WIZARDING DUELS
INTRODUCTION
Card game depicting a Wizard Duel in the Harry Potter Universe
Game for 2+ players.
Each Player & Deck represents a single Character.
BATTLES
A Battle consists of two groups of Wizards fighting each other.
DISCLAIMER
Harry Potter is a copyrighted, licensed property.
This is merely a Fan site.
VICTORY
Defeat the Opposing Wizards (Combatants).
A Wizard is Defeated under the Following Circumstances:
1. Killed
2. Immobilized
3. Memory Lost
4. Heavily Wounded or Knocked Out (Reduced to zero Hits)
DICE
Six and Ten sided Dice are used.
WIZARD DECK DESIGN
Each player will have to make a deck for his Wizard (Character).
A Wizard can be one from the stories or one you make up.
The card list contains a list of every possible card.
Choose cards appropriate to your Character (According to his Stats).
A Deck should have a minimum of 40 cards.
A Deck may contain no more than 1 copy of any single card.
CHARACTERS
Each Character has 12 Stats:
Alignment
House
Age
Race
Knowledge
Courage
Endurance (Hits)
Speed (To Dodge)
Aim (To Hit)
Experience (Draw)
Intellect (Hand Size)
Power
All Characters are Unique.
ALIGNMENT
Wizards are either Good or Evil.
HOUSE
Gryffindor, Slytherin, Ravenclaw, or Hufflepuff.
AGE
Wizards are either Students or Adults.
RACE
Human, House Elf, Goblin, Half-Giant, Centaur, etc.
KNOWLEDGE
Level: Notes:
1 Basic Magic
2 OWL Magic
3 NEWT Magic
4 Advanced Magic
5 Arcane Magic
6 Legendary Magic
COURAGE
Level Notes:
3 Cowardly
4 Normal Bravery
5 Courageous, Determined
6 Heroic, Mad, Obsessed, Fearless, Stupid, Fanatic, Undaunted
ENDURANCE
Hits Notes:
10 Child, Frail Adult, House Elf, Goblin
15 Teenager, Weak Adult
20 Adult
25 Strong Adult
30 Vampire
35 Centaur
40 Werewolf
50 Half Giant
SPEED
Level Notes: Modifier:
-1 Big and Slow –1 to Dodge Rolls
0 Normal Adult No change to dodge Rolls
+1 Teenager, Quick Adult +1 to Dodge Rolls
+2 Small and Fast +2 to Dodge Rolls
AIM
Level Notes: Modifier:
-1 Clumsy –1 to Hit Rolls
0 Normal Dexterity No change to Hit Rolls
+1 Good Shot +1 to Hit Rolls
+2 Highly Accurate +2 to Hit Rolls
EXPERIENCE
Level Notes: Modifier:
1 Inexperienced, Inept Draw 1 Card in Draw Phase
2 Slow, Shakey, Hesitant Draw 2 Cards in Draw Phase
3 Normal Reaction Time Draw 3 Cards in Draw Phase
4 Fast Acting Draw 4 Cards in Draw Phase
5 Cool Thinking Draw 5 Cards in Draw Phase
6 Great Experience Draw 6 Cards in Draw Phase
7 Master Wizard Draw 7 Cards in Draw Phase
INTELLECT
Level Notes: Modifier
4 Weak Mind Max hand Size = 4 Cards
5 Average Mind Max hand Size = 5 Cards
6 Clever Mind Max hand Size = 6 Cards
7 Brilliant Mind Max hand Size = 7 Cards
8 Visionary Mind Max hand Size = 8 Cards
POWER
Level Notes:
0 Muggles
1 Squib
2 Minor Magics
3 Able Focus
4 Strong Concentration
5 Great Will, Mighty Magics
SETUP
Roll high on 1D10 to see who goes first.
TURN SEQUENCE
Players take turns
Each turn has 3 phases:
Draw Phase
Action Phase
End Phase
DRAW PHASE
Draw X cards. X = your Experience Level.
If your deck runs out, shuffle the discard and draw from it.
ACTION PHASE
Play cards from your hand.
To play a Card you must discard other cards = to the effort cost of the card you are playing.
ATTACKS
An Attack requires that an Attack card be discarded and a target chosen.
The Attacker rolls to Hit and adds his Aim Stat Modifier.
1D10 Result:
1-5 Miss
6+ Hit
An Attacked Character or Creature may attempt to Dodge.
The Defender rolls to Dodge and adds his Speed Stat Modifier.
1D10 Result:
1-5 Fail to Dodge
6+ Dodge Succeeds
Certain cards can be played to further Modify the Rolls.
DISCARD PHASE
Max hand size = your Intellect.
Discard excess cards
ATTACK CARDS
Attacks are generally made in your own Action Phase.
DEFENSIVE CARDS
Many defense cards can be cast at any time to counter a card just played.
STUN TABLE
1D10 Result: Notes:
1 Hurt -1 Aim for 1D6 turns
2 Winded 1D6 Hits Damage
3 Dazed Discard Hand
4 Disarmed See Disarmed Rules
5 Confused Cannot attack next turn
6 Limping -1 Speed for 1D6 turns
7 Stupefied Draw no cards next turn
8 Discouraged Save vs Courage or Flee
9 Shaken -1 to all Stats until end of next turn
10 Knocked Out Immobilized for 1D6 Turns
DISARMED RULES
A Wizard that is disarmed cannot cast spells.
Instead he must try to retrieve his lost Wand:
1D10 Result:
1-5 Wand not Retrieved
6+ Wand Retrieved
ENCHANTMENTS
An Enchantment lasts until it is removed by another spell, or
The Wizard who cast the Enchantment is defeated.
ITEMS
Items can be Single Use or Multiple Use.
Each Item is described individually in detail.
SUMMONING CREATURES
Creatures can make a special attack once on your turn.
Each Creature is described individually in detail.
Creatures cannot cast spells but are otherwise treated like Wizards.
A Creature is a Blocker. Opponents must defeat your Creatures before
they can attack you.
STARTING CARDS
Some Characters have Starting cards in their description.
Such a Character may always include those cards in their Starting Hand.
CARD LIST NOTATION
G = Good
V = Evil
Ad = Adult
St = Student
K = Knowledge
C = Courage
H = Endurance (Hits)
S = Spell
X = Experience (Draw)
I = Intellect (Hand Size)
P = Power
A = Attack
U = Unique (Only one in play at a time)
D = Defense
NSA = Non-Spell Attack
NSD = Non-Spell Defense
DR = Dodge Roll
SDF = Search Deck for
SDCF = Search Discard for
APIIYH = And put it in your Hand
VSO = vs Spells only
E = Enchantment
HS = Healing Spell
OMD = Opponent must Discard
RC = Random Card
DTI = Discard Target Item
EFASIB1FO = Effort for all Spells increases by 1 for Opponent
ROST = Roll on Stun Table
FD6T = for 1D6 turns
OCA = Opponent cannot Attack
NEFST = Negate effects from Stun Table
CARD LIST
Card Name: Type Requires Effort Effect:
Apparate D Ad/K3/P3 3 +5 to DR
Wand Jab NSA St/C5 1 1D6 Hits Damage
Stunning Spell A K2 1 ROST once
Stunner A K2 1 ROST once
Ennervate HS - 1 NEFST
Restoring Charm HS - 2 SDCF Item APIIYH or NEFST
Dodge NSD - - +1 to DR
Duck NSD - 1 +2 to DR
Hide NSD St 2 +3 to DR
Accio S K2 2 SDF Item APIIYH or Steal Item
Conjuration S K2 3 SDF or SDCF Item APIIYH
Stupefy A K2 1 ROST once
Petrificus Totalus AE K3 3 Immobilized for FD6T
Body Bind AE K3 3 Immobilized for FD6T
Incarcerous AE K3 3 Immobilized for FD6T
Magical Ropes AE K5 4 Immobilized for 2D6 Turns
Bewitched Sleep AE K5 4 Immobilized for 2D6 Turns
Concentration S - - Counts as 2 Cards for Effort Costs
Protego D K2 1 +3 to DR VSO
Shield Charm D K2 1 +3 to DR VSO
Defensive Charm D K3 2 +4 to DR VSO
Counter Spell D K2 1 +3 to DR VSO
Repelling Charm D K3 2 +3 to DR or OCA you next turn
Avada Kedavra A Ad/V/P4/C5 5 Target Killed
Killing Curse A Ad/V/P4/C5 5 Target Killed
Heroics NS G 1 Reroll Target Dieroll
Crucio AE V/P4/C5/K3 4 All Stats –3 FD6T
Pain Charm AE V/P4/C5/K3 4 All Stats –3 FD6T
Imperious Curse AE Ad/V/P4/C5 5 Control Character
Imperio AE Ad/V/P4/C5 5 Control Character
Possession AE V/P5/X4 5 Control Character
Transmogrifian Torture A V/K4/C5 5 7D6 Hits Damage
Invisibility Cloak I - 5 See Item Rules
Counter Curse HS K4/P3 3 Negate Enchantment
Counter Charm HS K4/P3 3 Negate Enchantment
Finite HS K4/P3 3 Negate Enchantment
Deletrius HS K4/P3 3 Negate Enchantment
Reparo S K2 2 SDCF Item APIIYH
Prior Incantato S K3 3 SDCF Spell APIIYH
Animate Statue S K6/P4 5 See Summoning Rules
Distraction NSD - - OMD 1 RC
Reducto A K3 2 ROST twice
Diffindo S K3 3 2D6 Hits Damage or DTI
Escape NSD - 3 +4 to DR
Leg-Locker Curse A K2 2 Speed –2 FD6T
Obliviate AE Ad/K4 4 Character’s Memory Lost
Memory Charm AE Ad/K4 4 Character’s Memory Lost
Conjunctivitis Curse A K3 2 Aim –2 FD6T
Summon Fawkes S G 5 See Summoning Rules
Summon Fang S G 2 See Summoning Rules
Unforgivable Curse S V 1 SDF Evil Spell APIIYH
Expelliramus A K2 1 See Disarmed Rules
Entrail-Expelling Curse A V/K3/P4 2 4D6 Hits Damage
Disarming Charm A K2 1 See Disarmed Rules
Disillusionment Charm S K3 2 Speed +1 FD6T
Hex-Deflection D C5/P4 3 Reflect Spell back on Caster
Crossbow I - 3 See Item Rules
Silencio AE - 1 EFASIB1FO
Entrancement A K3 3 Opposite Sex OCA you FD6T
Evanesco D K3 3 +4 to DR or DTI
Vanishing Spell D K3 3 +4 to DR or DTI
Colloportus D K2 1 +3 to DR
Sorting Hat I G 3 See Item Rules
Marauders Map I Stu/G 3 See Item Rules
Buckbeak S G/C4 4 See Summoning Rules
Episky HS K3 1 Heal 2D6 Hits Damage
Legilimens S K3/I7 1 Look at Opponents Hand
Alohomora S K2 1 +2 to DR or Negate D
Switching Spell S K3 1 Draw 3 cards
Impedimenta S K3 2 ROST once or +2 to DR
Broom Stick I - 3 See Item Rules
Blasting Curse A K3 2 Roll twice on Stun Table
Incendio A K2 2 1D6 Hits Damage & OCA next turn
Confundus Charm A K3/P3 3 Opponent cannot attack FD6T
Delirium AE K4 3 Intellect & Experience –1 FD6T
Tarantallegra AE K3 1 Aim & Speed –1 for 1D6 turns
Great Stun A P5 3 Roll three times on Stun Table
Sword of Gryffindor I G/C6 4 See Item Rules
Wingardium Leviosa A K1 1 Steal Item or OMD 1 RC
Sectumsepra A K3/P3 1 3D6 Hits Damage
Wand Sparks A K1 1 Friendly Wizards may draw 1 card
Jinx AE K1 1 Aim or Speed –1 for 1D6 turns
Hex AE K2 2 Intellect or Experience –1 FD6T
Interrupt Curse NSD St 3 Negate Target Spell
Banishing Charm A K3 1 OCA you next turn
Felix Felicis I - 3 See Item Rules
Bat-Bogey Hex A St/K3/P3 2 OCA next turn & OMD 1 RC
Engorgio A St/K3 2 Speed –3 FD6T
Summon Dementor S V/K4 3 See Summoning Rules
Summon Serpent S V/K2 2 See Summoning Rules
Levicorpus A K2 2 Aim & Speed –2 FD6T
Summon Basilisk A V/K5 5 See Summoning Rules
ITEM RULES
A list of Items and their Stats:
INVISIBILITY CLOAK
Opponent’s are Aim –2 vs this Character.
CROSSBOW
Discard 2 Cards to attack. Max 1 Attack per turn.
If the Attack hits, it does 2D6 Damage.
FELIX FELICIS
Single use. Remove from game after being used.
Character get +1 to all his Dice Rolls.
BROOM STICK
Speed +2
SWORD OF GRYFFINDOR
Unique.
Discard 2 Cards to attack. Max 1 Attack per turn.
If the Attack hits, it will Kill a Creature.
SORTING HAT
Unique.
While in your possession gain:
+1 Experience and Intellect and Courage and Knowledge.
MARAUDERS MAP
Unique.
While in your possession:
Aim +1 & Dodge +1 (You always know where your opponents are)
CREATURE RULES
A list of Creatures and their Stats:
DEMENTOR
20 Hits.
Kiss of Death Attack does 2D6 damage and target must discard 1 card.
Any Spell Attack card with a Knowledge or Power of 3 or greater can be used as a
Expecto Patronum Attack Spell. If the Attack Hits, the Dementor is Discarded.
FAWKES
Unique. 10 Hits.
If killed put him back in your hand.
Successful Attack blinds Target:
Target is Aim –3
Any Healing Spell will restore Sight.
Instead of Attacking Fawkes may
Heal 1D6 Hits or cure any Poison
SERPENT
5 Hits.
Attack Poisons Victim:
Victim looses 1D6 Hits at the end of each of his turns.
Any Healing Spell will neutralize poison.
ANIMATED STATUE
25 Hits.
Defender: Statue must be attacked before a target of your choice.
Attacks by Statue do 1D10 damage.
BASILISK
Unique. 40 Hits.
Gaze Attacks by un-blinded Basilisk cause Petrification (permanent Immobilization)
Bite Attacks by a blinded Basilisk cause Poisoning like the Serpent.
BUCK BEAK
Unique Gryphon. 30 Hits.
Ride him and receive Speed +1.
Beak attack does 2D6 Hits Damage.
FANG
Unique Giant Mastiff. 25 Hits.
Bite attack does 2D6 Hits Damage.
CHARACTER LIST
A list of Wizards and their Stats:
HARRY POTTER
Stat: Level/Notes:
Alignment Good
House Gryffindor
Age Student
Race Human
Knowledge 3
Courage 6
Endurance (Hits) 15
Speed (To Dodge) +1
Aim (To Hit) +2 (Seeker)
Experience (Draw) 5
Intellect (Hand Size) 6
Power 5
Starting Cards: Invisibility Cloak, Marauders Map
Due to a Blood Binding Enchantment, Harry
automatically deflects back on the Caster any spell
that would Kill him.
DRACO MALFOY
Stat: Level/Notes:
Alignment Evil
House Slytherin
Age Student
Race Human
Knowledge 3
Courage 3
Endurance (Hits) 15
Speed (To Dodge) +1
Aim (To Hit) +1
Experience (Draw) 3
Intellect (Hand Size) 5
Power 3
ALBUS DUMBLEDORE
Stat: Level/Notes:
Alignment Good
House Gryffindor
Age Adult
Race Human
Knowledge 6
Courage 6
Endurance (Hits) 15
Speed (To Dodge) -
Aim (To Hit) -
Experience (Draw) 7
Intellect (Hand Size) 8
Power 5
LORD VOLDEMORT
Stat: Level/Notes:
Alignment Evil
House Slytherin
Age Adult
Race Inhuman
Knowledge 5
Courage 6
Endurance (Hits) 25
Speed (To Dodge) -
Aim (To Hit) -
Experience (Draw) 7
Intellect (Hand Size) 7
Power 5
SEVERUS SNAPE
Stat: Level/Notes:
Alignment Evil
House Slytherin
Age Adult
Race Human
Knowledge 5
Courage 5
Endurance (Hits) 20
Speed (To Dodge) -
Aim (To Hit) -
Experience (Draw) 6
Intellect (Hand Size) 7
Power 4
Notes: Master of Legillamacy:
Snape can at any time (Effort cost = 1) look at the
Hand of another player.
RUBEUS HAGRID
Stat: Level/Notes:
Alignment Good
House Gryffindor
Age Adult
Race Half-Giant
Knowledge 2
Courage 6
Endurance (Hits) 50
Speed (To Dodge) -1
Aim (To Hit) -
Experience (Draw) 4
Intellect (Hand Size) 5
Power 2
Notes: Giant Resistance:
If hit by a Spell roll 1D10:
On a Roll of 6+ the Spell bounces off Harmlessly.
Hagrid can (Effort Cost = 4) on a Roll of 6+ on 1D10
take control of a target Creature (not including:
Dementors, Basilisks or Serpents)
Starting Cards: Fang, Crossbow, Buck Beak
HERMONIE GRANGER
Stat: Level/Notes:
Alignment Good
House Gryffindor
Age Student
Race Human
Knowledge 4
Courage 5
Endurance (Hits) 10
Speed (To Dodge) +1
Aim (To Hit) -
Experience (Draw) 5
Intellect (Hand Size) 7
Power 3
Notes: The Cleverest Witch her age:
Once on her turn Heromonie can
discard 2 cards to search her deck for
any 1 card and put it in her hand.
RON WEASLEY
Stat: Level/Notes:
Alignment Good
House Gryffindor
Age Student
Race Human
Knowledge 2
Courage 5
Endurance (Hits) 15
Speed (To Dodge) +1
Aim (To Hit) +1
Experience (Draw) 2
Intellect (Hand Size) 5
Power 3
NOTES
More Characters coming soon.
LINKS
Lexicon Excellent Reference Site.
HP Gaming Yahoo Group
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