Magic L.A.S.E.R.

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The use of wizardry/sorcery in large-scale confrontations has the potential to be incredibly powerful. This is good for you when the force of magic users is on your side. Just hope the enemy doesn’t have a number of wizards/sorcerers on their side. If hoping is not good enough, however, rest easy, for there are ways to defend against the enemy’s magical attacks (just remember they can defend against yours as well).

It can be reasonably assumed that there will not be anywhere near as many magic users on the battlefield as there will be regular combatants. Therefore, we can spare the effort to actually consider what EACH individual wizard/sorcerer will do on their turn. Keeping that in mind, pay careful attention to the following Magic LASER guidelines:

  • For the purposes of battle, wizards/sorcerers (which will collectively be referred to as ‘mages’ henceforth) have two general functions: Offense and Defense. More on these categories later.
  • Mages, like other combatants, may also increase their statistics through experience and superior equipment. More on mage hierarchy later.
  • A faction’s group of mages select their actions at the same time in the initiative order, and each individual mage must be assigned an action (though they can all do the same thing, if that is what you wish).
  • Mages have the lowest health and melee statistics off all combatant types, so try to keep them out of harm’s way.
    - – - – * In fact, it may very well be that your faction’s mages will be tied up keeping the enemy’s mages busy and protecting your troops from magic attacks.
  • The unit health of mages is 2 (10 mages have a total health of 20).
  • Mages have a melee attack roll of (1/2 # of mages)d2, and this can never be upgraded!

Magic LASER Common Spells:

  • Typical Magic LASER spells are either purely offensive or defensive. This is not to say that utilitarian spells such as Water Breathing cannot be used in a battle situation, but these non-combatant spells can usually be used with common sense and need no sophisticated system of rules. Therefore, we shall stick to spells that require more statistical explanation:
  • Disclaimer: These spells are, for simplicity’s sake, only loosely based on spells in the rule book, so don’t go arguing the effects of these spells because the rule book says otherwise!
  • Magic LASER uses a modified and slightly more complicated rock-paper-scissor method of magical combat with fire-ice-lightning.
  • Offensive:
    - – - – * Fireball: Deals 5d6 damage for every caster (10 casters deal 50d6!!!).
    - – - – * Ice Storm: Deals 5d6 damage for every caster.
    - – - – * Lightning Storm: Deals 5d3 damage for every caster (but is harder to block).
  • Defensive:
    - – - – * Ice Wall: Counters one fireball per caster (10 casters negate 10 enemy fireballs) or negates 1/2 the damage of one lightning attack per caster (Roll full lightning damage and divide by two, rounding up if necessary).
    - – - – * Fire Wall: Counters one Ice Storm per caster or negates 1/2 the damage of one lightning attack per caster.
    - – - – * Lightning Wall: Counters 5d6 damage of either fire or ice attacks per caster (10 casters negate 10d6 damage of either fire or ice attacks).
  • Special Rules:
  • When a Fireball and a Lightning Storm are cast at an Ice Wall, the Fireball is blocked, and the Lightning Storm does full damage (the same applies to Ice Storms and Fire Walls).
  • When a Fireball and an Ice Storm are cast at a Lightning Wall, the Lightning Wall rolls it’s defensive value and subtracts that value from the damage of either the Fireball or Ice Storm.

Hierarchy of Mages:
- – - – * In this section, “power dice” refers to the number of dice rolled in an attack or for a Lightning Wall (as described above, the default power dice is 5. When an upgraded mage’s power dice is said to be 7, they cast Fireballs and Ice Storms at 7d6 damage, LIghtning Storms at 7d3 damage, and Lightning Walls negate 7d6 damage.)

  • Pupil: Default power dice of 5. Default health of 2. Default melee attack of (1/2 # of mages)d2.
  • Novice: Power dice of 6. Health of 4. Default melee attack.
  • Scholar: Power dice of 7. Health of 6. Default melee attack.
  • Master: Power dice of 8. Health of 8. Default melee attack.
  • Archmage: Power dice of 10. Health of 10. Default melee attack.
  • Warmage: Power dice of 8. Health of 20. Melee attack of (# of warmages)d2 + 10.
    - – - – * Warmages are the ONLY mage units proficient in melee combat


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