
Arcane Duels
Weave two elements into a spell. Outplay your rival. Best of five.
Spell-dueling arenaPlayers
1v1 to 3v3Session
4–7-minute matches
The world of Arcane Duels
High above the kingdom of Vael Marrow floats the Sigil Spire, where the elemental rivers meet in the sky. Mages here are called Weavers: they pull threads from two elements and twist them into a spell. Long ago their war nearly shattered the Spire, so today every dispute is settled in the floating Proving Circles — by the rules, with no lasting harm.
Pick three elements, take four of the six spells they unlock and step into a best-of-five duel. Fire melts a Frost Wall, wind blows away Steam Veil, and a perfectly timed Ward bounces a Fireball straight back at its caster. Between rounds you can re-weave one spell to counter what you just saw.
Defeat is a burst of light, never gore: beaten Weavers simply unravel and return next round. Spar with Grumm the Training Golem, duel your friends or climb the ranked leagues from Apprentice to Sovereign.
Your first five minutes
Take the tutorial duel
Face Kestrel Ashby. Each round teaches one skill: aiming, the Dodge Roll, the Ward, then combos.
Choose your Attunement
Pick three of the five elements. That unlocks six spells, and you take four of them into the match.
Duel
Aim your skill shots, Dodge Roll through incoming spells and Ward at the perfect moment to send projectiles back where they came from.
Re-weave
Between rounds, swap one spell for another from your Attunement to counter your opponent.
Win three rounds
First to three takes the match. Watch out: 45 seconds into a round, the Arcane Collapse ring starts shrinking the arena.
Why you’ll love it
15 spells
Fireball, Ice Lance, Boulder, Chain Bolt, Steam Veil, Frost Wall, Blizzard, Thunderstep and more, each woven from two elements.
Ward and Dodge Roll
Time a Ward to reflect projectiles or block blasts, and Dodge Roll straight through attacks. A whiffed Ward fizzles, so baiting one out is part of the game.
Element combos
Fire melts ice, wind clears steam, steam conducts lightning and magma feeds a Firestorm. Learn them all to outplay anyone.
Practice Lab
Spar against bots at Apprentice, Adept or Archmage level in 1v1, 2v2 or 3v3, with no waiting at all.
Ranked leagues
Unlock Ranked 1v1 at Weaver Level 5 and climb from Apprentice through Adept, Magus and Archmage to Sovereign.
Floating arenas
Duel in the open Sigil Courtyard, the walled Sunken Cloister or the crystal gardens of Skyglass Terrace.
Ways to play
Practice Lab
Fight bots at three difficulty tiers in 1v1, 2v2 or 3v3. It starts instantly.
Quick Duel and Team
Casual 1v1, 2v2 or 3v3. If not enough players are around after 15 seconds, bots fill the match so you’re never stuck waiting.
Ranked Duel
Players-only 1v1 with Rank Points and leagues. It unlocks at Weaver Level 5.
Meet the cast
Archmagister Solenne Vey
The sorceress who ended the Weavers’ war. She welcomes every new Apprentice to the Spire.
Kestrel Ashby
A cocky teenage battle mage in a burgundy cloak, and your very first tutorial opponent.
Grumm the Training Golem
A friendly, mossy stone golem with a painted target. Built to take a Fireball.
Straight from the game
Good questions
Can I play solo?
Yes. The Practice Lab and quick matches fill with bots, and the tutorial duel teaches you the basics in four rounds.
Do I have to pay for spells?
Never. Fire, Ice and Earth are open from the start, Wind unlocks at level 3 and Storm at level 5.
Is it violent?
It’s fantasy magic with no blood. Defeated Weavers unravel into light and come back the next round.
Does it work on phone or console?
Yes. Phone players get a drag-to-aim spell arc with light aim assist, and controllers are fully supported. We’re finishing tests on real devices before launch.


