1. Combination Spells Using a combination spell would require a party member of the combined magic in a duel (if the spell required Death and Balance, and I was death, I would need a Balance wizard in the dueling circle with me or the card would be grayed out). 2. Coordination Spells These spells would enhance the magic of your existing school of magic, if two or more of the same class of magic were working together in a duel. Often I find that people team up with different schools of magic to get the advantages of multiple schools, and that welcoming several of the same school type into a duel circle is often frowned upon, as any weaknesses that school may have would be doubled or tripled (for example, too many Life wizards not having enough damage power, or too many Storm wizards not having enough defense). Coordination spells at high levels might ease this, and make teaming up with someone you met along the way a much happier and more welcome experience. Requirements for a combination spell: * Player casting the spell must have spent a training point on the spell, and done prerequisite quest to obtain spell. * Player must have enough pips for the spell, and not be stunned. * Player must have one of the magical requirements for the spell as their Primary school of magic. * An ally fulfilling the second magical requirement of the spell must be in the same duel. * The ally must "Accept" the request to perform the combination spell, on players' turn. * Ally you are casting with may not perform any other spells that turn. * Both players must have required level for the spell. Note: Secondary player is lending their "magic and power" to the spell, while the caster is the spell "activator" so, only the activator needs the card in their deck. The card will be grayed out of these requirements are not met above. Clash of the Skies - Ice giants and Fire Dragon Titans clash in the skies, their molten and icy chaos falling down from above as they battle. & damage. Forest Fire - A forest gathering of flaming inferno treants rages forward attacking all opponents; & damage. Anubis - Anubis, the Egyptian guardian of the Underworld attacks with & . Ground Zero - Mad scientists create a small vial, which is dropped on the duel circle from blimp above. Causes nuclear explosion. & damage. Spring Thaw: The dueling circle is suddenly a giant iceberg, that all the enemies are standing on. The hot sun from above warms the world and the ice breaks, sending all the enemies crashing and smashing into the unforgiving folds of ice and arctic water. damage and requires to cast. Turn of Seasons: A "mad" version of Father Time roughly yanks the arms of a clock. The entire field turns to winter in a moment. He makes a surprised "brr!" noise and yanks it again, causing insane spring growth to shoot up everywhere. & damage. Tartarus: Hades grabs and throws target to the Underworld, which looks quite fiery and scary. & damage.