Post by joshuagoliath on Jan 4, 2014 6:17:25 GMT
(Pre-note: I'd like feedback. This is the general rules I've used for quite a few years now, with some adding/subtracting over time, but I'm always game to fine-tune it more. Also, this was designed for PF, but I've tried to keep it in a way that could easily be used in any of the PB settings that have spellcasters)
Wizard’s Duel:
Two (and on rare occasions, more) spellcasters
(The term “caster level” will be used at some points, simply because someone may have changed OCCs, and not always been a caster)
Using certain power words and arcane gestures, spellcasters can “link” themselves in a private combat. Upon completion of the power words (takes 1 round), a blue tinted bubble (still able to be seen through) surrounds the area, (500ft radius per COMBINED caster levels of the mages. In a 3 or 4 person duel with archmages, this can be a HUGE area!!). This costs ½ of each combatants CURRENT PPE.
The process MAY be learned by anyone who knows how to channel PPE, but is rarely used by anyone other than wizards and their like.
This bubble prevents any magic from leaving the area, and cuts any magic coming INTO the area to ½ power. The other half is reflected back at the caster.
During the duel, the casters are linked in such a way that the bubble will remain intact, until there is only one (or none) conscious beings inside. Any attempts to leave the bubble deal 2d8*10 damage (SDC or MDC, depending on the environment). This damage comes from inside the person themselves, so it goes direct to HP. This prevents (or severely hinders) people trying to use the bubble as a group protection shield against other magic users, as well as running away. The bubble also prevents any teleportation/tunneling magic beyond its boundary.
Any magic cast inside the field works as normal, except any ranges are limited to the bubble.
Any person attempting to enter the field that is not one of the combatants takes 2d8*50 damage(SDC or MDC as appropriate) direct to HPs as the magical barrier courses through their body. If anyone was trapped inside the field, they have 1 minute to escape and take no damage. After that, their best bet is to get knocked out.
Any damage done to a combatant that is NOT from an original combatant will instead be redirected to the other combatant. (IE, Bob the Wizard’s buddy shoots an arrow at Bob’s opponent, Timmy. The arrow “hits” Timmy, but the damage is done to Bob!). Any defensive magic from a non-combatant cast on someone is negated, and will instead do 1d8 per spell level to the caster, direct to HP.
The process:
The combatants need to be within 50 feet of each other to initiate the duel. Once it is initiated (the bubble is up), *ALL* magic is suppressed for 1 minute. If any potions or spells were cast before this, this minute will still apply to their duration! This time is typically used for the opponents to separate, and gain a strategic position (in zones where this is possible).
TRADITIONALLY, mages will then take 2-3 rounds preparing themselves with defensive spells.
After that, it’s full combat. Nothing prevents weapons from being used, except tradition. Even most diabolic casters will hold to only using magic, except in the most extreme and rare cases. Technically, a person CAN use items that store/cast spells (even rune weapons), but this is considered “bad form”, as is using any other type of items (healing potions, enchanted armors and shields, etc). In some cases, mages have been known to strip and wear only smallclothes, provided by a neutral third party, to assure that nothing beyond their talents are used.
Summoned creatures are perfectly acceptable (typically), and count as part of the original caster. For example, if a Warlock was involved, and summoned an elemental, that elemental would be able to use its magic without any side effects.
The battle continues until only one person is left conscious. At that time, the bubble disintegrates, and the PPE is restored to the original owners. The bubble will prevent people from actual death, and sustain their life at 0 HP. Once the field collapses, they are alive for 10 minutes, during which they can be returned to life (healed), or finished off.
The most common “non wizards” to learn this ability are some tribal shamans, a smattering of priests (usually of magic-focused deities), certain combat oriented groups of warlocks, and several witch-hunters. Many deities and greater Demons & Deevils (as well as their Lords) also learn this ability. Unfortunately, the Demons and Deevils have a habit of not following the “traditions”, and instead will stab, claw, or bite their opponent within that first minute, while magic is suppressed.
Many Institutes of Magical Learning, as well as some guilds, keep two fields, one strewn with rubble and collapsed buildings, as areas for students to not only practice “real world” combat, but as a way of teaching some of the more dangerous spells, keeping them contained.
Wizard’s Duel:
Two (and on rare occasions, more) spellcasters
(The term “caster level” will be used at some points, simply because someone may have changed OCCs, and not always been a caster)
Using certain power words and arcane gestures, spellcasters can “link” themselves in a private combat. Upon completion of the power words (takes 1 round), a blue tinted bubble (still able to be seen through) surrounds the area, (500ft radius per COMBINED caster levels of the mages. In a 3 or 4 person duel with archmages, this can be a HUGE area!!). This costs ½ of each combatants CURRENT PPE.
The process MAY be learned by anyone who knows how to channel PPE, but is rarely used by anyone other than wizards and their like.
This bubble prevents any magic from leaving the area, and cuts any magic coming INTO the area to ½ power. The other half is reflected back at the caster.
During the duel, the casters are linked in such a way that the bubble will remain intact, until there is only one (or none) conscious beings inside. Any attempts to leave the bubble deal 2d8*10 damage (SDC or MDC, depending on the environment). This damage comes from inside the person themselves, so it goes direct to HP. This prevents (or severely hinders) people trying to use the bubble as a group protection shield against other magic users, as well as running away. The bubble also prevents any teleportation/tunneling magic beyond its boundary.
Any magic cast inside the field works as normal, except any ranges are limited to the bubble.
Any person attempting to enter the field that is not one of the combatants takes 2d8*50 damage(SDC or MDC as appropriate) direct to HPs as the magical barrier courses through their body. If anyone was trapped inside the field, they have 1 minute to escape and take no damage. After that, their best bet is to get knocked out.
Any damage done to a combatant that is NOT from an original combatant will instead be redirected to the other combatant. (IE, Bob the Wizard’s buddy shoots an arrow at Bob’s opponent, Timmy. The arrow “hits” Timmy, but the damage is done to Bob!). Any defensive magic from a non-combatant cast on someone is negated, and will instead do 1d8 per spell level to the caster, direct to HP.
The process:
The combatants need to be within 50 feet of each other to initiate the duel. Once it is initiated (the bubble is up), *ALL* magic is suppressed for 1 minute. If any potions or spells were cast before this, this minute will still apply to their duration! This time is typically used for the opponents to separate, and gain a strategic position (in zones where this is possible).
TRADITIONALLY, mages will then take 2-3 rounds preparing themselves with defensive spells.
After that, it’s full combat. Nothing prevents weapons from being used, except tradition. Even most diabolic casters will hold to only using magic, except in the most extreme and rare cases. Technically, a person CAN use items that store/cast spells (even rune weapons), but this is considered “bad form”, as is using any other type of items (healing potions, enchanted armors and shields, etc). In some cases, mages have been known to strip and wear only smallclothes, provided by a neutral third party, to assure that nothing beyond their talents are used.
Summoned creatures are perfectly acceptable (typically), and count as part of the original caster. For example, if a Warlock was involved, and summoned an elemental, that elemental would be able to use its magic without any side effects.
The battle continues until only one person is left conscious. At that time, the bubble disintegrates, and the PPE is restored to the original owners. The bubble will prevent people from actual death, and sustain their life at 0 HP. Once the field collapses, they are alive for 10 minutes, during which they can be returned to life (healed), or finished off.
The most common “non wizards” to learn this ability are some tribal shamans, a smattering of priests (usually of magic-focused deities), certain combat oriented groups of warlocks, and several witch-hunters. Many deities and greater Demons & Deevils (as well as their Lords) also learn this ability. Unfortunately, the Demons and Deevils have a habit of not following the “traditions”, and instead will stab, claw, or bite their opponent within that first minute, while magic is suppressed.
Many Institutes of Magical Learning, as well as some guilds, keep two fields, one strewn with rubble and collapsed buildings, as areas for students to not only practice “real world” combat, but as a way of teaching some of the more dangerous spells, keeping them contained.