WitchWarfare
A staff instead of a gun. Throw fire, water, earth and air, ward off what comes back, and gather grimoires lying about to make every spell hit harder.
A staff instead of a gun. Throw fire, water, earth and air, ward off what comes back, and gather grimoires lying about to make every spell hit harder.
You are a witch with a staff. It throws the spell of the grimoire you carry, and it raises a ward.
Element advantage: water quenches fire, fire burns air, air scours earth, earth drinks water. Dark and light are rare, and they only bow to each other.
Specials: keep the button held after a cast and the staff gathers power (the ring round your aim fills). Let go once it shows the special's name. Fire Inferno: a great fireball that bursts and leaves the ground burning. Water Tidal wave: a wall of water that rolls forward and throws back whoever it meets. Earth Stone spikes: a line of spikes erupts toward your aim and tosses foes up. Air Tornado: a whirlwind that walks forward, pulls witches in and lifts them. Dark Void rift: an orb that opens into a rift, drags everyone in and collapses. Light Judgement: a pillar of light falls where you aim, and no ward stops it.
5 vs 5: Light Mages against Dark Mages. Your side wears your colours and has a marker over its heads; your spells pass through friends. The side with more falls on the other wins when time runs out. Play it against bots, or online: other people take places on both sides and bots hold the rest.
Grimoires lie all over the battlefield. Walk over one to claim it. Claim one of the element you already carry and it grows a level, up to five: more power behind every spell. Claim a new element and it joins your satchel.
The ward stops most of what arrives from the front, and stops nearly all of it when your element is the stronger one. It does nothing at all from behind or from the side.
Change anything here at any time.