The Battle Companion Page

Virtual d20, Battle Log, and Rulebook

Everything you need to battle with your spell book.

Roll the D20

Click to roll
Roll history

    Battle Log

    Track player health and game progress

    Click "Add Player" to start tracking player health and notes

    Game Notes

    Rules of Combat

    🎲 What You Need

    - One d20 (20-sided die)
    - One spellbook per player (20 spells)
    - A way to track Health Points (20 HP)

    Write you and your opponents chosen wizard names on the Battle Log. Under each name, put 20HP (Health Points). 

    ⚔️ How to Play

    The goal of the game is to be the last player or team standing.

    1. Start of Round:
      - Everyone rolls their d20 at the same time.
      - That number tells you what page (spell) in your Battle Book to cast from this round.

    There is No turn order!

                     Rush or wait to declare attack!

    2. Casting Spells:

    - You must declare your attack by saying, “I cast ‘spell-name’ on ‘target’
      - You can cast your spell at any player, at any time, once the d20s are rolled. 

    - If multiple people declare in a short time, a queue is formed and must be followed in order of declaration. 

    -You may attack once per turn, and each spell has a Cast Cost — If you roll for it, you must meet or beat the cost to cast to deal damage, OR you can cast without rolling to deal half the listed damage, rounded down, -1.

    3. Dealing Damage:
      - If your spell cast roll succeeds, deal its listed damage and any applicable bonuses. If it misses, you deal no damage.

    -If you cast without rolling, deal half the listed damage, rounded down, and -1.  (A spell that lists 7dmg would deal 2dmg.)
      - Bonus damage can’t be blocked.

    If two or more players declare attack the same time:

    - They must have a Quick Duel — each of them roll again.
      • Whoever rolls higher gets to cast.
      • The loser receives 1 unblockable damage and takes their turn after the winner.

    🛡️ Defense Rules 

    If you’re attacked, roll to defend:
    - Roll 11 or less →  Take full damage
    - Roll 12–15 →  Half Block (take half damage, rounded up)
    - Roll 16-19 →  Full Block (no damage)
    - Roll 20 → Parry (deal half of the incoming damage back at opponent)
    - Bonus damage/effect from high rolls is never blocked or parried!

    (Skip the defense mechanic for faster paced games)

    🎲 Special Rolls

    - Natural 1 → You take 1 damage, no matter when the 1 is rolled. Then          continue play using the 1 result.
    - Natural 20 on cast → Your spell is unblockable
    - Page 20 Spell → No cast cost. Deal damage equal to your roll!

    - Natural 7 anytime during gameplay heals 3hp to player or teammate.

    🔁 Rounds & Victory

    - Once everyone has taken their turn and all effects are resolved, start a new round.
    - Play rounds until only one player is left standing.

    💔Health

    Each Player starts with 20hp

    When your HP is reduced to 0 or lower, you are dead.

    Damage subtracts from your HP.     6 Damage -> -6 HP

    Rolling a 7 during any part of gameplay heals 3 HP to the player or their teammate of choosing/

    When you drop below 10 HP, your spellbook’s secret passive power activates!
    (Each book is different — check yours on page 21!)