A magic duel involves contests of raw magical energy between two duelists.

Erenian Standard Rules

As written in the Erenian Code of Duels, a duel according to the Erenian Standard Rules works as follows:

Momentum

Every duel has momentum. By default, this momentum is 0 for both duelists. For every clash won by a duelist, momentum shifts in their favor by 1, and by -1 for the losing duelist. Once your momentum reaches +2, you win.

Clashes

A clash is a particular contest of magical energy. In a clash, both duelists decide how they want to attack and reveal their choices at the same time. These count as Attack Rolls. Add your current Momentum as a modifier. There are 3 choices available:

Aggressive

An attack formed from your raw magical knowledge and talent. An aggressive attack is made by rolling 1d20+proficiency+Intelligence modifier

  • If Aggressive clashes with Aggressive, roll as normal.
  • If Aggressive clashes with Defensive, roll with Disadvantage.
  • If Aggressive clashes with Deceptive, roll with Advantage.

Defensive

A defensive flourish, aiming to redirect magical energy away from the caster to allow for a counter attack. A defensive attack is made by rolling 1d20+proficiency+Wisdom modifier.

  • If Defensive clashes with Defensive, roll as normal.
  • If Defensive clashes with Aggressive, roll with Advantage.
  • If Defensive clashes with Deceptive, roll with Disadvantage.

Deceptive

A flashy and theatrical display of magic, aimed at bypassing defenses. A deceptive attack is made by rolling 1d20+proficiency+Charisma modifier.

  • If Deceptive clashes with Defensive, roll as normal.
  • If Deceptive clashes with Defensive, roll with Advantage.
  • If Deceptive clashes with Aggressive, roll with Disadvantage.

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Variant Rules

Some duels work on a "best out of 3" ruleset, resetting Momentum after every time it swings to 2. 

Duels to the Death

Duels to the death allow casters to spend Spell Slots and add these as positive modifiers to their rolls. Losing a clash results in gaining a level of Exhaustion. This means that at 3 losses, Attack Rolls are made at disadvantage, and at 6 losses, you die.