Cast Wizard Drinking Game.
(1+2) You only target yourself! You lose 1 mana and gain 2 drunkenness!
Cast HATS! FOR EVERYONE!
(6+2) Everyone now has a hat! You lose 1 mana!
Cast Burning Mishap on the person nearest me and run to the bar.
(4+2) (random wizard=1=Dino Jack) You light Dino Jack on fire! He takes 6 damage! You lose 1 mana!
Leave rapidly, quietly if possible, then cast False Coin.
(1) You trip over the other wizards! You can't escape!
Cast fireball at the largest clump of people I can see. Take cover.
(6+2) The largest clump of people is the group you're in! You blast every wizard, yourself included, and deal 8 damage to each! You lose 1 Mana!
Leave quickly, caltrops the door, walk away from tavern.
(1) You trip in the carnage! You can't escape!
Summon Armor, and push nearest wizard out of way, proceed to bar, and apologize. Order a number of bottled drinks to go.
If the bartender is still too angry to let me get a drink, Summon weapon and threaten him.
(1+2) You fail to summon armor! You lose 1 mana!
Cast Tangled Laughter on all the wizards after getting out of the crowd. Then go order a drink via intimidation while everyone else goes insane.
(4+2) All the wizards begin to laugh manically! They take -1 to spellcasting in the next update! You lose 1 mana!
Artistic License: I get lost in the crowd so hard that nobody happens to target me - not even with area-of-effect spells.
(3+2) You will be untargetable by all AoE spells next turn! You lose 1 Mana!
Immediately cast Cataclysm.
(3+2) (Random Natural Disaster=5=Lightning Strike) A bolt of lightning strikes in the center of the wizards! All of them, yourself included, take 5 damage! You lose 1 mana!
Fire Stupidity Beam at the bartender, and try to hit as many other wizards as possible. Then steal their booze when the are under the influence of dwarven stupidity.
(3+2) You blast the bartender! He begins chugging copious amounts of alcohol! You steal 3 bottles of rum while he's distracted! You lose 1 Mana!
get out of tavern as quickly as possible, work out a truce with caltrops guy
(1) You trip in the chaos! You can't escape!
SO MANY PLAYERSHealth: 1
Mana: 5
Drunkeness: 0
Spellcasting: +2
Spells:
Summon Dinosaur
Summon Meteor
Magic Missile
Health: 7
Mana: 4
Drunkeness: 0
Spellcasting: +2
Spells:
Oblivion's Gate
Wraithshard
Catacylsm
Health: 7
Mana: 4
Drunkeness: 0
Spellcasting: +2
-SHADOW MANIPULATION, IN WHICH I FORM SHADOWS INTO SOLID OBJECTS.
-SHARPENING, IN WHICH I MAKE THINGS SHARP AND POINTY.
-TANGLED LAUGHTER, IN WHICH MAH VOICE MAKES PEOPLE GO INSANE AND SHIZ.
There are 7 units of health in my possession
And I own 4 units of mana
I have no drunkenness
My estate contains +2 spellcasting
My Summon Armor spell keeps me protected
The peasentry shall kneel before my Summon Weaponry spell
Much of my wealth comes from my Negate Intoxication spell
Health: 12
Mana: 4
Drunkeness: 0
Spellcasting: +2
Spells:
- Torrent of Filth (A missile attack which blasts the target with a torrent of dangerous filth)
- Burning Mishap (A touch attack which causes the target to fall over and catch fire)
- Stagger of Deflection (A defensive spell which causes the target to stagger and trip opportunely at the moment of being attacked)
Health: 7
Mana: 5
Drunkeness: 0
Spellcasting: +2
Spells:
-Summon Catgirls
-Transform
-Ensoberize
Health: 7
Mana: 5
Drunkeness: 0
Spellcasting: +2
Spells:
-Happy Hour
-Summon Drunken Brawlers
-Pink Elephants Rampage
Health: 7
Mana: 4
Drunkeness: 0
Spellcasting: +2
Spells:
-HATS! FOR EVERYONE!- I channel the power of Sheogorath.
-The Cure Hangover Spell- I remove two points of drunkenness from myself.
-Summon Cheese Atronach- Exactly what it sounds like.
Health: 7
Mana: 4
Drunkeness: 0
Spellcasting: +2
Spells:
Intoxicate: Adds drunkeness to a wizard.
Summon Booze: Sprays a target with booze, soaking targets. Booze is slippery. High rolls may also add drunkeness.
Fireball: Boring, but practical. Use on something soaked with booze for a more potent fire.
Health: 7
Mana: 4
Drunkenness: 2
Spellcasting: 0
Spells:
Alcohol Torrent - Fires a blast of WizardBooze at the target. Requires at least three drunkenness to properly connect with the Alcohol Plane. Caster's Drunkenness -1 if it works, otherwise caster's Drunkenness +1.
Wizard drinking game - Caster's Drunkenness +2. Everyone within two feet gives drunkenness +1.
Transfer Alcohol - Briefly links two targets, one of which may be the caster. One gets more sober, the other gets dosed with WizardBooze. Has a small chance of an alcohol cascade, which causes the caster to take on drunkenness from either both targets, or the other target, as applicable.
Sanitas: VII
Magus: V
Ebrietates: Nil
Vis Incantatores: +II
Incantamenta:
Forma Draconis
Vi Obice
Chaos Elementarium
Health: 7
Mana: 5
Drunkenness: 0
Spellcasting: +2
Spells:
Step Into My Office: allows to retreat into a pocket dimension resembling a lawyer's office, albeit a very dingy, small and dark one. If used within the office, allows to return to reality at a specific point.
Magic-Assisted Sobriety: decreases Drunkenness of either self or subject by three points (up to a minimum of 0) for three turns, at which point the drunkenness comes right back.
False Coin: allows to summon a variable amount of money that lasts for a day before completely dissipating, whatever form (paper, metal, electronic) it may have taken.
Health: 7
Mana: 5
Drunkeness: 0
Spellcasting: +2
Spells:
Agent Summon- Can open a dimension and summon a suited man with sunglasses and an earpiece who has superhuman powers. The only problem is that David has no control over the man, and the man will destroy anything in his path
Drunken Mastery A target must have drunken twice for this spell to have an effect. The target's failures (aka, one or lower) become an epic success ( take the absolute value of a number then add six to it.)
Zombification Dead bodies can be reanimated to serve David's will.
Health: 7
Mana: 5
Drunkeness: 0
Spellcasting: +2
Spells:
-Nyan~!: Summons a small catsplosion of kittens with parasitical natures. They will stop at nothing to claim ownership over you and possibly drain your resources or whisper corruptions.
-Magical Girl Transformation: Takes two turns to cast and can be interrupted. If successful Kawaii gains an adorable sailor costume, shiny staff, and sparkles. Really bright sparkles everywhere. Try not to look directly at it if it can be helped... it's like staring at the sun.
-Rainbow Laser: Casts exactly what it says in the name. A pure beam of love and joy in every hue is blasted at the opponent in the name of friendship. Who knew friendship burned so much?
Health: 7
Mana: 4
Drunkenness: 0
Spellcasting: +2
Items: Bottle of rum (3)
Spells:
Beardform: Makes one's beard take on the shape and qualities of any object.
Summon Carpstorm: Causes vicious carp to rain down on a target.
Stupidity Beam: Shoots a beam of pure dwarven stupidity at a target. The target must find alcohol
immediately, or go insane.
Health: 7
Mana: 4
Drunkeness: 0
Spellcasting: +2
Spells:
Reality Check: Lets Alan clarify a detail about his surroundings, as long as it doesn't contradict the details that have been explicitly mentioned.
For example, if Alan sees a bartender in a tavern, the Reality Check lets him clarify that the bartender owes him a drink.
Word Play: Lets Alan remove or add a letter to the object's name, changing its very nature in the process.
For example, when someone is publicly stated to be a jerk, Alan can add an Y to them and turn them into jerky. Yum!
Artistic License: Lets Alan make something possible or impossible against all scientific knowledge and common sense.
For example, when faced with an imminent atomic explosion, Alan can employ Artistic License and survive by locking himself in a lead-lined refrigerator.
Health:7
Mana: 5
Drunkedness: 0
Spellcasting: 2+
Spells:
Exchange: in the case of a fatal or near fatal wound, this will cause the attack to hit a non vital part of the body ((like the arm))
Medical attachment: if one happens to find any type of corpse or humanoid alive creature, then one can exchange one body part with any other body part of the user, it takes 3 turns to modify, re size and meld the object to the correct body part, each turn takes 1 mana
SUPER!: depending on the roll, gain a random superpower for 3 turns, uses all mana and cannot regenerate or use mana for the time of superpower.
Health: 7
Mana:5
Drunkenness:0
Spell casting: 2+
Spells
Raise undead enemy: self explanatory. Uses two points of health
Soul crush: forces an enemy's soul to be destroyed, causing a near fatal wound. However much Health it has left is also what my health is
Drain health/mana: Can drain health or mana from an enemy
Health:7
Mana:5
Drunkedness:0
Spellcasting: +2
Spells:
Magic Missile: A homing missile made of magic.
Caltrops: Spreads metal spikes on the ground in front of the caster.
Magnetize: Makes the victim attract metal objects in the area.
EFFECTS:
Maniacal Laughter: All wizards except XANTAWIZZERD take -1 to spellcasting next turn.
Artistic License: Alan is untargetable by AoE next turn.
GM:
Wow, everyone is now down to only 7 health, first turn.
Except Pufferfish, with only 1.