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Arena Spells

Author: 
B

 

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Chapter One

Magic, some say, is the crux of the world of Arena. It is potent, vital, and deadly to the uninitiated. Spells in Tamriel, unlike some other worlds, are extremely unforgiving. They are wielded with no limitations such as memorization, required objects or components, hand gestures, etc. There are no level limitations, nor are there strictures on what type of spells can be cast or used. A mage need only have the magical energy to cast a spell, and he or she can cast it. For this reason, a Mage is not only highly respected, but greatly feared as well. There are over 50 standard spells known throughtout the Empire. These spells can be researched and purchased at the Mages Guild. For those who wish, the Mages Guild also allows creation of spells for a Mage's personal spellbook.

Listed below are the 8 circles of power, named thus for the spells that reside within each. These are spells available to you to purchase or perhaps find while adventuring in the land. You are not limited to these spells, however. You may create new spells of any Circinate using the Spellmaker, but you must have the gold to purchase it, and the level of power necessary to cast it.

 

The 1st Circinate

  • Levitate
    This spell allows the caster to float slightly above the ground for 5 rounds, plus 1 round for each level of the caster. Floating thus the caster can traverse pits, lava flows, or water chasms.
  • Stamina
    Replenishes 1-15 points of fatigue to caster, plus 1-3 additional points for every level of the caster.
  • Light
    Creates a globe of light that will follow the caster, illuminating roughly a 12 meter radius around the caster. The duration is 5 rounds per level of the caster.
  • Heal
    Heals 1-15 points of health to caster, plus 1-5 additional points for every level of the caster.
  • Orc Strength
    Imbues the caster with an additional 15 point of Strength. The duration is 5 rounds per level of the caster.
  • Invisibility
    Renders the caster invisible to normal vision for a period of 5 rounds per level of the caster.
  • Wanderlight
    Fires a globe of light in whatever direction the caster wishes, illuminating all around it while it travels. Upon impact with an object the light globe will disipate. The globe illuminates a 12 meter radius circle.
  • Wizard's Fire
    Fires a dart of fire at a single targeted enemy, inflicting 1-15 points of damage to health, plus an additional 1-5 points for each level of the caster.

The 2nd Circinate

  • Shock Creates a charge of electricity to cover the caster's body. The next creature touched will take 1-35 points of electrical damage to health, plus an additional 1-5 points for every level of the caster.
  • Strength Leech
    Will drain any single targeted creature of 10 points of Strength. Recovery will begin after 5 rounds plus 1 round for every level of the caster.
  • Shield
    Will create an invisible shield around the caster, which will absorb 15 points of damage, plus an additional 5 points for every level of the caster before being dissipated.
  • Free Action
    This spell will remove the effects of paralyzation from the caster's body, allowing him free movement again.

The 3rd Circinate

  • Open
    Caster has a 20% chance, plus 2% for every level to open a locked door or chest of his level.
  • Resist Cold
    Caster has a 30% chance, plus a 2% chance per level to resist the damaging effects of cold, whether these effects are carried by spell or in the environment. The duration is 1 round per level of the caster.
  • Resist Shock
    Caster has a 30% chance, plus a 2% chance per level to resist the damaging effects of electricity, whether these effects are carried by spell or in the environment. The duration is 1 round per level of the caster.
  • Sanctuary
    Caster has a 50% chance, plus an additional 2% per level of being ignored by attacking people or monsters. The duration is 1 round per level of the caster. The caster may not cast offensive spells while in Sanctuary.
  • Wizard Lock
    The caster has the ability to magically seal a portal or door. The chance is 20% plus an additional 2% per level of the caster. Wizard Locked doors must be opened using an Open spell, or be broken down in order to gain entry.
  • Fireball
    Caster can channel vast amounts of energy into a ball of fire, which will travel to the selected target and explode, doing damage to all creatures within one meter of the target point. The damage to health is 4-12 points per level of the caster. Care must be taken for if the Fireball impacts a target within a meter of the caster, he too will be enveloped in the explosion.
  • Cure Poison
    Caster has a 60% plus 2% per level attained to clear his system of the effects of poison.
  • Ice Bolt
    Caster can project a bolt of intense cold at a single creature, inflicting 5-35 points of cold damage to health, plus an additional 1-5 points for every level attained.
  • Cure Disease
    The caster can rid his body of any disease. The chance is 50% plus an additional 5% per level of the caster.

The 4th Circinate

  • Earth Wall
    Caster can cause up to four walls to rise from the ground, useful for blocking passages or trapping foes. These walls are permanent.
  • Spell Shield
    A field of negative energy surrounds the caster, giving a 50% chance plus an additional 2% per level of the caster to resist the effects of any spell. The duration is 1 round per level of the caster.
  • Heal True
    Caster can heal 25-50 points of health plus an additional 5 points for every level of the caster.
  • Silence
    Caster can silence another single creature, thus preventing it from casting spells. Upon a successful hit (touch) after the spell is cast, there is a 35% chance plus 2% for every level of the caster that the struck creature will be silenced. The duration of this silence is 1 round for every level of the caster.
  • Troll's Blood
    Upon casting this spell the caster will begin regenerating health points. The rate at which the points will be regained is 1 health point per round. The duration of the spell is 60 rounds for every level of the caster.
  • Witch's Curse
    The caster can curse a single creature, causing slow degradation to the target creature's Intelligence, Willpower, Personality, and Luck. Upon a successful hit (touch) after the spell is cast, there is a 30% chance plus a 3% for every level of the caster that the offending creature will be cursed. The afflicted creature will begin losing 1 point from the four aforementioned statistics every round. The spell's duration is 1 round per level of the caster.
  • Ice Storm
    The caster can send a ball of intense cold, which will explode upon contact with target or with any intervening structure, inflicting an explosion of 1-30 points of damage to health plus an additional 1-5 points for every level of the caster. All creatures caught within the 3 meter diameter explosion will suffer the damaging effects of numbing cold.
  • Fire Storm
    The caster can cause the very surrounding air to superheat, exploding outward. All creatures within 1 meter of the caster will take 10-30 points of fire damage to health, plus an additional 1-5 point for every level of the caster.

The 5th Circinate

  • Wyvern's Sting
    The caster fires a magical dart which can poison a creature, causing slow degradation to the creature's health. The chance is 30% plus 2% per level of the caster that the targeted creature is poisoned. Creatures poisoned with this spell lose 1 health point per round. The spell's duration is 5 rounds per level of the caster.
  • Resist Poison
    The caster can magically enhance the ability to resist poison of any sort. Once the spell is cast, the caster has a 50% chance to resist any poison, plus an additional 5% per level. The spell's duration is 1 round per level of the caster.

The 6th Circinate

  • Passwall
    The caster has the ability to destory up to 3 walls, vaporizing them instantly. The walls are destroyed permanently. Note, some walls will be protected against Passwall, and will not be destroyed by this spell.
  • Pitfalls
    The caster can destroy up to 3 floor sections, creating tunnels under wall. These floor sections are destoryed permanently. Note, certain floors may be protected against Pitfalls, and will not be destroyed by this spell.
  • Force Wall
    The caster can envelope himself in a protective shield, much stronger than the Shield spell. This protective barrier will absorb up to 50 points of damage, plus an additional 5 points for every level of the caster. It will persist until the damage points exceed its total points.
  • Wildfire
    This spell will cause a bolt of fire to hit a selected target and inflict 1-15 points of damage plus and additional 1-5 points for every level of the caster, then continue to inflict the same damage at 5 round intervals. This spell's duration is 15 rounds.
  • Spell Drain
    The caster can damage a single selected target's spell point reserve, inflicting 1-50 points of damage to the spell points, plus an additional 1-5 points for every level of the caster. Spell points, like health points, regenerate with rest.
  • Far Silence
    The caster can silence a single creature at range, having a 35% chance plus 2% per level to succeed. Silenced creatures are unable to cast spells. The duration of this spell is 1 round per level of the caster. See 'Silence' for more details.
  • Lifesteal
    Upon casting this spell the caster has the ability to transfer 40 points of health from a single creature at range to his or her own health reserve. The transfer is instant. The transfer will add health points to the caster's health up to the normal maximum for the caster.

The 7th Circinate

  • Toxic Cloud
    The caster causes a gaseous ball of toxic gas to speed outward to a selected target. The single creature so affected will take 1-25 points of damage to both Health and Fatigue, plus an additional 1-5 points for every level of the caster.
  • Wizard Rend
    This spell is the bane of wizards everywhere. When cast, the next creature struck (touched) has a 5% chance plus an additional 5% per level of the caster to be both silenced and paralyzed. In addition to this, the spell does 15 points of damage to the target's spell point total for every level of the caster.
  • Shalidor's Mirror
    By turning the very air surrounding the caster into a reflective shield, the caster has the ability to reflect spells cast at them back at the opposing caster. The chance is 40% plus 2% per level if the caster. If successful, the caster suffers no damage. The spell duration is 1 round per level of the caster.
  • Lightning
    The caster can fire a bolt of electrical energy at a single creature. The creature struck will take 1-30 points of damage to both Health and Fatigue, plus an additional 1-5 points of damage for every level of the caster.

The Arch-Circinate

  • Medusa's Gaze
    The caster has the ability to paralyze a single creature with his gaze. The chance is 50% plus 2% per level of the caster. A creature so afflicted is unable to move and/or protect itself. The duration of the paralysis is 1 round per level of the caster.
  • Cause Disease
    The caster has a 25% chance plus 2% per level to cause a disease on one target at range. Targets inflicted with disease lose 2 points of STR, AGI, SPD, and END every round. The duration of the spell is 6 rounds per level of the caster.
  • Force Bolt
    By concentrating the magical aura that surrounds all beings, the caster can cause a magical implosion around a single creature at range. The targeted creature suffers 10-30 points of damage to health plus an additional 1-10 points for every level of the caster. The targeted creature also has a 10% chance plus 5% for every level of the caster to be paralyzed while the magical aure surrounding it realigns itself.
  • Purify
    Upon casting this spell the caster is healed 100 health points, cured of any poison, and enveloped in a Sanctuary spell that will cause other creatures to ignore him or her, but from which the caster can still cast offensive spells.
  • God's Fire
    The caster unleashes a bolt of fire that envelopes a single target, doing 100 points of fire damage, plus an additional 100 damage points for every level of the caster. Needless to say, for a high level caster, this spell will vaporize almost any single foe.