Table 26:

Spell Movement

Spell Range*
Movement Rate
Touch or 0**
1
1–20 yards
2
21–50 yards
3
51–100 yards
4
101+ yards
5

* If the spell’s range varies with the caster’s level, its movement rate increases with the increased range. For example, a fireball cast by a 5th-level wizard has a range of 60 yards (MV 4), but a fireball cast by a 15th-level wizard has a range of 160 yards (MV 5).

Some spells, such as prismatic spray, have ranges listed as 0, but areas of effect that allow them to reach distant targets. These spells’ movement rates are a function of their areas of effect, not their basic ranges. Spells that allow instantaneous movement or that affect huge areas have movement rates of 5. See the
Appendix for examples.

** Also includes spells with a range of less than one yard.

Type: A spell’s type determines what it can do and which opposing spells it must attempt to destroy. For dueling purposes, there are five types of spells:

Attack (A): The spell’s normal function in the AD&D game is to harm the target in some way. In a duel, an attack spell is used to damage or temporarily incapacitate the opponent. Spells such as charm person, web, and disintegrate are attack spells. An attack spell must conduct combat with any opposing defensive spell it meets and can conduct combat with opposing leech spells (the advantaged spellcaster decides, see below). It ignores missile and other attack spells.

If an attack spell reaches the opposing spellcaster’s square, it takes effect (see the
Characters vs. Spells section for details).

Defense (D): The spell’s normal function is to protect or fortify the recipient in some fashion. In a duel, these spells are used to destroy attack spells before they cross the arena. Spells such as protection from evil, cure light wounds, and minor globe of invulnerability are defense spells. A defensive spell must conduct combat with any opposing attack spell it meets and can conduct combat with opposing leech spells. It generally ignores missiles, but some defensive spells are specifically designed to stop missiles (refer to the
Special Dueling Characteristics for Spells) Defensive spells always ignore each other, and, upon reaching the opposing spellcaster’s square, vanish without affecting the opponent.

Leech (L): Outside of a duel, the spell normally does not cause harm or provide a defense. In a duel, leech spells are used to destroy other spells and to damage the opponent. Spells such as teleport, detect invisibility, and haste are leech spells. A leech spell must conduct combat with any opposing leech spell it meets and can conduct combat with opposing attack or defense spells. It ignores missiles.

If a leech spell reaches the opposing spellcaster’s square, it inflicts 1d6 points of damage per spell level. The opponent is allowed a saving throw vs. spell to reduce the damage by half.

Attack/Defense (AD): The spell’s normal function is to create a solid barrier or summon a creature. In a duel, an attack/defense spell creates a barrier that most spells cannot bypass without a battle and has the ability to inflict damage upon the opponent. The various wall and monster summoning spells as well as dispel magic are attack/defense spells. An attack/defense spell must conduct combat with any opposing defensive or attack spell it meets, and it can conduct combat with opposing leech or missile spells, as chosen by the advantaged spellcaster (see below).

If an attack/defense spell reaches the opposing spellcaster’s square, it usually inflicts 1d6 points of damage per spell level. The opponent is allowed a saving throw vs. spell or a spell combat roll to avoid the damage.

Missile (M): The spell creates or propels a physical or magical projectile that streaks toward the target, inflicting damage. In a duel, a missile spell is used to damage the opponent. Spells such as fireball, magic missile, and flame arrow are missile spells. A missile spell can conduct combat with opposing attack/defense spells. It ignores other missile, leech, attack, and most defense spells.

If a missile spell reaches the opposing spellcaster’s square, it takes effect (see the
Characters vs. Spells section for details).

Power Rank (PR): The higher a spell’s power rank, the more likely it is to defeat another spell in combat. A spell’s power rank is its level plus nine. For example, a fireball is a 3rd-level spell and has a PR of 12.

Movement (MV): A spell’s movement rate determines how quickly it moves across the arena. A spell need not move its full rate but can never exceed its movement rate in a single round. Most spells must move at least one space every round (unless locked in combat with another spell). The only exception is defensive spells; a defensive spell can remain in the caster’s space instead of moving across the arena, but only one such spell can remain with the caster at any given time. If the caster leaves the space, the spell stays behind.

A spell’s movement rate is based on its range, as shown on the
Table 26.

Requirements for Spellcasting

All spellcasting during a duel is simultaneous. Spells cannot be disrupted as they can during a normal encounter. Spellcasting is not always possible, however.

To cast a spell in a duel, a character must be free from the effects of hostile spells and not engaged in personal combat with his opponent. The character must have the intended spell memorized and must have any required material components in his possession. Additional components are not required, however, as the arena itself makes up for the lack. For example, the pyrotechnics spell normally requires a fire source. In a dueling arena, the spell still works.

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