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
Freeze
Light
Wind
Convince
Teleport
Move
Change
Communicate
Create
Protection
Divination
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
Undead
Prayer
Purify
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.
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.