Dueling notes
42 notes on etiquette, tactics and safe practice, written for wizarding-school roleplay. Each one has a teaching tip for professors.
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In some tellings, a few magical plants can be carried and used to defend yourself.
- A Chomping Cabbage chases and bites.
- A Mandrake's cry stuns everyone nearby, so cover your ears.
- A Venomous Tentacula spits venom at whatever is in front of it.
Teaching tip: Be clear whether your group allows plants in a fight. If it does, the plant gets one action a turn, like a spell.
Also on: Herbology
In some tellings, a potion that hardens the drinker's skin like rock for a short time, so that blows do less harm.
- It is said to be brewed from ashwinder eggs.
- It protects you. It does not make you stronger.
- The skin goes back to normal as it wears off.
Teaching tip: If your group allows potions in duels, both sides must agree before the duel starts.
Also on: Potions
In some tellings, a potion that makes the drinker's spells hit harder for a short time.
- It is said to be brewed from leech juice and spider fangs.
- It strengthens your spells. It does not improve your aim.
- Check whether your duelling club allows it.
Teaching tip: Ask whether a duel won with it really counts. It is a good argument about fairness.
Also on: Potions
In some tellings, a potion that helps the drinker cast one spell after another with less rest between.
- It is said to be brewed from lacewing flies and fluxweed.
- It sharpens concentration for a short time.
- It wears off, leaving you as tired as you were.
Teaching tip: Have students describe what sharper focus feels like for their character. It makes a good in-character moment.
Also on: Potions
The Banishing Charm. It pushes the target away from you, the opposite of the Summoning Charm.
- Used to send objects across a room.
- In a duel it knocks an opponent back without injuring them.
- The force depends on how hard you concentrate.
Teaching tip: Set up a row of cushions and have students push one without moving its neighbours. It teaches aim and control.
Also on: Spells
A spell that makes its target move downward.
- Used to bring something down from a height.
- Cast on something already in the air, it sends it to the ground.
- Mind what is underneath.
Teaching tip: Have students lower a floating object slowly and stop it just above the desk. Slamming it down loses the point.
Also on: Spells
A spell that slows down a moving object or person.
- Most useful for slowing a fall.
- In a duel it slows an opponent for a moment.
- It slows things. It does not stop them dead.
Teaching tip: Use it in a flying or falling scene. The caster decides how much they slow the fall, and the faller describes the landing.
Also on: Spells, Flying
In some tellings, a quick levitation spell that lifts an object or an opponent off the ground for a few moments.
- It is faster and rougher than the Levitation Charm taught to first-years.
- In a duel it leaves an opponent floating and unable to shield.
- The effect wears off quickly.
Teaching tip: Pair it with a pushing spell in a practice duel: one lifts, the partner writes how they land. Keep the lift short.
Also on: Spells
In some tellings, a freezing spell that coats its target in ice.
- It chills water or freezes a target in place for a moment.
- A frozen opponent cannot dodge what comes next.
- The ice melts quickly.
Teaching tip: Ask students what else it could be used for besides duelling: cooling a potion, crossing a puddle, keeping food fresh.
Also on: Spells
In some tellings, the Knockback Jinx. It knocks the target backwards or flips it over.
- It is a jinx, meant to push and not to injure.
- Often one of the first duelling spells a student learns.
- It can also flip small objects and switches.
Teaching tip: Good for a first practice duel. It knocks a partner back without harm, so students can concentrate on taking turns.
Also on: Spells
The general counter-spell. It ends the effects of spells that are still working.
- Used to stop a jinx, a charm that has gone wrong, or a duel that has got out of hand.
- It works best on simple spells.
- Teachers use it to clear up after practice.
“Finite Incantatem!”
Teaching tip: Cast a harmless spell on a prop, then have students end it. It teaches that tidying up is part of casting.
Also on: Spells
The Impediment Jinx. It slows the target down or stops them in their tracks for a short time.
- Useful for holding someone off while you get away or follow up.
- The effect lasts only a few moments.
- It works on creatures as well as people.
Teaching tip: Use it to teach timing. A student who slows their partner must use that moment for one clear follow-up.
Also on: Spells
Many schools run a duelling club, where students practise against each other under a teacher's eye.
- Members are matched with partners of similar skill.
- Clubs often keep a ladder or ranking.
- What you learn there is for the club and the classroom, not the corridors.
Teaching tip: Open each meeting with the rules and a warm-up pair. Let members challenge up the ladder one rung at a time.
In a formal duel, each duellist names a second: a friend who stands by and steps in if they cannot continue.
- The second checks that the duel is fair.
- Seconds agree the terms before the duel starts.
- In school practice, the second mostly fetches the matron.
Teaching tip: Give each duellist a second with a real job: holding the cloak, checking the rules, and calling for the referee.
The oldest rule of a wizard's duel: wands only, and no physical contact.
- No pushing, grabbing or punching.
- No help from the crowd.
- Breaking the rule ends the duel and loses you the match.
“Wands only. No contact.”
Teaching tip: Say the rule before every duel and have the class repeat it. It heads off most arguments.
A referee starts the duel, stops it, and decides the winner.
- A count of three starts the duel.
- 'Hold!' means everyone stops at once, with wands down.
- The referee's decision is final.
Teaching tip: Let students take turns as referee. Being in charge teaches the rules faster than duelling does.
Watch your opponent's wand arm, feet and eyes. They give away what is coming.
- A drawn-back arm usually means an attack.
- A shift of weight means they are about to move.
- People repeat themselves. Notice the pattern.
Teaching tip: Have one student announce a spell with body language alone. The partner writes what they think is coming.
You do not have to block everything. Stepping aside is often quicker than a shield.
- Stay on the balls of your feet.
- Move sideways, not backwards, so you are not driven to the edge.
- Keep facing your opponent as you move.
Teaching tip: Run a round where nobody may shield. Students have to describe how they move instead.
A shield lasts a moment, so it has to go up as the spell arrives.
- Too early, and it has faded when the spell lands.
- A well-timed shield can turn a spell back on its caster.
- Shield, then answer. The moment after a block is your opening.
Teaching tip: Call 'now' at random and have students cast their shield on the word. Too early or too late is a miss.
Good duellists chain spells: one to unsettle the opponent, the next to finish.
- Lift, then push.
- Slow, then disarm.
- A simple pair you can cast cleanly beats a long chain you fumble.
Teaching tip: Give each student two spells and have them explain why the order matters before they try it.
Control spells stop an opponent acting for a moment, without hurting them.
- They freeze, slow, lift or bind.
- They buy you time to disarm.
- They are the safest spells for class duels.
Teaching tip: Limit a practice duel to control spells. Students learn that winning does not need to hurt.
Force spells push, pull or knock an opponent off balance.
- They move an opponent out of position.
- They can knock someone down without injuring them.
- Know what is behind your opponent before you push.
Teaching tip: Mark a line on the floor. The first to be pushed across it loses, so students think about where they stand.
Anything that burns, cuts or blasts is banned from student duels, along with all curses.
- Fire, severing and blasting spells are for targets, never for people.
- The Unforgivable Curses are illegal everywhere.
- If you are not sure a spell is allowed, ask first.
Teaching tip: Post your banned list where everyone can see it, and deal with the first breach firmly and fairly.
You can end a duel at any time by yielding. There is no shame in it.
- Lower your wand and say so clearly.
- Your opponent must stop at once.
- Knowing when you are beaten is part of the skill.
“I yield.”
Teaching tip: Have students practise yielding in character. Being comfortable with losing makes people braver about duelling at all.
If your wand leaves your hand, the duel is over and you have lost.
- Do not dive after it. The match has ended.
- The winner returns the wand, handle first.
- Keep a firm grip. A loose hold is what gets you disarmed.
Teaching tip: Have the disarmed student describe where the wand lands. The winner fetches it and hands it back.
In a paired duel, two face two, and working together matters more than raw skill.
- One partner shields while the other attacks.
- Call out what you are doing.
- Do not both aim at the same opponent and leave the other free.
Teaching tip: Put a strong duellist with a beginner. Tell the strong one that their job is to make their partner look good.
A duelling tournament pairs duellists off round by round, until one is left.
- A match is often the best of three duels.
- Losers are out, or drop into a second ladder.
- Some groups give house points for taking part as well as for winning.
Teaching tip: Run a small tournament across two classes. Give a prize for sportsmanship as well as for winning.
New duellists do best with a few reliable spells: a shield, a disarm, a push, and something to slow an opponent.
- Shield: the Shield Charm.
- Disarm: the Disarming Charm.
- Push: a knockback or banishing spell.
- Slow: the Impediment Jinx.
Teaching tip: Limit first-time duellists to these few. Mastery of a handful beats a long list half learned.
A roleplay duel goes turn by turn. You write the attempt, your opponent writes whether it lands, and then they answer.
- One spell per turn keeps it fair.
- Take some hits. A duel where nobody is ever hit goes nowhere.
- Agree beforehand how the winner is decided, by dice, by a referee, or between the two of you.
Teaching tip: Agree before the first cast how hits are decided, and say it aloud. Then keep each turn to one action.
Also on: RP Tips
A formal duel starts with a bow, then both players step apart and raise their wands.
- Never fire before the signal.
- Stop at once when the referee calls it.
- Shake hands or bow again at the end.
“Bow first, then begin.”
Teaching tip: Start every duel with the same ritual so it stays safe and fair: bow, wands up, count to three, then begin.
Stand side-on to your opponent, knees slightly bent, wand arm steady.
- Keep your weight balanced so you can step either way.
- A small target is harder to hit.
Teaching tip: Have students describe their character's stance. Do they stand tall, crouch, or keep one foot back? Stance is a good way to show personality.
A good duelist alternates between forcing the pace and protecting themselves.
- Disarming and shielding are the first spells most students learn.
- A spell that is blocked has not failed. It has bought you time.
Teaching tip: Use short rounds. Each student alternates between attacking and defending, then reports what felt harder.
Disarming removes your opponent's wand, and stunning knocks them out. Disarming is gentler and usually enough in class.
- Stunning should be used only when the professor allows it.
- Choose the least harmful spell that solves the problem.
Teaching tip: Pose a scene and ask which spell a student should pick and why. The most careful choice is usually the best.
A shield charm blocks or bounces back minor spells, but only if it is cast quickly and confidently.
- Do not wait until the last second.
- A weak shield can break if the spell is stronger than the cast.
Teaching tip: Pair students. One casts a harmless spell at a time and the other practices a clean shield. Switch every five rounds.
Advanced students can cast without saying the words, which gives opponents less warning.
- It takes lots of practice and a calm mind.
- Beginners should say the spell clearly instead.
Teaching tip: Introduce it only after students master the spoken versions. Ask them what makes it harder: concentration, nerves, or timing.
Practice duels use small, safe spells and a referee who can stop the fight instantly.
- No dark curses ever.
- If anyone is hurt, the duel ends and they go to the Hospital Wing.
- A good duelist knows when to stop.
Teaching tip: Always appoint a referee. Make it a rule that the referee can stop any duel at any time.
A class duel can be scored on clean spells, good defense and sportsmanship, not just who wins.
- Bonus points for fair play.
- Points are lost for breaking the rules.
Teaching tip: Agree a simple scoring system before the first duel, such as one point for a clean disarm and one for a clean shield.
A duel has rules, a signal to start and stop, and an agreement that nobody gets badly hurt. A real fight has none of those.
- Treat duels as sport and practice.
- Refusing a duel is allowed and can be the smartest move.
Teaching tip: Ask students what separates a duel from a fight. Good answers include rules, a referee, and an agreed stop.
The Disarming Charm. Knocks the wand out of an opponent's hand.
Teaching tip: Set up a controlled duelling drill with clear rules: bow first, one spell per turn, narrate results, stop on the professor's signal.
Also on: Spells
The Shield Charm. Blocks or turns back minor spells.
Teaching tip: Pair it with Expelliarmus in a drill. Partners alternate attack and defense, and the defender narrates how the shield held.
Also on: Spells
The Stunning Spell. Knocks the target out with a jet of red light.
Teaching tip: Teach consequences, not just the spell. Ask how a good duelist keeps it controlled and checks on a stunned partner afterward.
Also on: Spells
The Full Body-Bind. Makes the target go stiff as a board.
Teaching tip: Use a freeze scene. Agree in advance how long a frozen character stays frozen, so nobody's turn is stuck.
Also on: Spells