The Official Duelling Hall

Started by tigress11 pages

YEY UNI. GO UNI GO UNI GO UNI ๐Ÿ’ƒ ๐Ÿคฃ ๐Ÿ’ƒ ๐Ÿคฃ ๐Ÿคฃ

*Winks at Tigress*

(later on there is a few loops that would allow you to destroy your opponent in the first round ๐Ÿ˜ฑ even though each has around 50 points at that time ๐Ÿ˜„ )

'blushes' hey hun.

Originally posted by tigress
'blushes' hey hun.
to Uni ๐Ÿ’ƒ ๐Ÿ’ƒ ๐Ÿ’ƒ ๐Ÿ’ƒ

*winks again*

ICeman I'm waiting ...

falls asleep *snores* .... no one has gotten to this level but i would like to post it anyways ๐Ÿ˜„

3rd-Level Sorcerer/Wizard Spells
Clairaudience/Clairvoyance (Divination): caster automatically dodges and avoids all damage from the following attack if the spell is 3rd level and lower.
Clarity (Necromancy): Removes sleep, confusion, stun, and
charm effects and protects against same for 2 rounds.
Dispel Magic (Abjuration): Remove magical effects from
creatures.
Find Traps (Divination): find trap
Fireball (Evocation): 8 fire damage
Flame Arrow (Conjuration): 4 damage per fire arrow; 1 arrow
every 3 levels of the caster.
Haste (Transmutation): One extra attack action per round for this round --- (this spell is used in place of the defense)
Hold Person (Enchantment): Target humanoid is paralyzed. Unable to attack or defend for one round.
Invisibility Sphere (Illusion): Self and allies hidden in a sphere
of invisibility.
Lightning Bolt (Evocation): 7 points of electricity
+ 1 damage/level of the caster.
Lock: Traps the enemies summoned creature in a box for two rounds unable to attack.

Magic Circle Against Alignment (Abjuration): Caster and all
nearby allies gain -4 to all damage, and immunity to
mind-affecting spells.
Negative Energy Burst (Necromancy): 8 points of negative
energy damage + 1 per level.
Protection from Elements (Abjuration): -7 damage
against all elemental forms of damage.
Slow (Transmutation): Target movement rate lowered by 50%. Causing target to lose an attack or defense during the round and all defenses and attacks do half the protection for two rounds.
Set Trap: Activates trap that goes of in 2 rounds doing 10 damage.
Stinking Cloud (Conjuration): Causes 4 points of damage to all enemies for 3 rounds, Creatures and the enemy caster are dazed and nauseated for 1 round unable to attack or defend for one round yet the cloud takes up the casters next attack round also.
Summon Creature III (Conjuration): Summons a dire wolf which does 5 damage per round for 4 rounds and has 10 life.
Vampiric Touch (Necromancy): does 4 negative energy damage multiplied by every two caster
levels. The damage however transfers to the caster health.

๐Ÿ˜‘

๐Ÿ˜‘ i know i saw ice post a few times ๐Ÿ˜‘ if he doesn't come back Uni i wil award you the point of victory. ๐Ÿ˜‘

wow, that mean I can use second level spells ?
:dance

โœ…

ok, who is next ///

๐Ÿ˜‘ Not me....Im not on long enough โŒ

OK Uni you are officially promoted to a level two Mage.... or Wizard.... however you like to see it in the Dueling Hall ๐Ÿ˜›

๐Ÿ˜„ YAY Go Uni *waves little flag thing with Uni written on it* ๐Ÿ˜›

NEXT.... IS THERE ANYONE ELSE!!!???

bored i will if you like?

with pleasure RTO

๐Ÿ˜ˆ i go first this time, up to level two remember ๐Ÿ™‚ ๐Ÿ˜ˆ

(attack)-- Web (Conjuration): Trap enemies in a web. All enemies lose either an attack or defense and summoned creatures cannot attack for a whole round (your attack)

@defence: Resist Elements (Abjuration): -5 damage against all

@attack: Summon Creature II (Conjuration): Summons a dire boar. 4 damage per round for 3 rounds and has 10 life