Why Ryan the Rambunctious is now Ryan the Rhino:
Tips on Safe Dueling
by Angelina Adamson
 
Introduction:
        Dueling has been a favorite wizarding sport for ages; possibly since the beginning of time. There are three main reasons why this sport has such a wide following: it is showy, often exciting, and, most of all, very dangerous.
        It is this last aspect of appeal that concerns me most in this book. Though having an ear blown off will bring you many oohs and aahs, most prefer to avoid a nasty injury while dueling (if at all possible)
        This book focuses on prevention, not cures. If your ear has already been blasted off I suggest you try St. Mungo's.
        If, on the other hand, you have been challenged to a duel, and are now fearing for your life, I suggest you stop Reading this long-winded introduction and skip to the important stuff, starting with Chapter One. Oops, too late-- you're already there.
 
Chapter One
        As you may have guessed from the title of this book, my example of bad dueling techniques is Ryan the Rhino. Not because he is a Rhino, mind you; that happens to the best of them, and besides, he could have died! No, Ryan is my example because he made every classic mistake that I feel is important to point out to you.
        Here's the beginning of our case study, the first mistake:
 
        When Ryan came to meeting site of the duel, he brought nothing but his         trusty wand, Rhonda.
 
        Okay, besides having a totally dumb name for his wand, Ryan made one other huge mistake. Can you guess it?
        I won't leave you struggling; the answer is, he forgot his second.
        A second is a very important element in a duel. Not only will your second take over for you should you die, they will also make every attempt to keep you from dying in the first place.
        Never forget your trusty second. And always choose one you could bet your life on-- because that's exactly what you're doing.
 
Chapter Two
 
        When Scynar the Scary cast his first spell, Ryan stood there, hoping his deflecting charm would keep him from injury.
 
        This scenario will be covered in two chapters, as Ryan made two very crucial mistakes.
        The first one is quite obvious: Ryan didn't try to duck. No matter how macho he wants to seem, no sane wizard would purposely take a direct hit. This is basically suicide.
        Luckily for Ryan, Scynar was just warming up his wand, and Ryan ended up with nothing worse than bright purple spots all over.
        If you really look at it, though, it's amazing that Ryan's still alive. Most wizards start off the duel with a very powerful blow, to test the opponent, then use smaller curses to try and keep the opponent off guard until their full strength returns.
        Also, Ryan had screwed up his deflecting spell, so if Scynar was really as frightening as his name implies, who knows what might have happened.
 
Chapter Three
        Look back at the scene in Chapter Two. Actually don't; I'm rewriting it here for lazy people:
 
        When Scynar the Scary cast his first spell, Ryan stood there, hoping his deflecting charm would keep him from injury.
 
        Can you see Ryan's other mistake?
        Well, I can. He just sat there.
        No, no, no, this isn't what I talked about last chapter, this is a whole new area. Another major rule of dueling is to keep the curses coming.
        No matter how weak you are, you need to send a constant stream of curses, however minor, in the other wizard's direction. This helps keep them from focusing their full attention on cursing you.
        I don't know if Ryan's "your turn, my turn" attitude was some strange code of etiquette, or just plain stupidity. Possibly both. But pausing in between curses to the other bloke a chance is like turning your back on a hippogriff-- most people only do it once.
        There was a case in Norway where a jelly-legs curse won a duel. So you see, you never know. . .
 
Chapter Four
 
        Ryan took time to clear away the purple spots before turning to counter-curse Scynar.
 
        This mistake is quite obvious and painfully common. You should never attempt to heal injuries in the middle of a duel (the only exceptions are given later) especially incidental ones such as spots.
        Often, when an unfortunate victim of a curse stoops to replace missing toes or unlock legs, they are swiftly struck with the conquering blow.
        Had Ryan been dueling with an expert or any kind of formidable wizard, he would have been reduced to dust within the first five minutes. Even so, as he corrected the spots, Scynar used the opportunity to inflict an overdose of Cheering Charm on the poor man, rendering him unable to do anything but laugh for about ten minutes.
        There are three cases in which healing current wounds would be optimal to preventing further ones: if your injury is quickly making you weaker, if your opponent is taking time to see to their own wounds (though many wizards choose this time to strike) or after you have beaten your opponent and before the second has taken over.
 
Chapter Five
 
        Ryan finally struck back through his storm of giggles, aiming his wand at Scynar's ankles and inflicting an Eye-Popper Curse.
 
        AIM FOR THE PART OF THE BODY THAT THE CURSE IS SUPPOSED TO AFFECT. I cannot stress this point more. Ryan's opponent ended up with an extra set of eyes in his left ankle, which helped him greatly, to Ryan's surprise. This is a very crucial and yet often overlooked point of dueling.
        If the charm affects the whole body (such as a Full Body Bind), the best place to aim is either the head (the brain) or the chest (the heart)
        A poorly aimed curse can have it's own set of bad effects, but in most cases, these are not to the cursor's advantage.
        In most cases, the place affected by the charm is stated in the name of the charm, but sometimes you must know the charm to know what it does, which leads us into Chapter Six.
 
Chapter Six
 
        Ryan, still a rambunctious human up until this point, attempted a curse that he had not practiced or studied but had read about once in his favorite book series. The curse, Malfio Cerus Rhinocio, had been invented for the purpose of the novel, and did not make Scynar near- sighted, as Ryan had expected it to. Instead, it bounced off of Scynar and struck Ryan full-force, changing him into a Rhinocerus.
 
        Curses are dangerous and unpredictable in the best circumstances. They must be studied, practiced, learnt by heart. They must come from a reliable source (reliable and proven) or they will lead only to trouble.
        Ryan, obviously, had not forseen the effects of an untested curse. His sad incident serves as a warning to other uppity wizards who think they are above the laws of spell-casting.
        The outcomes of duels depend on many things; luck, skill, and courage are a few, but the driving force behind it all is knowledge. You must have a knowledge of the material you are dealing with. The more spells and curses and charms you know, the better prepared you are for a challenge. This principle applies to many things in life, not just duels.
 
Conclusion
        To review, the top six rules of safe dueling are:
                1. Bring a second
                2. Duck, don't take curses head on
                3. Keep the curses coming
                4. Don't heal yourself until the duel is over
                5. Aim for the area you want to curse
                6. Know the curses!
 
        While there is more advice I could give you, most of it is common sense: don't duel with a broken wand, never turn your back on your opponent, don't accept a duel against Voldemort unless you have no other choice, etc., etc.
        Dueling will never be completely banned worldwide, and if it is, the law won't often be observed. Any day you might be forced to duel. Hopefully, these tips will help you. If they do, advise all your friends to buy this book, because I'm very poor.
        No, I WONT edit that out! It's true! You. . . can't. . . make me! What? A duel? Hmph! Fine! See you there!
 
Uh-oh.
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