I will post a list of spells to be used in this hall simplified and extrodinarily similar to the HP Encyclopedia of spells. Each Spell will have damage ratings next to each. I suggest each dueler copy and paste the list to a word document and keep it on hand.
Each Dueler will have a certain amount of Health Points given to them at the start of a duel depending upon the level of the casters.
Duels in later games will be made interesting by such means as 1v1 2v2 and 3v3 matches
Duelers will gain access to level based upon the number of wins they obtain. They will also be coupled with opponents at thier own level but if no one is not present they will duel at the highest level of their opponent and be barred from using thier higher level during that match.
Everyone starts at level one.
If you have questions or comments please post them here or PM me
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Last edited by RaventheOnly on Aug 18th, 2004 at 07:36 PM
SORCERER/WIZARD SPELLS
0-Level Sorcerer/Wizard Spells
Daze (Enchantment): target is dazed. Losses an attack or defense during a turn
Light (Evocation): Create small light source.
Ray of Frost (Conjuration): 3 cold damage.
Resistance (Abjuration): -2 element fdamage
1st-Level Sorcerer/Wizard Spells
Burning Hands (Transmutation): 5 fire damage from
cone of fire.
Color Spray (Illusion): Knocks unconscious, blinds, or stuns
creatures.
Endure Elements(Abjuration): forms a shield that absorbs 10 damage against all
elemental forms of damage.
Grease (Conjuration): Slows or knocks down opponents.
Mage Armor (Conjuration): -4 to all damage for 2 turns
Magic Missile (Evocation): 1 missile every 2 levels and each
missile does 4 + 1/level damage.
Negative Energy Ray (Necromancy): 6 points of damage from
negative energy
Protection from Alignment (Abjuration): Target receives +2 AC
bonus, +2 saving throw bonus against creatures of a particular
alignment. (good or evil)
Ray of Enfeeblement (Necromancy): causes enemies spells to do 2 points less damage for 2 rounds
Scare (Necromancy): Causes fear in weak creatures.
Sleep (Enchantment): Causes 2d4 HD of creatures to fall asleep.
Summon Creature I (Conjuration): Summons a dire badger. Which does 2 damage per round and has 10 Health points.
well the first two volunteers i would volunteer but i know all the spells to well and am going to wait until others get experience when i get two i will post the rules
Level zero is open to everyone they are called cat trips even a muggle coculd use them they are there in case ...well in later spells you can cause your opponent through spell to temporarily loss levels during a match and level zero is there so you are not completely helpless no matter what
I forgot a few level 0 and level 1 spells also if you have ideas for spells after i post them all please PM me and i will consider adding it to the list
Level-0 additions
Acid Splash: Caster throws a small orb of acid 3 ponits of damage
Electric Jolt: caster shots a small jolt of electricity 3 points of damage
Flare: burst of hot light 2 damage to all enemies
Level 1 additions:
Horizikaul's Boom: 4 points of sonic (sound) damage to all enemies per level of the caster
Ice Dagger: Caster creates a dagger shaped ice shard that flys at target and does 3 damage.
Shield: caster is immune to magic missle for two rounds
(defense) Endure Elements --- absorbs 5 elemental (fire, ice, earth, water----- not electricity though or magical damage)
(attack) Magic Missile 4 damage
Potter:
(Defense) Shield --- blocks the magic missle
Each Caster has 40 points... all attacks were blocked.
Important addition i just realized:
Caster will be penalized for using the same defense more then once by 2 points. And attacker will be penalized 2 points for using the same attack more then once.
SORCERER/WIZARD SPELLS
0-Level Sorcerer/Wizard Spells
Acid Splash: Caster throws a small orb of acid 3 ponits of damage
Electric Jolt: caster shots a small jolt of electricity 3 points of damage
Flare: burst of hot light 2 damage to all enemies
Daze (Enchantment): target is dazed. Losses an attack or defense during a turn
Light (Evocation): Create small light source.
Ray of Frost (Conjuration): 3 cold damage.
Resistance (Abjuration): -2 element fdamage
1st-Level Sorcerer/Wizard Spells
Horizikaul's Boom: 4 points of sonic (sound) damage to all enemies per level of the caster
Ice Dagger: Caster creates a dagger shaped ice shard that flys at target and does 3 damage.
Shield: caster is immune to magic missle for two rounds
Burning Hands (Transmutation): 5 fire damage from
cone of fire.
Color Spray (Illusion): Knocks unconscious, blinds, or stuns
creatures.
Endure Elements(Abjuration): forms a shield that absorbs 5 damage against all elemental forms of damage.
Grease (Conjuration): Slows or knocks down opponents.
Mage Armor (Conjuration): -4 to all damage for 2 turns
Magic Missile (Evocation): 1 missile every 2 levels and each
missile does 4 + 1/level damage.
Negative Energy Ray (Necromancy): 6 points of damage from
negative energy
Protection from Alignment (Abjuration): blocks 4 negative energy based attacks
Ray of Enfeeblement (Necromancy): causes enemies spells to do 2 points less damage for 2 rounds
Scare (Necromancy): Causes fear in weak creatures.
Sleep (Enchantment): Causes 2d4 HD of creatures to fall asleep.
Summon Creature I (Conjuration): Summons a dire badger. Which does 2 damage per round and has 10 Health points and stays for 3 rounds.