Wizard duels
A spell caster's cunning and ability can be put to the test when they face off against another another spell caster leading to a truly memorable affair.
Wizard duel mechanics changes
In this version of the rules the spell counter spell is slightly altered to where it only effects person effecting spells (opponents mind or body directly; feeble mind, dominate person, hold person, telekinesis, teleportation, etc.) or illusions. Other damage dealing spells are instead countered by the rules bellow.
For normal combat
If an opposing caster deals damage the spell caster can make a dexterity save (dc 10 + opposing spell level) to use their reaction to counter with a spell of their own. Both spells do damage accounting for damage type if the defender wins both cancel out. If the attacker wins the spell damages the defender automatically if they are within range of the attacker's spell.
​
Spell countering table:
Fire defeats cold
Cold defeats radiant
Radiant defeats necrotic
Necrotic defeats poison
Poison defeats acid
Acid defeats force
Force defeats lightning
Lightning defeats thunder
Thunder defeats fire
​
Counter spell(no dex save nessesary) or dispel defeats person effecting or illusion spells
Person spell defeats defensive spell
Defensive spell defeats environmental spell
Environmental spell defeats counter spell or dispel
Wizard duel rules
(Credit to arcane eye website for majority of the mechanics)
For wizard duel
Roll initiative each round (or maybe go back and forth after the first round)
Attacker is the higher initiative
Attacker chooses spell, defender makes arcana check to see if they can determine the spell but not level(15 + spell level), defender then chooses a counter
Both make contested arcana check
(advantage to stronger element disadvantage on weaker if applicable)
​
Difference in spell level = + to arcana check-
1 level = +1
2 levels = +2
3 levels = +3
4 levels = +5
5 levels = +7
6 levels = +9
7 level = +13
8 levels = +15
​
Resolution of the arcana check which deals damage and so on to the defender
​
Arcana check difference = damage/DC-
defender is greater than attacker = spell fails
attacker is equal to defender = ½ damage or DC
attacker is 5 greater than attacker = â…” damage or DC
attacker is 10 greater than attacker = ¾ damage or DC
attacker is 15 greater than attacker = full damage or DC
(Damage is rounded down to minimum of 1)
​
Roll for next initiative
Repeat until out of health or until you cannot cast spells or roll saves indefinitely (example: feeblemind).
​
(Note: these rules are intended to be loose to keep with the idea of a wizard's duel so make reasonable assessments when deciding what spells could counter other spells within the duel[for example control water can defeat fire and is defeated by cold]. Maybe allow for minor modifications within the spell’s parameters if it is within the realm of playability. And because the duel is usually within a self contained environment you can be a bit more liberal with the rules than you would with a battlefield senario. )