Special Abilities:
Spells X MP(Draining): Duelists can cast spells costing up to X MP.
Restrictions: Duelists must choose four elements from which to pick their spells.
Casting Cost: None. Duelists cast spells for free.
Spell Alterations: For every spell a duelist has cast so far in a single encounter, the MP cost of all of their spells increases by 3. Duelists may not cast spells with an increased cost that is higher than their spellcasting ability.
Casting Actions/Stat/Skill: One hand action and one talk action, or two hand actions. Duelists may use their Martial Arts skill with either their Defense or Strength stat to overcome the casting difficulty of the spell.
Learning spells: Duelists must spend an amount of time equal to 1 hour per 5 MP of the spell's cost in intense focus training to learn that spell. This time may not be interrupted by any major activity, including encounters, or they must start over. The technique scrolls they use also cost money, equal to the spell's cost.
Tech Strike X: Duelists have X different Tech Strikes, which are special maneuvers that they may use once per encounter per Tech Strike. Using a Tech Strike adds +X to the weapon in Superior Quality Enhancements chosen by the Duelist when they gain or improve the ability. These superior quality enhancements stack with any already on the weapon and last for the duration of the round they are activated in. Only one Tech Strike may be activated in a single round. The Duelist must make each of their tech strikes different, but they can choose for any number of them to be identical.
Opening Advantage +X: Whenever a Duelist makes a free attack gained from a fast critical hit, that attack gains a +X bonus to hit and to damage.
Spell Defenses +X: Duelists gain a +X bonus to their Defense and Agility oppose rolls.