The participant or side that ended the duel is considered the loser of the duel. If any one of the participants withdraws from the duel, the duel immediately ends for all participants, even those who want to see it continue. So long as all participants agree to continue dueling, the duel goes on. The skill used is decided by the individual participants and is reflective of their approach to the duel.Īt the beginning of each round, the participants check the status of the duel (the GM may want to mark the beginning of each round in some way during initiative tracking as a reminder to check this status). In such cases, substitute a Bluff, Intimidate, or Sense Motive check in place of the standard initiative check. Alternatively, some duels start off with each side facing off, waiting for the other to flinch or break resolve. Because duels are always planned and expected, there is never a surprise round. Some duels go to the death and are only ended when one duelist or team is a smoking pile of ash.Ī duel functions much like ordinary combat, with a few notable exceptions that make for a more exciting and challenging encounter.Īt the start of the duel, each participant makes an initiative check, just like in standard combat. Spells such as hold person do not end duels, but flesh to stone certainly does, assuming the target fails her saving throw. The duel lasts until one of the casters has been knocked unconscious or otherwise prevented from continuing.This sort of creature duel is common among druids, summoners, and conjurers. The use of summoned or otherwise conjured creatures is forbidden, unless the duel expects such creatures to combat one another at the behest of the participants (rather than directly attacking the dueling opponent).The use of melee or ranged weapons is forbidden, with the exception of bonded objects and weapons that can cast spells, such as staves. Each participant must fight with magic.Each participant must fight alone and can receive no help from outside sources, with the exception of familiars or other bonded creatures.Most duels utilize the following simple rules. 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. 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. 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. Starting a DuelĪ 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. Make no mistake, these duels can be just as deadly, but the rules surrounding them make for a different style of combat-one in which both combatants can attack and defend with ease, allowing the true skill and power of each to determine the victor. Spellcasters are no strangers to battle, but there's a difference between the chaos of a huge melee, with dozens of feral monsters seeking to tear the caster limb from limb, and a more civilized duel between rivals seeking to settle a dispute.