True Dweomers in Magical Duels Duelists can attempt to employ true dweomers, but they usually are not
useful because they take too long to prepare and cast. Each round of preparation or
casting time for a true dweomer requires one round in the duel. Both
preparation and spellcasting can be disrupted if the caster fails a saving throw or loses
a character combat roll. Any true dweomer with a casting time of more than one
round is useless as a counter spell.
In all other respects, true dweomers function like normal spells. All true
dweomers have PRs of 19 and move at a rate based on their ranges. A true dweomer’s
default area of effect and duration is always sufficient to send it moving
across a dueling arena, though in some cases the caster might wish to increase the
difficulty to enhance the spell’s effect once it reaches the opponent’s square
or to give the spell a better movement rate. Use Table 35 to determine a true dweomer’s spell type in a duel.
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