Friday, September 1, 2017

Over 4.000 visualizations this summer!!



We want to take 1 minute to thank you because on June, July and August there was over 4.000 visualizations of the blog!! This is a special result because these months are the less productive ones, because of holidays, and i didn't write so much. I'm very proud of the job made over the years there, and this result give me more energy to continue to work on it. One more time, Thank You for the support.





Saturday, August 26, 2017

The September's Comeback of Activities




Hi all, i know i'm braking your summer routine of relax and restoration on the beach (or in a mountain chalet), but i really want to let you know that the activities on this blog restart officially in the next days.

After a really long, dry and hot summer (in northen Italy at least), i regain energy to write and make, so be patient for another week or two but i promise you i'm working on something. Most of work obviously focus on card's rules (i'll try to fix every card that needs fix but it isn't so easy, you know) and on Mastered Stuffs like "Bestiary" and "Quests", but i don't want to forget anything so one of my autumn goal is to improve site/blog contents.

Thanks for your attention and your visit, on 31st i'll publish something about "Summer's Statistic". Don't forget to like our page on Facebook!!!



https://www.facebook.com/wizwarmastered


Friday, August 25, 2017

About Us

Wiz-War Mastered blog born in 2014 by a group of player fan of this game for share with others the passion of this game. Our first goal was to publish the entire Card Game's list, and after to publish every single card, following similar portal about famous CCG games such as Magic the Gathering, Pokemon, Yu-Gi-Oh and others...

We do all this work for free and because we like, that's explain why we had never wanted to make money with the blog, i.e. with Ads, or became famous online personally. We post single post or stuffs only with the mission of share info, opinion and rule's clarifications to the player, and not to give free the magnificent work of Tom Jolly or Fantasy Flight. 

It's important to say that because we think the work of other must be respected, and we don't want to damage it, so we invite you to keep this blog only for what it is, an information portal.

After that, and after a lot of games played through the years, we start to think about customization and for more complex games. Our community also play RPGs like D&D and Pathfinder, so it was easy to think that Wiz-War can be more funny with implementation of stories and quests. But the goal isn't so simple to achieve, because we don't want to change any rule of game, but we must calibrate custom stuffs on these.

The first and easier way to play uncommon matches was changing the map of field, and we start using some of "ancient" d&d maps from earlier 2000s. The result was so great that we start a research of other old stuff. We found easy to play in other maps, and the absence of strict corridors make LOS very powerful, while Same-Sector needs instead a custom rule for work on a map without them.

Another customization, more common even in other communities, focus on painting miniatures. In a period where we start to play with GW's Warhammer Age of Sigmar, we start also to paint Wiz-War miniatures, and at the same type we take AoS miniatures into our custom plays.

So now we are focusing on these 2 ways, one following the original game rules and mechanics, and the opposite one where custom rules, maps and stuffs add something to the basic game, thanks to a not perfect but free rules that permit a lot of transformation and add-on, something very difficult to find in modern games.

We hope you all can appreciate our work, and we hope author and publisher allow us to continue to publish online because, like we say before, we do all this work for free, and only for the love we have for this great game.

Wiz-War Mastered Development Status

Last Update: 7th March 2018

General Sections
Complete Card List:                                      Completed
     - Page per Card:                                    Completed
     - Completed Pages per Card:                           0 / 300
School's Overview Page:                                  Completed
     - Page per School:                                  Completed
     - School's Page Completed:                             0 / 13
Wiz-War:
Wiz-War Malefic Curses exp.:
Wiz-War Bestial Forces exp.:

Mastered Sections
Mods & Customization 
Bestiary:                                                  18 / 18
     - Creature Images:                                     3 / 18

Info Sections
About Us

Wednesday, April 19, 2017

Bestiary - Monster - Wolf

 
WOLF
Animal Monster

HP 5
AP 1
MV 5
PD /
MD /

Version: Alpha




BEHAVIOR

Wolf attack indiscriminately the players, mostly the first seen of they. They don't understand concepts such as strategy or pianification, they attack alone even in a group of 5 players. Wolf are aggressive until they die, and they never flee the ground.
  
 
ACTIONS
BITE
AP - 1 / Adjacent
Target wizard or a creature suffers 2 physical damages.


CHARGE
AP - 1 / LOS
Target wizard or a creature into the Line of Sight (LOS) of wolf suffers physical damages equal to 2 plus a roll die (1d4+2). The Wolf suffers itself 1 physical damage on a 3-4 as a result of a roll die (you roll the die). Wolf cannot perform this attack to wizard or creature placed in adjacent squares, and cannot move  after this attack. After this attack, Wolf moved to target's square.


ID HISTORY

Illustration made by Il Segno di Ayvlis, pubblished by Wiz-War Mastered under artist's permission. Any unauthorized copy or other usage are severely forbidden.


Bestiary - Monster - Rat

RAT
Animal Monster

HP 5
AP 1
MV 4
PD /
MD /

Version: Alpha


BEHAVIOR

Rats are chaotic creatures that attack without a scheme. During play, they change target every turn, and they move forward and back continuously. They use both attack without preference.

ACTIONS

SCRATCH
AP - 1 / Adjacent 

Target wizard or creature suffers physical damages equal to a die roll (1d4).

INFECTED FANG
AP - 1 / Adjacent
Target wizard or a creature suffers 1 physical damage, then it roll a die. On a result od 1-2, it gains also 2 stun tokens; on a result of 3-4, it become 
POISONED  for the next 3 turns (when a wizard or a creature is  POISONED , on it's Time Passes Phase, it suffer 1 unavoidable physical damage)

ID HISTORY


Monday, April 17, 2017

Bestiary - Enemy - Cursed Smith

CURSED SMITH
Human Enemy

HP 2*P
AP 1
MV 3
PD /
MD /

Version: Alpha


ACTIONS
THROW HAMMER
AP - 1 / LOS
Target wizard or a creature suffers 3 fire physical damages. Any effect applicable with fire-type damage source are also applied in this attack.


FLAMETHROWER
AP - 1 / Adjacent
Choose 1 direction of the 4. Any wizard, creature or object in the 2 square-line from the Cursed Smith suffers 3 fire magical damages. This action count as spell and can be countered as if it is an attack spell.


HOT SLAM
AP - 1 / Adjacent
Target wizard or a creature suffers 2 fire magical damages. On target's next Time Passes Phase, it roll a die. On a result of 3-4, target wizard or creature suffers 2 more fire magical damages.



EFFECTS

FLAME BODY
Any action or spell that nullify fire, affect also the Cursed Smith (i.e. Flood or Waterbolt)
 

ID HISTORY

Bestiary - Monster - Mummy



MUMMY
Undead Monster

HP 4+P
AP 1
MV 2
PD /
MD /

Version: Alpha




ACTIONS

DEATH BREATH
AP - 1 / Adjacent
Any wizard or creature in an adjacent square and the square back to it suffers 2 stun tokens, then you roll a die. On a result of 3-4, it become  POISONED  for the next 2 turns (when a wizard or a creature is  POISONED , on it's Time Passes Phase, it suffer 1 unavoidable physical damage)


DEATH TOUCH
AP - 1 / Adjacent
Target wizard or a creature suffer 3 magical damages. This attack cannot be evaded, countered or cancelled. Roll a die, on a result of 4 target wizard or creature suffers also 1 stun token.


BANDAGE WRAP
AP - 1 / Adjacent
Target wizard or a creature become wrapped for a number of turns equal to a roll die. Until this effect lasts, target wizard or creature cannot move for any reasons, and whenever it does any action, both physical attack or cast a spell, he or she must roll a die. On a result of 3-4, he cannot do the action. Any card played to perform that action are discarded. Bandages have 2 crack points to destroy it.

UNDEAD RECALL
AP - 1 / Caster
Mummy can call other undead. When used, roll a die. On a result of 4, you can summon under your control a permanent monster under the Bestiary's category of  UNDEAD MONSTER . The summoned creature is placed in a free, adjacent square; if not, in the nearest free square, per your direction.


ID HISTORY


Illustration made by Il Segno di Ayvlis, pubblished by Wiz-War Mastered under artist's permission. Any unauthorized copy or usage are severely forbidden.

Bestiary - Monster - Camel Spider

CAMEL SPIDER
Animal Monster

HP 1+1d4+P
AP 2
MV 3
PD /
MD /

Version: Alpha


ACTIONS
BITE
AP - 1 / Adjacent
Target wizard or a creature suffers 2 physical damages, then roll a die
. On a result of 3-4, it become  POISONED  for the next 2 turns (when a wizard or a creature is  POISONED , on it's Time Passes Phase, it suffer 1 unavoidable physical damage)

SPIDERWEB
AP - 1 / LOS
Target wizard or a creature its immobilized for a number of turn equal to a roll die plus 1. While immobilized, target wizard or creature cannot perform any action, both movement or casting spells, and cannot draw any card from deck or last any type of maintained spells. During target's time passes phase, roll a die. On a result of 1, this action's effect last.


HIDE
AP - 2 / Caster
Camel Spider hide itself from the playground for 1 turn. While hidden, Camel Spider cannot be targeted by attacks or spells of any type, and it's not present yet on board. Place a "Camel Spider Token" where was it. On its next turn, it appears during its Time Passes Phase in an empty square up to 2 from the previous (diagonally permitted). Camel Spider cannot hide itself when in Giant Form.



EFFECTS

GIANT FORM
When Camel Spider's Life (Hit Points) it's equal to 8 or greater, it become Giant Camel Spider. When Giant, it block both LOS and movement between it, cannot hide itself, and "Bite" attack deals 5 physical damages instead of 2 ( POISONED  effect work normally).
 

ID HISTORY

Bestiary - Monster - War Scorpion

WAR SCORPION
Animal Monster

HP 5
AP 2
MV 3
PD 2
MD /

Version: Alpha


ACTIONS
BLOW
AP - 1 / Adjacent
Target wizard or creature suffers 3 physical damages.


POISON POINT
AP - 1 / Anywhere
Target wizard or a creature placed up to 2 square from War Scoprion (not diagonally) suffers 1 physical damage, then roll a die. On a result of 1-2, it suffers 2 more physical damages.
On a result of 3-4, it become  POISONED  for the next 3 turns (when a wizard or a creature is  POISONED , on it's Time Passes Phase, it suffer 1 unavoidable physical damage)

COUNTER
AP - 0 / Counter Action / Anywhere
When War Scorpion suffers one or more damages, by a spell or an attack made by an adjacent wizard or creature, it roll a die. On a result of 2-3, it does nothing. On a result of 1, it perform "Blow" attack free to that wizard or creature. On a result of 4, it perform "Poison Point" instead. War Scorpion make the attack as normal, following attack's description rules. This action's effects cannot be evaded and can be countered only by Anti-Anti.


CROSSCUT
AP - 2 / Adjacent
Target wizard or creature suffers a number of hits equal to a roll die plus 4. Each hit deals 1 physical damage to the target. Each hit is a separate damage source and must be countered separately. 


ID HISTORY

Saturday, April 15, 2017

Bestiary - Boss - Vrandall, The Fallen Hammer

VRANDALL, THE FALLEN HAMMER
Human Boss

HP 15+(8*P)
AP 2
MV 3
PD 2
MD /

Version: Beta


ACTIONS

HAMMERSLAM
AP - 1 / Adjacent
Target wizard or creature suffers physical damages equal to a roll die plus 1 (1d4+1).


SABER SLASH
AP - 2 / Special

Choose 1 direction. Every creature or wizard placed in the front square and the 2 adjacent square start from this suffers 3 physical damages.

SHIELD UPPERCUT
AP - 1 / Adjacent

Target wizard or creature suffers 2 physical damages. After that, the target it's moved back up to 3 squares in straight line. If a wall or other obstacle block or interrupt that movement, target wizard or creature suffers additional physical damages equal to the number of squares that target cannot move.

INTIMIDATE
AP - 1 / Same-Sector 

Every wizard or creature in the same sector of Vrandall gain 1 stun token. This attack can be avoided on a result of 4 on a roll die.

TITAN HAMMER
AP - 2 / Special
Every wizard or creature in an area of 3 radius square from Vrandall suffers2 physical damages and gains 2 stun tokens. During target wizards or creatures next 2 turns, they lost 1 base movement point. Obstacle like walls and other objects doesn't reduce the area of this action's effect. 

Every dropped object are destroyed, and Vrandall suffers 2 damages by this action. If Vrandall have less than 3 Life Points, it cannot do this action. 


ID HISTORY

Bestiary - Enemy - Fortress Guard

 
FORTRESS GUARD
Human Monster

HP 5+P
AP 2
MV 3
PD 1
MD /

Version: Beta




ACTIONS

BLOW
AP - 1 / Adjacent
Target wizard or creature suffers 2 physical damages.


THRUST
AP - 1 / Special (Adjacent)
Target wizard or a creature far from you up to 2 square in a straight direction, not diagonally, suffer 1 physical damage, than roll a die. On a result of 3-4, target wizard or creature suffer 2 more physical damages.



DEFENSE
AP - 1 / Caster
Until its next turn, Fortress Guard earn +2 FD / +1 MD and cover the < LOS > between to points, like a square occupied from a stone block. However, it doesn't block movement between it. The guard cannot move over until this action's effect lasts.


ID HISTORY


Illustration made by Il Segno di Ayvlis, pubblished by Wiz-War Mastered under artist's permission. Any unauthorized copy or other usage are severely forbidden.

Mastered Bestiary

I want to open this thread to speak about monster and bestiary. I our scenarios and campaign we often use custom monster to give spicy to the game. Some of these are monster that follow the theme of the battle, like guards in "The Fallen Hammer", or mummy in "Tomb of Ancient Pharao"; others are monster that can be used in various plays and don't have any specific theme.

In this tread i want to gather all the monster we make from now to the future, so the list may vary a lot of times from now. Also, i will improve the monster system so sometimes the pages style can change. But i write everything here so don't worry.

I will also provide to make a PDF version of this Bestiary, and maybe i also add some images when i can keep some and, if i learn how, i want make a table to reassume monster's data.


At this point we don't make any type of Challenge Rating, so the choose of what creature include in your plays may vary depends of your playing style, the scenario, the number of players, ecc...

For make the most accurate bestiary we need your feedback, so write on creature's post, write an email to us (wizwarmastered@gmail.com) or leave a comment on our Facebook Page to tell us how you play it and what you find out on it.
   
MONSTER'S ID PAGES LEGEND

ROLES

Every creature have a role into the play; this role can be the most important one, so the creature it's considered the "boss" of the game, or the fill-the-map ones, that means the creature it's here only to make wizards task more difficult.
 
Boss
Bosses are powerful creatures that you fight at the end of a quest or campaign. You can choose although to play a scenario with one player control one or more of this creatures.

Monster
Monster-type creatures are non-intelligent creatures that perform simple (but not low) attacks or command. Normally the Monster's ID explain what are the behavior of these creatures. 


Enemy
Enemies are intelligent creature that help bosses through the quest. They are controlled by the Game Master that play it at best, without behavior rules. 

Allies
Allies are any creature, bot humanoid or non-intelligent monster, that are in a map with the only goal to help the players. They aren't "under control" of master, which means they can't do nothing but apply the rules of the quest.


STATISTICS

Every monster shown in this compendium have different characteristics. Although wizards, that have only HP (life points). monsters have some supplement such as Action Points (AP), Movement Points (MV). Let's see below what every characterstic means:

Life Points (HP)
Like wizards and creatures you control, every creature in this bestiary have Life Points. These HP vary from creature to creature, and normally more points a creature have, more powerful it is. Contrarily the players HP rules, creature of Bestiary cannot exceed their basic HP, even when it is possible gaining more.
This value it's composed of a standard, fixed number, and sometimes you or the master must add a number of points equal to the number of players playing the game; this value it's indicated with P. Example: if a creature have HP=1+P, and the game is played by 4 players, that means the creature, ONLY FOR THIS GAME, starts with a total amount 5 Life Points. The P factor can be multiply, if you find HP=5+(1*P), with 4 player it become: HP=5+(1*4)=9.

Action Points (AP)
Because monster don't have cards and magic, they cannot perform normal action, so they have many action points to spend to perform actions. Basically, most of all monster have 2 AP, but someone special can have 3 points, and some weak little creature,haveonly 1. Almost every monster have the ability to spend an AP for actions that affects themself, like the "Caster" range on wizard's magics.

Movement Points (MV)
When players have only 3 base movement points, monster have personal minimum movement, and some of they have a special way to move (like summons). Every monster IDs explain personal movement rules as well. Every Monsters (and most of Bosses) can use 1 AP to add MV points as much as their base MVs.

Physical Defence (PD) & Magical Defence (MD)
Most of bosses and some monsters have resistence against one or both type of damages. When a creature have this feature, indicated into its ID, you must apply whenever the boss or the monster suffer any damage of the relative type. Any source of damage that come to the creature lower of X points, where X it's this value. For example, when a Fireball come to a creature with 1 MD, that crerature suffer 4 fire magical damages instead of 5; when the same creature it's targeted with Fire Darts, it doesn't suffer any damages, independently of the spell's energy.

Ability ([text])
Major boss have a special category wrote near its name into []. This means the creature it's more powerful and deadly than any other, and means also that creature have a special ability. Abilities are effect active on the creature regardless if it's useful or not. Any Ability are also specified into [] in the creature's entry, and masters MUST read it to the players before playing (it's more important than attacks).




OTHER FEATURES

Version
Version values indicate the creature story. Alpha value means the creature it's almost write, never tried in plays so it's unknown; Beta value means the creature was test minimum once, so some changes was made to calibrate it's power; Number value such as 1.x appears when we have a decent numbers of feedback about plays that tell us the entry it's "complete", where first number means major changes are made on the creatures and second number are minor changes. We provide also a creature history in the bottom of IDs for more clarification.
 
Higher level's Upgrade
You can find this in some Creatures, especially in every Bosses and some Monsters. Creatures are made thinking about a 3-4 players match, so when you are in 5 players (by rules) or more (by custom), or when you find too easy to beat it, you can choose to play it with some addons that you can find in this scetion. 


COMPLETE BESTIARY (by Theme)
Monsters in "Uncategorized" theme can be founded also in quest or scenario of any other theme.

 
The Fallen Hammer
Bosses:
Vrandall, the Fallen Hammer

Enemies:
Fortress Guard
Cursed Smith

Tomb of Ancient Pharao
Bosses:
Anubis [God]
Isis [God]
Ra [God]
Seth [God]

Monsters:
Camel Spider
Mummy
War Scorpion
Elemental (Dust)

Roc
Bosses:
Roc [Giant]

Monsters:
Roc's Son
Goat Warrior
Blue Eagle

Uncategorized
Monsters:
Wolf
Rat
Bone Soldier


Soon i will make also an Alphabetic index