Something like
Yes Arena, but different. People beat* each other with MELEEMAGICS until only one remains.
*Punchwizards definitely possibleWHO SHALL BECOME THE NEWEST CHAMPION OF MELEEMAGES!?
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Character Sheet of MELEEMAGES:
Health: You die if it goes 0 or lower, you start with 25 of it.
Class: You need to choose one.
Primary School: Spells from this school are 1 Wisdom Point cheaper for you. You start with BASIC spell of this school for free.
Secondary Schools: Up to 2 extra Schools you draw Spells from. These Schools cost 1 Wisdom Point to pick.
Spelllist: You start with 10 Wisdom points, which you can spend on Spells. You need simpler spells first to learn more complex ones, for example: Glitchblade requires Distortion, and so on.
Traits: Up to 3 Traits, look below for details.
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Combat in MELEEMAGES:
Attacker uses a d10 for Hit roll, Defender uses a d6 for Evasion roll.
If Hit > Evasion, Defender is hit and receives damage.
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Order of Turns in MELEEMAGES:
Everyone posts their targets, then GM resolves the duels by the order in which they were posted.
If someone is killed, they're removed from the game, while their killer recovers 10 Health and learns one random Spell of the fallen enemy.
The combat continues until there's only one MELEEMAGE standing, who is then declared the CHAMPION OF MELEEMAGES!
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Damage Types and Resistances:
Each weapon has a Damage type, expressed as three-letter combination in a square bracket. Through various means, you can obtain Resistances to these (or even Weaknesses!)
There are 5 damage types: Physical [PHS], Electrical [ELC], Fire [FIR], Ice [ICE] and Magic [MAG].
Resistances use + to indicate their level:
none: You receive normal damage from Fire.
[+FIR]: You receive 25% damage less (rounded down) from Fire (the lowest possible is 1).
[++FIR]: You receive 50% damage less (rounded down) from Fire (the lowest possible is 1).
There is also Poison status.
At end of each Turn a d6 is rolled: you receive (1-5) damage from Poison or the Poison is removed (6).
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Classes for MELEEMAGES:
Bloodman: Starts with 30 Health, all Blood Magic spells are 1 WP cheaper. Whenever Bloodman deals at least 5 damage, and is wounded, Bloodman recovers 1 Health.
Chainlock: Whenever Chainlock scores a hit, his next spell gains +1 to Hit and Damage rolls. This bonus increases by another +1 (caps at +5) upon next successful hit; the bonus resets upon a miss or if a spell without hit roll is cast.
Elementaler: All Fire, Ice and Thunder Magic spells are 1 WP cheaper.
Entropist: Chaos spells deal 1 extra damage. Starts with 2 randomly choosen BASIC spells.
Musclemage: Starts with 40 Health, deals 1 extra damage with all spells.
Silverchanter: All Metal Magic spells are 1 WP cheaper. Starts with [+PHS].
Stormbringer: All Sea and Thunder Magic spells are 1 WP cheaper and deal 1 extra damage.
Timelord: +1 to Evasion rolls. All Time Magic spells are 1 WP cheaper.
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Traits of MELEEMAGES:
You pick up to 3 of these.
Assimilation: Whenever you kill an Enemy, you receive one of their Traits (except Prodigy) and 2 Spells instead of just 1.
Dextrous: You gain +1 to Hit rolls.
Drakescales: You start with [++FIR]. Mutually exclusive with other -scales traits.
Gymnast: You gain +1 to Evasion rolls.
Fishscales: You start with [++ICE]. Mutually exclusive with other -scales traits.
Healthy: You start with 7 extra Health.
Powerplay: All your Spells deal 1 damage extra.
Prodigy: You start with 2 Wisdom Points extra.
Trollblood: At end of each Turn, you recover 1 Health.
Wizardry: All duration Spells you cast last 5 Turns instead of 3.
Wyrmscales: You start with [++ELC]. Mutually exclusive with other -scales traits.
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Spell formula:
Spell name (Wisdom Point cost):
Description&effects.
Lowest possible WP cost for any Spell is 1!
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BLOOD MAGIC:
Bloodknife (1) [BASIC]:
1-3 [PHS] damage. Upon successful hit, if you're wounded, you recover 1 Health.
Lifedrain (2):
2-5 [MAG] damage. You recover Health equal to total Damage dealt with this spell.
Bloodlust (4):
You deal 3 Damage more with all Spells for next 3 Turns.
Bloodbath (7):
Deals 4 [MAG] damage to ALL enemies. You recover Health equal to total Damage dealt with this spell.
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CHAOS MAGIC:
Randomthing (1) [BASIC]:
0-6 [MAG] damage.
Rainbowmace (3):
1-7 damage, each Hit uses a different type of Damage (randomly choosen between [FIR], [ICE], [MAG] or [ELC]).
Entropycloak (4):
For next 3 Turns, you're completely immune to a randomly choosen damage type.
Chaos Storm (6):
2-8 damage. Attacks 3 times, each Hit uses a different type of Damage (randomly choosen between [FIR], [ICE], [MAG] or [ELC]).
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FIRE MAGIC:
Burning Fists (1) [BASIC]:
0-3 [FIR] damage. Attacks 2 times.
Flamesword (3):
2-7 [FIR] damage.
Grace of the Flames (4):
You gain [+ICE], [+PHS], [+MAG] for next 3 Turns.
Hellfist (6):
7-16 [FIR] damage.
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ICE MAGIC:
Icicle (1) [BASIC]:
1-5 [ICE] damage.
Winter (3):
All enemies without any [ICE] Resistance receive -1 Hit and Evasion penalty for next 3 Turns.
Chant of the Icemen (4):
You gain [+FIR], [+PHS], [+MAG] for next 3 Turns.
Blizzard (6):
4-9 [ICE] damage. Targets ALL enemies. This spell deals 1 max.damage less per Enemy if there are 3 or more Enemies left.
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METAL MAGIC:
Daggers (1) [BASIC]:
1-2 [PHS] damage. Attacks 2 times.
Arrows (2):
1-4 [PHS] damage. Targets ALL enemies.
Steelskin (4):
You receive 3 damage less from [PHS] and 1 damage less from all other sources for next 3 Turns.
Twinblades (7):
4-8 [PHS] damage. Attacks 2 times.
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MUSCLE MAGIC:
Open Palm (1) [BASIC]:
1-4 [PHS] damage. This spell has +1 to Hit roll.
Hardening (3):
You receive 1 damage less from all sources for next 3 Turns.
Megafist (4):
4-11 [PHS] damage.
Regeneration (6):
You instantly recover 6-11 Health and heal Poison.
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ORDER MAGIC:
Point Knife (1) [BASIC]:
1-2 damage. This Spell has no damage type.
Hardshield (2):
All damage equal to 5 or less will be instead negated by Barrier completely. This spell lasts 3 Turns.
Purebolt (5):
8-9 [MAG] damage.
Atomblade (6):
9-10 damage. This Spell has no damage type.
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SEA MAGIC:
Depthtouch (1) [BASIC]:
1-3 [ICE] damage. This spell has +1 to Hit roll.
Anemone (3):
3-5 [ELC] damage. Poison on Hit.
Storm Trident (4):
4-9 damage. This Spell deals either [ELC] or [ICE] damage, depending on target's lower Resistance.
Ocean Seal (6):
You cannot receive damage from [ELC] and [ICE]. This spell lasts for 3 Turns.
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SWAMP MAGIC:
Snakedagger (1) [BASIC]:
1-2 [PHS] damage. Poisons on Hit.
Vinewhip (3):
2-5 [PHS] damage. This spell has +2 to Hit roll.
Neurotoxin Dart (4):
Upon successful Hit, the target receives -2 to Hit and Evasion rolls for 3 Turns, and also is Poisoned.
Deathvapors (6):
Targets ALL enemies. Poison on Hit.
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THUNDER MAGIC:
Zapdagger (1) [BASIC]:
1-4 [ELC] damage.
Thunderhammer (3):
4-8 [ELC] damage.
Static Shield (5):
Enemy that successfully Hits you with a spell receives 6 [ELC] damage. This spell lasts 3 Turns.
Destruction of Heavens (5):
5-12 damage. This Spell deals either [ELC] or [MAG] damage, depending on target's lower Resistance.
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TIME MAGIC:
Distortion (1) [BASIC]:
0-6 [MAG] damage.
Glitchblade (2):
6-10 [PHS] damage. This spell has +1 to Hit roll. Damages caster on a Miss.
Timequeue (4):
Next Turn, your Spell will be processed first, no matter when will you post.
Displacement (7):
+3 to Evasion rolls for next 3 Turns.
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List of 8 MELEEMAGES of THE FIRST MELEE:Name: The "Electrocutioner"
Health: 25
Class: Stormbringer
Primary School: Thunder
Secondary Schools: Sea (1)
Spell List:
Zapdagger (0) [BASIC]:
1-4 [ELC] damage.
Thunderhammer (1!):
4-8 [ELC] damage.
Static Shield (3!):
Enemy that successfully Hits you with a spell receives 6 [ELC] damage. This spell lasts 3 Turns.
Destruction of Heavens (3!):
5-12 damage. This Spell deals either [ELC] or [MAG] damage, depending on target's lower Resistance.
Depthtouch (1) [BASIC]:
1-3 [ICE] damage. This spell has +1 to Hit roll.
Anemone (3):
3-5 [ELC] damage. Poison on Hit.
Traits:
Dextrous: +1 to Hit
Trollblood: At the end of each turn recover 1 HP
Drakescales: [++FIR] resistance.
Name: Kyu Ghere
Health: 25
Class: Stormbringer
Primary School: Sea
Secondary Schools: Blood (1)
Spell-list:
Depthtouch (0) [BASIC]:
1-3 [ICE] damage. This spell has +1 to Hit roll.
Anemone (1!):
3-5 [ELC] damage. Poison on Hit.
Storm Trident (2!):
4-9 damage. This Spell deals either [ELC] or [ICE] damage, depending on target's lower Resistance.
Ocean Seal (4!):
You cannot receive damage from [ELC] and [ICE]. This spell lasts for 3 Turns.
Bloodknife (1) [BASIC]:
1-3 [PHS] damage. Upon successful hit, if you're wounded, you recover 1 Health.
Lifedrain (2):
2-5 [MAG] damage. You recover Health equal to total Damage dealt with this spell.
Traits:
Assimilation: Extra Spell and Trait on kill
Drakescales: [++FIR] Resistance.
Prodigy: +2 WP on start.
Name: Death Incarnate
Health: 30
Class: Bloodman
Primary School: Blood
Secondary Schools: -
Spell-list:
Bloodknife (0!) [BASIC]:
1-3 [PHS] damage. Upon successful hit, if you're wounded, you recover 1 Health.
Lifedrain (1!):
2-5 [MAG] damage. You recover Health equal to total Damage dealt with this spell.
Bloodlust (3!):
You deal 3 Damage more with all Spells for next 3 Turns.
Bloodbath (6!):
Deals 4 [MAG] damage to ALL enemies. You recover Health equal to total Damage dealt with this spell.
Traits:
Assimilation: Extra Spell and Trait on kill
Powerplay: All spells +1 Damage.
Wizardry: Duration spells last 5 Turns.
Name: Uchron the Timeless
Health: 25
Class: Timelord
Primary School: Time
Secondary Schools: -
Spelllist:
Distortion (0, BASIC):
0-6 [MAG] damage.
Glitchblade (1!):
6-10 [PHS] damage. This spell has +1 to Hit roll. Damages caster on a Miss.
Timequeue (3!):
Next Turn, your Spell will be processed first, no matter when will you post.
Displacement (6!):
+3 to Evasion rolls for next 3 Turns.
Traits:
Assimilation: Extra Spell and Trait on kill
Trollblood: Recovers 1 Health at end of Turn.
Wizardry: Duration spells last 5 Turns.
Name: Dudicus of the Free Bro-Holds
Health: 47
Class: Musclemage
Primary School: Muscle
Secondary Schools: -
Spelllist:
Open Palm (0!) [BASIC]:
1-4 [PHS] damage. This spell has +1 to Hit roll.
Hardening (2!):
You receive 1 damage less from all sources for next 3 Turns.
Megafist (3!):
4-11 [PHS] damage.
Regeneration (5!):
You instantly recover 6-11 Health and heal Poison.
Traits:
Dextrous: +1 to Hit rolls.
Healthy: +7 max.Health.
Powerplay: All spells +1 Damage.
Name: Zordon, The Evergreen
Health: 40
Class: Chainlock
Primary School: Swamp
Secondary Schools: Time (1)
Spelllist:
Snakedagger (0!) [BASIC]:
1-2 [PHS] damage. Poisons on Hit.
Vinewhip (2!):
2-5 [PHS] damage. This spell has +2 to Hit roll.
Neurotoxin Dart (3!):
Upon successful Hit, the target receives -2 to Hit and Evasion rolls for 3 Turns, and also is Poisoned.
Distortion (1) [BASIC]:
0-6 [MAG] damage.
Glitchblade (2):
6-10 [PHS] damage. This spell has +1 to Hit roll. Damages caster on a Miss.
Traits:
Assimilation: Extra Spell and Trait on kill
Dextrous: +1 to Hit rolls.
Wizardry: Duration spells last 5 Turns.
Name: Goemon
Health: 25
Class: Silver Chanter
Primary School: Metal
Secondary Schools: Swamp (1)
Spelllist:
Daggers (0) [BASIC]:
1-2 [PHS] damage. Attacks 2 times.
Arrows (1!):
1-4 [PHS] damage. Targets ALL enemies.
Steelskin (2!):
You receive 3 damage less from [PHS] and 1 damage less from all other sources for next 3 Turns.
Twinblades (5!):
4-8 [PHS] damage. Attacks 2 times.
Snakedagger (1) [BASIC]:
1-2 [PHS] damage. Poisons on Hit.
Traits:
Assimilation: Extra Spell and Trait on kill
Trollblood: Recovers 1 Health at end of Turn.
Wyrmscales: [++ELC] Resistance.
8.