Anyone knows a good wizard's-duel system?

Yair

Community Supporter
I'm trying to think up of a good system to play out a wizard's duel. It's for Ars Magica, but I don't like that system's wizard's duel rules and am thinking of replacing them with something else. What I'm imagining is something combining a battle of wits with magic might, so that the battle will be interesting from the player's perspective but will be founded on the character's magical power.

Anyone knows anything?
 

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You don't like Certamen, huh.. I don't blame you, I didn't really like them that much myself when I started.

But as for a combination of wits and magical might, it isn't too bad. The choice/denial system brings your strategic senses into it and the magic power is measured by that.

A small system that has a funny bent is Eldritch Ass-Kicking. If you could in a million years get a hold of that it has dueling rules.

Basically all duels are going to come down to an opposed test of some kind; the best I could think of is use the Certamen rules but make up some other consequences for losing, perhaps.
 

While the choice of Arts has some strategic interest, it's over before the battle even begins, and then it's just a series of dice rolls with, at most, a choice of whether and how much raw vis to expand.

The best rules I'm familiar with are letting the phantasms allow you to shift the Arts of the cartamen, so that the image is important. For example, a Rego Ignem certamen might start with Flamis of Fleambeau's phantasm being a ball of fire, which sends tendrils trying to burn more stuff, while Cjorn of Bjornaer chooses a fire seprent that tries to coil around the ball and squeeze it. On the first round, each player has to choose how much of his power he is going to spend on Attack, Defense, and Shift. The guy who wins the shift can shift one Art to an appropriate direction, as indicated by the warring phantasms. The Flambeau mage can attempt to shift to Creo Ignem, as his ball attempts to expand and enflame the serpent; the Bjornaer can attempt to shift to Rego Animal, as his shape is that of a serpent. There is a tactical choice in how much to expand on each of the three aspects (Attack, Defense, and Shift), and some measure of storytelling and stuff happening in the game-world by embroiling the story of the battle in the mechanics.

Unless someone comes up with a better idea, I'm going with that - but the problem with it is that it neuters the benefit of having two or four high Arts, and that the mechanics are completely untested and very possibly unbalanced.
 


There's a section on spellcaster duels in chapter 5 of the 2E AD&D splatbook "Dungeon Master Option: High-Level Campaigns".
 




I saw "War of Wizards" years ago, and as I recall it was very much based on EPT -- so probably not an easy fit with Ars Magica (even if one could get it for a decent price today).
 

I saw "War of Wizards" years ago, and as I recall it was very much based on EPT -- so probably not an easy fit with Ars Magica (even if one could get it for a decent price today).

FWIW, it's actually pre-EPT, and is pretty much focused on just the arcane duel. Finding a copy is harder, certainly.
 

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