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Spells:Ranger
 

Ranger 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.

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.

Poisonous Shrub: 10 sp. Causes a poisonous plant to erupt from the ground beneath the target, inflicting 1-6 damage for 4-6 (1d3+3) rounds. If saved, the shrub dies after initial 1d6 damage. If save fails, the referee rolls initiative each round to see when the poison damage is taken.

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.

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.

Plant Door: 6 sp. This spell will place the target at the desired range (Melee or Missile) to all other opponents in the ring. Each opponent's next action will be at a -4 to hit or to cast, as appropriate. If the opponent's action is not directed at the target or if the opponent's action does not require a roll, the penalty does not apply.

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.

Updated: 05/08/02

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