
The Shattered Isles
High Elf · Open sky · By day
Five islands in the open sky, a round on each: the spire, a lava pit, an ice shelf, a gold crown and a ring round the drop.

Every spell is a shove. The platform is shrinking.
A spell brawl for up to eight casters on a round platform over the open sky, a lava lake, a frozen lake or a bog. Hits do little damage but every one makes the next shove throw you further, so a round starts gentle and ends with one fireball sending someone over the edge.
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The Sanctum
Every caster fights the same, with the same health, speed and size. Your pick is who stands on the dais, and the fire your Fireball and Scourge are made of.
Star-Rod Princess
High Elf
The caster select from the game itself, in the Sanctum.
How it plays
Every hit adds strain, and strain is how far the next shove throws you. Knock rivals off the edge or into the lava.
A ring of the platform falls away every few seconds, all the way to nothing. Stand your ground, if you can find some.
Fireball and Scourge for everyone, then buy a spell for each of six slots between rounds: blinks, meteors, boomerangs, chains, mirror shields and more.
Five sky islands fought a round each, and one arena for every people of the world, from a sun temple to a castle tower.
A hero from every people, each with their own look and their own colour of magic.
Free for all or two teams, online with friends or against bots on three skills, and a practice room.
The spell shop
Everyone starts with Fireball and Scourge. Between rounds, spend your gold on one spell for each of six slots and level up the ones you like. 18 to choose from.
A bolt in your own fire. Every level hits harder.
A burst round you that shoves everyone close. Costs you a little health.
Missiles to land from range.
After a moment, lightning strikes the first thing on its line.
A slow orb that curves toward the nearest enemy.
Flies out and comes back. Catch it and its cooldown is half done.
Slow, hard and nasty up close.
Jumps from caster to caster, weaker at every jump.
A hook that drags the first enemy it catches back to where you stood.
Drains life over three seconds and slows. You get what it takes.
Get out of trouble, or into it.
Teleport to the cursor, and half the shove you are taking goes.
Charge toward the cursor and ram the first caster in your way.
A bolt that swaps your place with the caster it hits.
The ones that end rounds.
Falls on the cursor after a warning and throws everything near it.
A slow rolling stone that eats missiles, pushes all it touches and bursts at the end.
Vanish and run fast. Ram an enemy to throw them; casting ends it.
Turn a shove back on its thrower.
For two seconds, missiles that touch you go back the way they came.
In three seconds you are back where you stand now, with this health. Falling or dying brings you back at once.
Two copies walk beside you. A copy hit by anything is gone.
Pin, pull and drag.
A chain that hauls an enemy to you, or you to a pillar.
A well at the cursor that drags bodies and missiles in for three seconds.
Roots the first enemy it hits: they can cast, but not walk.
The arenas
One for every people of the world, and the Shattered Isles: five islands in the open sky, a round on each. Every one shrinks a ring at a time until there is nowhere left to stand.

High Elf · Open sky · By day
Five islands in the open sky, a round on each: the spire, a lava pit, an ice shelf, a gold crown and a ring round the drop.

High Elf · Open sky · By day
A rune-ringed island in the open sky. Gusts cross it, and the rim falls away into the clouds.

Dwarf · Lava · At dusk
A basalt floor on a lava lake under the mountain. Vents erupt after a warning.

Undead · Cold water · By day
Ice on a frozen lake below the old barrows. The floor is slick, and the water past the edge is bitter cold.

Ratmen · Bog · At dusk
A raft of planks on a stinking bog. Dead trees stand in the way until they break.

Kethraki · Open sky · By day
The gold top of a temple above the jungle. Off the edge is a long way down.

Goblin · Lava · By day
A slag pit full of scrap and powder barrels. Shoot a barrel and stand well back.

Wood Elf · Open sky · At dusk
A ring of standing stones on a mesa above the glade. Stones block shots; the drop does not forgive.

Dark Elf · Lava · At night
A basalt floor over witchfire, by lantern light. Webs slow anyone who walks into them.

Human · Open sky · By day
The tilting yard on top of a castle tower: hay bales, powder barrels, and nothing past the battlements.
Each one a whole game of its own, built in the same world.