Duels between spellusers can be chancy things for the spectators, not just the participants, and magics can interact in strange ways.
This supplement has 100 things that could happen in a magic duel, from the odd to the downright dangerous.
To use the list, either roll d100 for a random result or select appropriate ones manually.
Here are some sample results:
88. The world seems to spin around any observer (DC 7 Wisdom save or be at -1 on all rolls for 1d4+1 rounds due to disorientation).
89. Things are blasted outwards in an invisible and silent explosion (DC 7 Dexterity save or be knocked 3d6+3 feet backwards; another DC 7 Dexterity save to avoid being hit by debris for 7 (2d4+2) damage).
90. Tiny black spheres materialise and a strong force starts dragging things towards them (DC 12 Strength check to keep a grip on anything being held).
Released: 7th February 2026 Pages: 9
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