ABCDEFGHI
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Participant 1
VS
Participant 2
The Stakes
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Setting the stakes
The Challenger sets the terms of the duel. Regardless, each combatant writes down their stakes secretly. It's highly dishonorable to agree to a duel for pride and then to aim for a killing shot, but it can happen.
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​< STAKES >​
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The StyleThe Style
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​< STYLE >​Each duelist secretly chooses their Style and level of spell slot they will expend in the Shot. If they can cast a spell without expending a spell slot, they can choose to do so, expending a use as if they cast it normally. In that case, it counts as expending a slot of that spell's lowest level. Each style has a unique benefit and styles they're effective against.
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Select a StyleSelect a Style
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​< SPELL >​
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Select a Spell LevelSelect a Spell Level
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The StareThe Stare
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Round 1The Stare lasts for three rounds. In each round, take the following steps:
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Participant 1 chooses Move second0< INITIATIVE >0Participant 2 chooses Move second1. Both duelists roll for Initiative.
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​< MOVE >​2. The duelist with the lower Initiative score declares their Move.
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Select a MoveSelect a Move3. The duelist with the higher Inititative scorre declares their Move.
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Ability Check0< CHECK >1Ability Check4. Both duelists make an ability check linked to their Move.
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Nothing Gained< RESULT >Select a Move5. The victor of the check gains the benefit of the Move. Reroll on a tie.
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Round 2Each Move is weak against a countering Move. If a duelist uses a Move that the opponent is weak against, they get to add 1d4 to their ability check.
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Participant 1 chooses Move second0< INITIATIVE >0Participant 2 chooses Move second
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​< MOVE >​
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Select a MoveSelect a MoveYou cannot maintain Concentration on a spell, nor use Reactions during the Stare.
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Ability Check0< CHECK >1Ability Check
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Nothing Gained< RESULT >Select a MoveHowever, other people can interfere and effects that modify ability checks, can affect a round of the Stare. Receiving assistance from someone else goes against the principles of dueling, and if such actions are noticed, observers may become hostile and the outcome of the duel may be dismissed as invalid.
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Round 3
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Participant 1 chooses Move second0< INITIATIVE >0Participant 2 chooses Move second
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​< MOVE >​
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Select a MoveSelect a MoveIt's not uncommon for observers with access to Detect Magic to use it duringa duel to ensure that no one is interfering.
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Ability Check0< CHECK >1Ability Check
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Nothing Gained< RESULT >Select a Move
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The ShotThe Shot
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Participant 1 resolves rerolls second0< INITIATIVE >0Participant 2 resolves rerolls secondDuring the Shot, duelists roll Initiative and reveal their Style and level of spell slot they expended. If one duelist expends a higher level spell slot than the other, they gain a Trick die.
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Style Not Set< STYLE >Style Not Set
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Spell Level Not Selected
< TRICK DICE >0The duelists make a ranged spell attack, roll 1d6 for each Trick die and subrtact 1d6 for each Fault die they have. Trick and Fault die remain visible to both participants.
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0< FAULT DICE >0
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D20 + PB + Ability Modifier + Spell Level Not Selectedd6Roll:D20 + PB + Ability Modifier
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0Roll Total:1Duelists may have the opportunity to reroll Trick or Fault dice. The duelist with the lower Initiative resolves their style first.
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The ScoreThe Score
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Participant 2 WINS, Participant 1 SUFFERS CONSEQUENCES
Once everything is resolved, the character with the highest result wins the duel. If there's a tie, both duelists suffer the effects set by the Stakes. If the Stake was Pride the winner can choose an option based on the school of the spell.
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Select Stakes
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