Author’s Note:

This game started out as a minimalist game, which barely fit onto one, letter-sized sheet of paper. However, there were some items missing, so I decided to expand it as much as necessary. It should also be noted that this game formed the basis for what evolved into a universal system called EGO: Endless Gaming Options ©. If you like what you see, please write me and let me know.

Introduction

Wizards & Weapons is a game of action, magic and adventure set in a world where man shares his realms with elves, dwarves and goblins. As an RPG, the players take the parts of characters who live in this imaginary world, and act these parts as actors in a grand play.

What you need too play: Paper, pencils, and a handful of 6-sided dice (and this game, of course).

Character Creation

Attributes (2d6 each): Each Attribute reflects a certain aspect of the character, and grants a certain number of dice used for testing that attribute (1-2: 0; 3-6: 1; 7-10: 2; 11-12: 3).

Brawn – Muscle power. Effects damage done in combat

Balance – Agility and Dexterity. Grants bonus dice for combat dice pools.

Brains – Intelligence. Effects spells and knowledge.

Body – Hit Points. Amount of damage the character can sustain.

Race (Chosen): There are four basic races a character can be. Each one has benefits and hindrances. Humans for the standard by which all others are gauged.

Human:

No modifiers

Elf:

+1 Balance, -1 Body

Dwarf:

+1 Body, -1 Brains

Halfling:

+1 Balance, -1 Brawn

Skills

Each character has certain skills. All characters can possess the same basic skills, though some will have them at a higher skill level. The characters start with 5 levels to divide among their skills. Each skill level confers 1 die in a test of that skill.

World Knowledge (Brains Dice + # of levels): General knowledge accumulated in life.

Home Knowledge (Brains Dice + # of levels): Knowledge of one’s home environment.

Combat (Balance Dice + # of levels): Skill at arms.

Magic (See below): Skill and knowledge of casting magical spells.

Religion (See below): Knowledge of religion, ceremonies, and holy powers.

Stealth (Balance Dice + # of levels): The ability to do things without being noticed.

Equipment

Starting Money: 1d6 x 10 gold coins

Weapon (cost):

Damage:

Range:

Armor (cost):

Armor Rating [AR]:

Sword, Light (5)

2

N/A

Heavy (25)

6

Sword, Heavy (10)

3

N/A

Medium (15)

4

Axe, Light (5)

2

N/A

Light (5)

2

Axe, Heavy (10)

3

N/A

Shield, Large (10)

+2

Dagger (2)

1

(Brawn x2) + 20’

Shield, small (5)

+1

Halberd (10)

3

N/A

 

 

Staff (0)

1

N/A

 

 

Spear (2)

2

(Brawn x2) + 10’

 

 

Club/Flail (0/1)

2

N/A

 

 

Mace/Hammer (10)

3

N/A

 

 

Longbow (10)

2

75’

 

 

Crossbow (15)

3

45’

 

 

 

Magic

A Sorcerer learns a few basic spells. These are the only spells available. However, by having more levels of skill and spending more Magic Points in a spell type, he can create a different effect. Each Sorcerer starts with any 5 of the listed spells at 1 skill level. Thereafter he must add levels to each spell individually. Buying a new spell costs one skill level, and that new spell is known at the first level. Additional levels can then be bought. Casting costs a number of magic points equal to the spell level desired. Magic points are equal to the character’s Brains plus his highest skill level.

Spell Name and effect by level number

Burn

  1. Spark - Creates a spark that can ignite combustibles.
  2. Burning Touch - 1d of damage for each Magic point spent. Range: touch
  3. Fire Dart - 1d of damage, +1d for each extra Magic point spent. Range: 100’
  4. Flame Ball - 5d of damage within a 40’ diameter. Range: 100’
  5. Flame Elemental - Creates Elemental: WS-6; Dam-4; Body-15; AR-5; Immunity: Fire

Freeze

  1. Cool - Lowers the temperature in a 2’ diameter. Sufficient to put out a small fire.
  2. Freeze Touch - 1d of damage for each Magic point spent. Range: touch
  3. Icicle Dart - 1d of damage, +1d for each extra Magic point spent. Range: 100’
  4. Ice storm - 5d of damage within a 40’ diameter. Range: 100’
  5. Ice Elemental - Creates Elemental: WS-6; Dam-4; Body-15; AR-5; Immunity: Cold

Light

  1. Glow - Causes an object to glow bright enough to illuminate a 10’ radius.
  2. Glowing Sphere - Creates a sphere that illuminates a 10’ radius, and moves on command.
  3. Dark Sphere - Creates a sphere of impenetrable darkness.
  4. Flash - Creates a flash that will blind anyone who looks at it for 1-6 rounds.
  5. Blinding Flash - Creates a bright flash that will blind anyone who looks at it for 2-12 rounds.

Wind

  1. Puff - Creates a puff of air sufficient to move very light objects, and blow out candles.
  2. Breeze - Creates a small wind that can move light objects, and create clouds of debris.
  3. Wind - Creates a strong wind that will slow anyone in it to movement.
  4. Gale - Creates a huge blast that can lift medium sized creatures off the ground.
  5. Air Elemental - Creates Elemental: WS-4; Dam-3; Body-15; AR-5; Immunity: slash damage

Convince

  1. Suggest - Causes the target to change his mind about one idea.
  2. Limited Mind Control - Causes the target to obey commands for 1-6 rounds.
  3. Med. Mind Control - Causes the target to obey commands for 2-12 rounds.
  4. Total Mind Control - Causes the target to obey commands for 2-12 days.
  5. Mental Domination - Causes the target to obey commands for life.

Teleport

  1. Shift - Allows caster to move 3 feet instantly (castable on others)
  2. Teleport Near - Allows caster to move 30 feet instantly (castable on others)
  3. Teleport Far - Allows caster to move 300 feet instantly (castable on others)
  4. Teleport Home - Allows caster to return to a specified place instantly (castable on others)
  5. Dimensional Travel - Allows Caster to travel to any known dimension. (self only)

Move

  1. Jump - Allows caster to jump up to 30’ in any direction.
  2. Levitate - Allows caster to float for 10 rounds.
  3. Fly - Allows caster to fly for an indefinite period.
  4. Telekinesis - Allows caster to move objects no heavier than 500 pounds at will.
  5. Heavy Telekinesis - Allows caster to move an object at will.

Change

  1. Disguise - Changes the targets cosmetic appearance (not size) for up to 12 hours.
  2. Alter appearance - Changes the targets appearance and size for up to 12 hours.
  3. Morph Self - Changes caster into another creature type, gaining all abilities for 24 hours.
  4. Morph Other - Changes target into another creature type, gaining all abilities for 24 hours.
  5. Permanent Morph - Changes caster/target into another creature type permanently.

Communicate

  1. Translate - Allows caster to understand any language.
  2. Empathy - Allows caster to sense the emotions of others.
  3. Passive Telepathy - Allows caster to read the thoughts of others.
  4. Active Telepathy - Allows caster to communicate by thought.
  5. Mind Probe - Allows caster access to all of the target’s memories and thoughts.

Create

  1. Repair Object - Allows caster to repair any single broken object (not mechanisms).
  2. Form Object - Allows caster to form a new object of equal make up from another object.
  3. Create Object - Allows caster to create an object of moderate complexity from nothing.
  4. Infuse Object - Allows caster to give magical properties to an object.
  5. Animate - Allows caster to grant "life" to inanimate objects, under his control.

Protection

  1. Turn Attack - Allows caster to negate any one attack.
  2. Shield - Creates a shield that blocks all frontal attacks for 1-3 rounds.
  3. Armor - Creates a magical "armor" that works like normal armor, AR 8.
  4. Force Field - Creates a sphere that blocks all attacks, AR 15.
  5. Impervious Sphere - Creates a Sphere that blocks all attacks and spells for 1 hour.

Divination

  1. Detect Magic - Allows caster to know if an object is magic.
  2. Detect Properties - Allows the caster to know what magical properties an object has.
  3. Know History - Allows the caster to know the history of an object or person.
  4. Clairvoyance - Allows caster to see up to 3 days into the future.
  5. Future Sight - Allows caster to predict the future.

It should be noted that this list is by no means all that can be done with the use of Magic. Should a player wish to have a spell effect not listed here, he/she should discuss the idea with the Game Master. Then come up with a basic spell description, and determine the effects of 4 stronger versions of the spell. Then define what each spell will do by level, and write a brief description.

Religion

Religion grants an Acolyte spells and holy powers. As with Magic, there are only a few basics, which can be expanded on for greater effect. The Acolyte character has access too all spells within his skill level. However, each deity will limit how high a level he/she will grant in each category based on his/her own ethos. These limits will be listed in each Deity description. Casting costs a number of faith points equal to the spell level desired. Faith points are equal to the character’s Brains plus his Religion Skill Level.

Spell Name and effect by level number

Heal

  1. First Aid - If applied to a character who "dies" within 2 rounds, they are restored to 1 Body.
  2. Cure Small Wound - Heals 1-6 Body
  3. Cure Large Wound - Heals 2-12 Body
  4. Cure Disease - Purges any disease or poison from a character.
  5. Resurrect - Brings a dead character back to life.

Undead

  1. Repulse - Causes undead to flee or take 10 body in damage.
  2. Expel - Causes spiritual undead to be dispelled from this plane or take 10 Body in damage.
  3. Destroy - Causes undead to flee or take 20 Body in damage.
  4. Control - Causes undead of less than 10 Body to fall under the Acolyte’s control.
  5. Raise - Causes dead bodies and remains to be animated and under the control of the Acolyte.

Prayer

  1. Bless - Adds a 1d (x Skill Level) to the target’s combat pool for 2-12 rounds.
  2. Enchant - Adds 1d (x Skill Level) to a weapon’s DR and the same to the wielder’s Pool.
  3. Calm - Causes enemies to abandon all aggressive actions against the caster/target.
  4. Protect - Creates an aura around the target that causes enemies to not want to harm them.
  5. Inspire - Friendly targets gain a +3d to their attack and damage for 2-12 rounds.

Purify

  1. Unspoil - Makes rotten or spoiled food edible.
  2. Clean - Erases hatred and anger from a target, allowing them to be rational.
  3. Friendship - Causes the target to feel the need to befriend and protect the caster.
  4. Good Intentions - Makes an evil character/creature turn good for 1-6 days.
  5. Pure Heart - Makes an evil character/creature turn good permanently.

The descriptions of the effects are generalizations, and are open to interpretation by the GM.

As with Magic, this list is not complete, and players and GMs should feel free to add to it in the same manner as described for new magic spells. Most spells will have 5 levels, and each must be described by way of effects, duration, etc.

Resisting Spells

The effects of Magic and Religious spells can be resisted if the target so chooses. To do this, the person controlling the target must roll a number of dice equal to a Brains Dice Pool, and the caster must roll a Magic/Religion Skill check. If the target rolls more 5’s or 6’s than the caster, the effects of the spell are negated, unless the effect would be direct damage, in which case it is halved. In the case where a Creature is involved, use his Body Pool.

Combat

Combat takes place in Rounds. Each Round represents about 10 seconds of combat.

  1. Combat is resolved by opposing rolls of Combat skills. Each combatant rolls their number of Combat Dice, and the character with the most 5’s and 6’s wins. If no 5’s or 6’s are rolled by either side, than no damage was done. If the same numbers are rolled, the one with the most 6’s wins. If both have the same numbers of each, than both are damaged. If the sides are uneven, add the dice pools for the side with more than 1 opponent together.
  2. Roll damage: roll # of dice in the weapon’s damage rating, plus extra dice for extra Brawn. 1=1Body, 2-5=2 Body, 6=3 Body.
  3. Subtract armor rating (if the armor stops an amount of damage equal too its rating in one hit, its rating is dropped by one until it can be repaired). Apply remainder to the character. When a character has 0 body he is dead.

Experience

As the character have adventures, they gain experience, which they can use to become better at what they do. Experience points are awarded in the following ways:

Action # of XP

Defeat Enemy

Enemy’s Body Rating

Successfully Cast Spell

Spell Level

Successful use of Skill

Skill Level

Solving Puzzle/Riddle

50

Experience Points can be spent in the following ways:

Action Cost in XP

Raise Attribute

Current Rating x100

Add Skill Level

Current Rating x50

New Skill

100

New Magic Spell

100

New Religious Spell

100

Creatures

"Creature" is a generic term for anything that is not a Player Character or Non-Player Character. Unlike Characters, Creatures don’t have a full character profile. Rather, they have an abbreviated list of statistics that allow them to be accurately portrayed by the GM. The following chart shows some standard categories and their statistics. The numbers can be modified to create a special creature.

Statistic

Small

Medium

Large

Huge

Gigantic

Combat Rating

2

3

4

4

6+

Armor Rating

1

3

6

8

15+

Body

5

10

15

25

35+

Damage

1

2

3

6

10

Special abilities and effects vary from Creature to Creature.

 

All content on this page is © 2000, Tom Doolan.