditions are applied to squares on the battlefield, usually by spells. Most terrain conditions last until the end of combat, or even after combat if it makes sense. A square can only have one terrain condition; if a second condition is applied to the square, the first condition is removed. Burning - Power: 10. Effect: When a combatant enters this square or starts their turn in this square, they take 1d6 damage. Rough - Power: 8. Effect: Moving into or out of this square ends that combatant's movement. Dark - Power: 5. Effect: Combatants cannot see across this square and do not have line-of-sight through it. If a combatant is in this square, they cannot see or be seen by other combatants. Fortified - Power: 10. Effect: When a combatant on this square takes damage, reduce that damage by 4 (but not to less than 1). Wall - Power: 5. Effect: This square cannot be moved into and blocks line of sight. This square can be damaged, and if it takes damage, remove this condition. CONJURATIONS Conjured entities are controlled by their summoner. They take their turn immediately after the summoner's turn, including the turn that they are conjured. A wizard can only have a single conjuration on the battlefield at a time; casting another conjure spell causes the previous conjuration to stop existing. Grizzly Bear - Power: 45 (15HP = >4d6 healing = 25Pow, + 3d6 damage = 15Pow, + chance of surviving and attacking again = 5Pow). HP: 15. Movement: 3. Innate Attack "Maul": Deal 3d6 damage to an adjacent combatant. Annoying Imps - Power: 19 (3 damage = 4Pow, + 3 hits blocked = 3d6 healing = 15Pow). Quantity: 3. HP: 1. Movement: 3. Innate Attack "Jab": Deal 1 damage to an adjacent combatant. (replaced with wall terrain condition, left here just in case) Wall - Power: 2*X. Quantity: Special - Conjure X walls, which each can be placed anywhere provided they are adjacent to another wall and within range. X is chosen at spell creation but placement is chosen when casting. HP: 5. Special: Blocks line of sight, allies cannot move through this.