Elanor's Guide to the Disc

The Magical Duelling Arena

The Tree (Bes Pelargic Wizards Guild)

Southwest alcove off the courtyard

 

 

From the helpfile.
Dueling room - a place where magically proficient players may duel to the death (of a demon)!

In this room two skilled players may battle magically until one emerges as the victor.

Demons from the Dungeon Dimension may be summoned to act as champions for the duelists, and it is their fate to suffer and most likely die as a result of the duel.  The winner of the duel is the player who manages to kill their opponent's demon first.

 

A few notes.
Dueling is great fun, whether you win or lose, and well worth taking the time to enjoy.
A few points should be made for those new to the arena so they know what to expect though.
First it should be noted that the elemental skills are of great importance and so the balance of power is often with those of the circle order or white class of hedge wizardry. The ability to heal your demon can give you a wicked edge in the battle though.

As with all things there is an element of randomness in all aspects; including summoning the demon; attacking and defending.

You can only attack or defend three times in a row.

 

Timing.
You only have ninety seconds in which to enter your protect or attack command during the course of the duel.
If either party fails to decide upon a course of action in time the duel will be over and declared a draw.

Skills.
You will need at least a 200 bonus in an elemental skill to have any hope of a decent game, less than 150 and you will simply fail the skillchecks every round.
As with anything that uses a skill, there is a distinct possibility of TM's during the course of the duel.
Your abilities with offensive and defensive magic will also have a significant impact when it comes to breaking through defences.

 

Achievements:
Budding Magical Duellist - win 1 duel.
Determined Magical Duellist - win 20 duels.
Demon Duellist - win 100 duels.
Demon Destroyer - win 500 duels.

 

Skill Allocation

Syntax

Choose your weapon!
Magic.methods.mental.channeling is used to summon your dueling device.

Summon your champion!
Magic.methods.mental.summoning is used to summon your demon.
Your skill in summoning determines the strength of your demon.

  challenge <living> to a magical duel
  accept challenge from <living>
  choose {staff|wand|rod}
  hold {staff|wand|rod}
  summon demon
  attack with {air|earth|fire|water}
  protect with {air|earth|fire|water}
  heal demon

Attack!
The element you chose to attack with is the skill you will use to defeat your opponent.
There is a pass/fail check on your items skill appropriate to your choice of weapon.
Offensive may have an effect on damage, it certainly has one on defeating defences.
There is an element of "rock, paper, scissors" in the battle as some elements can naturally defeat other elements, however skills are more important.

Guild Point consumption
    Choose rod/staff/wand: 20
     Summon demon: 20
     Protect: 60
     Attack: 80
     Heal: 40

Protect me wee beastie!
The element you chose to protect with is the skill you will use to block your opponent.
There is a pass/fail check on your items skill appropriate to your choice of weapon.
Defensive skills will also come in very handy in repelling attacks.
There is an element of "rock, paper, scissors" in the battle as some elements can naturally defeat other elements, however skills are more important.

 

Heal the poor creature!
Healing uses your magic.methods.physical.healing skill surprisingly enough.
The healing aura will last through the next round as well as the round it is performed in.
I am assuming at this point that better skills will heal more hit points.