True Dweomers in Magical Duels (HLC)

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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.
 Table 35: True Dweomer Spell Types for Duels
True Dweomer Type* 	Dueling Type
Abjuration 	Abjuration
Banish 	Attack
Dispel 	Attack/Defense
Reflect 	Defense
Ward 	Defense
Alteration 	Alteration
Animate 	Attack/Defense
Destroy 	Leech
Fortify 	Leech
Transform 	Attack
Transport 	Leech
Conjuration/Summoning	Conjuration/Summoning
Afflict 	Attack
Bind 	Attack
Conjure 	Leech
Summon 	Attack/Defense
Enchantment/Charm 	Enchantment/Charm
Charm 	Attack
Compel 	Attack
Fortify 	Leech
Imbue 	Leech
Divination 	Divination
Foresee 	Leech
Reveal 	Leech
Illusion/Phantasm 	Illusion/Phantasm
Conceal 	Leech
Delude 	Leech
Phantom 	Any
Shadow Shape 	Attack/Defenseor Missile
Invocation/Evocation 	Invocation/Evocation
Create 	Attack/Defense
Imbue 	Leech
Strike 	Missile
Necromancy 	Necromancy
Animate 	Attack/Defense
Tap 	Attack
Slay 	Attack