Spellcasters are no strangers to battle, but there is a difference between the chaos of a huge melee and a more civilized duel between rivals settling a dispute. Make no mistake — spell duels can be just as deadly, but their structured rules allow the true skill and power of each combatant to determine the victor.

Optional Rule. Spell duels use the standard combat rules with a structured overlay. Both sides must consent, agree to restrictions, and gain access to a special immediate-action counterspell called a dueling counter — unavailable in ordinary combat.

Starting a Duel

A spell duel is a form of combat, but unlike ordinary combat, all participants must willingly agree to enter the duel and abide by its rules. If either side breaks the rules, that side is considered the loser regardless of any other outcome, and if they continue aggressive action, the fight returns to standard combat rules. Most duels use the following conventions, though participants may alter them by mutual agreement before the duel begins:

  • Each participant must fight alone and may receive no help from outside sources, with the exception of familiars or other bonded creatures.
  • Each participant must fight with magic. The use of melee or ranged weapons is forbidden, with the exception of bonded objects and weapons that cast spells (such as staves).
  • The use of summoned or conjured creatures is forbidden — unless the duel involves such creatures combating one another at the participants' behest rather than directly attacking the opponent. This creature-duel format is common among druids, summoners, and conjurers.
  • The duel lasts until one caster is knocked unconscious or otherwise prevented from continuing. Spells such as hold person do not end a duel, but flesh to stone certainly does (if the target fails her saving throw). Some duels go to the death.

Duel Combat

A duel functions much like ordinary combat with a few notable exceptions.

Initiative

Each participant makes an initiative check at the start of the duel. Because duels are always planned, there is never a surprise round. Some duels instead begin with a tense face-off — in that case, substitute a Bluff, Intimidate, or Sense Motive check in place of the standard initiative check, reflecting each participant's approach to the confrontation.

Round Status

At the beginning of each round, check the status of the duel. So long as all participants agree to continue, the duel goes on. If any participant withdraws, the duel immediately ends for all participants — the side that withdrew is considered the loser. The remaining participants may agree to resume, but this counts as a separate duel and does not involve those who withdrew.

Spell Targeting Restriction

Each participant may act normally on her turn, but any spell she casts must affect or target either herself or one of the other duel participants. For example, a dueling mage could not cast haste on allies while excluding herself — but she could include herself among the targets. Likewise, an offensive spell such as fireball must include at least one opponent in the duel among its targets.

In addition to normal actions, each participant may take a special counterspell action called a dueling counter once per round (see below).

Dueling Counter

Each participant in a duel may take a special action once per round called a dueling counter — a streamlined counterspell that is easier to use than the standard readied-action counterspell.

How It Works

  1. When an opponent casts a spell, make a Spellcraft check (DC 15 + spell level) as a free action to identify it. Failure means you cannot counter that spell.
  2. As an immediate action (no AoO), expend a spell or spell slot of equal or higher level than the spell being cast. Spontaneous casters must also choose which specific spell they use.
  3. Make a caster level check (DC 15 + spell's caster level), modified by the table below. Success negates the spell; failure means it resolves normally and you take a −2 penalty on saving throws against its effects.

Using Dispel Magic

A dueling caster may use dispel magic or greater dispel magic as a dueling counter. When doing so:

  • No Spellcraft check is needed to identify the spell.
  • Any spell level may be countered.
  • DC is 11 + spell's caster level.
  • Table modifiers do not apply.
Table: Dueling Counter Modifiers
Circumstance Check Modifier
Spell is of a different school −2
Spell is of the same school, but not the same spell +2
Spell is of a higher level than the spell being countered +1 per level higher
Spell is the same as the spell being countered +10
Readied counterspell + dueling counter: A participant can choose to ready to counterspell and make a dueling counter in the same round. This is only useful when facing multiple opponents or a caster with access to Quickened Spell or similar abilities that allow two spells in a single round.

Duel Results

Duels are usually fought to resolve a dispute rather than to kill, and a specific prize is typically agreed upon in advance — a coveted faculty position, a valuable magic item, a point of honor, or even a debt of service. Arcane academies are known for holding duels as formal competitions between students.

Some institutions construct dedicated dueling yards enchanted to convert all damage to nonlethal damage and to prevent or reverse magic that instantly slays or permanently harms a participant. Accidents still happen, and more than one student has lost a limb — or her life — on such "safe" fields.

Regardless of conditions, most duels are serious affairs: pride, honor, treasure, and lives can all be on the line. The noble duelist sees it as a chance to prove superiority and skill using only her magic and wits; villains are more likely to exploit every technicality and loophole.