Spell Duels

Spell duels are a fun mechanic that shows arcane prowess in wizards and other casting classes. I’ve converted this mechanic to the Pathfinder rule set to 5E. For an example of what an awesome, high-level spell duel would look like, look no further than here (as long as you consider Harry a third combatant under the Frightened condition). A low-level spell duel that ends in a middle of a fight would be Harry vs. Malfoy.

This way of fighting is meant to be honorable, as a measure between wizards on how to settle conflicts — with sheer magical power and cunning.

Starting a Duel

A spell duel is a form of combat, but unlike ordinary combat, the participants must all agree to willingly enter the duel and abide by its rules. If either side breaks the rules, it is considered the loser of the duel, regardless of any other outcome, and if its members continue aggressive action, the fight returns to the standard rules for combat.

The rules for a duel between spellcasters are usually very simple, but can be changed and altered by the participants, so long as both sides agree. Such discussions typically happen before the duel, allowing both sides to properly prepare, but as with all elements of a duel, this is not always the case. Most duels utilize the following simple rules.

Each participant must fight alone and can receive no help from outside sources. Each participant must fight with magic. The use of melee or ranged weapons is forbidden, with the exception of enchanted objects and weapons that can cast spells, such as staves. The duel lasts until one of the casters has been knocked unconscious, surrenders, or is otherwise prevented from continuing. Spells such as Hold Person do not end duels, but Flesh to Stone certainly does (and is most certainly illegal in civilized society!), assuming the target fails her saving throw. Some duels go to the death and are only ended when one duelist or team is a smoking pile of ash.

Duel Combat

A duel functions much like ordinary combat, with a few notable exceptions that make for a more exciting and challenging encounter.

At the start of the duel, each participant makes an initiative check, just like in standard combat. Because duels are always planned and expected, the surprised condition never applies. Duels in which one combatant unexpectedly strikes first means his opponent may declare the duel his victory at any time, but may not for any number of reasons (including wanting to show superiority over your opponent through arcane might).

At the beginning of each round, the participants check the status of the duel. So long as all participants agree to continue dueling, the duel goes on. If any one of the participants withdraws from the duel, the duel immediately ends for all participants. The participant or side that ended the duel is considered the loser of the duel. The duel’s remaining participants can, among themselves, agree to resume the duel, but this is considered a separate duel from the previous one and does not involve those who withdrew from the duel.

Each participant in a duel can act normally on her turn, but if she casts a spell, that spell must affect or target either herself or one of the other duel participants (whether this participant is an ally or an opponent).

In addition to the normal set of actions a dueling caster can perform each round, each participant in a duel may take a special counterspell action called a dueling counter, as noted below.

Dueling Counter

Each participant in a duel can take a special action once per round called a dueling counter. A dueling counter is similar to a counterspell, but is easier to use.

When a dueling opponent tries to cast a spell, the targeted spellcaster can make an Arcana check against the opponent’s Spell Saving DC as a reaction. If the check succeeds, she identifies her opponent’s spell and can attempt a dueling counter. If it fails, she cannot attempt a dueling counter against that spell.

To attempt a dueling counter, the countering duelist must expend a spell slot of a level equal to or higher than that of the spell being cast. The countering duelist must then make a ranged spell attack against the opponent’s Spell Saving DC. The caster attempting the dueling counter receives a bonus or penalty on her check depending upon the level of the spell slot expended and the exact spell used, as noted in the table below. If the check is successful, the spell is countered — it is negated and the spell is lost. If not, the spell happens as normal and the duelist attempting to counter the spell takes a -2 penalty on any saving throws made against the spell’s effect.

Alternatively, a spellcaster can use Dispel Magic as a dueling counter. When a dueling spellcaster does so, she does not need to identify the spell being cast. When Dispel Magic is used as a dueling counter, it is not modified by any of the circumstances in the table below.

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 Advantage

Duel Results

While duels can be treated as another form of combat, they are usually done to resolve a dispute between colleagues or rivals and are not usually intended to end in death. As a result, duels are usually fought with a specific prize in mind. Arcane academies are known for having duels to assign important faculty positions and as competitions between students for valuable prizes. In some places, magical duels of this kind are so common that special areas are constructed specifically for duels. Such dueling yards are sometimes made with special magic that can be activated for dueling competitions, converting all damage to nonlethal damage and preventing or reversing magic that instantly slays a foe or does permanent harm.