So, I kept working on that Magicka RTD.
First thing I did was removing Stats. Magicka doesn't have them and individuality gets determined solely by looks and equipment. (Happy, derm?)
Now, the biggest problem was transcribing a realtime game to a dice and turn-based game.
So I decided to divide turns into actions.
Every person has 5 actions per round. Moving, for instance, takes an action for, say, every two squares? If you have prepared more than one element, then your speed will be modified accordingly. So having all 5 slots prepared slows you down to 5 actions per 3 squares - a severe penalty.
Next, casting.
Casting a spell takes an action per element used.
So self-healing (which doesn't get modified by the amount of life elements used, and thus is best used as spam) takes only 1 action, and you can self-heal 5 times per round.
Another example would be casting magic missiles - Ice and 3 force for instance.
Now, Ice is a combined element, made up of cold and water. Combined elements will take up 1.5 actions, rounded up.
This particular spell-combo would then take 4.5, rounded up to 5, actions to cast, and will hence take the entire turn to cast.
This means that some game-breaking combinations like the Super Lightning Steam Beam will take more than a turn to prepare, but hoo boy do they hurt.
Beams are a special case. They hit, if I understood the wiki correctly, 8 times per charge. After they have been cast, they will hit twice per action (so up to 10 hits per action, and up to 4 turns per beam). This damage does not increase unless crossed with a different beam - something that Ghostbusters fans know you should never do.
Some elements, namely the projectiles, can be charged. A wizard can decide to charge those spells, doubling casting time, but also greatly increasing effectivity.
So a rock projectile will fly faster, and further, while Icicle Shotgun will be a lot more focused, dealing more damage on a single target.
Melee was more difficult.
So I decided that, for starters, I'd divide the weapons in 3 categories: fast, medium, and slow.
Fast weapons get +1 to hit and take one action to swing.
Medium weapons get no modifier to hit and take 2 actions to swing.
You can guess the slow weapon modifiers.
The problem there is that I'm still trying to balance damage. If I made it 1d4, 1d6, and 1d12 respectively, everybody'd use only fast weapons for increased damage and versatility.
1d4, 1d8, and 1d20 maybe?
Aaaand... did I forget something? Posting before something eats my post, either way.