Showing posts with label custom map. Show all posts
Showing posts with label custom map. Show all posts

Friday, January 2, 2026

Wiz-War Mastered Updates

 As announced just a couple of weeks ago, I come back working on the project. To trace every progress made so far, and things that I plan to do, I wanna give you the roadmap which I promise I upload regularly. I'm considering to make also single post for big updates, so stay tuned. For now I'll stuck on simple list of things, I'm considering to put everything on a table using html.

Legend: Green text is what I've done, Red text is what I've planned, Yellow text for what I've started doing.

   last update: 11st January 2026

Website general updates and Wiz-War Mastered Project

  • Open Instagram profile > https://www.instagram.com/wizwar.mastered/
  • New overall website graphic
  • Contact people who share the same passion and collaborate
  • Open this project to older versions and different languages
  • Help me buy older version at fair price

Wiz-War 9th edition

  • Buying and unboxing the game
  • Complete card scans (eng)
  • Rules review after a match

Wiz-War 8th edition

  • Complete card scans (eng)
  • English card post with rules deep explanation (10%)
  • Complete card scans (ita)
  • Complete card scans (jpn) *personal dream*

Wiz-War Mastered Customization

  • Chosen Adobe Illustrator as main map generator software (I have a CC sub and I don't cope with online generators)
  • Downloaded a basic texture set
  • Set the template
  • Upload all the texture I need (floors, walls, objects)
  • Generate the first test map
  • Create a Database for manage Scenario and Creatures (20%)
  • Write the first Scenario Pack


Monday, April 17, 2017

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

Saturday, April 15, 2017

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



Friday, March 31, 2017

Deathmatch with 8 players in a D&D old map, said enough

Normally we meet on thursday night for playing d&d or pathfinder RPG, but this time no one of us made something to play, so after several months of abstinence we decided to come back playing WW. A couple of months ago, a friend with a boardgame shop give me an old map about d&d adventures (i don't remenber which one), because we like play wizwar on special, custom map. 

So last night the magic become!! The first problem was the number of players (8); we knew the game it would have been very long, but we don't complaining about. With this number of wizards, we decided to play a Deathmatch with 2 teams of 4 players each others.




The second problem to fight with was the map and the presence of portals: we decided to place they randomly on the map, but after all it wasn't a good idea. Like another game played last years, placing portals into the map and not at borders make the game very confused, and it not provide some real improvements.



The third thing is the deck: we choose to play with a deck for each team (good), with a base cantrip and 4 schools (non so good, better stay with official 3 schools-decks), where schools were drafted by every player (good, but the players must know something about schools rosters, and the team MUST talk each other about an idea for the deck and playing style)




The game, like any other DM, became very long, with about 4 hours of play, and we must rethink the turn system, because when a team lost a player the change of turn order it can be very problematic to manage.



After all, the game was very enjoyable, and everyone has fun. The map it was very big, and a lot of free spaces reduce the role of creration-trap schools, like Hexes (one of our team "garbage" school), but for eight players it was good.