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Author Topic: Duelling Rules  (Read 1655 times)

* The Narrator

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Duelling Rules
Index

» Posting
          » General Rules

          » Wording of Actions

          » Order of Actions

» Absences

» Spells
          » General Rules

          » Class Spells

          » Silent Spells
         
          » Specialised Spells

          »Multiple Casting

          » Casting with a Different Wand

          » Allies

» Other Actions
          » Potions

          » Physical Actions, Dodges, & Auto-Dodge

          » Rearming Yourself or an Opponent

» Instant Effect

» Indirect Effect

» Ending a Duel

» Ethical Guidelines


Please see Duelling Profiles, Stats, & Bonuses Explained for information on how to sign up and set up your duelling profile, information on duelling stats, and available duelling bonuses.


credit to Etoile Alystair for the original rules.
credit to Adrianne Malarky & Katrina Ithil for original revisions.
updated & revised by Ella Galanis, February 2019.
« Last Edit: 07/11/2021 at 07:16 by Calypso Ross »

* The Narrator

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Posting
General Rules

The period for 1 round is 24 hours. You must post within this timeframe or your action will be voided. The next round begins after the referee has posted their update. Please note that whilst referees should aim to update their duel at around the same time for each round, RL circumstances may require them to update earlier or later than the 24-hour round time. They may only update earlier if all duellists have posted in the round.

If you post outside the round time, you will receive a penalty of -3 Resistance for that round. If you have auto-dodge, it will not be rolled for that round. A post made outside the round time does not count towards the 3 consecutive missed rounds that result in a forfeit (see Absences). The post will still be counted for grading.

If you post a one-liner, you will receive a penalty of -1 to each stat for the round with the one-liner post.

You have 1 action per round. However, some spells, physical actions, and potions may grant an ‘act twice’ modifier. Each action with an ‘act twice’ modifier gives you a bonus action in the next round. You are allowed a maximum of 4 actions per round.

All actions, their target(s), and any requested effects must be bolded. Failure to bold your action or to specify your target may result in your post being voided. It's best practice to also bold your justification when requesting effects for creative use actions, as this makes it easier for the referee to identify the reasoning behind your requested effects, but you will not be penalised if you forget to do this.

You must never assume that your action has succeeded. The referee decides that by rolling the dice. If you assume that your action has succeeded, your action will be voided. Please see below for how to word your actions.

NO OOC notes! If you have a question, PM a duelling counsellor. The exception to this rule is for translations of creative use C/S or Transfiguration spells.

You may not edit your post after you have posted. All edited posts will be voided with no exceptions, so check your post carefully before you post it. If you post twice in one round, the second post will be voided, even if the first post does not contain an action. Please note that if you post with the wrong account, you must not edit the post to switch to the correct account. Doing so will void your post. If you post from the wrong account, you may PM your referee within 10 minutes of posting in your duel to request that your post not be voided. If you fail to PM your referee within 10 minutes of posting, your post will be voided.


Wording of Actions

When your action is a physical action or a dodge, you must always explicitly state that the action is attempted.

When your action is a spell, you do not need to explicitly state that the spell is attempted. You can use a 'speaking' verb (e.g. 'said', 'shouted'), or a verb that does not imply success (e.g. 'aimed at [opponent]'). However, you cannot use a verb that implies success (e.g. 'cast').

Please see below for examples. If you are unsure whether a certain phrase or certain wording will be allowed, you should either check with your referee or alter your wording to include an explicit attempt. Otherwise, you risk your action being voided.

The following ways of writing an action are considered acceptable in duelling:
- Vega attempted to/tried to cast, "Expelliarmus!" at Jeremiah.
- Vega said/shouted/etc. "Expelliarmus!" at Jeremiah.
- Vega pointed her wand at/aimed at Jeremiah. "Expelliarmus!"
- Vega attempted to/tried to throw a rock at Jeremiah [requested effects].
- Vega attempted to/tried to drink her Laugh-Inducing potion.
- Vega attempted to/tried to throw her Laugh-Inducing potion at Jeremiah.
- Vega attempted to/tried to hide behind a tree [dodge].

The following ways of writing an action are not acceptable in duelling, and your action will be voided:
- Vega cast, "Expelliarmus!" at Jeremiah.
- Vega cast, "Expelliarmus!" at Jeremiah, hoping it would hit.
- Vega threw a rock at Jeremiah [requested effects].
- Vega threw a rock at Jeremiah, hoping it would hit [requested effects].
- Vega drank her Laugh-Inducing potion.
- Vega threw her Laugh-Inducing potion at Jeremiah.
- Vega hid behind a tree [dodge].


If you do not make it clear that your character said the spell out loud, it will be considered a ‘silent cast’ and your spell will be rolled as such. Please see here for more information on silent casting.

The following ways of casting a spell are considered ‘vocal’. The modifiers for a silent cast will not be applied:
- If the spell is contained in speech marks.
- Vega said/shouted/etc. Expelliarmus at Jeremiah. (No speech marks required.)
- Vega attempted to cast Expelliarmus out loud at Jeremiah. (No speech marks required.)

The following ways of casting a spell are considered silent. The modifiers for a silent cast will be applied:
- Vega attempted to silently cast Expelliarmus at Jeremiah.
- Vega attempted to cast Expelliarmus at Jeremiah.

Please note that spells listed as having no incantation are never considered silent casts unless the duellist specifies that the spell is a silent cast.

Order of Actions

Posting first in a round does not necessarily mean that your action happens first. The order of actions is determined by two factors: the time of the post and the Velocity of each duellist.

If all duellists have the same number of Velocity points, the actions occur in the order that they were posted.

If a duellist with a higher number of Velocity points posts first, their action still occurs first.

If a duellist with a lower number of Velocity points posts first, their opponent has a certain number of hours (1 hour per extra Velocity point) within which they can post and their action can occur first.

e.g. Jeremiah posts first, he has a Velocity of 2. Vega has a Velocity of 4. Since 4 - 2 = 2, Vega has 2 hours from Jeremiah’s posting time to post and have her action occur first.

Actions that occur before your own may sometimes affect your ability to complete your action in the current round. These types of actions are known as ‘Instant Effect’ and are labelled as such in the rules. All disarm actions (spells and physical actions) are Instant Effect, as are some spells such as Obliviate, which prevent spell-casting. In these cases, if the disarm/spell is successful and your post comes after the disarm/spell, all your attempts to cast spells will be unsuccessful. Please see here for more information on Instant Effect.

For RP purposes, please note that that most actions in one round occur very rapidly, with no more than a few seconds between them.
« Last Edit: 04/30/2022 at 09:01 by Calypso Ross »

* The Narrator

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Absences
General Rules

Planned absences: If you know that you will be absent for some of your duel, you must notify your referee of the duration of your absence in advance of the rounds you will miss. A prolonged absence or an absence with an undetermined period might result in you forfeiting the duel.


Unplanned absences: If you plan to post in a round, but are then unable to do so, you must notify your referee that you are missing the round before it ends. You must notify them after the round has begun and at least 1 hour before it ends. If you end up missing multiple rounds, you must notify your referee each time you miss a round.

For each round that you do not post in without notifying your referee in advance, you will receive a penalty of -3 Resistance for that round. If you do not post during three consecutive rounds without notifying your referee in advance that you will be absent, you will lose the duel by forfeit.


Voluntary forfeits: If you choose to forfeit, you should not PM your referee to say that you are forfeiting. Instead, you should post in the duel with your forfeit. This can be an IC forfeit (an IC post in which your duellist declares they are forfeiting) or an OOC forfeit. If your post is IC, you should still bold your forfeit and explicitly state it is a forfeit, e.g. ‘Jeremiah walked off the duelling block [forfeit]. If your post is OOC, you should simply post the word ‘[forfeit]’.

The actions for that round will then be rolled in order. Any actions posted before the forfeit which target the forfeited duellist will be rolled and effects will be granted. Any actions posted after the forfeit which target the forfeited duellist will be voided, even if the duellist’s velocity places their action above the forfeit post. Velocity will not be taken into account for forfeit posts. Forfeit posts will always retain their original posting time.

If a referee receives a PM from a duellist stating that they are forfeiting but the duellist does not post in the duel, the forfeit will be rolled at the end of the round as the final action. All actions targeting the forfeited duellist will be rolled in this instance.
« Last Edit: 09/26/2020 at 10:18 by Calypso Ross »

* The Narrator

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Spells
General Rules

Spells either have preset effects or ‘creative use’ effects. Preset effect spells have listed effects that remain the same every time the spell is cast. Creative Use spells have no set effects; the caster may choose their effects, as long as they fall within the rules for Creative Use spells.

You cannot cast spells without a wand. If you are disarmed, you must successfully use a physical action to rearm before you can cast again. If you have been granted permission to use wandless magic, you must also request permission to use it during duelling. Failure to do so will result in your actions being voided.

Please see the Duelling Rolling Guide for how spells and spell damage are rolled.

You may use the following spell categories in duelling:
Charms. Please see here for the full Charms rules, including rules for/examples of Creative Use spells and the list of preset Charms spells.
Conjuring/Summoning (C/S). Please see here for the full C/S rules, including rules for/examples of Creative Use spells and the list of preset C/S spells.
Transfiguration. Please see here for the full Transfiguration rules, including rules for/examples of Creative Use spells and the list of preset Transfiguration spells.


Each category’s spells are divided into the following classifications:
Simple. These will not subtract anything from your Ability.
Advanced. These will subtract 2 points from your Ability, and add 1 point to your Power.
Difficult. These will subtract 4 points from your Ability, and add 2 points to your Power.

Class Spells

In addition to spells listed in the categories above, your character may use any other spell taught in a class that they actively posted in, provided that the professor has given permission for the spell to be used in duelling. Please see here for the complete set of rules regarding use of class spells, the Class Spells Tracker, and the form for submitting class spell requests.

Silent Spells

Your character may choose to cast any duelling spell silently. When casting a silent spell, you should make it clear that your character is trying to cast the spell silently, and you must still include the name of the attempted spell, e.g. ‘Vega attempted to silently cast Expelliarmus at Jeremiah’.

Silent casting a spell has the following effects:
  • -4 Ability to your character for the silent spell only.
  • +2 Velocity to your character for the silent spell only.
  • -2 Agility to your target for the silent spell only, if it is cast successfully.
  • -2 Resistance to your target for the silent spell only, if it is cast successfully.
  • The spell’s listed effects (or your requested effects for creative use spells).
Bear in mind that if you rearm yourself and cast a silent spell within the same post/round, the silent spell will come first (i.e. before you rearm yourself) and will thus be voided, as you will have no wand to cast with.

Specialised Spells

Your character can choose to specialise in up to 3 different spells, which you must list in your duelling profile when signing up. You cannot change your specialised spell(s) during the summer, but may do so at the beginning of each summer. You do not have to specialise in any spell.

Specialised spells have the following effects:
  • +2 Ability to your character for the specialised spell only.
  • +2 Power to your character for the specialised spell only.
  • -2 Agility to your target, if they have auto-dodge. This applies to the specialised spell only, if it is cast successfully.
  • -1 Vitality (-10% health) to your character’s initial duelling profile per specialised spell.
Multiple Casting

Attempting to cast the same spell more than twice in one post will reduce the total ability (relevant magical level + Ability stat) of your character. Their total ability will be reduced by half the amount of their original total ability for each attempt past the second attempt and is cumulative for the round.

e.g. Vega has four actions in the round. Her total ability for Charms is 14.
  • Action 1: Vega attempts an Incendio. (Current total ability = 14.)
  • Action 2: Vega attempts an Incendio. (Current total ability = 14.)
  • Action 3: Vega attempts an Incendio. (Current total ability = 7. ½ of original total ability (14) = 7. 14 - 7 = 7. Vega’s Ability for Action 3 is now 7.)
  • Action 4: Vega attempts an Incendio. (Current total ability = 7. ½ of original total ability (14) = 7. 7 - 7 = 0. Vega’s total ability for Action 4 is now 0.)
If the original total ability is equal to an odd number, this number will be rounded down, e.g. Vega’s total ability is 15. 15/2 = 7.5. Her Ability will be reduced by 7 points for each attempted spell past the second attempt.

Casting with a Different Wand

You may attempt to take an opponent’s wand from them or to pick an opponent’s wand up if they have already been disarmed. If this action is successful, you may attempt to cast with their wand. Taking/picking up another’s wand and attempting to cast with it requires 2 actions (1 action =  taking/picking up the wand; 1 action = attempting to cast).

Casting Accio on an opponent’s wand or directly taking it from them will automatically arm you with their wand. Casting Expelliarmus, throwing an object, or any other disarm action that does not involve directly taking their wand from them will not automatically arm you with their wand. You will need to use another action to pick the wand.

Attempting to cast with an opponent’s wand will have the following effects:
  • -2 Ability to the caster for all spells cast with the wand, OR
  • -4 Ability to the caster for all spells cast with the wand at its original owner.

Allies

The Charms spells Avis and Serpensortia, and the C/S spell Occurromorsus all create an Ally for you. Avis will create 1 bird, Serpensortia will create 1 snake, Occurromorsus will create 1 swarm of insects. You may create a maximum of 2 Allies at a time.

Allies start with 5% health and remain in the duel until their health hits 0%, at which point they immediately vanish. The stats of the Allies (Velocity, Resistance, Strength) are taken from the duellist’s initial profile and cannot be modified.

Duellists cannot gain any beneficial effects from attacking Allies e.g. ‘act twice’, ‘-2 Resistance to Ally’, or ‘+2 Ability to duellist’. They can only attempt to cause damage to the Ally until it hits 0% health and vanishes, or attempt to disarm it if it is holding a wand for its owner.

Each Ally is permitted 1 physical action per round in addition to your character’s available actions. This physical action can only be simple. You must state your requested effects for each Ally’s action, e.g. ‘Jeremiah’s snake ally attempted to bite Vega [damage].’

Allies are able to modify duellists’ stats, to cause damage, to give health, and to disarm/rearm. They are unable to shield their owners from attacks, give their owners or themselves the ability to act twice, or cast spells, even if holding a wand. Allies are able to attempt to heal themselves, assuming that the health modifier is justified; however, their total health will always be capped at 5%.

If an ally successfully disarms a duellist, this will count as their owner's one successful disarm. Any further attempts by the owner to disarm another duellist will be voided.

Allies are unaffected by spells that are listed as affecting all opponents:
Charms: Germineo, Kamiflage, Sonorus.
Transfiguration: Commutati scintillosus clarus (only if cast on the floor/an object), Commutati Gustatus Trolli, Commutati Gustatus Cadveri, Commutati sonum acutus.
« Last Edit: 07/11/2021 at 07:22 by Calypso Ross »

* The Narrator

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Other Actions
Potions

Please see here for the complete rules regarding potions in duelling.


Physical Actions, Dodges, & Auto-Dodge

Please see here for the complete rules regarding all physical actions, including dodges and auto-dodge.

Rearming Yourself or an Opponent

You can rearm yourself using one simple physical action. Please see the Creative Use Physical Action Rules for further guidance on physical actions.
Example: Vega attempted to pick up her wand [rearm].

You can rearm an opponent using two simple physical actions:
Action 1: you attempt to pick up an opponent's wand.
Action 2: you attempt to hand over or throw the opponent's wand to the opponent.

Please see the Creative Use Physical Action Rules for further guidance on physical actions. Please note that you cannot use spells to rearm an opponent.
Example: Vega attempted to pick up Jeremiah's wand [rearm Vega]. She then attempted to hand it to him [rearm Jeremiah].

Two actions are always required to rearm another opponent. Attempts to work around this rule using only one action (e.g. kicking a wand to an opponent instead of picking it up and then handing it to them) will be voided.

If the first action (picking up the wand) fails, the second action will be automatically be voided -- you can't pass someone a wand if you never picked it up in the first place! If the first action succeeds, but the second action fails, you will now be armed with that wand.
« Last Edit: 07/11/2021 at 07:17 by Calypso Ross »

* The Narrator

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Instant Effect
General Rules

The effects of some spells and potions are labelled as ‘Instant Effect’. This means that as soon as the action has been performed, its effects begin. All Instant Effect modifiers will be taken into account for the remainder of the rolls in the round, and will also apply to the following round.

e.g. Relashio gives damage to the target and -3 Resistance (Instant Effect). If the spell is successful, the -3 Resistance comes into effect immediately following the spell. For any following attacks aimed at the target in that round, the -3 Resistance is applied. It remains in place for the duration of the next round.

You may not request an ‘Instant Effect’ modifier for creative use spells, for creative use or original potions, or for any physical actions. The exception to this rule is when requesting a disarm/rearm or a dodge; these actions are automatically rolled as Instant Effect, so you do not need to request this effect.

Velocity stat modifiers will never be rolled as Instant Effect, as this makes it difficult for the referees to roll actions in a logical order.
« Last Edit: 11/30/2021 at 21:07 by Calypso Ross »

* The Narrator

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Indirect Effect
General Rules

Most spells and potions are direct. This means that they are directed at a specific target and can be dodged (either via auto-dodge or a dodge action). The effects of some spells and potions are labelled as ‘Indirect’. These spells are not directed at a specific target but at their environment instead. These attacks, if successful, cannot be dodged (either via auto-dodge or a dodge action). They can be particularly useful against duellists with auto-dodge.

e.g. Deprimo is an indirect spell causing a hole under something. If successfully cast at the ground beneath a duellist’s feet, it will cause damage, -2 Ability to the target, and -2 Agility to the target. If the spell is successful, the target cannot dodge it and will receive all effects.

Indirect spells should not be cast at the target, but at the environment around the target e.g. ‘Vega attempted to cast, “Deprimo!” at the ground beneath Jeremiah’s feet.’

Indirect spells/their effects can be prevented if a duellist casts a Shield spell (Protego, Accio/Creo Shield, or Commutati Procerus). The Shield spell must be rolled before the indirect spell to successfully block it.
« Last Edit: 07/13/2020 at 16:53 by Calypso Ross »

* The Narrator

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Ending a Duel
General Rules

For every successful attack that a duellist receives, they will lose health. Duellists are knocked out of the duel (and can no longer continue to post) in the following situations:
  • they reach 0% health.
  • they lose 40% health because of a single opponent in one round. If this single opponent has an ally on the block, any damage dealt by the ally will also count towards the 40%.
If multiple duellists are still left standing at the end of the duel, the duellist with the most life will be declared the winner(s).

Only duellists who have posted at least once in their duel are eligible to advance from the Qualifiers to the Semi-Finals or from the Semi-Finals to the Final. All duels will run for at least 3 rounds, even if duellists choose to forfeit. This is to ensure that duellists who have not posted in their duels do not automatically advance to the next stage if others happen to withdraw before 3 rounds have passed.

Only duellists who have attempted to cast at least one spell or attempted to use at least one potion in their duel are eligible to advance from the Qualifiers to the Semi-Finals or from the Semi-Finals to the Final. This is to ensure that duellists are actually duelling, and not solely relying on physical actions to advance in the duelling tournament.

Please bear in mind that if you do not attempt a spell/potion in the early rounds of your duel, there is a chance that the duel may end (due to forfeits and/or KOs) before you decide to attempt a spell/potion. In these cases, you will be ineligible to advance and a KO’d duellist will take precedence over you in advancing to the next stage of the tournament. To avoid disappointment, it is best practice to attempt a spell/potion as early as possible in a duel.
« Last Edit: 02/06/2021 at 10:27 by Calypso Ross »

* The Narrator

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Ethical Guidelines
General Rules

You must follow site rules and rating at all times in duelling, as well as the duelling rules. If you’re unsure about whether a particular action/requested effects will be allowed, feel free to ask any referee -- they’ll be happy to help!

Harassment of any kind towards the referees or your fellow duellists will not be tolerated and may result in your character being banned from participating in duelling. If you feel harassed by a referee or another duellist, please PM Ella Galanis immediately so that the situation can be resolved.

Respect the referees’ decisions, especially if they’re reducing effects for creative use actions or voiding actions. The duel's assigned referee holds the authority for that duel. Do not ask other referees for opinions on how a duel has been rolled. If you believe that a referee’s decision is unfair or that they have made a mistake, please PM Ella Galanis. In cases where a mistake strongly affects the results of a round or a decision is deemed to be unfair, the results for that round may be corrected. Please note that this is up to the discretion of the referees, not the duellists.

If you have any concerns, questions, concerns, suggestions, or other comments at any time, you should PM Ella Galanis.
« Last Edit: 04/08/2019 at 15:38 by Calypso Ross »

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