Dueling is a form of a combat between two magicians, either planned before or in battle. They are generally done to settle disputes, most often when one side refuses to back down or apologize after a long argument.[1] It is considered a check on society that reminds people that they are ultimately responsible for their own words.[2]

Dueling is one of the most popular sports in the Allied Lands, alongside other sports like Ken, and Champion Duelers receive great honors and rewards.[3]

Dueling is not quite the same as Martial Magic, since "bloody-minded wizards" will not always play fair, or permit someone to defend themselves.[4]

Rules and Conditions Edit

There are very few rules regarding dueling itself. Sergeant Miles tells Emily Sanderson that "duels followed rules and war tended to have none."[5]

For certain situations, there might be an insult or accusation of guilt seen in either not issuing or accepting a challenge to duel.[6]

Duels in general are fairly dangerous, and even practice duels can end with broken bones or immediate healing required.[7]

Many magical schools, such as Whitehall or Mountaintop, have special rules regarding dueling. For example, higher classmen at Whitehall are forbidden from starting "prank duels" with first years, as they are inexperienced in combat.[8] Furthermore, students aren't permitted to study dueling unless they intend to become a champion dueler.[9] At Mountaintop, first years aren't permitted to challenge higher classmen, or the dueling tutors will personally kill them.[10]

Levels Edit

There are different levels of dueling itself.[11]

Level One: Fighters will duel until one of them is unable to continue.

Level Two: Fighters will duel until someone is seriously injured and the referee calls a halt. Most duels are at this level.

Level Three: Fighters will duel to the death, and no quarter can be asked or received.

Additional Notes Edit

Though one can become a champion dueler, it is not necessary to win many duels to be considered a great magician. Many dueling tutors avoid or simply do not practice challenging every single one of their enemies or opponents.[12]

Certain things are considered a "sure-fire invitation to a duel" in the Allied Lands. This includes calling someone else a coward.[13]

Some magicians build up an entire armory of spells within staffs, and in a duel simply fire them off one at a time, or altogether.[14]

References Edit

  1. Work Experiences, Chapter 7
  2. The School of Hard Knocks, Chapter 12
  3. The School of Hard Knocks, Chapter 12
  4. The School of Hard Knocks, Chapter 19
  5. Work Experience, Chapter 7
  6. The School of Hard Knocks, Chapter 12
  7. A Study in Slaughter, Chapter 28
  8. A Study in Slaughter, Chapter 2
  9. Work Experience, Chapter 7
  10. The School of Hard Knocks, Chapter 12
  11. Work Experience, Chapter 7
  12. Work Experience, Chapter 8
  13. Work Experience, Chapter 35
  14. A Study in Slaughter, Chapter 36