New Feat: Spell Duel

Spell Duel

You can attempt to engage another caster in a spell duel.

Benefit: Once per day, on a successful counterspell attempt, you can choose to engage your opponent in a spell duel (see below).

Prerequisite: Improved Counterspell

Special: You can take this feat multiple times. Each time you take this feat you can attempt to engage in a spell duel one additional time per day.

Spell Duel
This skill encounter allows players to engage opponents in a magical test of wits.

Scenario: You can use your magical prowess to counter an opponent’s offensive spell or spell-like ability, and possibly turn it against her. 

Challenge Rating: Varies

Complexity: See text

Skill DC: 15 + the encounter’s challenge rating. 

Primary Skills: Arcana, Intimidate, Intuition, Religion, Stamina.

Arcana or Religion: You and your opponent can make Arcana or Religion checks each round on your turns to try and counter each other’s spells. On a successful check, you deal 1d6 points of nonlethal damage to the other. On a successful check of five or more, you deal 2d6 points of nonlethal damage to the other.

Intimidate: You and your opponent can attempt to demoralize each other. On a successful check, the other is shaken for 1 round.

Intuition: You and your opponent can make opposed Intuition checks to gain some insight into the other’s mind. Success means, you gain a +2 bonus on your Arcana or Religion check for this round.

Stamina: Each round, you and your opponent must make a Stamina check (DC 10 + damage dealt) at the beginning of your respective turns. The first one to fail this check 4 times loses the duel.

If you or your opponent succeed on this check by 5 or more, you may choose to cast a spell this round. Since you and your opponent’s full attention are on one another, either you can choose to counter the other person’s spell as an immediate action.

Spell Duel Hazards The interaction of spells in a spell duel often results in unintended consequences for both the spellcasters engaged in the duel, and anyone who may happen to be nearby. At the end of any round where opponents are engaged in a spell duel, roll d%, and consult the following chart to determine the nature of the effect.

d% Effect
01-50 No effect.
51-60 A creature of neutral alignment appears and begins randomly attacking the nearest creature it sees. The DM chooses a creature from the monsters listed on a summon monster spell equal to half the level of the highest level caster engaged in the duel. The creature appears at a random location. To generate direction randomly, roll d% to choose a caster in the duel, then roll 1d8 and count clockwise around the compass, starting with south. To generate range randomly, roll 3d6, and multiply the result by 5.
61-70 A bright flash appears halfway between the two casters engaged in the duel. Creatures within 40 feet of the area must make a Fortitude save or be blinded for 1d4 rounds. The save DC is equal to the DC of the highest level spell in the duel.
71-80 A circular pit 15 feet wide appears within close range of one of the two casters engaged in the duel. Creatures within the area of the pit must make a Reflex save or take falling damage. The pit is 10 feet deep per caster level of the highest caster in the duel. The save DC is equal to the DC of the highest level spell in the duel.
81-90 A bolt of energy streaks out from a location halfway between the two casters engaged in the duel. The bolt deals 1d6 points of damage per caster level of the highest caster in the duel to the nearest creature within close range (Reflex half). The bolt deals acid, cold, electricity, or fire damage. To determine the nature of the damage dealt, roll 1d4. The save DC is equal to the DC of the highest level spell in the duel.
91-00 A loud bang emanates from a location halfway between the two casters engaged in the duel. Creatures within 40 feet must make a Fortitude save or be deafened for 1d4 rounds.The save DC is equal to the DC of the highest level spell in the duel.

Outcome: Whomever loses the duel make a Spellcraft check (DC 10 + spell level), or be subjected to the effects of the spell cast by the opponent. Otherwise, the spell dissipates, dealing no damage.

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