The five great wizards of Wizardia stand in the land of ice and snow, the neutral zone, protected by a magical barrier as other wizards, dressed in the colour of their faction, cheer on from beyond the veil. For many centuries they have warred against each others' land in an attempt to make the whole of Wizardia theirs, sending their followers, lesser wizards, to battle with those under command from their enemies.
But the war had taken its tolls on all the kingdoms. The once lush forest in the northen kingdom reduced to gnarled branches and ashes of the past. The flowing rivers and rolling hills of the west transformed to dirty polluted water, the hills invisible beneath the war camps and factories. The wonderous oasis of the south west now mere puddles and wasteland as far as the eyes can see. The enormous mountains of the south east eventually collapsed and caved in as the sound of drills and machines fill the ears of all who resides there. And the beautiful beaches and bays of the east sunk into the sea as global warming from overuse of fire magic threatens the land.
So the wizards agreed to a traditional wizard duel, known as The Spires.
And on this faithful day the five wizards met in no man's land, the land of ice and snow. But when all is over and done, only one will leave. MechanicsIn this game there are
4 elements;
fire,
water,
earth and
airAt the start of the game each wizard must construct a spire. The spire consist of
7 floors, each floor is made of a single element. Each wizard must pm me how they are going to construct their spire (so like the orders of what element you are going to use to build each floor. Order is important.)
TurnsThe game is turn based. Each turn each wizard may shoot 2 element bolts at any spires (so they could shoot both their bolt at a single spire, one at one spire and the other bolt at another spire). The bolts would only affect the top floor of the spire they target. If the element of their bolt corresponds with the element of that floor the floor would be destroyed and the floor below will become the new top floor. If a wizard use both their bolts on the same spire both bolts will still only affect the current top floor.
If a wizard's spire is destroyed (no more floors left) they lose.
At the end of each turn I will reveal everyone's action (including what element bolt they used and who's topfloor was destroyed)
Actions are pmed.
Power upsEach wizard also get a set of powerups they can use. Each powerup can only be used a specified number of time.
Triple Bolts (x2) - Can use 3 bolts that turn
Deflect (x2) - Negate all bolts directed at them on that turn
Reflect (x1) - Reflect all bolts directed at them on that turn back to the spire of the person who used the bolt
Construct (x1) - Construct an extra floor on your spire. This will go to the bottom floor of your spire.
CommunicationsYou may not privately communicate with other players. Inthread communication is allowed.
JoiningWhen joining please also add a colour for your wizard faction. You may also add a wizard name if you want to. It's all for flavour purposes. Also pm me the order and make up of your spire (which element for which floor).