Individual Spells’ Special Abilities
There are several special abilities common to several spells.
Automatic Defeat: If a spell automatically defeats another spell, it always wins a combat with
the listed spell or spell group. This applies when it is used as a counter
spell as well.
Cannot be Locked: When a spell cannot be locked by another type of spell, any lock result
destroys the opposing spell unless some other special lock effect is specified.
Counter: When a spell is listed as a counter to another spell or type of spell, it can
be employed as a counter spell against the listed type even if combat between
the two spells is not normally possible. When a spell is listed as an automatic
counter to another spell, it destroys the listed spell without a die roll when
cast as a counter spell.
Advanced Illusion: See the note on illusions, above.
Antianimal Shell: This spell cannot be locked by spells that summon creatures. It counters
creature-summoning spells.
Antimagic Shell: Missiles and leeches must battle this spell, and it cannot be locked by any
opposing spell. The spell dissipates when it reaches the opponent’s square.
Antiplant Shell: This spell cannot be locked by spells that employ living plants or summon
plant creatures, such as entangle or changestaff. It automatically counters plant-based spells.
Barrier of Retention†: This spell cannot be locked by spells that summon creatures.
Bigby’s Hand/Fist Spells: These spells conduct character combat when they reach the opponent’s square,
just as if they were summoned creatures. Bigby’s interposing hand inflicts no damage, but prevents the opponent from casting any spells until
it is destroyed. Other spells inflict damage as listed in their descriptions.
Blade Barrier: This spell cannot be locked by spells that summon creatures.
Blessed Warmth†: This spell cannot be locked by cold-based spells. It automatically counters
cold-based spells.
Blindness: A blinded character cannot cast spells or counter spells (except cure blindness or deafness).
Call Lightning: This spell produces a single stroke of lightning when it reaches the
opponent’s space.
Caltrops†: This spell cannot be locked by spells that summon creatures.
Chant: This requires two rounds to cast and cannot be used as a counter spell. The
spell is disrupted if the caster fails a saving throw or loses a combat roll
during the first round of casting—an exception to the general dueling rule—and the
caster cannot cast counter spells during that time.
Chaotic Commands†: When used as a counter spell, chaotic commands always defeats spells that
allow the caster to command or control the recipient, such as command, charm person, and suggestion. Whenever victorious against such a spell, the two opponents must conduct
character combat. If the caster of chaotic commands wins, the opposing spell reverses direction and moves toward the original
caster, functioning as one of the victorious caster’s spells. If the caster of chaotic commands loses the personal combat, the spell is negated.
Circle of Privacy†: This spell cannot be locked by spells that summon creatures.
Cloak of Bravery: This spell cannot be locked by any spell that causes fear or panic, such as emotion, fear, or scare. It automatically counters fear effects.
Cloudkill: This spell cannot be locked by a lower level spell that summons creatures.
Compulsive Order†: Duelists afflicted by this spell are unable to move, attack, or cast spells
until the spell is defeated, but counter spells are allowed.
Contact Other Plane: Casting this spell in a duel does not cause insanity. This spell cannot be
locked in spell vs. spell combat. If a lock occurs, the two spells ignore each
other instead. A lock still destroys this spell if the combat takes place in a
character’s space.
Continual Light: When employed as an attack spell, this spell blinds the opponent (save vs.
spell negates), preventing movement, attack, or spellcasting until the spell is
defeated.
Control Temperature, 10’ Radius: This spell can be cast to raise or reduce the temperature; the caster chooses
which one at the time of casting. Once the caster chooses which version to
cast, it cannot be changed. The spell cannot be locked by any spell employing the
opposite effect (the cold version cannot be locked by heat- or fire-based
spells, and the hot version cannot be locked by cold-based spells). This spell
automatically counters its opposing effect.
Courage†: This spell cannot be locked by any spell that causes fear or panic, such as emotion, fear, or cloak of fear. It automatically counters fear effects.
Crushing Walls†: This spell cannot be locked by a lower level spell that summons creatures;
the opposing spell is destroyed instead.
Crystalbrittle: This spell automatically defeats wall of iron and any other spell that creates a mass of metal, both in combat and when
used as a counter spell.
Cure Blindness or Deafness: This spell counters any spell that obscures vision. If locked in combat by a blindness spell, both spells are destroyed instead.
Cure Disease: The reversed form of this spell, cause disease, renders characters unable to
move, attack, or cast spells until they defeat the spell.
Cure Wounds Spells: These spells counter any attack or missile spell that inflicts damage. They
are counters against leech or attack/defense spells.
Demishadow Magic: When this spell reaches the opponent’s space, the opponent must roll a saving
throw vs. spell before casting any counter spells. If the save fails, the
spell inflicts 10d6 points of damage, but the caster can attempt a counter spell or
a save vs. spell to reduce the damage to 5d6 points. If the initial save
succeeds, the spell inflicts 4d6 points of damage, and the caster is free to employ
a counter spell or attempt a second saving throw to reduce the damage to 2d6
points.
Demishadow Monsters: This spell functions as any other creature-summoning spell. When it reaches
the opponent’s space, the opponent rolls a saving throw vs. spells. If the save
succeeds, the creatures inflict 2d6 points of damage with a successful attack
instead of 5d6 points of damage.
Detect Magic: The opposing spell is revealed even if the detect magic spell is locked or destroyed in combat. A priest must roll a power check,
using the character’s power score, to discover what the opposing spell is. The
wizard version does not require a power check.
Detect Scrying: This cannot be locked by spells that extend the caster’s perception over a
distance, such as clairvoyance, clairaudience, and wizard eye.
Dimension Door: See the note at teleportation on page 108.
Dimensional Folding†: See the note at teleportation on page 108.
Disbelief†: This counters any other spell, including spells that summon creatures.
Disintegrate: This spell always defeats spells that create solid barriers, such as wall
spells.
Dispel Magic: If locked or defeated in combat, this can destroy the opposing spell. A
normal dispel roll is required (see spell description). Note that some spells cannot be dispelled. The spell dissipates when it
reaches the opponent’s space.
Duo-Dimension: Missiles must battle this spell.
Earthquake: When this spell enters the opponent’s space, it whips the arena into crushing
and grinding frenzy. The cataclysm forces the opponent to make a successful
saving throw vs. death magic or die. If the save succeeds, the opponent still
suffers 5d10 points of damage. The only counter spells that are effective against earthquake are antimagic shell, disbelief, dispel magic, elemental aura, fly, and levitate. Character combat is ineffective against this spell.
Efficacious Monster Ward†: This spell can be used as a counter spell against monster summoning I and any other spell of 4th level or less that summons creatures.
Elemental Aura†: The caster chooses the type of elemental aura that is created (air, earth, fire, or water). An elemental aura battles every spell from its element that it meets, regardless of type, and
cannot be locked by any spell employing its element—this spell is destroyed
instead. If employed as a counter spell, elemental aura automatically destroys spells of its own element.
Elemental Forbiddance†: This spell cannot be locked by a conjure elemental spell. Elemental forbiddance counters conjure elemental spells.
Emotion: The caster chooses this spell’s effect at the time of casting. As a defensive
spell, emotion cannot be locked by spells that alter emotions, such as fear, cloak of fear, or emotion control. It automatically counters such spells when they are used as attack or leech
spells. If employed as an attack spell, emotion renders the opponent unable to move or cast spells until the spell is
defeated.
Emotion Control†: The caster chooses this spell’s effect at the time of casting. As a defensive
spell, emotion control cannot be locked by spells that alter or read emotions, such as ESP, fear, and emotion. It automatically counters such spells when they are used as attack or leech
spells. If employed as an attack spell, emotion control renders the opponent unable to move or cast spells until the spell is defeated.
Endure Heat/Endure Cold: This spell can be cast to protect against heat or cold; the caster chooses
which one at the time of casting. Once the caster chooses which version to cast,
it cannot be changed. The spell cannot be locked by any spell employing the
opposite effect (the cold version cannot be locked by fire-based spells, and the
hot version cannot be locked by cold-based spells). This spell counters its
opposing effect.
Energy Drain: If the target’s combat roll or counter spell fails, the character loses two
levels. The level loss persists until the duel ends. The target loses hit points
and spell slots commensurate with the level loss, but empty spell slots can be
used to satisfy the loss. The target’s power score is unaffected, but saving
throws are adjusted accordingly.
Enervation: If the target’s saving throw or counter spell fails, the character loses one
level for every four levels of the caster. The level loss persists until the
duel ends. The target loses hit points and spell slots commensurate with the level
loss, but empty spell slots can be used to satisfy the loss. The target’s
power score is unaffected, but saving throws are adjusted accordingly.
Enthrall: If employed as an attack, this spell renders opponents unable to move, attack,
or cast spells until they defeat the spell. Enthrall affects only creatures of 4 or less Hit Dice or levels and is usually employed
as a leech.
Eyebite: All the versions of this spell conduct character combat. If the spell
succeeds, the opponent cannot take offensive action until the spell is defeated.
Fire Purge: This spell requires a full turn (10 rounds) to cast and is seldom employed in
duels. The spell is disrupted if the caster fails a saving throw or loses a
combat roll during the first nine rounds of casting (an exception to the general
dueling rule), and the caster cannot cast counter spells during that time. It is
useless as a counter spell.
Fire Seeds: This spell conducts combat when it enters the opponent’s square. The opponent
can employ a counter spell or use his power score. If the fire seeds win the combat or defeat the counter spell, it inflicts 8d6 points of damage.
If the opponent uses his power score and wins the combat, he must save vs.
spells or suffer 4d4 points of damage. If the opponent successfully employs a
counter spell, he suffers no damage.
Fire Shield: This spell creates a sheath of hot or cold flames; the caster chooses which at
the time of casting. Once the caster chooses which version to cast, it cannot
be changed. The spell cannot be locked by any spell employing the opposite
effect (the cold version cannot be locked by fire-based spells and the hot version
cannot be locked by cold-based spells). If such a lock is indicated, the
opposing spell is destroyed instead. The spell counters its opposing effect. If
employed in the caster’s space, this spell destroys attacking spells that summon
creatures if a lock occurs.
Flame Walk: This spell cannot be locked by fire-based spells, and it counters fire-based
spells.
Fly: This spell always counters transmute rock to mud.
Forcecage: This spell cannot be locked by spells that summon creatures.
Foresight: This spell counters any other spell.
Free Action: This spell cannot be locked by any spell that restricts movement, such as entangle, hold person, or slow. It automatically counters such spells.
Fumble: Characters affected by this spell cannot move, attack, cast spells, or cast
counter spells until they defeat the spell.
Globe of Invulnerability: This spell cannot be locked by spells of 4th level or less. Missiles and
leeches of 4th level or less must battle this spell.
Glyph of Warding: This spell cannot be locked by spells that summon creatures.
Goodberry: This spell counters any attack or missile spell that inflicts damage.
Grounding†: This spell cannot be locked by spells that employ electricity, such as lighting bolt or call lightning. It counters any electrical-based spell.
Gust of Wind: This spell cannot be locked by spells that create magical clouds such as stinking cloud, cloudkill, and fog cloud. If a lock occurs, both spells are destroyed instead. Gust of wind can be employed as a counter spell to any spell that creates a magical cloud,
even if the attacking spell’s type would not normally allow combat.
Haste: This spell automatically destroys—and is automatically destroyed by—slow.
Heal: This spell counters any attack or missile spell that inflicts damage.
Heat Metal: This spell can be employed as an attack spell only against characters who are
entitled to wear armor (but can be used even if the character is not actually
wearing armor). Characters affected by the attack version of this spell cannot
take offensive actions until they defeat the spell, and they suffer three points
of damage each round they are affected.
The spell can be used as a missile against any opponent, but the caster must
choose how it is to be used before the duel starts. The missile conducts
character combat when it enters the opponent’s space. If successful, it inflicts one
point of damage each round until defeated. The opponent cannot move, attack or
cast spells until heat metal is defeated.
The caster can choose at the time of casting whether the spell is the heat- or
cold-based version of the spell.
Holy Word: Characters affected by this spell cannot take offensive actions until the
spell is defeated. While affected, both character and spell power scores are
reduced by two, but the reduction does not apply to combat against the holy word
itself.
Hornung’s Baneful Deflector†: Missiles must conduct combat with this spell.
Improved Phantasmal Force: See the note at illusions.
Insect Plague: This spell requires a full turn (10 rounds) to cast and is seldom employed in
duels. The spell is disrupted if the caster fails a saving throw or loses a
combat roll during the first nine rounds of casting (an exception to the general
dueling rule), and the caster cannot cast counter spells during that time. It is
useless as a counter spell.
Characters afflicted by insect plague cannot take offensive actions until they defeat the spell in combat.
Land of Stability†: This spell counters any spell that summons or manipulates winds, weather, or
earthquakes, such as gust of wind, weather summoning, and earthquake. Land of
stability cannot be locked by these spells; both spells are destroyed instead.
Energy effects, such as lightning bolt and fireball, are not considered weather
manipulations for purposes of this spell.
Levitate: This spell always counters transmute rock to mud.
Light: When employed as an attack spell, this spell blinds the opponent (save vs.
spell negates), preventing movement, attack, or spell casting until the spell is
defeated.
Limited Wish: In a duel, this spell can be used as any other type of spell. When used as an
attack, attack/defense, missile, or leech spell, it inflicts 10d6 points of
damage (save vs. spells for half). When used as a defense spell, limited wish
cannot be locked by any spell of 6th level or less. As a counter spell, limited wish automatically counters any spell of 6th level or lower and can serve as a
counter to all other spells. Using limited wish in a duel does not age the caster unless the spell is actually lost from
memory in the aftermath (see the Spoils of Victory section).
Liveoak: A character can have only one liveoak effect active in the arena at any given time.
Magical Stone: This spell requires a character combat roll when it reaches the opponent’s
square. If it succeeds, it inflicts 3d4 points of damage.
Meld Into Stone: Missiles must conduct combat with this spell.
Melf’s Minute Meteors: The caster must launch five missiles per round. Characters entitled to more
than five missiles can launch their remaining missiles the next round or forgo
the extra missiles and take another action instead. Extra missiles can counter
creature-summoning spells that enter the character’s square. Each group of
missiles launched functions as a separate spell in the arena. When a group of
missiles reaches the opponent’s square, the group conducts character combat. If it
succeeds, it inflicts 1d4+1 points of damage for each missile in the group.
Mind Blank: This spell cannot be locked by any spell that attacks the mind. It counters
all leech spells and mental attacks.
Minor Globe of Invulnerability: This spell cannot be locked by spells of 3rd level or less. Missiles and
leeches of 3rd level or lower must conduct combat with this spell.
Minor Spell Turning†: Missiles and leeches must conduct combat with this spell. This spell cannot be
locked; if a lock occurs, the minor spell turning spell is destroyed, and the opposing spell reverses direction and attacks the
original caster. If employed as a counter spell, a lock result also causes the
opposing spell to reverse direction.
Mirror Image: Missiles must conduct combat with this spell.
Moment†: When this spell reaches the opponent’s square, the spell conducts character
combat with a +4 bonus. The actual number rolled determines success or failure,
but a successful roll is treated as four higher when comparing rolls. For
example, a caster with a PR 13 rolls 12, and the opponent, who also has a PR of 13
rolls a 13. The caster wins because his roll of 12 is treated as a 16.
Mordenkainen’s Disjunction: This spell cannot be locked. When used as a counter spell, it automatically
destroys the opposing spell. If defeated in combat, the victorious spell is
automatically destroyed. The spell dissipates when it reaches the opponent’s space.
Negative Plane Protection: This spell counters spells that drain life energy, such as energy drain, vampiric touch, and enervation.
Neutralize Poison: This spell automatically counters spells with poisonous effects, such as stinking cloud and cloudkill.
Otiluke’s Freezing Sphere: The caster can choose this spell’s form at the time of casting. As a missile,
the spell conducts character combat when reaching the opponent’s space and
inflicts 6d6 points of damage. As an attack spell, Otiluke’s freezing sphere inflicts 1d4+2 points of damage per level of the caster (maximum 10d4+20),
save vs. spell for half.
Otiluke’s Resilient Sphere and Otiluke’s Telekinetic Sphere: These spells cannot be locked by spells that summon creatures. When they reach
the opponent’s space, the spells conduct character combat. If they succeed,
the opponent cannot take offensive actions until the spells are defeated.
Missiles must conduct combat with these spells.
Permanency: When used in a duel, this spell does not drain the caster’s Constitution
score, even if it is subsequently lost from memory.
Permanent Illusion: See the note at illusions.
Phantasmal Force: See the note at illusions.
Physical Mirror†: Missiles and leeches must conduct combat with this spell. If this spell
succeeds against or achieves a lock with any missile, leech, or attack spell, the
opposing spell reverses direction and attacks the original caster. If employed as
a counter spell, a lock result also causes missiles, leeches, and attacks to
reverse direction.
Produce Fire: The reversed form of this spell is a defensive spell that counters any
fire-based spell.
Protection From Evil and Protection From Evil, 10' Radius: These spells cannot be locked by spells that summon creatures.
Protection From Fire: This spell automatically counters any fire-based spell.
Protection From Lightning: This spell automatically counters any electrical-based spell.
Rainbow: This spell can be cast in one of two versions, which the caster chooses at the
time of casting. The bridge version is a leech. The bow version creates four
missiles on the round of casting, plus three more missiles that the caster can
loose on the second round or forgo the extra missiles and take another action
instead. The extra missiles can counter creature-summoning spells that enter the
character’s square. Each group of missiles functions as a separate spell in the
arena. When a group of missiles reaches the opponent’s square, the spell
conducts character combat. If it succeeds, it inflicts 1d6+2 points of damage for
each missile in the group. Missiles from this spell cannot be locked by spells
that summon elemental creatures.
Raise Dead: This spell counters any spell that inflicts damage.
Reincarnate: This spell counters any spell that inflicts damage.
Remove Curse: Characters afflicted by this spell’s reverse cannot take offensive actions
until they defeat the spell. This spell automatically counters its reverse and can
counter any attack spell that does not inflict damage.
Remove Fear: This spell automatically counters any spell that causes magical fear.
Remove Paralysis: This spell automatically counters all hold spells and any spell that causes
paralysis.
Repel Insects: This spell cannot be locked by any spell that summons or controls insects,
such as insect swarm, creeping doom, and giant insect. This spell counters all
such spells.
Resist Fire/Resist Cold: This spell protects against either fire/heat or cold. The caster chooses which
at the time of casting. The spell cannot be locked by the type of effect it
protects against.
Restoration: This spell cannot be locked by any spell that drains life energy or causes
insanity. It automatically counters such effects. This spell does not age the
caster unless actually lost from memory in the aftermath (see the Spoils of Victory section).
Resurrection: This spell can counter any spell that inflicts damage. This spell does not age
the caster unless actually lost from memory in the aftermath (see the Spoils of Victory section).
Reverse Gravity: Characters afflicted by this spell cannot take offensive actions until they
defeat the spell.
Sanctuary: Missiles and leeches must conduct combat with this spell.
Screen: This spell cannot be locked by spells that extend the caster’s senses, such as ESP, clairaudience, or clairvoyance. It automatically counters such spells.
Shadowcat: This spell dissipates upon reaching the opponent’s space.
Shadow Magic: When this spell reaches the opponent’s space, the opponent rolls an immediate
saving throw vs. spell before casting any counter spells. If the save fails,
the spell inflicts 10d6 points of damage, but the caster can attempt a saving
throw vs. spell to reduce the damage to 5d6 points or attempt a counter spell. If
the initial save succeeds, the caster is free to employ a counter spell or
attempt a second saving throw to reduce the damage to 1d6 points. If the saving
throw is failed or the counter spell is defeated, the spell inflicts 2d6 points of
damage.
Shield: Missiles must conduct combat with this spell. This spell always defeats magic missile.
Shillelagh: When this spell reaches the opponent’s square, the spell conducts character
combat and inflicts 1d6 points of damage and can attack again if successful.
Shrieking Walls†: This spell cannot be locked by spells that summon creatures.
Silence, 15' Radius: Characters afflicted by this spell cannot take offensive actions until they
defeat the spell.
Slow: Characters afflicted by this spell cannot take offensive actions until they
defeat the spell. This spell always defeats—and is defeated by—haste.
Snare: When this spell reaches the opponent’s square, the spell conducts character
combat. If the spell succeeds, the opponent cannot take offensive actions until
the spell is defeated.
Spectral Force: See the note at illusions.
Spell Immunity: Missiles must conduct combat with this spell.
Spell Turning: Missiles and leeches must conduct combat with this spell. This spell cannot be
locked; if a lock occurs, the spell turning is destroyed, and the opposing
spell reverses direction and attacks the original caster. If employed as a counter
spell, a lock result also causes the opposing spell to reverse direction.
Spike Growth and Spike Stones: These spells cannot be locked by spells that summon creatures.
Spiritual Hammer: When this spell reaches the opponent’s square, the spell conducts character
combat and inflicts 1d6 points of damage if successful. The spell continues
attacking each round until defeated or its duration expires.
Stabilize†: This spell is ineffective within a dueling arena.
Stone to Flesh: Characters afflicted by this spell cannot take offensive actions until they
defeat the spell.
Stoneskin: This spell can counter any spell that inflicts damage.
Succor: See the note at teleportation.
Tanglefoot: This spell cannot be locked by spells that summon creatures.
Telekinesis: When this spell reaches the opponent’s square, the spell conducts character
combat and inflicts 1 point of damage per caster level if successful.
Teleport: See the note at teleportation.
Teleport Without Error: See the note at teleportation.
Transmute Rock to Mud: This spell always defeats wall of stone. Characters afflicted by this spell
cannot take offensive actions until they defeat the spell.
True Seeing: This spell always defeats illusions.
Unluck: Characters afflicted by this spell cannot take offensive actions until they
defeat the spell.
Wall of Fog: Missiles must conduct combat with this spell.
Wall of Force: Missiles must conduct combat with this spell. Wall of force can be defeated in combat only if it fails its combat roll or by another
spell’s special ability. If the roll succeeds, it locks the opposing spell,
including dispel magic. The spell dissipates when it reaches the opponent’s space.
Watery Double†: This spell conducts character combat when it reaches the opponent’s space. If
it succeeds, it inflicts 3d6 points of damage and can continue to attack each
round until defeated or its duration expires.
Wildwind† and Wildzone†: These spells are ineffective in a dueling arena.
Wish: This spell can be used as any other type of spell. When used as an attack,
attack/defense, missile, or leech spell, it inflicts 10d6 points of damage (save
vs. spells for half). When used as a defense spell, wish cannot be locked by any
spell. As a counter spell, wish automatically counters any spell. Using wish in a duel does not age the caster
unless the spell is actually lost from memory in the aftermath (see the Spoils of Victory section).
Withdraw: Missiles and leeches must conduct combat with this spell.
Word of Recall: See the note at teleportation.
Zone of Sweet Air: This spell cannot be locked by spells that create noxious gases, such as stinking cloud and cloudkill.
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