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dragon-slayers.org.uk > events > rules > duels > wizard's duel
last updated:
21.08.08 | 18:45 gmt
written by:
Andrew Chesney
e-mail:
Andrew Chesney

John Dale
e-mail:
John Dale

Wizard's Duel

quick links | rules map

For the Sheffield Slaughter in 2003 we decided to hold something a little bit unusual, as well as the scenarios; a Wizard’s Duel, in which your General’s Master Wizard will do battle against his enemies to win players points!


Quick Links
a duel of sorcery | master wizard | lore of duels | the duel

John Dale's rather nice Kroo Master Wizard
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A Duel of Sorcery

The Gods have decided to intervene in your General’s campaigns and ask for a Master Wizard to represent you and your army. This Champion is destined to contest a battle of wills for their amusement in the Wizard’s Duel!

Before each game, after terrain is set up, this clash must be fought between yours and your opponent’s Master Wizard, which will be a fight to the death! Well, until your ten minutes are up, anyway...

Be aware that the Wizard’s Duel is meant to be a fun part of the tournament and horrendous weapon or magic item combinations are not only allowed, they are positively encouraged. Go wild — there may even be a prize for the best combo, so sharpen your beards and get into the spirit!

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Master Wizard

In addition to your 2,500 point army your General must choose a sorcerer to represent his army in the Wizard’s Duel. This wizard does not affect your army’s selections in any way — to all intents and purposes he is an extra character. He may not be used in normal battles, of course.

You are allowed to spend a total of 200 points on the Master Wizard, which includes spell levels, magic items, weapons and abilities. He can be any character on foot normally available in your army that counts as a wizard before magic items, including Lords. Any army that is not allowed wizards — such as Dwarfs — may choose a Hireling Wizard from the Dogs of War list.

Master Wizards are allowed to spend up to 100 points on magic items, weapons, armour, bloodlines, honours or any other kind of special ability normally available to them; however, no single magic item or ability may exceed 50 points in total.

Please note that all wizards will be restricted or increased to three wounds. This should balance the differences between Lords and Heroes somewhat and also ensures the duels are not over in two seconds!

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Lore of Duels
spell list | notes

Wizards may roll on their own spell list or on the following Lore of Duels once for each level. Wizards allowed to choose spells may still do so. Players are always allowed to change one spell for the first one on the list as normal.


Spell List

All of the spells below are considered to be Magic Missiles.


No.:
Effect:
1
Piercing Arrow
Range 18”, 4+ to cast
The spell causes D6 S2 hits with no saves of any kind allowed, including ward saves or regeneration.
2
Fireball
Range 24”, 5+ to cast
A ball of fire cast from the wizard’s hands causes D6 S4 hits.
3
Wind Blast
Range 12”, 6+ to cast
Wind Blast causes 2D6 S3 hits.
4
Thunderbolt
Range 24”, 7+ to cast
Thunderbolt causes D6 S4 hits with no armour saves allowed.
5
Cone of Cold
Range 18”, 8+ to cast
This spell freezes an enemy to death with D6 S5 hits.
6
Fiery Blast
Range 24”, 9+ to cast
A blast of fire causing 2D6 S4 hits assails the enemy.
lore of duels | top

Notes

Certain races have their own rules which may be unclear in the Wizard’s Duel. Please take note of the following if you are using one of these particular armies!

High Elves will not be able to use Drain Magic if they use the Lore of Duels.
Orcs & Goblins must still use their own miscast table if they use the Lore of Duels.
Tomb Kings, if they wish to use the Lore of Duels, must use a Hireling Wizard from the Dogs of War list.

lore of duels | top

 
The Duel
victory points

The two wizards in the duel may be set up anywhere on the battlefield but no closer than 18” to each other. Players must dice for the first turn and the duel is fought just like a normal battle, except that there is no shooting or combat phase. Spells that can only be used in combat simply do not work.


Victory Points

Depending upon how your wizard fares in the duel, you will gain Wizard’s Duel points. These are awarded as follows:

Reward:
Given For:
+100
Wounds Caused
For every wound caused on the opposing Master Wizard you will receive a reward of 100 points, up to a maximum of 300.
+100
Wounds Remaining
For every wound remaining on your Master Wizard you will receive a reward of 100 points, up to a maximum of 300.
the duel | top

 
Rules Map
rules:
Tournament Rules | Scoring System | Additional Scoring
duels:
Arena of Death | Wizard's Duel
scenarios:
assassin! | baggage train | blow your trumpet | hidden deployment
it's mucky out there! | magic flux | marked for death | mercenary
objective | run the gauntlet | stone of power | to the death
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21.08.08 18:45 gmt