The Gameplay: the game moves in 'rounds'. In a round, each mage casts a bunch of spells at once, in an epic blur of incantations, curses, hexes and jinxes that dominate the duel chamber with blasting lights and violent sounds.
During the round sometime, each mage must PM me who they are casting each spell on for that round (your potent magical mastery means you can cast all the spells in each round).
The Spells:
* Freeze - paralyzes a mage for the next round only, disabling him/her from casting any spells. Doesn't affect the current round. However, if more than one mage freezes someone, the spells cancel out and no freeze occurs. You CAN freeze yourself if you think that someone else will be freezing you (and nobody else), but of course this can backfire if you end up being the only person freezing yourself
* Shield - the Shield is a field of pure energy that surrounds and protects you. Each mage starts with 5 Shield Points, and each round they can cast Shield on another player (not themselves) to add 1 Shield Point to that player's defense. 10 Shield Points is the maximum number of Shield Points you can have
* Curse - remove 1 Shield Point from someone. Shield and Curse are cofluxes, which means that if you choose to not cast Shield, you cannot cast Curse either, and vice versa. The Shield/Curse targets MUST be different, you cannot cast them both on the same person. 0 Shield Points is the minimum number of Shield Points you can have
* Coup de Grace - after all spells (other than Coup de Grace spells) have taken effect, if someone has 0 Shield Points and the Coup de Grace spell is cast on them, they die. Otherwise, the Coup de Grace has no effect
* Flummox - causes someone to be incredibly confused, and mix up their spell targets... 1/3 to mix up Freeze and Shield, 1/3 to mix up Curse and Shield, and 1/3 to mix up Flummox and Curse. The Flummox only has a 1/4 chance of success. Of those that do succeed in the round, the Flummox of the earliest person on the list will take effect first, then the next, and so on
* Vacuum - half the time, it sucks up all the spells cast BY the target. The other half of the time, it sucks up all the spells cast ON the target. The Vacuum only has a 1/8 chance of success. Of those that do succeed in the round, the Vacuum of the earliest person on the list will take effect first, then the next, and so on, just like Flummox
* Spell of Choice - for this spell, you choose from your diverse arsenal of magic: [None of these spells have specific targets, they affect the group as a whole]
** Hexquake - everyone either loses 1 Shield Point (70%) or gains 1 (30%), including yourself
** Magelore - unlocks a new Spell of Choice for everyone to use
** Aqua Vida - gives 2 Shield Points to the mage with the least amount of SP, if there are multiple mages of that amount then the target is chosen randomly from those people
** Magnetic Surge - all Flummoxes move up by 4%. Ie, originally they have a 25% chance. For each Magnetic Surge cast in the round, however, the chance increases by 4%. This value is totaled before the Flummoxes are rolled
** Quid Pro Quo I - everyone that cast Shield on you during the round gains 1 Shield Point themselves
** Quid Pro Quo II - everyone that cast Curse on you during the round loses 1 Shield Point themselves
Note: Shield is the only spell you cannot cast on yourself
The Final Duel: When it gets down to 2 people, rules change. Many spells are no longer castable and rules change. We'll see when it gets to that point
Question
unreality
Mage Duel!
Simple. Non-Time Consuming. Quick. Fun
The Goal: Be the last mage standing!
The Gameplay: the game moves in 'rounds'. In a round, each mage casts a bunch of spells at once, in an epic blur of incantations, curses, hexes and jinxes that dominate the duel chamber with blasting lights and violent sounds.
During the round sometime, each mage must PM me who they are casting each spell on for that round (your potent magical mastery means you can cast all the spells in each round).
The Spells:
* Freeze - paralyzes a mage for the next round only, disabling him/her from casting any spells. Doesn't affect the current round. However, if more than one mage freezes someone, the spells cancel out and no freeze occurs. You CAN freeze yourself if you think that someone else will be freezing you (and nobody else), but of course this can backfire if you end up being the only person freezing yourself
* Shield - the Shield is a field of pure energy that surrounds and protects you. Each mage starts with 5 Shield Points, and each round they can cast Shield on another player (not themselves) to add 1 Shield Point to that player's defense. 10 Shield Points is the maximum number of Shield Points you can have
* Curse - remove 1 Shield Point from someone. Shield and Curse are cofluxes, which means that if you choose to not cast Shield, you cannot cast Curse either, and vice versa. The Shield/Curse targets MUST be different, you cannot cast them both on the same person. 0 Shield Points is the minimum number of Shield Points you can have
* Coup de Grace - after all spells (other than Coup de Grace spells) have taken effect, if someone has 0 Shield Points and the Coup de Grace spell is cast on them, they die. Otherwise, the Coup de Grace has no effect
* Flummox - causes someone to be incredibly confused, and mix up their spell targets... 1/3 to mix up Freeze and Shield, 1/3 to mix up Curse and Shield, and 1/3 to mix up Flummox and Curse. The Flummox only has a 1/4 chance of success. Of those that do succeed in the round, the Flummox of the earliest person on the list will take effect first, then the next, and so on
* Vacuum - half the time, it sucks up all the spells cast BY the target. The other half of the time, it sucks up all the spells cast ON the target. The Vacuum only has a 1/8 chance of success. Of those that do succeed in the round, the Vacuum of the earliest person on the list will take effect first, then the next, and so on, just like Flummox
* Spell of Choice - for this spell, you choose from your diverse arsenal of magic: [None of these spells have specific targets, they affect the group as a whole]
** Hexquake - everyone either loses 1 Shield Point (70%) or gains 1 (30%), including yourself
** Magelore - unlocks a new Spell of Choice for everyone to use
** Aqua Vida - gives 2 Shield Points to the mage with the least amount of SP, if there are multiple mages of that amount then the target is chosen randomly from those people
** Magnetic Surge - all Flummoxes move up by 4%. Ie, originally they have a 25% chance. For each Magnetic Surge cast in the round, however, the chance increases by 4%. This value is totaled before the Flummoxes are rolled
** Quid Pro Quo I - everyone that cast Shield on you during the round gains 1 Shield Point themselves
** Quid Pro Quo II - everyone that cast Curse on you during the round loses 1 Shield Point themselves
Note: Shield is the only spell you cannot cast on yourself
The Final Duel: When it gets down to 2 people, rules change. Many spells are no longer castable and rules change. We'll see when it gets to that point
Duel Master: Unreality
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