The Combat System

***For a list of all the spells in the model, go here.***

***For information on the spell casting and learning system, go here.***
***For information on the Stat System, go here.***

 File:Combat.gif
In many occasions one may find themselves having to defend themselves in a duel, formal or otherwise. When such situations arise, the following rules must be adhered to.

## The Basics

To start off, the combat system requires understanding the spell casting system, and the stat system. Without understanding those two, one will not be able to understand the following guide. **This section will serve as a basic guide for most players.**

The basics of combat in the Model can be summarized as a turn-based game. Where each player will be allowed a **turn** or a **round** where they can perform one action and one reaction.

A basic fight between two players would take the following steps:

1. Both players must roll for initiative.
	* Regardless of how the fight starts, even if someone else is starting it, a initiative roll must happen.
2. The person with the highest roll (Player 1) will be allowed to make an action.
3. The person with the lesser roll (Player 2) will be able to react to the action.
4. Player 2 will then be able to make an action.
5. Player 1 will then be able to react.
6. Player 1 will then be able to make an action.
7. Repeat until the fight ends.

### **The C and D modifier**

* **(C)ombat:** Takes away your year modifier and can cause misses if you roll a nat 1.
	+ This must be used in all instances of combat when one is casting an **action**.
		- Action spells are generally ones that would inflict aanother or end the fight
	+ Regardless of your mastery in a spell, if you roll a Nat 1, you will miss the spell.
		- The exception being if the DC of the spell you cast is lower than that of your year modifier.
	+ Destiny cannot be used to bypass the natural miss.
* **(D)efence:** Takes away your year modifier.
	+ Must be used in all instances of combat for when one is performing a **reaction**.
		- Reactions are generally spells or moves made to dodge or block an action.
	+ Unlike the 'C' Modifier, this modifier does not apply the possible Nat 1 miss.

### **Spell Effects**

Whether they inflict a 'b', are categorized as 'combat enders' or simply a have a special effect tied to them, it'll be in their description.

* You can find a list of spells and their descriptions, here.
* You can also read a spell's description by using the following command:

```
!lookup <spell_name>
```

### **Actions and Reactions**

* In every turn, a player is allowed one action and one reaction.
	+ The only exception to this is for the first and last turn of the fight.
	+ Actions tend to be spells that cause harm to the other player to end the fight. **Action spells** tend to be spells that inflict b, silence, disarm or are combat ending. This information will be part of the spells description.
	+ Reactions tend to be spells or moves used to avoid getting harmed by an action spell. **Reaction spells/moves** tend to be shielding spells, dodges and counter-spells.

### **Getting Injured / The B Modifier**

Assuming you have read the spell casting system, and the stat system, by now you should have a general knowledge of the **B** modifier.

* In a fight, you may get affected by a spell that inflicts 'b'.
	+ You will be able to read the descriptions of spell to figure out which ones cause a b.
	+ You can also read the description of a spell with the `**!lookup <spell\_name>**` command.
* If you are hit with a spell that inflicts 'b' once, then you must cast the next spells with a 'b' modifier.
* If you are hit with a spell that inflicts 'b' two times, then you automatically lose the fight.

### **Ending a Fight**

There are many ways to end a fight:

* Successfully casting a 'combat-ending' spell without it being blocked or dodged.
* Successfully casting a 'b inflicting' spell twice, with two different spells, without it being blocked or dodged will result in the end of the fight.
* Running away from the fight with Apparition.

### **After the Fight**

* If you were affected by a 'b' modifier during the fight, you must be healed before removing it.
	+ This can be done by going to the #infirmary or with the aid of a student with a healing spell.
* If you were affected by a spell that causes long lasting effects, such as 'Petrificus Totalus' or 'Colovaria', you will hold onto those effects until dispelled.
	+ This can be done by going to the #infirmary or with the aid of a student with 'Finite Incantatem'.
* If you are unable to find a student or a healer, after a 10 minute time period, you are assumed to have been aided by a professor, healer and/or older student.

The following content is a more in-depth description of the Combat System and serves to clarify the information above. It is **not** a required reading for the average player, but for someone who wish to constantly participate in duels it may be important to understand the system at a greater detail.

## Formal Duels and Regular Combat

There are two types of combat scenarios:

* Formal Duels, which are duels that were organised beforehand.
	+ You must inflict b before you are allowed to use a Combat-Ender in a formal duel.
	+ Formal Duels may have different sets of rules that are assigned by the duelers or a third party and so rules that are specified on this page could be waved.
	+ Formal Duels may end without the fight actually ending.
* Regular Combat, which are fights that occur randomly.

## Starting a Battle: Rolling Initiative

If you are ever put into a situation when you or another wish to cast something against you or another player, to fight, assault, or to simply cause harm, you must roll an initiative. This is done to determine who gets to react first.

* This can be done with the `**!roll**` command.
	+ The person with the highest roll gets to perform **one** action first. The person with the lowest roll will be able to react and follow with an action.
	+ If the roll between the players are the same, then they must roll again.
* If both players would like to arrange a particular advantage or penalty on the initiative rolls using the Stat System or any other considerations such as character limitations, they may do so OOC before combat begins.

## Actions

* In every turn, a player is allowed one action and one reaction.
	+ The only exceptions are to the player with the highest initiative roll and to the losing player.
		- The player with the highest initiative roll will be able to start the fight with an action, but no reaction.
		- The losing player will end the fight with a reaction that fails against the winning player.
	+ Both stat reactions and Counter-spell reactions only work against a single target.
		- Shield reactions last until your next action and can defend against multiple-targets.
* All Actions must be done with the **C** modifier.

### **Combat-Ending**

* Combat-Ending Spells are spells that puts the target in a state that prevents them from continuing a fight.
	+ This information will be available in the spell's description.
	+ Spells described as 'Combat-ending **Charms** effects' can be undone with Counter-Charms, such as Finite Incantatem.
		- An example of a Charms ending Combat effect would be Petrificus Totalus.
	+ Spells described as **Physical** Combat-ending' require healing spells, such as Episkey to undo.
		- An example of a physical Combat-Ending effect would be Flipendo.
* In formal duels, you must first inflict a **b** modifier on your opponent before you are allowed to cast a Combat-Ending effect.
	+ If this rule isn't followed, you may be disqualified and will lose the duel.
* In regular combat, such as a hallway brawl, Combat-Ending spells may be cast right away, with no penalty.

### **B Inflicting**

* **B** inflicting spells are spells that may injure or hinder a player.
	+ This information will be available in the spell's description.
	+ During a battle, the 'b' modifier can be removed with a counter-charm or a healing spell.
* Inflicting a 'b' with two different spells will end the fight.

### **Disarming**

* Disarming spells, assuming they are neither dodged, resisted nor blocked with willpower make your opponent incapable of using their wand.
	+ In most cases this would end a fight, the only exception is when the player is capable of Wandless casting.
		- This can be done with the **W** modifier.
		- Wandless casting is a special ability that can only be learned once you're a seventh year.
	+ An example of such a spell would be Expelliarmus.
* In formal duels, you must first inflict a **b** modifier on your opponent before you are allowed to cast a disarming effect, unless you wish to be disqualified.
	+ If this rule isn't followed, you may be disqualified and will lose the duel.
* In regular combat, such as a hallway brawl, disarming spells may be cast right away, with no penalty.
* It is important to note that while taking away someone's wand doesn't require consent, breaking their wand will require it.

### **Silencing**

* Silencing spells, assuming they are neither dodged, resisted nor blocked with willpower make your opponent incapable of speaking properly.
	+ In most cases this would end a fight, the only exception is when a player is capable of non-verbal magic.
		- This can be done with the **V** modifier.
		- Non-verbal magic is only available to sixth years or to those who have learned in independently. More information can be found in the Ars Arcanum.
	+ An example of such a spell would be Mimble-Wimble.
* In formal duels, you must first inflict a **b** modifier on your opponent before you are allowed to cast a silencing effect.
	+ If this rule isn't followed, you may be disqualified and will lose the duel.
* In regular combat, such as a hallway brawl, silencing spells may be cast right away, with no penalty.

### **Escapes**

* In some cases a fight can be ended by simply escaping with the use of magic.
	+ An example of such a spell is **Apparate**. More information on Apparition can be found here. Apparition is the only exception made for the C modifier.

### **Healing and Counter-Spells**

* Healing or Counter-Spells will undo a negative effect on you or your ally, allowing you or your ally to remove the **b** or **v** modifier.
	+ This counts as 'one' action in your turn.
	+ In some instances this may bring back someone from a 'combat ending' state.
	+ To undo an effect with a healing or Counter-Spell, you must beat the roll you are attempting to undo.

## Reactions

* In a one vs one combat situation, one action each turn and one reaction to your opponents action. In group combat a player is allowed one action and **either** one Stat (Willpower or Dodge) and one Counter-Spell reaction **or** one Shielding reaction per combat turn.
	+ The only exceptions are to the player with the highest initiative roll and to the losing player.
		- The player with the highest initiative roll will be able to start the fight with an action, but no reaction.
		- The losing player will end the fight with a reaction that fails against the winning player.
* Reactions are used as a follow up to an opposing players action.
	+ You may only use one reaction to each action.
	+ In group combat, when reacting you 'expend' your reaction.
		- If you dodge or use willpower once, you may not use either again until your next action. However, you may still use a Counter-Spell. They defend against a single attack.
		- If you use a Counter-Spell before your next action you may not use another until your next action. However, you may still use a dodge or willpower. They defend against a single attack.
		- Shielding spells lock you in, lasting until your next action. They defend against multiple attacks, but prevent you from using your dodge, willpower, or Counter-Spells for that combat round.
* All spell reactions must be done with the **D** Modifier.

### **Willpower**

* Specific spells can be resisted using willpower, with the `**s!willpower**` command.
	+ Willpower can only be used to resist one spell.
	+ Willpower is a combination of your Social and Wisdom stats. More information can be found here.
	+ Spells that can resisted using willpower will be noted in their description.

### **Dodge**

* Specific spells can be resisted using dodge, with the `**s!dodge**` command.
	+ Dodge can only be used to evade one spell.
	+ Dodge is a combination of your Finesse and Vitality stats. More information can be found here.
	+ Spells that can resisted using dodge will be noted in their description.

### **Dodge Substitutes**

* 'Dodge' Substitutes are spells that can be used to block an attack.
	+ While these may be more similar to shields, they use the dodge mechanics and so can only be used to defend against one spell.
		- Because of this a dodge substitute will only block off one spell.
	+ An example of such a spell would be Accio or Wingardium Leviosa.

### **Counter-Spells**

* While Counter-Spells can be cast as an action, they can also be used as a reaction, similar to shields.
	+ Counter-Spells are very specific and situations, an example of this would be using Aqua Eructo to douse an Incendio cast.

### **Shielding Spells**

* Shielding Spells can be cast to block off most action spells.
	+ Shielding spells can be used to block off any spells used until the shield caster's next turn and thus can defend against multiple spells.
		- The DC of the shield must match or surpass the DC of the spells to block them.
	+ Exceptions will be described in the spell's description.
	+ Examples of such a spell would be Contego and Protego

### **Flight**

* Flight spells, such as Fly or Fly Pro, can be used similarly to shields.
	+ In order to evade a spell, the DC of the flight spell must surpass the DC of the evaded spell.
	+ In order to use Fly or Fly Pro, you must first be in the air. This requires the use of Takeoff.

## Special Spells and Abilities

Full details on special abilities can be found in the Ars Arcanum. Below is the basic knowledge required for using these abilities in combat.

### **Dark Magic**

* Certain spells will be tagged as 'Dark', these spells can inflict cursed wounds, that may never heal, or may be fatal. Because of this, all Dark spells will require OOC consent to be used on another player.
	+ In fights, players who are incapacitated by Dark spells cannot be restored using healing magic.
* Dark magic spells require special permission to learn; check out the Ars Arcanum for more information.

### **Dual-Wanding**

* When initiating combat you can adopt the dual-wanding stance, giving you an additional action on your turn.
	+ This action can be used to target a second enemy combatant at the cost of placing you at the end of the initiative order.
	+ You may start off in a normal duelling stance and swap to your dual-wanding stance, however this will take up a reaction.
* You can also use your wands to concentrate on two concentration spells at once, as long as neither extends a DC of 10.

### **Elemental Magic**

* Several spells listed on the Ars Arcanum may be aesthetically changed to match the element, however, they will not gain additional mechanical effects.
* Light Elementals may cast Lumos spells of DC5 or lower without using the **W** modifier, even if disarmed.
* Air Elementals may negate the same effects that Arresto Momentum would, such as the **B** modifier from Ascendio, or Alarte Ascendare.

### **Learned Legilimency**

* Players who have learned Legilimecy may cast Legilimens before rolling for initiative in combat.
	+ This can only be done in 1 v. 1 situations.
	+ If their opponent fails to defend against the spell with Occlumency, the Legilimens automatically wins initiative.
	+ In some situations, you may be disqualified for attempting to use Legilimency in formal duels if spotted.
* Natural Legilimens do not gain a similar benefit without learning Structured Legilimency.
	+ Once they have learned Legilimens, they may be able to cast it with an a.

### **Physical Empowerment Magic**

* In combat, you may roll s!vitality and take half the roll as an attack. This counts as a action and can be used in place of a spell.

### **Trace Projection**

* Trace Projection has no mechanical impact on combat, however does have several cosmetic implications.
	+ Whilst Trace Projection allows the visuals of a spell to be changed to match the casters trace, they will always remain recognisable to those who know the spell, thus not making any difference to character's ability to distinguish what it does.

### **Wand Affinity**

* Players with wand affinity can trust their wand to produce a shield spell (Contego or any form of Protego) After rolling for initiative. Doing this doesn’t expend a reaction. This benefit ends at the start of next turn.
* Casting an attack spell can be treated as another *mastered* attack spell, granting the player the ability to use a higher DC spell, but keeping the desired effect.
* Out of combat, the wand can be summoned with an Accio, without using the **W** modifier.
* An affinity wand has some degree of plot armour, making it hard to break or loose.