Spells in the Arena

Once cast, a spell acquires a physical form and moves across the space between the combatants, taking effect only when it reaches the opponent. Spells are not readily identifiable, but detect magic and the spellcraft proficiency can identify them. To help keep track of spells, players should secretly record the spells their characters cast. Writing the spells’ names on a piece of folded cardboard creates a marker that can easily be moved across the grid (3” x 5” index cards cut in half, then folded are ideal).

A spell never leaves the arena or affects creatures outside the arena. Remember that the combatants themselves are not in the arena—magical constructs represent them. It is not possible for combatants to cast spells upon themselves. For example, a priest involved in a duel can cast cure light wounds, but the spell appears in the arena—it does not heal any damage the caster has suffered. Likewise, a wizard can use a teleport spell, but the spell merely travels across the arena toward the opponent—it does not whisk the caster away to another place. Spells also do not truly affect the opponent. A charm person or imprisonment spell might fight its way to the opponent’s space, but when the spells take effect, the caster neither controls nor imprisons his opponent. Instead, the opponent’s actions are restricted until he can throw off their effects (see the
Characters vs. Spells section for details).

If a spell encounters an opposing spell on its way across the arena, the two spells might struggle to annihilate each other before continuing on or they might pass each other. Each spell has three characteristics that govern its behavior in the arena: Type, Movement, and Power Rank. The
Appendix contains dueling characteristics for spells included in the Player’s Handbook and the Tome of Magic.

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