This downtime activity allows a PC to challenge other NPC spellcasters to a friendly spell duel, with the chance to earn some gold in the process..The PC takes part in a series of duels culminating in one last contest against an NPC from a roster of spellcasters.
Spell Duels can always be done in Daring Heights, Fort Ettin, New Hillborrow, and Port Ffirst. Each settlement contains its own unique randomised roster of NPC spellcasters.
With DTDM agreement, Spell Duels can be done anywhere there's a suitable population or temporary gathering to provide enough opponents and a betting audience.
The Spell Duel DTA can be carried out by spending either 1 Light or 1 Taxing DTA slot. Only 1 Light DTA slot per DT week can be spent for the Spell Duel DTA. A PC can only carry out this DTA if they have the ability to cast spells.
The character takes part in a series of duels culminating in one last contest against an NPC from a roster of spellcasters. A PC’s success is represented by three ability checks that need to be made, Intelligence (Arcana), Charisma (Deception) and Wisdom (Insight). You can replace one of the 3 checks with a check adding your highest spell attack modifier.
Performing the DTA involves using a specific command within the Kantas Downtime channel (this is also pinned in the same channel), which executes the command with your linked character sheets.
!kdowntime spell <light OR taxing> <dh OR pf OR fe OR nh> <Arcana Mod> <Deception Mod> <Insight Mod> "<description of your character duelling>"
When executing the command, make sure to remove any <>
You can replace one of the 3 skills with your highest spell attack modifier.
dh = Daring Heights pf = Port Ffirst fe = Fort Ettin nh = New Hillborrow
The command uses your currently active character.
Using
!kdowntime spellwithout specifyinglightortaxingwill automatically run the light slot version of the command.If you have a word with an apostrophe in the description, such as
it's, put a \ before the apostrophe (e.g.it\'s).EXAMPLE:
!kdowntime spell light fe 8 8 10 "Jimothy challenges Veridian to a duel."
Successes | Winnings |
0 | No gold is earned. |
1 | 10 gp + opponent's highest modifier. |
2 | 20 gp + opponent's highest modifier. |
3 | 30 gp + opponent's highest modifier. |
The number of successful opposed checks determines the winnings according to the Spell Duelling Results table. Winnings are halved if a Light DTA slot was spent.
Magical contests for money naturally may come with their own complications. Shady characters trying to fix matches, accidental injuries and sore losers are not unheard of among the contestants. Every 1 Light DTA slot spent duelling brings a 5% chance of a complication. Every 1 Taxing DTA slot spent duelling brings a 10% chance of a complication. The Spell Duelling Complications table lists complications that might arise for characters.
Note that the complications roll is already included in the command when executed.
d6 | Complication |
1 | An opponent, either accidentally or out of frustration, wounds you with a spell. You receive a new scar (size and placement of your choosing) |
2 | The lingering effects of a spell leave you feeling under the weather. Though perhaps not in a way you expect. The next spell you cast in session, roll immediately on the Wild Magic Table. |
3 | You defeat a local fan favourite, drawing the crowd's ire. You end up spending 5gp on drinks and food to appease them and stop the dirty looks they give you. You wouldn't want them to hold a future grudge. |
4 | That wasn't a firebolt! For the next 1d4 weeks you have orange glittery hair. Only a remove curse spell in session can end the effect early. |
5 | You are accused of cheating. Whether the allegation is true or not, your reputation is tarnished and you cannot enter the Spell Duel DTA in this settlement for the next two DT windows. |
6 | You accidentally deliver a near-fatal wound to a foe. Pay 1d4x10gp for their medical expenses as they're carried away to the closest healer. |