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Spells:Mage
 

Mage Spells

Offensive Spells

Ice Bolt: 2 sp. Inflicts 2d4 damage. No save permitted. Caster receives a +1 bonus to initiative when attempting this spell.

Hold: 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.

Ball of Fire: 4 sp. Causes a searing ball of flame to fly at the target, burning for 2d10 damage. Half damage if saved.

Freeze: 6 sp. Inflicts 1d8 damage immediately, then freezes the target, causing him to lose his turn the following round. If saved, the target takes only the damage.

Magic Flare: 10 sp. Zaps the target with energy for 1d6 damage for 4-6 (1d3+3) rounds. If saved, flares vanish after initial 1d6 damage. If save fails, the referee rolls d6 initiative each round to see when the flares strike.

Defensive Spells

Shield: 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.

Armor: 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.

Haste. 3-12 sp. Imbues the target with magical speed, adding 1 point to INIT rolls (to his maximum). The hasted target also becomes immune to Hold, Taunt, Entangle, and Enthrall. This immunity extends only to new spells cast on the target, not existing ones. Lasts for 1-4 rounds, proportional to the spell points expended. Bolt spells gain no additional bonus from this spell.

Energy Shield: 3-12 sp. Causes all physical damage inflicted on the target to be halved (rounded down). The same amount is reflected onto the attacker. Thus, if the attacker hits for 11 points of damage, both he and his target take 5. This includes all damage from melee and missile attacks, and maneuvers, but not spells. It lasts for 1-4 rounds, proportional to spell points expended.

Minor Reflect: 10 sp. Reflects onto the caster any offensive or guild spell directed at the target. Lasts for 3 rounds, or until a spell (or spells) totalling 4 spell points or more are reflected, whichever comes first. Reflected spells have their usual effects, including allowing the caster to save. However, some spells, such as Call Lightning and Void, may see little or no effect from such a save, since the caster is also the target. This has no effect on defensive spells.

Guild Spell

Void: 15 sp. Causes a dimensional rift to open in the ring, pulling in whomever is closest for 2-40 (2d20) 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.

Finger of Death: 25 sp. Channeling the power of necromancy through his hand to the tip of his index finger, the caster causes a deadly ray of energy to strike the target for 4d20 damage. Successful save negates damage, and the caster is frozen with tremendous feedback for the next two rounds.

Updated: 05/08/02

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