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Reply The Dueling Club
Practice Match: meatballhead15 vs ScottieBears MiaKitty Goto Page: 1 2 3 [>] [»|]

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meatballhead15 rolled 1 20-sided dice: 12 Total: 12 (1-20)


meatballhead15


Lonely Genius

18,225 Points
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PostPosted: Wed Jul 08, 2009 10:46 pm


Username: meatballhead15
House: Ravenclaw
Year: 1
Reason/ Story behind duel: The captain of the dueling club offered a chance to duel all newcomers, helping them as needed. I see this as an opportunity to learn, and hopefully even if I do not 'win' per se I will not feel embarassed as this is just my first attempt at learning the ropes
#of Dueling Points: 25
ScottieBears MiaKitty rolled 1 20-sided dice: 3 Total: 3 (1-20)
PostPosted: Thu Jul 09, 2009 1:34 pm


Name: ScottieBears MiaKitty
Challenger: meatballhead15
House of Challenger: Ravenclaw
House of Challenged: Gryffindor
# of Dueling Points: 25


Alright, first things first. Whoever rolls the highest number on this first roll gets to attack first. So that you can see my directions, I'm going to put them in bold.

Edit: Ok, your roll was higher, so you get to attack first. Your attack post needs to look like this:

Roleplay: Here you put your taunts, or any other sort of conversation with your opponent.

Action: Attack: If you are attacking, put attack. If you are defending, put defend. Then you put your spell. Spells can be made up or from the books. Most members seem to prefer using their own spells. Your spell needs to be in the color of your house, in your case, blue.

Effect: What does the spell do? Say so here.

DP: Here you put however many points you have left.

Be sure to remember to roll the dice every time.

ScottieBears MiaKitty

6,250 Points
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meatballhead15 rolled 1 20-sided dice: 11 Total: 11 (1-20)


meatballhead15


Lonely Genius

18,225 Points
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  • Conventioneer 300
PostPosted: Sat Jul 11, 2009 1:42 am


RP: Meatballhead is obviously just a bit nervous. Her eyes don't exactly reveal eagerness at her getting to go first. After an inhale, she clutches her wand and... clenches her teeth in reaction to some invisible stimuli; appearing to be fight her own mind on an issue. Should this have been a real altercation against a fellow witch/wizard, she would have used her very effective, very practiced disarmament spell. However, such is not allowed here. Suddenly, life floods into her eyes as she curiously cocks her head to the side and says eerily "What's been on your mind?" She points her wand sharply...

Action (Attack): "Legitimens!"

Effect: If the attacker has a large margin of sucess with this rather unorthodox attack, she will gain access to the Dueling Club captain's mind, and specifically a slideshow of past defeats. With moderate sucess, she may only stay in the mind long enough to pull out one especially crushing defeat. If she only had minimal sucess she would get a mind-glimpse of something that may perhaps have use once deciphered, but would not be a crystal clear image of any defeats. Of course, the spell could not work at all. She has no idea if the Dueling Captain has enough mental fortitude to block the attack completely.

DP: 25
ScottieBears MiaKitty rolled 1 20-sided dice: 18 Total: 18 (1-20)
PostPosted: Sat Jul 11, 2009 2:35 pm


Roleplay: Mia is impressed by the young girls first move. Not many would even consider that spell, much less attempt it. "A very risky move." she tells the first year. "Let's both find out if you can make it work."

Action: Defense: Mia clears her mind.

Effect: Known as Occlumency, this action is the singular defense against Legilimency, for what good does it do to read your opponents mind if there's nothing on it?

Dp: 25/25

Edit: Alright, my roll of 18 is higher than yours of 11, so I win. This means that I do not lose any points. One thing to remember is that you only lose points when your defense fails, or when your roll is lower than the attackers. The points deducted should be equal to the difference between their roll and your roll. So, if our rolls had been reversed, and you had rolled an 18 and I had rolled an 11, I would lose 7 points. If we had tied, both rolling an 11, it would work as a block for me, and I would lose no points.

Alright, now we switch rolls, and I am the attacker. You will always post twice in a row, once as a defender and then next as the attacker.

One note: The only part of your post that needs to be in your house color is the spell you use.

ScottieBears MiaKitty

6,250 Points
  • Treasure Hunter 100
  • Window Shopper 100
  • Hive Mind 200
ScottieBears MiaKitty rolled 1 20-sided dice: 17 Total: 17 (1-20)

ScottieBears MiaKitty

6,250 Points
  • Treasure Hunter 100
  • Window Shopper 100
  • Hive Mind 200
PostPosted: Sat Jul 11, 2009 2:48 pm


Roleplay: "A lesson to you, meatball. Never use such a risky move unless you're certain you can pull it off. Now then, I like to use simple spells in the beginning. I'll get rough when you do. Until then...

Action: Attack: Aguamenti

Effect: Shoots a jet of water from the caster's wand.

DP: 25/25

Edit: I've rolled a 17. If you roll a 17, 18, 19, or 20, you are safe and lose no DP. If you roll anything less than that, you will need to follow the directions in the above post.
meatballhead15 rolled 1 20-sided dice: 10 Total: 10 (1-20)
PostPosted: Sat Jul 11, 2009 11:41 pm


RP: Meatballhead's countenance showed definate signs of disappointment when she found her spell completely blocked. Though it frustrates her in the aspect of this duel, she keeps in mind that the Captain may be someone she wants on HER side of push comes to shove.

The 'simple' spell thrown back at her was an extremely powerful jet of water! Coming FAST!!!

Action (Defense): "WinGARdium Leviosa!", while jumping out of the way as a secondary defense should the magickal one fail.

Effect: This spell is to make things float, up and away. Meatballhead hopes to redirect the stream of water, which is also difficult as it is a moving mass that will soon drench her, partially soak her, or maybe by a stroke of luck, miss her completely and knock over something to the side of them.

DP: 25/25


meatballhead15


Lonely Genius

18,225 Points
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  • Conventioneer 300
meatballhead15 rolled 1 20-sided dice: 2 Total: 2 (1-20)


meatballhead15


Lonely Genius

18,225 Points
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  • Toy Drive Tycoon 400
  • Conventioneer 300
PostPosted: Sun Jul 12, 2009 7:33 am


RP: Meatballhead watches as the very strong, muggle firehose-force stream of water is lifted above her, making an upward arc as she crosses her feet and steps out of the way, however the wind cannot hold the water, and instead of hitting her straight on, it begins to rain down on the general vicinity. The end result is that she is soaked, her robes clinging to her body, but at least she wasn't, say, thrown back into a wall by the force. Things could have been worse. Being cold and wet has made her attitude a bit sour, and she decides to try a favourite of the mischevious Slytherins... One shake to rid her wand of the drops of water, and a second percise wrist movement for the spell,

Action (Attack): "Petrificas Totalus!"

Effect: This is a full body bind spell that at best might prevent her opponent from attacking next turn, but there's also a chance that it could be shaken off before then, or be blocked.

DP: 18/25 (your drench caused me to lose 7, correct? Still could have been worse.)
ScottieBears MiaKitty rolled 1 20-sided dice: 16 Total: 16 (1-20)
PostPosted: Mon Jul 13, 2009 4:46 pm


Roleplay: Mia is a little amused by the sight of the first year standing there, dripping wet. Peeves would be proud. Still, she can see from the look in her eyes that meatball isn't too happy about it. And when she uses the Petrifying spell, Mia is more than a little surprised.

Action: Defend: somes geminus!

Effect: This spell creates a body double that serves to take the effect of any body altering spells.

DP: 25/25

Yes, you lost 7 points. I'm glad you're catching on. Once we get a little farther into the duel, maybe we can start making up our own spells? That makes it more fun.

You seem to have gotten the idea. If you need anything, include it in your post and I'll be happy to help.

ScottieBears MiaKitty

6,250 Points
  • Treasure Hunter 100
  • Window Shopper 100
  • Hive Mind 200
ScottieBears MiaKitty rolled 1 20-sided dice: 8 Total: 8 (1-20)

ScottieBears MiaKitty

6,250 Points
  • Treasure Hunter 100
  • Window Shopper 100
  • Hive Mind 200
PostPosted: Mon Jul 13, 2009 4:57 pm


Roleplay: Mia gives herself a moment to think, thankful that the spell missed, but worried about meatball's next move. She decides that her best move is to confuse her opponent so that she can't attack her again.

Action: Attack: Confundo!

Effect: This spell confuses the opponent so that they can't think straight.

DP: 25/25
PostPosted: Mon Jul 13, 2009 8:20 pm


OOC Concern:

Drake_Keiran


Rules




5. No unforgivable curses or disarming curses. No healing spells or potions.


It says in the rules that disarmament curses aren't allowed. "expelliarmus" was actually going to be my first move but I read the rule list before this match. Obviously the "unforgivable curses" will wind you up in Azkaban and healing spells/potions would make the duels unending... but can you please clarify if disarming is allowed or not?

And once you let me know, can you either edit the rule post, or edit your post (depending on which way you go)? I'll await your reply before I do my defense/attack.


meatballhead15


Lonely Genius

18,225 Points
  • Partygoer 500
  • Toy Drive Tycoon 400
  • Conventioneer 300

ScottieBears MiaKitty

6,250 Points
  • Treasure Hunter 100
  • Window Shopper 100
  • Hive Mind 200
PostPosted: Wed Jul 15, 2009 5:36 pm


User Image
Ah I forgot about that... I have only been Captain for about two weeks at the most, and the club was so inactive before that my mind went blank. Thank you for the concern. I'll fix my post.
*cough* Join Dueling Club at the Haven *cough*
meatballhead15 rolled 1 20-sided dice: 6 Total: 6 (1-20)
PostPosted: Fri Jul 17, 2009 9:24 pm


RP: Meatballhead watched as a double appeared from the Captain's body. Quite a confusing shield if one doesn't keep their head on straight. However, the attack that followed proved to be a true test if this first year can keep her head on her shoulders in the heat of a duel.

Action (Defend): "Protego!"

Effect: This is the 'shield charm' that, at it's strongest, may send the attack back at the attacker.

DP: 18/25


meatballhead15


Lonely Genius

18,225 Points
  • Partygoer 500
  • Toy Drive Tycoon 400
  • Conventioneer 300
meatballhead15 rolled 1 20-sided dice: 7 Total: 7 (1-20)


meatballhead15


Lonely Genius

18,225 Points
  • Partygoer 500
  • Toy Drive Tycoon 400
  • Conventioneer 300
PostPosted: Fri Jul 17, 2009 9:49 pm


RP: Meatballhead watched as the spells collided in mid-air. For a mere second, her heart was filled with hope that it would hold it off, but alas after the tango of energies a very weakened version of the confusing charm hit meatballhead. She knew her name. She knew where she was. But she lost track of which of her opponents was real and which was the puppet... That isn't the only thing she can attack however. She had been practicing very hard for her transfiguration practical exam of turning a mouse to a snuffbox, and has managed to achieve it during study hall numerous times.

OOC: The double will die out after this turn, right? I do believe I read in the rules something about spells with long (more than one turn lasting) effects weren't allowed.

Action (Attack): Transfiguration: Turn the wand(s) of her opponent(s) into matches.

Effect: Depending on the strength, her opponent's wand could be reduced to an actual matchstick, a very large match, just achieve a change in colour, or not be touched at all.

DP: 16/25
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