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Spells:Druid
 

Druid Spells

Offensive Spells

Earth Bolt: 2 sp. Inflicts 1d8 damage. No save permitted. Caster receives a +1 bonus to initiative when attempting this spell.

Entangle: 1-4 sp. Causes the target to act last each round. For the duration, his INIT will be reduced to zero (0). This cannot be augmented. Spell lasts for one round per spell point expended. If the target saves, the spell has no effect.

Call Fire: 5 sp. Causes flame to burst from the ground under the target, burning him for 3d6 damage. Half damage if saved.

Heat: 2-8 sp. Causes the target's weapon to become red-hot, disabling it for 1-4 rounds, proportional to the spell points expended. Caster must specify whether the target's melee or missile weapon will be affected. The target may instead use a backup weapon which strikes once a round and inflicts 1d4 damage. The exact form may be roleplayed, but the default is a rock. If cast on melee weapons, any natural weapons (hands and feet, bite, etc.), dual weapons, and special maneuvers will be disabled. The target is entitled to a save to avoid all effects of this spell. Enchanted weapons are NOT affected by Heat.

Frostbite: 10 sp. Causes the temperature to decrease around the target, freezing for 1d10 damage for 1d3+1 rounds. If saved, the effect ends after initial round's damage. If save fails, the referee rolls d6 initiative each round to see when damage occurs.

Defensive Spells

Barkskin: 1-6 sp. Penalizes all physical attacks directed at the target by 3 points To Hit for 1-6 rounds, proportional to the spell points expended.

Rockskin: 2-12 sp. Penalizes all physical attacks directed at the target by 2 points To Damage for 1-6 rounds, proportional to the spell points expended. If modified damage is 0 or less, no damage is taken, and spellcasting will not be disrupted.

Warding: 3-12 sp. Causes natural eddies and currents to circle the target, protecting him for 1-4 rounds, proportional to the spell points expended. The winds penalize all rolls to hit or cast by 5 points.

Shillelagh: 2-12 sp. Enchants the target's melee and missile weapons +1 to hit and damage for 1-6 rounds, proportional to the spell points expended. Class minimums still apply to hitting.

Soothe: 10 sp. Heals the target of 2d6 hit points, up to the normal maximum.  It also negates further effect from Poisonous Shrub and Potions of Poison. It isn't potent enough to counter a Poison spell. This can be used multiple times per match.

Guild Spell

Call Lightning: 15 sp. Causes a bolt of lightning to descend from the sky, striking for 4d10 damage. If the target fails to save, he takes full damage. If the save is successful, the caster takes full damage, instead.

Tournament Spells

Reflect: 18 sp. Reflects onto the caster any offensive, guild, or tourney spell directed at the target. No save is permitted against the reflected spell, but the opponent must still roll 1d20. On a 1, he suffers double damage (or duration, if there is no damage) from the reflected spell. Reflect lasts until one or more spells totalling 10 spell points or more are reflected. It has no effect on defensive spells.

Hail Storm: 22 sp. Causes hail of large size to rain violently down on target for 2d6 rounds. The hail does 1-8 damage per round taken at the beginning of each round (spoiling the target's spellcasting ability). If saved, no effect.

Updated: 05/08/02

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