Wizard Dueling

Wizard dueling is a favorite “sport” between the rich upper echelon of the wizard university. Participants agree to duel and enter an illusory arena. each of the opponent is given a 15’ diameter circle which they must stay inside of, stepping out the ring of the circle in any way is a loss.
The duelist use a specialty glove called Dueling Gloves that transforms spell slots into force effects. They duel within an illusion of the dueling arena, this has only 1 specific requirement, that there be 2 clearly defined 15’ diameter circles generally they are 10’ apart but master matches often have them spaced out a bit more. The background and audio visual effects can be anything to make it seem more dramatic, like lava floor or spotlights and music.

Rules
1: Duelist are forbidden to use lethal force or take a life.
2: Duelist must wear and use the Dueling Gloves
3: Only Spells from Evocation, Enchantment, and Abjuration schools are allowed in the arena. Area of effect spells that would encompass the onlookers is also forbidden.
4: Dueling is not allowed for those below 3rd level.
5: Duelist will only duel opponents of their own level or one level higher or lower.
6: Stepping, falling or any part of the body landing outside the circle indicates the duelist loss.
7: A duelist who is knocked unconscious or falls asleep is also considered to have lost the match.
8: A duelist who runs out of spells or is otherwise unable to continue dueling is considered to have lost the match.
9: Equipment such as scrolls, wands, potions or other portable spells are forbidden. Equipment that increases abilities or armor but not spells is allowed.
10: A duelist who makes a wager or agreement before the match must honor it afterwards.
lava.JPG

Wizard Dueling

The Kingdom of Daytar Leamay KrisW