The Official Duelling Hall

Started by RaventheOnly11 pages

The Official Duelling Hall

Pheonix has approved our Hall ๐Ÿ˜ฑ

#1 Rule NO BASHING ๐Ÿ˜ 

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. ๐Ÿ˜„

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 ๐Ÿ˜ฑ

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 ๐Ÿ˜„

cool!!!!

OK this is all i have time for right now ๐Ÿ˜„

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.

who is goin to start.......................

๐Ÿ˜ฑ well the first two volunteers ๐Ÿ˜„ i would volunteer but i know all the spells to well and am going to wait until others get experience ๐Ÿ˜„ when i get two i will post the rules ๐Ÿ˜„

i don't know how well i'd do. .. so now we can only use the level 0?

Level zero is open to everyone ๐Ÿ˜„ they are called cat trips even a muggle coculd use them ๐Ÿ˜‚ 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 ๐Ÿ˜„

how do you win?

I forgot a few level 0 and level 1 spells ๐Ÿ˜ฎ also if you have ideas for spells after i post them all please PM me and i will consider adding it to the list ๐Ÿ˜„

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

Originally posted by angelsflame265
how do you win?

Rduce your opponents score or health points to zero ๐Ÿ˜„

level 1 duel worth 40 points per caster
2 60
3 80
4 100
5 120
6 140
7 160
8 180
9 200

I will start off with each dueler pics a number out of 100 and whoever is closer will go first.

1st Round goes as this: 1st person casts 1 attack spell or defense (if they choose)
2nd casts a defense (if needed) and then an attack

2nd round
1st person casts a defense (if needed) then an attack
2nd ... process is repeated till one of you reaches zero.

cool good one rto,I'll go practise before I volunteer myself ok

OK i will post a example fight:

1st Round:

Potter casts:

(attack)Burning Hands --- 5 fire damage

Malfoy:

(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.

Additions and revision to spell mistakes

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.

cool thanx

oooooo duelling

๐Ÿ˜— there are around 300 spells total and five special owns that i will award to those make it to level 9 and win against another level 9 ๐Ÿ˜—

nice. very nice RTO. i like it!

nice. very nice RTO. i like it!

nice. very nice RTO. i like it!