The Magi's Grand Tournament

Featured one-shot combat showcase with stage escalation, role coordination, and high-pressure arena play.

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Magi One-Shot Homebrew Rules

These rules define the tournament combat engine for both players and GMs. They are always in effect unless the GM states an exception.

Initiative Tiers (Combat Waves)

Initiative is grouped into tiers so actions in the same tier resolve simultaneously. The idea is to strongly encourage teamfight tactics and coordination.

Rules

  • Roll initiative as normal, then convert result to tier using tier = ceil(result / 4), producing Tier 1 through Tier 5.
  • Each round resolves from Tier 5 down to Tier 1.
  • All creatures in the same tier declare first, then resolve together.
  • Same-tier actions can combine (ally coordination) or clash (interrupt/counter timing).

Initiative Tier Ranges

Roll ResultTierResolution Window
17-30Tier 5Earliest wave in round
13-16Tier 4Early wave
9-12Tier 3Mid wave
5-8Tier 2Late wave
1-4Tier 1Final wave in round

Examples

  • An initiative result of 19 becomes Tier 5, 14 becomes Tier 4, and 8 becomes Tier 2.
  • If a saint and spellblade both act in Tier 4, the saint can declare support timing that lands in the same wave as the spellblade strike even if the spellblade technically rolled higher in the initiative.
  • If two players cast Lightning Bolt in the same tier, they can declare intent to combine for higher total damage, larger area pressure, or a higher save DC, depending on tactical goal and GM adjudication.
  • A controller plus striker can combine forced movement and burst timing in one tier to produce stronger positional punishment.
Spell Recharge Casting

Spells can be recast by recharging on cooldown checks instead of relying only on daily slot limits.

Rules

  • When cast through this system, a spell enters cooldown.
  • At the start of each turn, attempt one recharge roll per cooled spell.
  • Mastery-level spells start at DC 10 and drop by 1 after each failed round until they recharge.
  • Tournament stage baseline DCs: Stage 1 = 10, Stage 2 = 12, Stage 3 = 14, Championship = 16.

Examples

  • A mastery-level Fireball cast in Stage 1 recharges at DC 10, then 9, then 8 after each failed attempt.
  • A spell in Championship can begin at DC 16, forcing tighter resource timing and support windows.
Pre-Meditating Attacks

You can delay to a lower tier for increased attack accuracy.

Rules

  • Before acting, voluntarily drop one or more tiers.
  • Gain +2 to an attack roll or spell attack roll per tier dropped.
  • If you drop below Tier 1, you skip this round and act at Tier 6 next round with the full bonus.

Examples

  • Dropping from Tier 4 to Tier 2 grants +4 to hit and resolves in Tier 2.
  • Dropping from Tier 2 below Tier 1 grants +6 to hit and shifts that action to Tier 6 next round.
Weapon AC (Parallel Defense)

Melee defenders can choose active parry defense instead of static armor defense.

Rules

  • Choose Defensive AC (normal) or Weapon AC (active guard) when defending a valid hit.
  • Weapon AC bonus: 10 + proficiency + weapon bonus + STR/DEX modifier.
  • Weapon parry roll option: d20 + Weapon AC bonus. If parry total meets or beats attack total, the attack is blocked.
  • If parry beats attack by 5+, a riposte opportunity may trigger.
  • Using Weapon AC consumes your reaction for the round.

Examples

  • If an enemy attack total is 17 and your parry roll totals 19, the attack is blocked.
  • If your parry total is 22 against attack 16, you exceed by 6 and can trigger riposte timing.

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