Story
It's a magic battle in a magic arena!
Setting
Arena
Game play takes place within an arena. It's rectangular in size, with no entrances or exits. Within the arena are trees, pillars, and other obstructions. The walls of the arena are large, tall rocks, restricting all movement out. Beyond the walls, crowds sit on benches to watch the event.
Player: Spell Caster
The player is a spell caster. They have a threshold for essence, which allows them to gather and use spell runes to shape their essence and alter reality.
Resource: Essence
Essence represents raw magical energy. It is required to cast spells, but having too much will cause death. This game is partially about managing essence.
Resource: Spell Runes
Spell runes represent different aspects that, when combined, result in magic spells.
Rune 1
A rune representing flame, speed, brightness, and destruction.
Rune 2
A rune representing dirt, stone, toughness, and creation.
Rune 3
A rune representing wind, freedom, distance, and power.
Rune 4
A rune representing water, tranquility, darkness, and resistance.
Mechanics
Essence Overload
When a spell-caster has too much essence, they take damage based on their threshold.
Essence Threshold
The spell-caster's essence threshold is their capacity for essence. In addition to a personal essence threshold, certain items can be attuned with essence to help expand a spell-caster's threshold.
Spell Casting
Spell casting is performed by chaining runes together, and expending essence.
Counter Spelling
Countering a spell is performed with ease, but absorbs the essence of the spell being countered.