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RULES·WHITE DWARF 524

Arcane Duel

May 2026·pp. 16–19

THE SHORT VERSION

Two wizards spend a finite pool of power dice to cast spells, move around a magical arena and exhaust the opponent’s reserves. Casting risks miscasts but can produce irresistible total power; defending players instead lock one of their own spells to attempt an unbinding roll. After each turn the used or selected spell rotates out of the player’s hand and a different public spell rotates in, making timing and denial as important as a large casting roll.

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Find this article in White Dwarf 524, pp. 16–19.

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