"The Glass Catapult: A Mage's Guide to Dueling" by Sarlee Ster

Started by Semli, December 23, 2008, 11:22:47 AM

Previous topic - Next topic

Semli

The Glass Catapult: A Mage's Guide to Dueling
Written by Sarlee Ster (deceased).
Final editing completed by Ahmed Kaliwazah, Asdon Garlin.

Wizards, in a way, are like catapults made of glass. We fire powerful blasts and can devastate our foes, but we are frail and easy to be beaten up close, much like a piece of glass. With these capabilities and weaknesses in mind, wizards who fight should always attempt to have warriors present to hold off enemies in combat, enabling them to fire their offensive spells. If a wizard is performing the task of a pure enhancer, it is recommended that they use an extended duration invisibility or blurring spell to provide extra protection to themselves in the back lines.

Evocation is a school that one must use for any battle, as evocation spells deal the most damage and are greatly effective in combat.  As such, only the most foolhardy wizards dare neglect the school.  Some examples of these spells include Issac's Lesser Missile Storm, Combust, Fireball, Lightning bolt, etc.

Now, my readers, I will tell you how to fight in a duel as a mage, be it against a spellcaster or a warrior. The key to winning is first immobilizing your opponent. Spells used for immobilizing are such that they make sure your enemy physically unable to move, or temporarily impair their mental facilities enough to make fighting difficult or even impossible. Spells typically used toward this end include Hold Person, Cloud of Bewilderment, Gust of Wind, Balagarn's Iron Horn, and Web.

Spells that affect the mind for immobilizing should almost always be used on a warrior (Hold Person, Color Spray, etc.). Spells that affect one's endurance or hardiness, such as Gust of Wind, Cloud of Bewilderment, and Stinking Cloud, should be used on arcanists for immobilization. Of course, most warriors are physically fit and hardy, making them resistant to spells like Cloud of Bewilderment and Gust of Wind, and the same is true of the willpower inherent to most spellcasters.

The greatest irritation to a mage in single combat is a combined caster/warrior, such as a spellsword or priest. Priests should be engaged with spells they have to dodge, such as Web, as it is rare to find one who is quick in reflexes, as well as strong in body and mind. Bards should be engaged with whatever incapacitating spell is most powerful in the hope of overwhelming them.

Invisibility should always be done in a duel against a fighter, assuming the rules are "nothing but your own abilities," as in, no potions or devices. The fighter will be forced to wander aimlessly trying to find you, the opportune time to let loose with your holding spell. They will likely be held in place, and this is when you cast Combust and let loose your strongest evocations. Most of the time this will work. If you can memorize fourth circle spells, I highly recommend having Ice Storm and Issacs Lesser Missile Storm they are impossible even for someone very quick on their feet to evade when cast upon them. Missile Storm has the added advantage of causing no collateral damage and being safe to use up close.

For mage duels I recommend preparing Dispelling abjurations (Lesser Dispel, Dispel Magic, and Lesser Spell Breach) in order to strip your opponent of any wards they might use on themselves to shield them from your spells. Of course, if you can immobilize a wizard before he could cast spells, your victory is guaranteed.

Remember, referencing the metaphor at the front of this text, as a "glass catapult", your aim is to not be broken while exposing your enemies to your deadly firepower.