Your wand tracks the enemy on its own. Your job is timing: read what is coming, and answer it with something heavy enough to stop it.
Host a duel to get an invite code, or paste a friend’s code to join theirs.
Send the code to your friends. Any seat still empty when you start becomes a bot.
Paste the code the host sent you.
Every spell carries a weight. When two spells collide the heavier one wins and flies on, lighter by whatever it just ate. Holding a key adds weight.
That is the whole game: read what is coming, and answer it with something heavy enough.
A counter that actually stops something pays you back: mana on the spot, then three seconds of gold corona and doubled regeneration. Get out-weighed and you get nothing at all.
Three tiers of rival — Apprentice is easy, Adept medium, Archmage hard — then Escalation: Apprentice, Adept, Archmage one at a time, then pairs working up the tiers, then threes. A wave only arrives once you have cleared the last one.
Multiplayer puts up to six wizards in a free-for-all. Host a duel and you get a four-letter invite code; anyone who pastes it takes a seat. Whatever is still empty when you start is filled with bots at the level you picked.
Stone and pillars never break. Everything wooden does — and a beam vaporises furniture in well under a second. Lattice screens stop bodies and beams but spells fly straight through the gaps, so they are a firing position, not a hiding place. Chairs and stools are not cover at all, they are ammunition.
First to two rounds takes the duel.