Dueling Spells Copyright (c) 1996 by berrys@puzzler.nichols.com (Stan Berry) Since it is "apparent" that a truly "Chivalric" duel cannot take place with unequal weapons between the two opponents, and since a pair of Mages, left to themselves, will seldom decide to learn identical combat spells, I decided that the Mages Guild(s) might develop an easily-to-learn spell (or two) that lend themselves to Mage's duels. If GM's want all Mages to have access to these spells, he could declare that it is available in every college. On the other hand, this spell might beef up the combat skills of a 1-college-only Knowledge mage. I tried to make sure that these spells would be less combat effective than the existing combat spells. Spell Name: Dueling Jet Cost: 1-3, same to maintain Time to Cast: 1 sec Duration: 1 minute College: Meta (or Special) Class: Regular Prerequisite: Any 10 spells Similar to Flame Jet, except that damage is a numbing/stunning damage that causes a temporary loss of hit points, returning in 1d+1 minutes. If the victim fails a consciousness roll, he will collapse and be stunned. This is the end of a normal Mage's duel. Consciousness rolls do not resume until the victim becomes unstunned, and attempts some sort of strenuous action such as standing or casting a spell. If the victim fails a "survival" roll, he will fall into a coma for 1d+1 hours. The Mage must use a Magic Jet skill (or default) to attack with this spell. Spell Name: Dueling Missile Cost: 1-3 Time to Cast: 1-3 sec Duration: Instant College: Meta (or Special) Class: Missile Prerequisite: Any 10 spells Similar to Fireball, except that damage is a numbing/stunning damage that causes a temporary loss of hit points, returning in 1d+1 minutes. If the victim fails a consciousness roll, he will collapse and be stunned. This is the end of a normal Mage's duel. Consciousness rolls do not resume until the victim becomes unstunned, and attempts some sort of strenuous action such as standing or casting a spell. If the victim fails a "survival" roll, he will fall into a coma for 1d+1 hours. The Mage must use a Spell Throwing skill (or default) to attack with this spell.