[College of Dueling]

Copyright © 2001 by Robert J. Hall

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Introduction

Created because of an urgent need to quickly resolve conflicts between Wizards without causing extensive peripheral damage, this College is dedicated to the fine art of magical dueling. The college prefers spells that are quick to cast, efficient, and cause limited damage to the target.

Due to the strict Duelist code of honor, no surprise attacks are allowed. Unless agreed beforehand, the fight is ended when one of the combatants is subdued or rendered unconscious. The time and location for the contest is negotiated by the seconds, and a neutral third party acts as an impartial referee who will terminate the fight after honor has been served.

While quick to cast, spells from this college are impossible to completely master and require a regular review from the Duelist's spell book. If the knowledge of a spell becomes confused during use, a night of rest followed by an hour or more of study is required for recovery.

Like an oil bubble, the visual effects of this college are usually semi-transparent, multi-colored, and slightly reflective bubbles. These effects give off a low hum which steadily increases in pitch as the effect is projected through the air. Duelist magic is always accompanied by a faint tang of ozone, as if lightning had just struck.

A Duelist will usually have some skills in melee combat to protect himself from more mundane threats. While not an elite fighter, his weapon skills are not to be scorned. He has been coached in the fine arts of tactical combat by some of the best weapon masters available.

Typical Limitations: Jammed (Rest and Review to Recover) 14- (-1), 1/5 Maximum Range (-1/4), Gestures (-1/4), Incantations (-1/4), Requires a Magic Skill roll (-1/2), Character must have at least 30 points in spells from College of Dueling (-3/4), OIF Duelist Ring (-1/2), Not if live target is unaware of Wizard (-1/4).


Academy of the Duelist Arts

This old stone and brick building, located in the heart of the old city, has become home to a magical institution known as the Academy. This large structure was chosen deliberately as an ideal training ground that would not inflict harm on innocents. Formerly a brothel during more seedy times, it has been enlarged and improved with the addition of a tower, a separate wing for the masters, and a court yard.

The students of this college of magic are taught the difficult skills of the Duelist Magi. Mastering this subject requires a disciplined mind that has been honed through years of repetitive, physically demanding and mentally challenging drills. The three masters and two practitioners housed in the Academy are well occupied in training the dozen apprentices, as well as researching new magic in the tower laboratory. Rather than assigning apprentices to individual masters, the teachers alternate among the groups of students, giving the apprentices greater variety of knowledge and instruction. Often the masters invite other wizards to the Academy in order to demonstrate the various magical arts of the non-Duelist.

In addition to the six arts of the Duelists, the instructors teach the students their responsibility as practitioners of the arts, and emphasize the code of honor of the Duelist. They are taught magical ritual dances that demonstrate the proper use of spells in combat as well as the value of maneuver, planning, and other forms of combat.

The masters of the Duelist Art spend their spare time researching variants of spells from other schools that are designed for use by the academy, with some success. These variant spells are often more limited in power compared to their counterparts, but the end result is often the same. When students leave the academy, they often take up advanced studies with other Wizards thereby widening the scope of their knowledge. The academy is widely respected by the Wizard clique, and their students are much sought after.

  1. Training Hall - The lower windows of this well illuminated room have been magically frosted to prevent outside distractions from interfering from the lessons taught in this room. In addition to a variety of magical props, this room contains work benches, and a crystal of illustration that can project any scenes desired by the masters. A grand old stair case leads upward to a balcony that runs around the exterior of the room.
  2. Kitchen - Seemingly an ordinary kitchen equipped with various mundane cooking gear. The wood burning oven is magically endowed with animated bellows to circulate the heated air through the interior.
  3. Larder - It is here that the large variety of food stuffs for the Academy is stowed. A magic spell has been laid upon this room that preserves any food for considerable time.
  4. Cook's Quarters - This cosy little room is home to the cook, Omwar Sadaal, the only mundane resident of the Academy. Omwar has been the cook for more than twenty years, and his labors are much appreciated by the masters. Apprentices who foolishly practice their arts against the cook have been expelled from the academy.
  5. Apprentice Quarters - Each of these spartan rooms is home to two students of the academy. They are furnished with two beds, clothing chests, a wash stand, and foot stools.
  6. Waiting Room - This lavishly furnished room is used to entertain guests of the Academy, especially clients and visiting magi. There are several comfortable sofas, a hardwood table with beverages, fine paintings along the walls, and a huge circular rug.
  7. Lavatory - A simple water closet for the use of the apprentices.
  8. Study - Several desks and a small library furnish this study for the use of the students. The room is illuminated by several magical lamps.
  9. Closet - The robes and accouterments of visiting guests are stowed in this closet.
  10. Closet - A storage room for equipment used in the main laboratory.
  11. Laboratory - This stone tower was added to the Academy after the site was acquired by the Duelist masters. It is furnished with several work benches, two writing desks, stacks of wax tablets, and hooks for robes. The walls of this chamber are magically protected against spell damage. Four floating lamps provide ample illumination.
  12. Court Yard - This open area is often the training ground for novice practitioners. The ground and walls bear witness to the magic practiced herein, with scorch marks, and superficial damage to the brick walls and cobble stones. A trough and hay pile serve for the horses of visitors.
  13. Descent to Labyrinth - At one time a building occupied the court yard. This old building was torn down and the staircase down is the only remains. Below the court yard are the dueling catacombs. These are a combination ancient ruins and sewers that have been shielded for use in the training battles of the Duelists.
  14. Sitting Room - This simple room is equipped with a long bench where students can await the call of their masters.
  15. Bath House - This tile-lined chamber is the sumptuous bathing quarters of the academy masters. It includes a water closet, inlaid bronze bath, and a magical massage table. There are also wall cabinets with medicines and bandages for any wounds suffered during exercises.
  16. Grand Library - One of the largest libraries in the city, this luxuriously furnished chamber holds a vast array of works from many lands. In addition to the arcane tomes on magic, there are works on military history and tactics, biographies of great magi, famous works of fiction, and many scholarly works on obscure topics. The room is furnished with padded chairs and reading tables. A magical fire keeps this chamber warm during the winter months, and magical floating lamps serve for illumination.
  17. Master's Chambers - These rooms are sumptuously decorated according to the personal tastes of the three masters of the academy: Shar Challe, Daneal Sapay, and Khom Ray Paek.
    • Shar Challe is the initiator of new students, grand master in the Art of the Strike, and a master swordswoman. He is the youngest of the master Duelists, and is in excellent condition. His nose has been broken several times, and his face is scarred and pock marked. He has sandy hair and a wiry, muscular build. Shar is in charge of physical conditioning of the academy students.
    • Daneal Sapay is the Grand master of the Academy. She is an instructor in the art of Defense, and the various types of armor, shields, barding, and maneuvers allowed to the duelist. Daneal is responsible for recruiting new students into the Academy. She is a short woman with salty hair, an aging figure, and poor vision. She no longer duels for sport, due to her failing health.
    • Khom Ray Paek is the referee of the training battles in the catacombs. He is a master in the art of the duel, and an excellent archer. He is also in charge of the servants that come to work for the Academy. The oldest and most patient of the masters at the Academy.

  18. Balcony - Overlooking the training hall, the balcony leads to the dining hall and the guest quarters. Masters will often lean over the balcony to observe the progress of their apprentices without being observed.
  19. Dining Hall - This sumptuous dining hall is the eating quarters for the masters, students, and apprentices. Besides two long tables and a fire pit, there is a performing stage for visitors.
  20. Student/Guest Quarters - Currently residence to two visiting practitioners of the Duelist arts: Harm Vo and Kirn Hod.
    • Harm Vo is a master in the arts of Hindrance and Maneuver, and an instructor in the use of pole and staff weapons. He is a consultant and diplomat to the non-Duelist Magi in the city and the surrounding country. Harm has dark, curly hair with swarthy flesh and rheumy eyes.
    • Kirn Hod is a master of the Strike and Thrust. A Tall, slender man, he has a scholarly appearance, with red hair and freckles. He moves deceptively fast, and is much respected by the residents of the academy. Currently he has been hired to teach the core language of the Duelist to the apprentices. Kirn is also an alternate referee in the training duels. He is able to fight with two swords, and is skilled with the flail and mace-like weapons.

    The symbol of the academy is a white Trefoil on a deep purple background. Band on the belt is earned by mastering each of the schools of magic. A Master is counted a Magi who has learned a spell in all six of the schools of Duelist Magic. A Grand Master of a particular school must be able to cast all of the spells within a set time span without a miscast.

  21. Guard Room - At one time a room for a gate guard. It is now used primarily as a study.
  22. Parapets - This little used bridge joins the master's wing to the main building. It overlooks the gate leading into the courtyard.
  23. Conservatory - This large conservatory has a glass dome to allow in plenty of sunlight. The floor is lined in copper to collect water draining from the plants. Shelves of various herbs line the walls and windows, and a number of potted stand on tables about the room. The herbs are used as balms for injuries suffered in mock combat. They also provide ingredients for various remedies and supplements.
  24. Attic - A storage area for various equipment used by the masters. A trap door leads down into the corridor that joins the master's quarters.

Adventure hooks

  • Heroes are followed on horse back for many miles on the planes by a lone, pale white figure dressed in black garb and a wide-rimmed hat. He does nothing until approached, at which time he reveals that he is seeking a wizard in the party. If the wizard does not turn himself over voluntarily, the mage will challenge him to a duel.
  • A Duelist wizard is found slain with many cuts upon his body. Since a Duelist can have many enemies, the local lord considers an investigation pointless. The characters are hired by a friend of the dead wizard to find his slayer. This turns out to be an inside job, with a rival Duelist having slain the wizard in order to take his place in the tower heirarchy. Since the code of honor is very strong in a Duelist, he is not at first a suspect. However, various clues point back to the killer, such as blood-stained clothing and a knife fished out of the bushes. He was, in fact, cursed by an evil wizard during a duel and now suffers from madness. He will, however, challenge any accusations as a strike against his honor, and so challenge his accusers to a duel to the death within the catacombs of the city. Such duels are recognized as an act of justice within the city, so it will be necessary to fight the duel in order to bring him to terms.

Basic Spells

Bolts of Power

Several small bolts of sparkling magical energy are launched from the fingertips of the Duelist, quickly striking his opponent. These bolts will burn the flesh when they strike, but do not cause lasting damage.

Power: 2d6 Energy Blast versus ED - Magic Energy
Modifiers: Autofire (+1/2); Beam Attack (-1/4), Jammed (Rest and Review to Recover) 14- (-1), 1/5 Maximum Range (-1/4), No Knockback (-1/4), Gestures (-1/4), Incantations (-1/4), Requires a (Magic) Skill Roll (-1/2), Character must have at least 20 points in spells from College of Dueling (-1/2), OIF Duelist Ring (-1/2), Not if live target is unaware of Wizard (-1/4). Active Cost = 15 points.
END Cost: 1 Each; Magic Roll: -1; Casting Time: 1/2 phase.
Real Cost: 3.

Exercise

Often the first spell taught to all Duelist students, this incantation allows the mage to spin shadowy filaments of matter and bend them to his will. The intense concentration required, as well as the additional work necessary, will gradually force an apprentice to learn the discipline needed to become a Duelist master. The master will often instruct his student to perform exercises with this spell, hence the name.

Power: Images to Sight and Touch, Single Hex
Modifiers: 0 DCV Concentrate Throughout (-1), x2 END (-1/2), Jammed (Rest and Review to Recover) 15- (-3/4), No Range (-1/2), Gestures Throughout (-1/2), Incantations (-1/4), Requires a (Magic) Skill Roll (- 1/2), OIF Duelist Ring (-1/2), Extra Time: Full Phase (-1/2). Active Cost = 15 points.
END Cost: 2; Magic Roll: -1; Casting Time: 1 phase.
Real Cost: 2.

Instant Armor

When this spell is invoked, the wizard is encased in a suit of fine, highly polished armor made from a secret alloy known only to the dwarven smithies. This armor is unusually light and flexible, allowing the Duelist to continue his battle in comparative safety.

Power: +9 PD / +9 ED Armor
Modifiers: Costs END to cast (-1/4). Active Cost = 27 points.
Power: Images to Sight
Modifiers: 0 END (+1/2), Uncontrolled (+1/2); Costs END to cast (- 1/4), No Range (-1/2), Only to display suit of armor (-2), Linked to Armor (-1/2). Active Cost = 20 points.
Combined: Jammed (Rest and Review to Recover) 14- (-1), Gestures (- 1/4), Incantations (-1/4), Requires a (Magic) Skill Roll (-1/2), Character must have at least 20 points in spells from College of Dueling (-1/2), OIF Duelist Ring (-1/2).
END Cost: (5); Magic Roll: -5; Casting Time: 1/2 phase.
Real Cost: 9.

Sense Invocations

When fighting a magical duel, it is imperative for the Duelist to know what offensive and defensive spells are in effect. When Sense Invocations is cast, any spell magic in the vicinity is sensed by means of a mental aura, indicating the type of spell that has been cast. The Duelist is well schooled in the various arts of magic, so he can readily identify most such spells. However, this sense is ineffective against independent magical items, so the Duelist will still need to be wary of the abilities of his opponent.

Power: Sense Magic, Range, Discriminatory, 360 Degree, +5 PER
Modifiers: Not when magic is Independent (-1/2), Costs END (-1/2), Jammed (Rest and Review to Recover) 14- (-1), Gestures (-1/4), Incantations (-1/4), Requires a (Magic) Skill Roll (-1/2), Character must have at least 20 points in spells from College of Dueling (-1/2), OIF Duelist Ring (- 1/2). Active Cost = 35 points.
END Cost: 3; Magic Roll: -3; Casting Time: 1/2 phase.
Real Cost: 7.

Terminate Target

This spell can be used to selectively dispel individual magical powers, whether spells or enchanted items. Most Duelists find that spending energies cancelling out the opponents magic is usually counterproductive. On occasion, however, the wizard will meet a magical power for which he has no effective response. In this case, the powerful Terminate Target spell is an act of last resort.

Power: 9d6 Dispel
Modifiers: Affects any single magical spell (+1/2); Jammed (Rest and Review to Recover) 14- (-1), Gestures (-1/4), Incantations (-1/4), Requires a (Magic) Skill Roll (-1/2), Character must have at least 30 points in spells from College of Dueling (-3/4), OIF Duelist Ring (-1/2). Active Cost = 40 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 phase.
Real Cost: 9.


College Spells

Back Slap

The Duelist causes the air next the target to pucker slightly and deliver a strong slap. Little real damage is inflicted by means of this spell, but the target can be distracted and staggered by force of the blow.

Power: 3d6 Energy Blast versus PD - Compressed Air
Modifiers: Double Knockback (+3/4), Indirect (Any Distance and Direction) (+3/4), Penetrating (+1/2); Not in a Vacuum or Darkness to Sound (-1/4), Jammed (Rest and Review to Recover) 14- (-1), 1/5 Maximum Range (- 1/4), Gestures (-1/4), Incantations (-1/4), Requires a (Magic) Skill Roll (-1/2), Character must have at least 20 points in spells from College of Dueling (-1/2), OIF Duelist Ring (-1/2), Not if live target is unaware of Wizard (-1/4). Active Cost = 45 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 phase.
Real Cost: 10.

Burning Bolo

This spell creates three globes of lightning, each attached to a common center by sparkling blue strands. The entire creation is whirled about the head, then hurled towards the foe. The spinning globes wrap about the creature, and then explode in a blaze of electricity. While effective against most targets, this spell has no effect on targets that do not conduct electricity or are grounded. The whirling strands make this weapon especially effective against beings who are relying on a shield for protection.

Power: 4d6 Energy Blast versus ED - Electricity
Modifiers: NND (Non-Conducting or Insulated) (+1), Ignore DCV of shield (+1/4); Reduced Penetration (-1/4), Not in rain or underwater (- 1/4), Jammed (Rest and Review to Recover) 14- (-1), 1/5 Maximum Range (- 1/4), Gestures (-1/4), Incantations (-1/4), Requires a (Magic) Skill Roll (-1/2), Character must have at least 20 points in spells from College of Dueling (-1/2), OIF Duelist Ring (-1/2), Not if live target is unaware of Wizard (-1/4). Active Cost = 45 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 phase.
Real Cost: 9.

Call Warrior

To distract his foe, the Duelist may resort to this spell which allows him to summon any warrior that is native to the region. The fighter is not subject to the whims of the caster, but will act according to its whims. If suitably induced, however, this fighter can prove a serious nuisance to the opponent.

Power: Summoning (50 points)
Modifiers: Any native warrior (+1/4); Jammed (Rest and Review to Recover) 14- (-1), Gestures (-1/4), Incantations (-1/4), Requires a (Magic) Skill Roll (-1/2), Character must have at least 30 points in spells from College of Dueling (-3/4), OIF Duelist Ring (-1/2). Active Cost = 50 points.
END Cost: (5); Magic Roll: -5; Casting Time: 1/2 phase.
Real Cost: 12.

Called Shot

On occasion, the Duelist is called upon to perform strike a very difficult target. Called Shot allows the caster to hurl a fragile crystalline dart with great precision. While this dart will inflict little real damage, with careful choice of location it can hinder the victim for a short time.

Power: 1d6 Energy Blast versus PD - Crystal Dart
Modifiers: Beam Attack (-1/4). Active Cost = 10 points.
Power: +5 OCV w/ Energy Blast
Modifiers: Only for Placed Shot (-1/2), Costs END (-1/2), Linked to Energy Blast (-1/2). Active Cost = 10 points.
Combined: Jammed (Rest and Review to Recover) 14- (-1), 1/5 Maximum Range (-1/4), Gestures (-1/4), Incantations (-1/4), Requires a (Magic) Skill Roll (-1/2), Character must have at least 20 points in spells from College of Dueling (-1/2), OIF Duelist Ring (-1/2), Not if live target is unaware of Wizard (-1/4).
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase.
Real Cost: 4.

Crushing Punch

By directing a fist in a punching motion, the Duelist can use this spell to project a powerful punch of magical force toward his foe. The force punch appears as a colorful, glassy bubble that takes the same shape as a fist, but grows in size as it hurls across the space between the caster and the target. However, this fist of force grows thinner and weaker as it increases in size, so the Crushing Punch spell is best used at close range.

Power: 9d6 Energy Blast versus PD - Force Punch
Modifiers: Reduce by Range (-1/4), Beam Attack (-1/4), Jammed (Rest and Review to Recover) 14- (-1), 1/5 Maximum Range (-1/4), Gestures (-1/4), Incantations (-1/4), Requires a (Magic) Skill Roll (-1/2), Character must have at least 20 points in spells from College of Dueling (-1/2), OIF Duelist Ring (-1/2), Not if live target is unaware of Wizard (-1/4). Active Cost = 45 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 phase.
Real Cost: 9.

Dancing Duel

With this spell, the Duelist can animate a weapon and use it to attack his foe in close combat. The caster need only gesture with his hands to manipulate the weapon as it dances through the air. in addition, there is no penalty due to distance, so this spell can be used to attack a foe effectively even at the maximum range.

Power: 12 STR Telekinesis with Fine Manipulation
Modifiers: No Range Penalty (+1/2); Only to control a weapon (-1/2), Jammed (Rest and Review to Recover) 14- (-1), 1/5 Maximum Range (-1/4), 1/2 DCV Concentrate Throughout (-1/2), Gestures Throughout (Mimic Weapon Movements) (-1/2), Incantations (-1/4), Requires a (Magic) Skill Roll (- 1/2), Character must have at least 20 points in spells from College of Dueling (-1/2), OIF Duelist Ring (-1/2), Not if live target is unaware of Wizard (-1/4). Active Cost = 42 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 phase.
Real Cost: 8.

Dazzling Sparks

The spell caster releases several brilliant sparks of light that fly toward his foe and explode in a dazzling display. The lights will leave glowing spots in the vision of the target, leaving him blinded and disadvantaged for a short time. These bright sparks are much more effective at night, when the vision is fully adapted to the darkness. However, the light flashes will also ruin the night sight of any nearby observers.

Power: 2d6 Flash to Normal Sight - Dazzle
Modifiers: (+1d6 Flash in Darkness; -1d6 Flash in Daylight) (+0). Active Cost = 20 points.
Power: Images to Sight
Modifiers: Only to produce flashes of light (-1). Active Cost = 10 points.
Modifiers: Jammed (Rest and Review to Recover) 14- (-1), 1/5 Maximum Range (-1/4), Gestures Throughout (-1/2), Incantations (-1/4), Requires a (Magic) Skill Roll (-1/2), Character must have at least 20 points in spells from College of Dueling (-1/2), OIF Duelist Ring (-1/2).
END Cost: 3; Magic Roll: -3; Casting Time: 1/2 phase.
Real Cost: 6.

Detect Danger

While this spell is active, the Duelist will have tingling sensation along his back whenever his is in immediate danger. This can be especially useful if he is fighting a foe while on the move inside some type of structure or a cluttered terrain. He will gain a warning whenever the opponent is about to unleash an offensive spell, allowing him to dodge the blow. While this spell is active, the back of the Duelist's head will be cloaked in a small cloud of faintly glowing bubbles.

Power: 14- Danger Sense while in combat, General Area
Modifiers: Jammed (Rest and Review to Recover) 14- (-1), Gestures (-1/4), Incantations (-1/4), Requires a (Magic) Skill Roll (-1/2), Character must have at least 30 points in spells from College of Dueling (-3/4), OIF Duelist Ring (-1/2), Visible (-1/4). Active Cost = 26 points.
END Cost: 3; Magic Roll: -3; Casting Time: 1/2 phase.
Real Cost: 6.

Distance Delusion

The caster distorts the very fabric of space around his body, shrinking his form and making him appear much further away. Attacks against this reduced form are more difficult, although he is much more vulnerable to knockback when struck. If he is able to close with his foe, the Duelist can expire this spell and add the resulting momentum to his next blow.

Power: Shrinking (30 pts) (0.25m, 0.2kg, -6 to other sight PER rolls, +6 DCV, +6" KB)
Modifiers: Jammed (Rest and Review to Recover) 14- (-1), Gestures (-1/4), Incantations (-1/4), Requires a (Magic) Skill Roll (-1/2), Character must have at least 20 points in spells from College of Dueling (-1/2), OIF Duelist Ring (-1/2). Active Cost = 30 points.
END Cost: 3; Magic Roll: -3; Casting Time: 1/2 phase.
Real Cost: 7.

Energy Lash

This spell creates a lash of magical force that is swung at the target, often severely stunning the victim. This lash glows a faint blue, and gives off sparks whenever it strikes a solid surface. While powerful, the range of this lash is severely limited.

Power: 6d6 Energy Blast versus ED - Sparking Lash
Modifiers: Penetrating (+1/2); No Range (-1/2), Beam Attack (-1/4). Active Cost = 45 points.
Power: 2" Stretching
Modifiers: Invisible Power Effects (Sight) (+1/2); Linked to Energy Blast (-1/2). Active Cost = 15 points.
Combined: Jammed (Rest and Review to Recover) 14- (-1), 1/5 Maximum Range (-1/4), Gestures Throughout (Swing Lash) (-1/2), Incantations (-1/4), Requires a (Magic) Skill Roll (-1/2), Character must have at least 30 points in spells from College of Dueling (-3/4), OIF Duelist Ring (-1/2), Not if live target is unaware of Wizard (-1/4).
END Cost: 6; Magic Roll: -6; Casting Time: 1/2 phase.
Real Cost: 11.

Eye Spy

This ingenious spell can be used to seek out a hidden foe. Upon completing the casting ritual, a small, crystal sphere appears in mid-air and flies towards an identified viewing vantage - passing through any obstacles. The Duelist can then look about from the point of view of this sphere, allowing him to search for his opponent behind barriers. However, the caster must be focused on the sphere for the duration of the spell, making him more vulnerable to attacks. Hence this spell is best employed from behind cover.

Power: Clairsentience to Sight Group
Combined: Jammed (Rest and Review to Recover) 14- (-1), 1/5 Maximum Range (-1/4), 1/2 DCV Concentrate Throughout (-1/2), Gestures (-1/4), Incantations (-1/4), Requires a (Magic) Skill Roll (-1/2), Character must have at least 30 points in spells from College of Dueling (-3/4), OIF Duelist Ring (-1/2). Active Cost = 30 points.
END Cost: 3; Magic Roll: -3; Casting Time: 1/2 phase.
Real Cost: 6.

False Fire

This deceptive spell allows the Duelist to become invisible while firing glowing sparks of electricity at his foe from various remote locations. When used with cunning, the False Fire spell can cause an opponent to waste valuable energy launching useless attacks at empty air, while continually inflicting damage with small but steady jabs. The effectiveness of these sparks is greatly reduced with increasing range, however, so the Duelist will need to remain close to the target.

Power: 2d6 Energy Blast versus ED - Sparks
Modifiers: Indirect (Any Distance and Direction) (+3/4), Invisible Power Effects (All) (+1); Effect is visible from point of attack onward (- 1/2), Reduced by Range (-1/4), Beam Attack (-1/4). Active Cost = 27 points.
Power: Invisibility to Sight
Modifiers: Linked to EB (-1/2). Active Cost = 20 points. Combined: Jammed (Rest and Review to Recover) 14- (-1), 1/5 Maximum Range (-1/4), Gestures (-1/4), Incantations (-1/4), Requires a (Magic) Skill Roll (-1/2), Character must have at least 20 points in spells from College of Dueling (-1/2), OIF Duelist Ring (-1/2).
END Cost: 5; Magic Roll: -5; Casting Time: 1/2 phase.
Real Cost: 9.

Fire Pockets

As the Wizard casts his spell, several small globes of force appear in mid air and quickly develop an intense red glow. These bubbles weave toward the target in a tight cluster, then explode in bursts of furnace-heated air. These blasts of heat will batter the victim, and can easily knock him off his feet.

Power: 3d6 Energy Blast - Superheated Air
Modifiers: Area Effect (Hex) (+1/2), x5 Autofire (+1/2), Double Knockback (+3/4); Jammed (Rest and Review to Recover) 14- (-1), 1/5 Maximum Range (-1/4), Gestures (-1/4), Incantations (-1/4), Requires a (Magic) Skill Roll (-1/2), Character must have at least 20 points in spells from College of Dueling (-1/2), OIF Duelist Ring (-1/2), Not if live target is unaware of Wizard (-1/4). Active Cost = 41 points.
END Cost: 4 Each; Magic Roll: -4; Casting Time: 1/2 phase.
Real Cost: 9.

Fleet of Feet

The Duelist is sometimes limited by the range of many of his attack spells, and he needs to close quickly with his opponent. This spell was created to allow such a rapid advance. Upon completing the spell, the legs of the caster are wrapped in colorful, sparkling lights that propel the Wizard forward with great speed. This swiftness will quickly evaporate, however, so the caster must make haste to close with his foe. Note that it is considered dishonorable to use this spell to flee from an evenly matched fight, and such cowardly Duelists are thereafter shunned by the guild.

Power: 4d6 Aid to Running
Modifiers: Only to affect the caster (-1/4), Jammed (Rest and Review to Recover) 14- (-1), Gestures (-1/4), Incantations (-1/4), Requires a (Magic) Skill Roll (-1/2), Character must have at least 20 points in spells from College of Dueling (-1/2), OIF Duelist Ring (-1/2). Active Cost = 20 points.
END Cost: 2 plus 1/5"; Magic Roll: -2; Casting Time: 1/2 phase.
Real Cost: 5.

Flying Viper

Upon speaking a word of invocation, this serpentine length of glowing force streaks towards the target and attempts to wrap itself tightly around the body. If successful, the head of the wrap will turn into a viper jaw and begin to strike the victim, causing sharp, stabbing pains.

Power: 3d6 Energy Blast versus ED
Modifiers: Continuous (+1); Reduced Penetration (-1/4). Active Cost = 30 points.
Power: 1d6 STUN Drain
Modifiers: Recover 5 per Minute (+1/4); Must do BODY first (-1/2), Linked to Energy Blast (-1/2). Active Cost = 12 points.
Power: 1d6 Entangle
Modifiers: Entangle and Character both take Damage (+1/4); Costs END to maintain (-1/4), Linked to Energy Blast (-1/2). Active Cost = 12 points.
Combined: Jammed (Rest and Review to Recover) 14- (-1), 1/5 Maximum Range (-1/4), Gestures Throughout (-1/2), Incantations (-1/4), Requires a (Magic) Skill Roll (-1/2), Character must have at least 30 points in spells from College of Dueling (-3/4), OIF Duelist Ring (-1/2), Not if live target is unaware of Wizard (-1/4).
END Cost: 6; Magic Roll: -6; Casting Time: 1/2 phase.
Real Cost: 8.

Forewarn

The use of this spell is often sharply debated within the Duelist circles, as many Wizards it gives an dishonorable advantage over a foe. When cast, the Duelist will see an imprecise future image of his foe superimposed over the current reality, allowing him to predict upcoming actions. However, this future image is heavily distorted by magical powers, so he is unable to maintain his other Duelist powers while this spell is active.

Power: Precognition
Modifiers: Only to view actions of single opponent during next phase (-1), Can not be cast while other Duelist spells are being maintained (- 1/2), Jammed (Rest and Review to Recover) 14- (-1), Gestures (-1/4), Incantations (-1/4), Requires a (Magic) Skill Roll (-1/2), Character must have at least 30 points in spells from College of Dueling (-3/4), OIF Duelist Ring (-1/2), Not if target is unaware of Wizard (-1/4). Active Cost = 40 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 phase.
Real Cost: 7.

Geode Trap

The target is englobed in a thin, regular-sided globe of polished magical surfaces that will reflect internal attacks back on the caster. While this reflective globe is in place, however, the target is also protected from direct attacks by the caster.

Power: 2d6 Entangle
Modifiers: Area Effect (Hex) (+1/2), Hole in the Middle (Hex) (+1/4), Entangle with Backlash (+1/2); Jammed (Rest and Review to Recover) 14- (-1), 1/5 Maximum Range (-1/4), Gestures (-1/4), Incantations (-1/4), Requires a (Magic) Skill Roll (-1/2), Character must have at least 20 points in spells from College of Dueling (-1/2), OIF Duelist Ring (-1/2), Not if live target is unaware of Wizard (-1/4). Active Cost = 45 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 phase.
Real Cost: 10.

Gyrating Mirror

Upon completing the invocation a transparent, rectangular mirror of force appears before the caster and defends him against incoming attacks by constantly rotating and shifting in various directions. Any projectiles struck by the mirror are deflected away from the caster and can even be reflected back toward the attacker. However, the Wizard must control the mirror so that it is in the correct position to block and reflect the missile.

Power: +5 Missile Deflection - All Ranged Attacks, Reflection
Modifiers: Jammed (Rest and Review to Recover) 14- (-1), Costs END (-1/2), Gestures Throughout (Steer Mirror) (-1/2), Incantations (-1/4), Requires a (Magic) Skill Roll (-1/2), Character must have at least 30 points in spells from College of Dueling (-3/4), OIF Duelist Ring (-1/2). Active Cost = 50 points.
END Cost: 5; Magic Roll: -5; Casting Time: 1/2 phase.
Real Cost: 10.

Hovering Halo

The Duelist Wizard can use this spell to raise himself into the air, thus avoiding any types of hazards that might appear on the ground. Upon completing the casting ritual, the Wizard is surrounded by a halo of light which lifts him off the ground. While in the air, the caster can maneuver himself into a better position by gesturing toward the required location. Should the Wizard be rendered unconscious as a result of an attack, he will continue to float in mid air until he recovers. Of course, this could present a problem if the Wizard is in dire need of healing aid.

Power: 5" Flight
Modifiers: 0 END Persistent (+1); Costs END to cast (-1/4), Jammed (Rest and Review to Recover) 14- (-1), Gestures (Both to Cast and Maneuver) (-1/2), Incantations (-1/4), Requires a (Magic) Skill Roll (-1/2), Character must have at least 20 points in spells from College of Dueling (-1/2), OIF Duelist Ring (-1/2). Active Cost = 20 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase.
Real Cost: 4.

Intertwining Saw

When faced with a disembodied opponent, the Duelist can call upon this unique spell to perform an attack. A long, saw-toothed strip is created from multi-hued crystal, the band of which begins to rapidly bend and intertwine through itself as it passes across many folds in space. This intimidating contraption is then unleashed upon the target, inflicting severe lacerations against any unprotected flesh.

Power: 1d6 RKA - saw-toothed band
Modifiers: Affects Desolidified (+1/2), +1 Increased STUN Multiplier (+1/2); Reduced Penetration (-1/4), Jammed (Rest and Review to Recover) 14- (-1), Gestures (-1/4), Incantations (-1/4), Requires a (Magic) Skill Roll (-1/2), Character must have at least 30 points in spells from College of Dueling (-3/4), OIF Duelist Ring (-3/4). Active Cost = 30 points.
END Cost: 3; Magic Roll: -3; Casting Time: 1/2 phase.
Real Cost: 6.

Mantle Mist

Upon completing this spell, the caster is cloaked in a faintly glowing mist of tiny bubbles. These small fields of magical energy will protect the Duelist from attacks that affect his physical abilities, such as Drains or Transforms. Mental powers will continue to impact the Duelist, however, including Drains that are based on Ego combat value. He is also subject to any power-based attacks that lower his intelligence and ego characteristics.

Power: +15 Power Defense
Modifiers: Not versus EGO-based powers (-1/4), Not versus Drain or Transfer that affects INT or EGO (-1/2), Costs END (-1/2), Jammed (Rest and Review to Recover) 14- (-1), Gestures (-1/4), Incantations (-1/4), Requires a (Magic) Skill Roll (-1/2), Character must have at least 20 points in spells from College of Dueling (-1/2), OIF Duelist Ring (-1/2). Active Cost = 15 points.
END Cost: 1; Magic Roll: -1; Casting Time: 1/2 phase.
Real Cost: 3.

Mirror Sphere

Upon completing this spell, the caster is wrapped in a polished mirror sphere that blocks all vision into the interior. Within the sphere, the wizard is free to move about, and can see through the barrier without difficulty. This makes the Duelist difficult to target with a spell, although he is still vulnerable to magic that can cover the area of the sphere.

Power: Darkness to Sight Group, 2" Radius
Modifier: Hole in the Middle (1.9" radius) (+1/4), Personal Immunity (+1/4); Jammed (Rest and Review to Recover) 14- (-1), No Range (-1/2), Gestures (-1/4), Incantations (-1/4), Requires a (Magic) Skill Roll (-1/2), Character must have at least 20 points in spells from College of Dueling (-1/2), OIF Duelist Ring (-1/2). Active Cost = 30 points.
END Cost: 3; Magic Roll: -3; Casting Time: 1/2 phase.
Real Cost: 7.

No Identity

To seek a fair match, the duelist sometimes has the need to disguise himself so that an opponent will not know what to expect. This spell will allow the caster to change his form into another being from the same race and gender. The disguise will remain in effect until the Duelist falls asleep or is rendered unconscious.

Power: Shape Shift, Any member of race and gender
Modifiers: 0 END (+1/2), Uncontrolled (+1/2); Not to match an existing individual (-1/4), Costs END to cast (-1/4), Jammed (Rest and Review to Recover) 14- (-1), Gestures (-1/4), Incantations (-1/4), Requires a (Magic) Skill Roll (-1/2), Character must have at least 30 points in spells from College of Dueling (-3/4), OIF Duelist Ring (-1/2), Extra Time - Full Turn (-1). Active Cost = 40 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1 turn.
Real Cost: 7.

Shield Bubbles

This spell will create three shimmering force bubbles between the duelist and his foe. While each individual bubble can only absorb a moderate amount of physical damage, the net effect is to soak up most ranged attacks before they can reach the duelist. However, projectiles that can bend their trajectory will be able to bypass this barrier. Unless englobed, the attacker is free to maneuver around the floating bubbles, although this will delay his next spell cast.

Power: +4 PD / +0 ED Force Wall
Active Cost = 15 points.
Power: +4 PD / +0 ED Force Wall
Modifiers: Linked to Force Wall (-1/2). Active Cost = 15 points.
Power: +4 PD / +0 ED Force Wall
Modifiers: Linked to Force Wall (-1/2). Active Cost = 15 points.
Combined: Transparent to ED Attacks (+1/2); Jammed (Rest and Review to Recover) 14- (-1), 1/5 Maximum Range (-1/4), Gestures (-1/4), Incantations (-1/4), Requires a (Magic) Skill Roll (-1/2), Character must have at least 20 points in spells from College of Dueling (-1/2), OIF Duelist Ring (-1/2).
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 phase.
Real Cost: 10.

Sparkling Shroud

The silvery veil of continually falling dust motes produced by this spell will protect the caster from mentalist attacks, such as telepathy and mind blast spells. However, it does not block mental emanations from the Duelist, allowing him to be detected by a Mind Scan power. The shroud will remain in place for as long as the caster continues to pay the energy cost.

Power: +20 Mental Defense
Modifiers: Not versus Mind Scan or Mental Detects (-1/2), Costs END (-1/2), Visible (-1/4), Jammed (Rest and Review to Recover) 14- (-1), 1/5 Maximum Range (-1/4), Gestures (-1/4), Incantations (-1/4), Requires a (Magic) Skill Roll (-1/2), Character must have at least 20 points in spells from College of Dueling (-1/2), OIF Duelist Ring (-1/2). Active Cost = 20 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase.
Real Cost: 4.

Spectral Armor

This defensive spell will cause a rainbow-colored cloak to wrap around the Duelist, protecting him from extreme physical damage. Some of the energy from each attack will penetrate this shield, but the wizard can draw strength from the absorbed energy and will quickly return to normal form. The cloak will fade away within a minute.

Power: 3d6+2 Absorption (Add Absorbed Energy to REC)
Modifiers: Costs END (-1/2), Jammed (Rest and Review to Recover) 14- (-1), Half Maximum Range (-1/4), Gestures (-1/4), Incantations (-1/4), Requires a (Magic) Skill Roll (-1/2), Character must have at least 20 points in spells from College of Dueling (-1/2), OIF Duelist Ring (-1/2). Active Cost = 16 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase.
Real Cost: 3.

Spiked Ball

Upon completing this spell, a small sphere of force materializes out of thin air and begins to grow a number of crystalline spike projections. This spiked ball weaves and changes shape under the control of the caster, striking at his target and often inflicting wicked blows. While the many spikes usually do not cause major damage, they can penetrate most armor and inflict a number of annoying wounds.

Power: 1d6 RKA - Spiked Sphere
Modifiers: Indirect (Any Distance) (+1/2), Armor Piercing (+1/2); Jammed (Rest and Review to Recover) 14- (-1), 1/5 Maximum Range (-1/4), Gestures Throughout (-1/2), Incantations (-1/4), Requires a (Magic) Skill Roll (-1/2), Character must have at least 20 points in spells from College of Dueling (-1/2), OIF Duelist Ring (-1/2), Not if live target is unaware of Wizard (-1/4). Active Cost = 30 points.
END Cost: 3; Magic Roll: -3; Casting Time: 1/2 phase.
Real Cost: 6.

Teleport Twister

The Duelist can use this spell to instantly change his location to a more advantageous position where he can readily threaten his foe. The caster must step through a glowing vortex in space that opens and closes with his passage. The range of this teleportation is limited, however, so it is less useful against a distant opponent.

Power: 10" Teleportation
Modifiers: Armor Piercing (+1/2); Jammed (Rest and Review to Recover) 14- (-1), Gestures (-1/4), Incantations (-1/4), Requires a (Magic) Skill Roll (-1/2), Character must have at least 20 points in spells from College of Dueling (-1/2), OIF Duelist Ring (-1/2). Active Cost = 30 points.
END Cost: 1 per 5"; Magic Roll: -3; Casting Time: 1/2 phase.
Real Cost: 7.

Vortex of Motes

The caster unleashes a cloud of burning hot sand that whirls around the victim in a stinging vortex. The tiny particles sting the eyes and momentarily blind the victim, unless he had the foresight to keep them shut. The cone of fiery dust also burns the skin, especially when not protected with clothing or armor.

Power: 2d6 Flash to Sight Group - Dust
Modifiers: Not if targets had eyes closed (-1/2). Active Cost = 45 points.
Power: 2d6 Energy Blast versus PD - Burning
Modifiers: Reduced Penetration (-1/4), Linked to Flash (-1/2). Active Cost = 15 points.
Combined: Area Effect (Hex) (+1/2); Jammed (Rest and Review to Recover) 14- (-1), 1/5 Maximum Range (-1/4), Gestures throughout (Direct Cone) (-1/2), Incantations (-1/4), Requires a (Magic) Skill Roll (-1/2), Character must have at least 30 points in spells from College of Dueling (-3/4), OIF Duelist Ring (-1/2), Not if live target is unaware of Wizard (-1/4), Does not work in water (-1/4).
END Cost: 6; Magic Roll: -6; Casting Time: 1/2 phase.
Real Cost: 10.

Wavering Image

This mirage will cause the image of the Duelist to dance and waver from side to side, as if seen from a distance through heated air. This shifting image will make the caster more difficult to strike, and all attacks are made as if a dodge were being performed. However, this spell has no effect on non-visual targeting senses.

Power: Images to Sight Group, -5 to onlooker's sight PER
Modifiers: Only to cause image to appear to shift and waver, causing +3 DCV modifier (-1/2), No Range (-1/2), Jammed (Rest and Review to Recover) 14- (-1), Gestures (-1/4), Incantations (-1/4), Requires a (Magic) Skill Roll (-1/2), Character must have at least 20 points in spells from College of Dueling (-1/2), OIF Duelist Ring (-1/2), Does not work in water (-1/4). Active Cost = 35 points.
END Cost: 3; Magic Roll: -3; Casting Time: 1/2 phase.
Real Cost: 7.

Zone of Delay

A glassy globe is projected from the hand of the Duelist and expands to engulf his foe. Any actions within this transparent globe will meet a stiff resistance, as if performed through a viscous fluid. The englobed victim will be able to perform fewer and fewer activities each minute, although individual actions can be completed normally. Anybody moving outside the globe will continue to be cloaked by a film of this viscous field, although it will rapidly boil away.

Power: 1d6+1 SPD Drain
Modifiers: Area Effect (Radius) (+1), Continuous (+1); Jammed (Rest and Review to Recover) 14- (-1), 1/5 Maximum Range (-1/4), Gestures (-1/4), Incantations (-1/4), Requires a (Magic) Skill Roll (-1/2), Character must have at least 30 points in spells from College of Dueling (-3/4), OIF Duelist Ring (-1/2), Not if live target is unaware of Wizard (-1/4). Active Cost = 45 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 phase.
Real Cost: 9.


Unique Spells

Bellona's Battlefield

This difficult illusionary spell was created by a legendary Duelist who enjoyed combat in a fanciful arena filled with all manner of unusual obstacles. The summoned illusion is frightfully real, so much so that even the caster is not immune to the landscape. Once cast, the battlefield will remain in place until the Duelist either falls asleep or is rendered unconscious.

Power: Images to Sight, Heat, Sound, and Touch, -8 to PER
Modifiers: 16" Radius (+1), 0 END (+1/2), Uncontrolled (+1/2); Caster must believe illusion (-1), Costs END to cast (-1/4), Jammed (Rest and Review to Recover) 11- (-1-1/2), 0 DCV Concentrate (-1/2), Gestures (- 1/4), Incantations (-1/4), Requires a (Magic) Skill Roll (-1/2), Character must have at least 40 points in spells from College of Dueling (-1), OIF Duelist Ring (-1/2), Extra Time - Full Turn (-1). Active Cost = 147 points.
END Cost: (15); Magic Roll: -15; Casting Time: 1 turn.
Real Cost: 19.

Erquarth's Ultimate Armor Spell

This spell will cloak the caster in a complete suit of interlocking, transparent, soapy bubbles of force that provide significant protection against both mundane and magical attacks. The bubbles flex and move freely with the Duelist without hindering his movement in any manner. However, the Ultimate Armor spell can be exhausting to maintain for lengthy battles, so it is commonly employed for quick duels against a single foe of unknown capability.

Power: +10 PD / +10 ED Force Field
Active Cost = 25 points.
Power: +20 Mental Defense
Modifiers: Not versus Telepathy or Mind Scan (-1/2), Costs END (- 1/2), Visible (-1/4), Linked to Force Field (-1/2). Active Cost = 25 points.
Power: +20 Power Defense
Modifiers: Costs END (-1/2), Visible (-1/4), Linked to Force Field (-1/2). Active Cost = 25 points.
Power: +10 Flash Defense to Sight Group
Modifiers: Costs END (-1/2), Visible (-1/4), Linked to Force Field (-1/2). Active Cost = 12 points.
Combined: Hardened (+1/4); Jammed (Rest and Review to Recover) 11- (-1-1/2), Gestures (-1/4), Incantations (-1/4), Requires a (Magic) Skill Roll (-1/2), Character must have at least 40 points in spells from College of Dueling (-1), OIF Duelist Ring (-1/2).
END Cost: 7; Magic Roll: -7; Casting Time: 1/2 phase.
Real Cost: 15.

Tyhord's Disruptive Burst

When this powerful spell is cast, a pulsating light grows at the target location and bursts in an explosion of negative magical energy. Spells active within this disrupting explosion will either cease to function, or waver slightly as their energy source is disturbed. Although very difficult to learn, Disruptive Burst is an ideal spell for a Duelist who wants to cancel any and all magical defensive measures his opponent may have erected. However, this disruption will have no effect on non-defensive magic, such as weapons or enhanced sensory and physical abilities.

Power: 10d6 Dispel
Modifiers: Any Magic (+2), Explosion (+1/2), Indirect (Any Distance) (+1/2), 1/2 END (+1/4); Only versus protective and concealing magic (-1/2), Jammed (Rest and Review to Recover) 11- (-1-1/2), 1/5 Maximum Range (-1/4), Gestures (-1/4), Incantations (-1/4), Requires a (Magic) Skill Roll (-1/2), Character must have at least 40 points in spells from College of Dueling (-1), OIF Duelist Ring (-1/2). Active Cost = 127 points.
END Cost: 6; Magic Roll: -13; Casting Time: 1/2 phase.
Real Cost: 22.


Spell Determination

To randomly determine the spells known to an adept of the College of Dueling, use the tables of scholarly disciplines below. An experienced Duelist will have a broad repertoire of spells from the many schools, with a particular emphasis on a primary discipline.

2d6 Art of the Strike

2-3 Back Slap
4-5 Burning Bolo
6 Burning Bolo
7-8 Fire Pockets
9-10 False Fire
11-12 Energy Lash
2d6 Art of the Thrust

2-3 Dancing Duel
4 Intertwining Saw
5-7 Bolts of Power
8 Called Shot
9-10 Spiked Ball
11-12 Crushing Punch
2d6 Art of the Hindrance

2 Call Warrior
3 Geode Trap
4-5 Dazzling Sparks
6-7 Exercise
8-9 Zone of Delay
10-11 Gyrating Mirror
12 Vortex of Motes
2d6 Art of the Defense

2-3 Erquarth's Ultimate Armor Spell
4-7 Instant Armor
8 Mantle Mist
9 Spectral Armor
10-11 Sparkling Shroud
12 Shield Bubbles
2d6 Art of the Maneuver

2 Bellona's Battlefield
3-4 Distance Delusion
5 Mirror Sphere
6-7 Fleet of Feet
8 Hovering Halo
9-10 Teleport Twister
11-12 Wavering Image
2d6 Art of the Duel

2-4 Terminate Target
5 Forewarn
6-7 Sense Invocations
8-9 Eye Spy
10 Detect Danger
11 No Identity
12 Tyhord's Disruptive Burst