Special Dueling Characteristics (HLC)

__TOC__
Many spells behave in unusual ways within a dueling arena. This section provides the necessary details for both individual and groups of spells.
==Groups of Spells==
Certain groups of spells share common characteristics as outlined below.
===Mental or Debilitating Attacks===
Spells such as charm person, command, confusion, domination, forget, grease, hold person, suggestion taunt, web, and other spells that make the target respond to the caster's commands, force an unwanted action, or render the target unable to act freely have only a temporary effect in a duel. The affected character is unable to move or cast spells—but counter spells are allowed—until the hostile spell is destroyed through combat or a counter spell.
Duelists can never be compelled to leave the arena or perform unwanted actions. Instead, control over their mental constructs are temporarily limited.
===Creature-Summoning Spells===
Spells such as monster summoning and conjure elemental can be especially vulnerable to defensive spells such as protection from evil. These spells are very potent in a duel, forming constructs that conduct character combat upon reaching the opposing spellcaster. The opponent cannot cast any spells except counter spells while a summoning spell occupies his space. He must fight using his power score. Some spells, however, have special abilities that allow them to be used as counter spells against this type of magic.
The summoning spell uses its power score in the battle, and if it succeeds it inflicts 1d6 points of damage per spell level and remains to fight again. If the opponent wins, the summoning spell is destroyed. If a lock occurs, the character suffers no damage, but the summoning spell remains and attacks again the next round—a lock does not destroy a summoning spell as it does in normal character vs. spell combat.
===Illusions===
Spells such as phantasmal force that allow the caster to create an image of almost anything imaginable are highly flexible in a duel. The spells can be used to duplicate any type of spell. The caster chooses the type when casting the spell. Once cast, the spell type cannot be changed. If employed as an attack, attack/defense, or missile, the opponent and the caster conduct character combat when the illusion reaches the opponent's space, but the defender is allowed to cast counter spells. If the caster wins the combat, the opponent suffers 1d6 points of damage per level of the illusion. If the defender wins, no damage is inflicted. When employed as a leech, the spell follows the normal rules for leech spells. When employed as a defense, any lock destroys the illusion unless the opposing spell summons a creature.
===Reversible Spells===
Spells such as cure light wounds cast in their reversed forms create effects that usually function in the opposite fashion from their basic forms. For example, a reversed defensive spell is an attack spell. A reversed leech, however, is still a leech. A spell's reverse always counters itself and vice versa. For example, a character attacked by a cause critical wounds spell can use a cure critical wounds as a counter spell and automatically destroy the cure critical wounds.
===Teleportation===
Spells that allow instantaneous travel cannot be locked by spells that create physical barriers, such as the various wall spells. If a lock occurs, the two spells ignore each other instead. If a teleportation spell is used as a counter spell, a lock still destroys both spells.
==Individual Spells' Special Abilities==
There are several special abilities common to several spells.
Automatic Defeat: If a spell automatically defeats another spell, it always wins a combat with the listed spell or spell group. This applies when it is used as a counter spell as well.
Cannot be Locked: When a spell cannot be locked by another type of spell, any lock result destroys the opposing spell unless some other special lock effect is specified.
Counter: When a spell is listed as a counter to another spell or type of spell, it can be employed as a counter spell against the listed type even if combat between the two spells is not normally possible. When a spell is listed as an automatic counter to another spell, it destroys the listed spell without a die roll when cast as a counter spell.
Advanced Illusion: See the note on illusions, above.
Antianimal Shell: This spell cannot be locked by spells that summon creatures. It counters creature-summoning spells.
Antimagic Shell: Missiles and leeches must battle this spell, and it cannot be locked by any opposing spell. The spell dissipates when it reaches the opponent's square.
Antiplant Shell: This spell cannot be locked by spells that employ living plants or summon plant creatures, such as entangle or changestaff. It automatically counters plant-based spells.
Barrier of Retention†: This spell cannot be locked by spells that summon creatures.
Bigby's Hand/Fist Spells: These spells conduct character combat when they reach the opponent's square, just as if they were summoned creatures. Bigby's interposing hand inflicts no damage, but prevents the opponent from casting any spells until it is destroyed.
Other spells inflict damage as listed in their descriptions.
Blade Barrier: This spell cannot be locked by spells that summon creatures.
Blessed Warmth†: This spell cannot be locked by cold-based spells. It automatically counters cold-based spells.
Blindness: A blinded character cannot cast spells or counter spells (except cure blindness or deafness).
Call Lightning: This spell produces a single stroke of lightning when it reaches the opponent's space.
Caltrops†: This spell cannot be locked by spells that summon creatures.
Chant: This requires two rounds to cast and cannot be used as a counter spell. The spell is disrupted if the caster fails a saving throw or loses a combat roll during the first round of casting—an exception to the general dueling rule—and the caster cannot cast counter spells during that time.
Chaotic Commands†: When used as a counter spell, chaotic commands always defeats spells that allow the caster to command or control the recipient, such as command, charm person, and suggestion. Whenever victorious against such a spell, the two opponents must conduct character combat. If the caster of chaotic commands wins, the opposing spell reverses direction and moves toward the original caster, functioning as one of the victorious caster's spells. If the caster of chaotic commands loses the personal combat, the spell is negated.
Circle of Privacy†: This spell cannot be locked by spells that summon creatures.
Cloak of Bravery: This spell cannot be locked by any spell that causes fear or panic, such as emotion, fear, or scare. It automatically counters fear effects.
Cloudkill: This spell cannot be locked by a lower level spell that summons creatures.
Compulsive Order†: Duelists afflicted by this spell are unable to move, attack, or cast spells until the spell is defeated, but counter spells are allowed.
Contact Other Plane: Casting this spell in a duel does not cause insanity. This spell cannot be locked in spell vs. spell combat. If a lock occurs, the two spells ignore each other instead. A lock still destroys this spell if the combat takes place in a character's space.
Continual Light: When employed as an attack spell, this spell blinds the opponent (save vs. spell negates), preventing movement, attack, or spellcasting until the spell is defeated.
Control Temperature, 10' Radius: This spell can be cast to raise or reduce the temperature; the caster chooses which one at the time of casting. Once the caster chooses which version to cast, it cannot be changed. The spell cannot be locked by any spell employing the opposite effect (the cold version cannot be locked by heat- or fire-based spells, and the hot version cannot be locked by cold-based spells). This spell automatically counters its opposing effect.
Courage†: This spell cannot be locked by any spell that causes fear or panic, such as emotion, fear, or cloak of fear. It automatically counters fear effects.
Crushing Walls†: This spell cannot be locked by a lower level spell that summons creatures; the opposing spell is destroyed instead.
Crystalbrittle: This spell automatically defeats wall of iron and any other spell that creates a mass of metal, both in combat and when used as a counter spell.
Cure Blindness or Deafness: This spell counters any spell that obscures vision. If locked in combat by a blindness spell, both spells are destroyed instead.
Cure Disease: The reversed form of this spell, cause disease, renders characters unable to move, attack, or cast spells until they defeat the spell.
Cure Wounds Spells: These spells counter any attack or missile spell that inflicts damage. They are counters against leech or attack/defense spells.
Demishadow Magic: When this spell reaches the opponent's space, the opponent must roll a saving throw vs. spell before casting any counter spells. If the save fails, the spell inflicts 10d6 points of damage, but the caster can attempt a counter spell or a save vs. spell to reduce the damage to 5d6 points. If the initial save succeeds, the spell inflicts 4d6 points of damage, and the caster is free to employ a counter spell or attempt a second saving throw to reduce the damage to 2d6 points.
Demishadow Monsters: This spell functions as any other creature-summoning spell. When it reaches the opponent's space, the opponent rolls a saving throw vs. spells. If the save succeeds, the creatures inflict 2d6 points of damage with a successful attack instead of 5d6 points of damage.
Detect Magic: The opposing spell is revealed even if the detect magic spell is locked or destroyed in combat. A priest must roll a power check, using the character's power score, to discover what the opposing spell is. The wizard version does not require a power check.
Detect Scrying: This cannot be locked by spells that extend the caster's perception over a distance, such as clairvoyance, clairaudience, and wizard eye.
Dimension Door: See the note at teleportation on page 108.
Dimensional Folding†: See the note at teleportation on page 108.
Disbelief†: This counters any other spell, including spells that summon creatures.
Disintegrate: This spell always defeats spells that create solid barriers, such as wall spells.
Dispel Magic: If locked or defeated in combat, this can destroy the opposing spell. A normal dispel roll is required (see spell description). Note that some spells cannot be dispelled. The spell dissipates when it reaches the opponent's space.
Duo-Dimension: Missiles must battle this spell.
Earthquake: When this spell enters the opponent's space, it whips the arena into crushing and grinding frenzy. The cataclysm forces the opponent to make a successful saving throw vs. death magic or die. If the save succeeds, the opponent still suffers 5d10 points of damage. The only counter spells that are effective against earthquake are antimagic shell, disbelief, dispel magic, elemental aura, fly, and levitate. Character combat is ineffective against this spell.
Efficacious Monster Ward†: This spell can be used as a counter spell against monster summoning I and any other spell of 4th level or less that summons creatures.
Elemental Aura†: The caster chooses the type of elemental aura that is created (air, earth, fire, or water). An elemental aura battles every spell from its element that it meets, regardless of type, and cannot be locked by any spell employing its element—this spell is destroyed instead. If employed as a counter spell, elemental aura automatically destroys spells of its own element.
Elemental Forbiddance†: This spell cannot be locked by a conjure elemental spell. Elemental forbiddance counters conjure elemental spells.
Emotion: The caster chooses this spell's effect at the time of casting. As a defensive spell, emotion cannot be locked by spells that alter emotions, such as fear, cloak of fear, or emotion control. It automatically counters such spells when they are used as attack or leech spells. If employed as an attack spell, emotion renders the opponent unable to move or cast spells until the spell is defeated.
Emotion Control†: The caster chooses this spell's effect at the time of casting. As a defensive spell, emotion control cannot be locked by spells that alter or read emotions, such as ESP, fear, and emotion. It automatically counters such spells when they are used as attack or leech spells. If employed as an attack spell, emotion control renders the opponent unable to move or cast spells until the spell is defeated.
Endure Heat/Endure Cold: This spell can be cast to protect against heat or cold; the caster chooses which one at the time of casting. Once the caster chooses which version to cast, it cannot be changed. The spell cannot be locked by any spell employing the opposite effect (the cold version cannot be locked by fire-based spells, and the hot version cannot be locked by cold-based spells). This spell counters its opposing effect.
Energy Drain: If the target's combat roll or counter spell fails, the character loses two levels. The level loss persists until the duel ends. The target loses hit points and spell slots commensurate with the level loss, but empty spell slots can be used to satisfy the loss. The target's power score is unaffected, but saving throws are adjusted accordingly.
Enervation: If the target's saving throw or counter spell fails, the character loses one level for every four levels of the caster. The level loss persists until the duel ends. The target loses hit points and spell slots commensurate with the level loss, but empty spell slots can be used to satisfy the loss. The target's power score is unaffected, but saving throws are adjusted accordingly.
Enthrall: If employed as an attack, this spell renders opponents unable to move, attack, or cast spells until they defeat the spell. Enthrall affects only creatures of 4 or less Hit Dice or levels and is usually employed as a leech.
Eyebite: All the versions of this spell conduct character combat. If the spell succeeds, the opponent cannot take offensive action until the spell is defeated.
Fire Purge: This spell requires a full turn (10 rounds) to cast and is seldom employed in duels. The spell is disrupted if the caster fails a saving throw or loses a combat roll during the first nine rounds of casting (an exception to the general dueling rule), and the caster cannot cast counter spells during that time. It is useless as a counter spell.
Fire Seeds: This spell conducts combat when it enters the opponent's square. The opponent can employ a counter spell or use his power score. If the fire seeds win the combat or defeat the counter spell, it inflicts 8d6 points of damage. If the opponent uses his power score and wins the combat, he must save vs. spells or suffer 4d4 points of damage. If the opponent successfully employs a counter spell, he suffers no damage.
Fire Shield: This spell creates a sheath of hot or cold flames; the caster chooses which at the time of casting. Once the caster chooses which version to cast, it cannot be changed. The spell cannot be locked by any spell employing the opposite effect (the cold version cannot be locked by fire-based spells and the hot version cannot be locked by cold-based spells). If such a lock is indicated, the opposing spell is destroyed instead. The spell counters its opposing effect. If employed in the caster's space, this spell destroys attacking spells that summon creatures if a lock occurs.
Flame Walk: This spell cannot be locked by fire-based spells, and it counters fire-based spells.
Fly: This spell always counters transmute rock to mud.
Forcecage: This spell cannot be locked by spells that summon creatures.
Foresight: This spell counters any other spell.
Free Action: This spell cannot be locked by any spell that restricts movement, such as entangle, hold person, or slow. It automatically counters such spells.
Fumble: Characters affected by this spell cannot move, attack, cast spells, or cast counter spells until they defeat the spell.
Globe of Invulnerability: This spell cannot be locked by spells of 4th level or less. Missiles and leeches of 4th level or less must battle this spell.
Glyph of Warding: This spell cannot be locked by spells that summon creatures.
Goodberry: This spell counters any attack or missile spell that inflicts damage.
Grounding†: This spell cannot be locked by spells that employ electricity, such as lighting bolt or call lightning. It counters any electrical-based spell.
Gust of Wind: This spell cannot be locked by spells that create magical clouds such as stinking cloud, cloudkill, and fog cloud. If a lock occurs, both spells are destroyed instead. Gust of wind can be employed as a counter spell to any spell that creates a magical cloud, even if the attacking spell's type would not normally allow combat.
Haste: This spell automatically destroys—and is automatically destroyed by—slow.
Heal: This spell counters any attack or missile spell that inflicts damage.
Heat Metal: This spell can be employed as an attack spell only against characters who are entitled to wear armor (but can be used even if the character is not actually wearing armor). Characters affected by the attack version of this spell cannot take offensive actions until they defeat the spell, and they suffer three points of damage each round they are affected.
The spell can be used as a missile against any opponent, but the caster must choose how it is to be used before the duel starts. The missile conducts character combat when it enters the opponent's space. If successful, it inflicts one point of damage each round until defeated. The opponent cannot move, attack or cast spells until heat metal is defeated.
The caster can choose at the time of casting whether the spell is the heat- or cold-based version of the spell.
Holy Word: Characters affected by this spell cannot take offensive actions until the spell is defeated. While affected, both character and spell power scores are reduced by two, but the reduction does not apply to combat against the holy word itself.
Hornung's Baneful Deflector†: Missiles must conduct combat with this spell.
Improved Phantasmal Force: See the note at illusions.
Insect Plague: This spell requires a full turn (10 rounds) to cast and is seldom employed in duels. The spell is disrupted if the caster fails a saving throw or loses a combat roll during the first nine rounds of casting (an exception to the general dueling rule), and the caster cannot cast counter spells during that time. It is useless as a counter spell.
Characters afflicted by insect plague cannot take offensive actions until they defeat the spell in combat.
Land of Stability†: This spell counters any spell that summons or manipulates winds, weather, or earthquakes, such as gust of wind, weather summoning, and earthquake. Land of stability cannot be locked by these spells; both spells are destroyed instead. Energy effects, such as lightning bolt and fireball, are not considered weather manipulations for purposes of this spell.
Levitate: This spell always counters transmute rock to mud.
Light: When employed as an attack spell, this spell blinds the opponent (save vs. spell negates), preventing movement, attack, or spell casting until the spell is defeated.
Limited Wish: In a duel, this spell can be used as any other type of spell. When used as an attack, attack/defense, missile, or leech spell, it inflicts 10d6 points of damage (save vs. spells for half). When used as a defense spell, limited wish cannot be locked by any spell of 6th level or less. As a counter spell, limited wish automatically counters any spell of 6th level or lower and can serve as a counter to all other spells. Using limited wish in a duel does not age the caster unless the spell is actually lost from memory in the aftermath (see the Spoils of Victory section).
Liveoak: A character can have only one liveoak effect active in the arena at any given time.
Magical Stone: This spell requires a character combat roll when it reaches the opponent's square. If it succeeds, it inflicts 3d4 points of damage.
Meld Into Stone: Missiles must conduct combat with this spell.
Melf's Minute Meteors: The caster must launch five missiles per round. Characters entitled to more than five missiles can launch their remaining missiles the next round or forgo the extra missiles and take another action instead. Extra missiles can counter creature-summoning spells that enter the character's square. Each group of missiles launched functions as a separate spell in the arena. When a group of missiles reaches the opponent's square, the group conducts character combat. If it succeeds, it inflicts 1d4+1 points of damage for each missile in the group.
Mind Blank: This spell cannot be locked by any spell that attacks the mind. It counters all leech spells and mental attacks.
Minor Globe of Invulnerability: This spell cannot be locked by spells of 3rd level or less. Missiles and leeches of 3rd level or lower must conduct combat with this spell.
Minor Spell Turning†: Missiles and leeches must conduct combat with this spell. This spell cannot be locked; if a lock occurs, the minor spell turning spell is destroyed, and the opposing spell reverses direction and attacks the original caster. If employed as a counter spell, a lock result also causes the opposing spell to reverse direction.
Mirror Image: Missiles must conduct combat with this spell.
Moment†: When this spell reaches the opponent's square, the spell conducts character combat with a +4 bonus. The actual number rolled determines success or failure, but a successful roll is treated as four higher when comparing rolls. For example, a caster with a PR 13 rolls 12, and the opponent, who also has a PR of 13 rolls a 13. The caster wins because his roll of 12 is treated as a 16.
Mordenkainen's Disjunction: This spell cannot be locked. When used as a counter spell, it automatically destroys the opposing spell. If defeated in combat, the victorious spell is automatically destroyed. The spell dissipates when it reaches the opponent's space.
Negative Plane Protection: This spell counters spells that drain life energy, such as energy drain, vampiric touch, and enervation.
Neutralize Poison: This spell automatically counters spells with poisonous effects, such as stinking cloud and cloudkill.
Otiluke's Freezing Sphere: The caster can choose this spell's form at the time of casting. As a missile, the spell conducts character combat when reaching the opponent's space and inflicts 6d6 points of damage. As an attack spell, Otiluke's freezing sphere inflicts 1d4+2 points of damage per level of the caster (maximum 10d4+20), save vs. spell for half.
Otiluke's Resilient Sphere and Otiluke's Telekinetic Sphere: These spells cannot be locked by spells that summon creatures. When they reach the opponent's space, the spells conduct character combat. If they succeed, the opponent cannot take offensive actions until the spells are defeated. Missiles must conduct combat with these spells.
Permanency: When used in a duel, this spell does not drain the caster's Constitution score, even if it is subsequently lost from memory.
Permanent Illusion: See the note at illusions.
Phantasmal Force: See the note at illusions.
Physical Mirror†: Missiles and leeches must conduct combat with this spell. If this spell succeeds against or achieves a lock with any missile, leech, or attack spell, the opposing spell reverses direction and attacks the original caster. If employed as a counter spell, a lock result also causes missiles, leeches, and attacks to reverse direction.
Produce Fire: The reversed form of this spell is a defensive spell that counters any fire-based spell.
Protection From Evil and Protection From Evil, 10' Radius: These spells cannot be locked by spells that summon creatures.
Protection From Fire: This spell automatically counters any fire-based spell.
Protection From Lightning: This spell automatically counters any electrical-based spell.
Rainbow: This spell can be cast in one of two versions, which the caster chooses at the time of casting. The bridge version is a leech. The bow version creates four missiles on the round of casting, plus three more missiles that the caster can loose on the second round or forgo the extra missiles and take another action instead. The extra missiles can counter creature-summoning spells that enter the character's square. Each group of missiles functions as a separate spell in the arena. When a group of missiles reaches the opponent's square, the spell conducts character combat. If it succeeds, it inflicts 1d6+2 points of damage for each missile in the group. Missiles from this spell cannot be locked by spells that summon elemental creatures.
Raise Dead: This spell counters any spell that inflicts damage.
Reincarnate: This spell counters any spell that inflicts damage.
Remove Curse: Characters afflicted by this spell's reverse cannot take offensive actions until they defeat the spell. This spell automatically counters its reverse and can counter any attack spell that does not inflict damage.
Remove Fear: This spell automatically counters any spell that causes magical fear.
Remove Paralysis: This spell automatically counters all hold spells and any spell that causes paralysis.
Repel Insects: This spell cannot be locked by any spell that summons or controls insects, such as insect swarm, creeping doom, and giant insect. This spell counters all such spells.
Resist Fire/Resist Cold: This spell protects against either fire/heat or cold. The caster chooses which at the time of casting. The spell cannot be locked by the type of effect it protects against.
Restoration: This spell cannot be locked by any spell that drains life energy or causes insanity. It automatically counters such effects. This spell does not age the caster unless actually lost from memory in the aftermath (see the Spoils of Victory section).
Resurrection: This spell can counter any spell that inflicts damage. This spell does not age the caster unless actually lost from memory in the aftermath (see the Spoils of Victory section).
Reverse Gravity: Characters afflicted by this spell cannot take offensive actions until they defeat the spell.
Sanctuary: Missiles and leeches must conduct combat with this spell.
Screen: This spell cannot be locked by spells that extend the caster's senses, such as ESP, clairaudience, or clairvoyance. It automatically counters such spells.
Shadowcat: This spell dissipates upon reaching the opponent's space.
Shadow Magic: When this spell reaches the opponent's space, the opponent rolls an immediate saving throw vs. spell before casting any counter spells. If the save fails, the spell inflicts 10d6 points of damage, but the caster can attempt a saving throw vs. spell to reduce the damage to 5d6 points or attempt a counter spell. If the initial save succeeds, the caster is free to employ a counter spell or attempt a second saving throw to reduce the damage to 1d6 points. If the saving throw is failed or the counter spell is defeated, the spell inflicts 2d6 points of damage.
Shield: Missiles must conduct combat with this spell. This spell always defeats magic missile.
Shillelagh: When this spell reaches the opponent's square, the spell conducts character combat and inflicts 1d6 points of damage and can attack again if successful.
Shrieking Walls†: This spell cannot be locked by spells that summon creatures.
Silence, 15' Radius: Characters afflicted by this spell cannot take offensive actions until they defeat the spell.
Slow: Characters afflicted by this spell cannot take offensive actions until they defeat the spell. This spell always defeats—and is defeated by—haste.
Snare: When this spell reaches the opponent's square, the spell conducts character combat. If the spell succeeds, the opponent cannot take offensive actions until the spell is defeated.
Spectral Force: See the note at illusions.
Spell Immunity: Missiles must conduct combat with this spell.
Spell Turning: Missiles and leeches must conduct combat with this spell. This spell cannot be locked; if a lock occurs, the spell turning is destroyed, and the opposing spell reverses direction and attacks the original caster. If employed as a counter spell, a lock result also causes the opposing spell to reverse direction.
Spike Growth and Spike Stones: These spells cannot be locked by spells that summon creatures.
Spiritual Hammer: When this spell reaches the opponent's square, the spell conducts character combat and inflicts 1d6 points of damage if successful. The spell continues attacking each round until defeated or its duration expires. Stabilize†: This spell is ineffective within a dueling arena.
Stone to Flesh: Characters afflicted by this spell cannot take offensive actions until they defeat the spell.
Stoneskin: This spell can counter any spell that inflicts damage.
Succor: See the note at teleportation.
Tanglefoot: This spell cannot be locked by spells that summon creatures.
Telekinesis: When this spell reaches the opponent's square, the spell conducts character combat and inflicts 1 point of damage per caster level if successful.
Teleport: See the note at teleportation.
Teleport Without Error: See the note at teleportation.
Transmute Rock to Mud: This spell always defeats wall of stone. Characters afflicted by this spell cannot take offensive actions until they defeat the spell.
True Seeing: This spell always defeats illusions.
Unluck: Characters afflicted by this spell cannot take offensive actions until they defeat the spell.
Wall of Fog: Missiles must conduct combat with this spell.
Wall of Force: Missiles must conduct combat with this spell. Wall of force can be defeated in combat only if it fails its combat roll or by another spell's special ability. If the roll succeeds, it locks the opposing spell, including dispel magic. The spell dissipates when it reaches the opponent's space.
Watery Double†: This spell conducts character combat when it reaches the opponent's space. If it succeeds, it inflicts 3d6 points of damage and can continue to attack each round until defeated or its duration expires.
Wildwind† and Wildzone†: These spells are ineffective in a dueling arena.
Wish: This spell can be used as any other type of spell. When used as an attack, attack/defense, missile, or leech spell, it inflicts 10d6 points of damage (save vs. spells for half). When used as a defense spell, wish cannot be locked by any spell. As a counter spell, wish automatically counters any spell. Using wish in a duel does not age the caster unless the spell is actually lost from memory in the aftermath (see the Spoils of Victory section).
Withdraw: Missiles and leeches must conduct combat with this spell.
Word of Recall: See the note at teleportation.
Zone of Sweet Air: This spell cannot be locked by spells that create noxious gases, such as stinking cloud and cloudkill.
==Magical Duels in the Campaign==
A magical duel allows player characters to test their spellcasting prowess in any number of ways. For example, if a party finds a valuable magical item suitable for either of the group's two wizard PCs, the two characters could conduct a friendly duel to see which one gets the item.
Magical duels can be a useful tool for the DM as well. A nonlethal duel is an excellent way for a rising druid to match wits with an NPC rival when advancing a level. In a similar vein, an NPC wizard might refuse to cooperate by sharing a new spell or some other bit of magical knowledge with the PCs until one of the party spellcasters defeats one of his apprentices—or perhaps the NPC himself—in a duel.
A magical duel can also make an excellent climactic encounter in an adventure. For example, a lich might offer to duel a PC wizard or priest to the death, providing a real challenge to the character. Of course, the rest of the party might have their hands full beating off a sneak attack by the lich's minions while the duel proceeds, but a duel might give the heroes a better than normal chance to actually slay the lich and still escape the lair with their skins intact. Don't forget the problem of finding a mediator for the duel. (Do the PCs trust the lich's sinister necromancer apprentice, or does another party spellcaster step forward, which commits two player characters to the duel?)
==An Example of Magical Dueling==
Calvin and Delsenora decide to conduct a friendly duel. Tarrant, a local wizard, agrees to mediate.
Calvin and Delsenora agree that the first character to run out of spells or hit points is the loser. Calvin has a ring of spell storing, which the two characters agree should count toward Calvin's total spells. Both characters agree that no other magical items are going to be used in the duel, and Tarrant looks them over to check for any scrolls or other items.
The trio finds a secluded spot, and Calvin and Delsenora begin creating the arena. When they finish the first step, Tarrant encloses the pair in an Otiluke's resilient sphere; he chooses to remain outside the sphere.
When Tarrant casts his spell, Delsenora and Calvin consider adding their own spells. Both characters decide not to contribute spells, and the arena is completed. There are 10 spaces between the characters (see figure M1). Because neither character cast a spell, both characters roll 1d10 to see who has the advantage—Calvin wins the roll.
During the first round of the duel, there are no spells to move, so both characters cast spells. Calvin decides to try to get a lick in quickly and casts clairvoyance (L, PR 12, MV 5). The spell appears in the space in front of Calvin and does not move. Delsenora decides to cast withdraw (D, PR 11, MV 1) in her own square as a stationary defense. On the second round, Calvin moves his clairvoyance spell five spaces toward Delsenora. Because Delsenora cast withdraw in her own square, it doesn't move at all. Now Calvin casts monster summoning II (AD, PR 13, MV 3) from his ring of spell storing. Delsenora casts dispel magic (AD, PR 12, MV 4). Both spells appear in the squares in front of their casters.
On the third round, things really start hopping. Calvin has the advantage, so his spells move first. His clairvoyance spell is closest to Delsenora, so it moves first. The spell has enough movement to reach Delsenora's space, but her dispel magic spell is in the way. When the spells meet, Delsenora must announce that her spell is an attack/defense because she is disadvantaged. Calvin checks Table 25 and sees that the advantaged caster decides if combat is going to occur. Calvin decides not to fight; he is not required to reveal anything about his spell.
The clairvoyance spell finishes its move and enters Delsenora's square. The clairvoyance spell is revealed, and it must check for combat with the withdraw spell before it can affect Delsenora. Because he has the advantage, Calvin could normally decide his leech spell would ignore the defense spell. But, withdraw has a special ability that forces leeches and missiles to fight it.
Both characters roll 1d20. Calvin rolls a 20 and curses his luck. Delsenora rolls a 9. The clairvoyance spell is destroyed, and the advantage shifts to Delsenora, but Calvin still finishes moving his spells; he moves his monster summoning III ahead three spaces. Delsenora moves her dispel magic ahead four spaces, and the two characters cast spells again.
Calvin casts magic missile (M, PR 10, MV 5), and Delsenora casts animate object (AD, PR 15, MV 3).
The duel continues, with Calvin trying to breech Delsenora's defenses and strike a telling blow before she can crush him under the weight of her more plentiful spells. Calvin could be in trouble if the animate object spell reaches his space, which it might very well do with the dispel magic leading the way.