The Wizard’s Spell

A fiendish letter‑chant and word‑craft party game with tactical adds, bold bluffs, and sudden defiance.

Goal: Build a chant of letters Cast a word that uses all chant letters Reorder allowed · Extra letters allowed

Setup

1
Players: 2–4. Pick a starting player (youngest, highest roll, etc.).
2
Timer: Set a turn timer to 60–90 seconds.
3
Chant: Start with an empty chant. On your turn you will add one letter to it.
What is a “spell”? A valid dictionary word that contains all letters currently in the chant. You may reorder (descramble) the chant letters and add extra letters as needed.

Your Turn in 20 Seconds

  1. Scan the chant. Can you see a word that uses all its letters?
  2. If you can: Add a letter that’s in your word but not yet in the chant, ideally one that misleads opponents.
  3. If you can’t: Either concede (sit out the round with no penalty) or bluff by adding a plausible letter and hope no one calls you.
  4. Anyone may Defy: At any time after a chant, any player may say “I defy you.” The last chanter then has 60s to produce a valid spell or be penalized.

Duplicate letters: If your intended spell needs a letter multiple times, that letter may be added to the chant that many times across turns.

The Four Choices

A) Tactical Chanting

Add a letter from a word you’ve already spotted. Keep your true word hidden.

B) Concession

Can’t see a spell? Say “I concede.” You’re sidelined for the rest of the round. No penalty, but you forfeit scoring this round.

C) Bluffing

Add a common letter (like a vowel or s) to keep the chant moving even without a word in mind. Risky—but thrilling.

D) Defiance

At any time after a chant—on your turn or not—declare “I defy you.” The last chanter must reveal a valid spell within 60s… or suffer.

How Rounds End

Endings with Concession

  • Bluffing Wizard — Everyone else concedes; last chanter has no valid word. +1
  • True Wizard — Everyone else concedes; last chanter reveals a valid spell. +2
  • Babbling Fool — Last chanter attempts an invalid word (misspells, excludes a chant letter, improper noun, etc.). −1

Endings with Defiance

  • Defiant Fool — You defy, but the chanter casts a valid spell. −1; caster becomes Mighty Wizard +2.
  • Bluffing Fool — Chanter admits bluff after defiance. −1; defier is Defiant Wizard +1.
  • Babbling Fool — Chanter’s attempted spell is invalid after defiance. −1; defier is Defiant Wizard +1.
  • Audacious Wizard — Defier correctly calls a bluff and then casts their own valid spell. +3.
  • Pre‑Imminent Wizard (advanced) — A player orchestrates a chant that forces a single word. They add the final necessary letter, cast the spell, and defy others to name an alternative. If none exists: +3. If counter‑spelled: they become a Defiant Fool −1; each successful counter‑speller is Mighty Wizard +2.

Score Reference

Title What happened Points
SubmissivePlayer concedes and sits out the round.0
True WizardAll others concede; you reveal a valid spell.+2
Mighty WizardYou cast a valid spell after being defied (also applies when disproving a false Pre‑Imminence).+2
Defiant WizardYou defy a chant and no valid spell can be made.+1
Bluffing WizardLast chanter standing after others concede—but you had no spell.+1
Defiant FoolYou defy, but a valid spell is cast on you (or you claim Pre‑Imminence and fail).−1
Bluffing FoolYour bluff is defied and you cannot cast a spell.−1
Babbling FoolYou attempt an invalid spell (misspell, exclude a chant letter, or improper word).−1
Audacious WizardYou defy correctly and then cast your own valid spell.+3
Pre‑Imminent WizardYou force a unique solution, cast it, and no one can counter‑spell.+3

Example Round (3 players)

  1. Alice adds R (thinking of RAVEN).
  2. Ben adds T (no word in mind—possible bluff).
  3. Cara adds E (eyeing TERN or ENTER).
  4. Alice adds V (closer to RAVEN), hoping it misleads.
  5. Ben declares “I defy you, Alice.”
  6. Alice reveals RAVEN (uses R,E,V; adds A,N) within 60s → Valid.

Result: Alice is a Mighty Wizard (+2). Ben, the defier, is a Defiant Fool (−1). Cara scores nothing this round.

FAQ

Can I add letters that are already in the chant?

Yes. If your intended spell needs duplicates, the chant may include the same letter multiple times across turns.

When can I declare defiance?

Any time after a letter is added and before the next letter is chanted. Most players do it on their turn, but off‑turn defiance is allowed.

What counts as a “valid” word?

Agree on a source up front (printed dictionary or app). No proper nouns, acronyms, or foreign words unless everyone allows them as a house rule.

Print & Play

Use a scrap of paper or whiteboard to track the chant and scores. For table talk, the calling phrase is “I defy you.” Keep a 60–90s timer handy.