

Arcane Duels
Overview
Overview
Form Teams of 3. Register below to take part.
Players should have their elements known and allocated. If you have yet to discover your Element Primary:
Join discord.gg/pnx & run /arcana in #💫myarcana
Single players will be matched together if you don't have a team.
Form Teams of 3. Register below to take part.
Players should have their elements known and allocated. If you have yet to discover your Element Primary:
Join discord.gg/pnx & run /arcana in #💫myarcana
Single players will be matched together if you don't have a team.
Prizes
1st Place Team
30,000,000 Gil
2nd Place Team
21,000,000 Gil
3rd Place Team
9,000,000 Gil
Gameplay Mechanics
Gameplay Mechanics
Gameplay Mechanics
Each player has 25 Hit Points (HP)
Each player at the start of the game rolls /random 20 to decide player initiative.
On each players turn, they must decide on a spell or attack, select a target and rolling /random 20
Each player has 25 Hit Points (HP)
Each player at the start of the game rolls /random 20 to decide player initiative.
On each players turn, they must decide on a spell or attack, select a target and rolling /random 20
Standard Attack
Standard Attack
You can choose to do a standard attack, which is Magic Missile. The value from your /random 20 will be dealt in straight damage to your chosen target.
You can choose to do a standard attack, which is Magic Missile. The value from your /random 20 will be dealt in straight damage to your chosen target.
Spell Attack
Spell Attack
You can instead choose to attack with a Spell. You can only cast the Spell type if you have that Element Primary. Example: A Fireball can only be cast by a Fire Primary Student.
Each spell requires a target value to roll equal to or above to succeed. If not, it is a failed action and nothing happens.
You have 3 Spell Slots per player in use per full combat.
You can instead choose to attack with a Spell. You can only cast the Spell type if you have that Element Primary. Example: A Fireball can only be cast by a Fire Primary Student.
Each spell requires a target value to roll equal to or above to succeed. If not, it is a failed action and nothing happens.
You have 3 Spell Slots per player in use per full combat.
Fireball
Fireball

Required Primary: Fire
Success: 15
Hits 2 targets next to each other, chosen by the user, for /random 20 damage split evenly (rounded up)
Required Primary: Fire
Success: 15
Hits 2 targets next to each other, chosen by the user, for /random 20 damage split evenly (rounded up)

Chain Lightning
Chain Lightning

Required Primary: Lightning
Success: 15
Hits 2 targets not next to each other, chosen by the user, for /random 20 damage split evenly (rounded up)
Required Primary: Lightning
Success: 15
Hits 2 targets not next to each other, chosen by the user, for /random 20 damage split evenly (rounded up)

Wind Blade
Wind Blade

Required Primary: Wind
Success: 15
Can cause any enemy action to fail. Can be cast whenever but costs the user their turn for this round. This interrupt will also reflect damage on a damaging spell. (Time to use is left up to the player, host will not offer it to them at all)
Required Primary: Wind
Success: 15
Can cause any enemy action to fail. Can be cast whenever but costs the user their turn for this round. This interrupt will also reflect damage on a damaging spell. (Time to use is left up to the player, host will not offer it to them at all)

Water of Life
Water of Life

Required Primary: Water
Success: 10
Heals a target ally for 50% of the /random 20 by the cast (rounded up)
Required Primary: Water
Success: 10
Heals a target ally for 50% of the /random 20 by the cast (rounded up)

Frostbite
Frostbite

Required Primary: Ice
Success: 10
Stuns 1 target enemy for a turn
Required Primary: Ice
Success: 10
Stuns 1 target enemy for a turn

Wall of Stone
Wall of Stone

Required Primary: Earth
Success: 10
Shields 1 target ally for /random 20 for 1 turn
Required Primary: Earth
Success: 10
Shields 1 target ally for /random 20 for 1 turn
