The Wizard player picks all but one spell at each of the first 3 levels. The Elf Player gets the spells the wizard didn't pick. The Wizard player gets both level 4 spells.
Wizard Level 1
Fire Orb
Save DC: 5
Damage: 1D4+1
Ice Orb
Save DC: 5
Damage: 1D4, -2 Move for 1 Round. Undead take half damage.
2xSleep
Save DC: 5
Effect: Puts enemy to Sleep for 1D4 Rounds. A sleeping enemy has Armor Class 0 and gets no turn. Undead are immune.
2xLightning Strike
Effect: Target Friendly Character automatically lands each of the next two attacks he/she makes this mission. Upon hitting, deals a further 1D4 bonus Lightning damage. Undead are immune to bonus damage.
Wizard Level 2
Fire Ball
Save DC: 6
Damage: 2D4+1
Ice Bomb
Save DC: 6
Damage: 2D4, -3 Move for 2 Rounds. Undead take half damage.
Force Armor
Effect: Target Friendly Character gains +2 Armor for the next 2D4+1 Rounds.
Searing Stones
Effect: For the next 2D4+1 Rounds, your attacks become ranged and roll D12. They do an extra 2 Fire damage on striking.
Lightning Bolt
Save DC: 7
Effect: Flies to intended target, striking all foes along the way.
Damage: 2D4, Stuns target for 1 Round. A Stunned Target can't move or attack. Undead are Immune.
Wizard Level 3
Fire Storm
Save DC: 7
Damage: 3D4 + 1
Ice Storm
Save DC: 7
Damage: 3D4, -4 Move for 3 Rounds. Undead take half damage.
Black Staff
Effect: Your next two Quarterstaff attacks use D20. On Hit, slays target monster instantly if they fail their Save (DC: 7).
The Elf cannot memorize Black Staff.
Chain Lightning
Save DC: 7
Effect: Hits all foes in Sight Radius
Damage: 3D4, Stuns target for 1 Round. A Stunned target can't move or attack. Undead are Immune.
Wizard Level 4
Turbo!
Effect: The Wizard takes another 1D4+1 Turns in a row.
Drain Life
Save DC: 7
Effect: Hits a single foe.
Damage: 3D4+1. The Wizard gains HP equal to half the net damage. This can increase HP above normal Maximum. Undead are immune to this spell.
HP: 4
Weapon: Quarterstaff, D8, Attacks 8 directions
Armor: 3
Strength: D8
Dexterity: D10
Save: D12
Move: 5
*The Wizard begins each mission with five Level 1 spells, four level 2 spells, three level 3 spells, and two level 4 spells memorized. These come from the Wizard pool. The Elf starts with the remaining Wizard spells memorized.
Girl's Behavior
Guy's Behavior
Flirting
Dating
Relationships
Fashion & Beauty
Health & Fitness
Marriage & Weddings
Shopping & Gifts
Technology & Internet
Break Up & Divorce
Education & Career
Entertainment & Arts
Family & Friends
Food & Beverage
Hobbies & Leisure
Other
Religion & Spirituality
Society & Politics
Sports
Travel
Trending & News
What Girls & Guys Said
Opinion
1Opinion
too complicated
In your case, I think you are exaggerating the difficulty. I think a 12 years-old should be able to understand this just fine.
The game would come with Quick Cards to remind everyone what each character class can do and especially remind everyone what each Wizard or Cleric spell does. I owned two games with slightly different but slightly similar rules systems around 30 years ago, and they were marketed to twelve- year-olds. The games were "Hero Quest" and "Dragon Strike". In Hero Quest, the Wizard picks one element among 4 elements, then the Elf picks an element, then the Wizard gets the 2 remaining elements, so the Elf gets 4 spells (usually water or Earth) and the Wizard gets 12 spells. The monsters used a separate spells deck called "Chaos Spells".
I don't remember exactly how Dragon Strike's spells worked, except that it used a Level 3 system not too different than what I have, and everything had a spell DC of 5, so that rolling a 6 or greater on "Save vs Spell" negated the spell. I decided to have variable spell DC from 5 to 7.
Be the first girl to share an opinion
and earn 3 more Xper points!