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All Arena Spells

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Anti-Paladin Spells

Offensive Spells

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

Enthrall: 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.

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

Ice Storm: 6 sp. Causes shards of ice to rain down on the target for 2d10 damage. Half damage if saved.

Decay: 10 sp. Inflicts the target with a wasting disease, causing 1d6 damage for 4-6 (1d3+3) rounds. If saved, the disease ends after initial round's damage. If save fails, the referee rolls d6 initiative each round to see when damage occurs.

Energy Drain: 12 sp. Drains the target of 2d6+2 hit points and adds them to the caster's own total, up to the normal maximum. Can only be used successfully once per match (but multiple attempts may be made until successful). True Anti-Paladins receive a +4 bonus to cast this spell.

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.

Prayer: 2-12 sp. Gives the target +3 on all saving throws against magic for 1-6 rounds, proportional to the spell points expended.

Enchant: 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.

Dispell: 8 sp. Removes one ongoing spell effect on a single target (caster, caster's teammate, or caster's opponent). The caster must submit both the target and the spell to be affected when he opts to cast this spell. Dispell will not be returned by Minor Reflect, but it will remove the other spell's effect, if targeted. It is not effective against Guild or Tournament spells (those spells in the appropriate spell categories, in each spell list). For example, the tournament spell Reflect will not affect and is not affected by Dispell.

Updated: 05/08/02


Cleric Spells

Offensive Spells

Cause Wounds: 2 sp. Inflicts 1d8 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.

Flame Strike: 5 sp. Causes a pillar of fire to descend from the heavens and strike the target for 3d6 damage. Half damage if saved.

Immobilize: 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.

Insect Plague: 10 sp. Surrounds target with bugs, biting for 1-6 damage for 4-6 (1d3+3) rounds. If saved, bugs vanish after initial 1d6 damage. If save fails, the referee rolls initiative each round to see when the bugs bite.

Defensive Spells

Bless: 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.

Prayer: 2-12 sp. Gives the target +3 on all saving throws against magic for 1-6 rounds, proportional to the spell points expended.

Regeneration: 2-8 sp. Heals 1d6 hit points back to the target each round for 1-4 rounds, proportional to the spell points expended. Healing occurs at the end of each round.

Sanctuary: 3-12 sp. Protects the target from physical attack for 1-4 rounds, proportional to the spell points expended. Opponents must succeed a saving throw prior to rolling to hit. This protects the target from maneuvers, but has no effect on spells. Sanctuary always begins the following round. It cannot be combined with Mirror Image or Shadow Image spells.

Dispell: 8 sp. Removes one ongoing spell effect on a single target (caster, caster's teammate, or caster's opponent). The caster must submit both the target and the spell to be affected when he opts to cast this spell. Dispell will not be returned by Minor Reflect, but it will remove the other spell's effect, if targeted. It is not effective against Guild or Tournament spells (those spells in the appropriate spell categories, in each spell list). For example, the tournament spell Reflect will not affect and is not affected by Dispell.

Guild Spell

Divine Healing: 15 sp. Calls on the cleric's deity to aid the target. If the opponent saves, the deity finds the situation unworthy of his attention, and blasts the caster for 6d6 damage. Otherwise, the target of the spell is healed of 6d6 hit points, up to his normal maximum.

Tournament Spells

Poison: 18 sp. Causes terrible pain and sickness, inflicting 1d6 damage at the end of each round for 3d6 rounds. Save for no effect.

Quake: 20 sp. Rends the earth and causes the ground to shake, inflicting 5d10 damage to the target, and causing him to lose the following round. Successful save negates damage and causes the caster to lose next round, instead.

Updated: 05/08/02


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


Illusionist Spells

Offensive Spells

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

Taunt: 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.

Prismatic Spray: 4 sp. Causes blinding, multi-hued rays to spring from the caster's hands and strike the target for 2d10 damage. Half damage if saved.

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

Dazzling Light: 10 sp. Causes a blinding stream of light to assault the target's senses, inflicting 1d10 damage for 1d3+1 rounds. Half damage if saved (rounded down). The referee rolls d6 initiative each round to see when damage occurs.

Defensive Spells

Displacement: 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.

Protection: 2-12 sp. Gives the target +3 on all saving throws against magic for 1-6 rounds, proportional to the spell points expended.

Stasis Field: 3-12 sp. Causes anyone attacking or casting spells at the caster to be penalized 1 point to INIT, to a minimum of 1. Lasts for 1-4 rounds, proportional to the spell points expended.

Mirror Image: 3-12 sp. Creates 1-4 full-size illusions of the target, proportional to the spell points expended. Each time someone attacks the target, a roll is made (either by the referee or the attacker) to determine if an image is hit. If a 1 is rolled, the target is struck, and damage occurs. Otherwise, an image disappears, regardless of whether damage would be inflicted by the attack. Except for Dispell, spells do not affect, and are not affected by, images.

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

Shadow Monsters: 15 sp. Inflicts 3d6 damage and freezes the target, causing him to lose his turn for the next two rounds. The damage is immediate, the lost rounds always take effect the round following its cast. If saved, the spell turns its full effect on the caster.

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.

Delusion: 23 sp. Causes the target to suffer from temporary insanity. Each round, he sustains 1d10 damage and must save to end the spell. If the save is failed, the spell continues. If successful, the target regains his wits and may act normally the following round.

Updated: 05/08/02


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


Paladin Spells

Offensive Spells

Cause Wounds: 2 sp. Inflicts 1d8 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.

Flame Strike: 5 sp. Causes a pillar of fire to descend from the heavens and strike the target for 3d6 damage. Half damage if saved.

Immobilize: 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.

Sunmotes: 10 sp. Causes motes of energy to fall from the sky around the target, searing for 1d8 damage for 2-5 (1d4+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

Displacement: 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.

Prayer: 2-12 sp. Gives the target +3 on all saving throws against magic for 1-6 rounds, proportional to the spell points expended.

Enchant: 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.

Dispell: 8 sp. Removes one ongoing spell effect on a single target (caster, caster's teammate, or caster's opponent). The caster must submit both the target and the spell to be affected when he opts to cast this spell. Dispell will not be returned by Minor Reflect, but it will remove the other spell's effect, if targeted. It is not effective against Guild or Tournament spells (those spells in the appropriate spell categories, in each spell list). For example, the tournament spell Reflect will not affect and is not affected by Dispell.

Healing: 12 sp. Heals the target of 4d6+4 hit points, up to the normal maximum. Can only be used successfully once per match (but multiple attempts may be made until successful). Pure Paladins receive a +4 bonus to cast this spell.

Updated: 05/08/02


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


Thief Spells

Offensive Spells

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

Taunt: 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.

Rain of Stone: 5 sps. Causes stones to rain down on the target, causing 4d4 damage. Half damage if saved.

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

Dancing Knives: 12 sp. Enchants a pair of ordinary blades to dance and attack the target of their own accord, causing 2d4 damage at the end of the round for 2-5 (1d4+1) rounds. Half damage if saved.

Defensive Spells

Blur: 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.

Stealth: 3-18 sp. This spell allows the target a +2 bonus to hit, and improves his critical hits by one factor. In essence, the target gains the ability to backstab, adding 1.0 to any existing critical hit multipliers, or x2.0 damage on a roll of 20 if none exist. The benefits last for 1-6 rounds, proportional to the spell points expended. Class minimums still apply to hitting.

Free Action: 8 sp. Removes ongoing effects from Hold, Taunt, Entangle, or Enthrall on a single target (caster, caster's teammate, or caster's opponent). The caster must submit both the target and the spell to be affected when he opts to cast this spell.

Shadow Image: 4-12 sp. Shrouds the target in darkness, and surrounds him with 1-3 full-size shadows, proportional to the spell points expended. Each time someone attacks the target, a roll is made (either by the referee or the attacker) to determine if an image is hit. If a 1 is rolled, the target is struck, and damage occurs. Otherwise, an image disappears, regardless of whether damage would be inflicted by the attack. Except for Dispell; spells do not affect, and are not affected by, images. This spell is not cumulative with Mirror Image.

Updated: 05/08/02

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