AD&D 2nd Edition » New SpellsAvasir's Grand Arena Spell Level: 9 School: Invocation, Evocation, Illusion/Phantasm, Necromantic Range: 100 feet per level Components: V, S, M Duration: 1 hour per level Casting Time: 1 turn Area of Effect: Special Saving Throw: None This powerful spell was considered by Avasir to be his greatest achievement. Avasir always saw himself more as a teacher than a warrior, although circumstances always forced him into the role of the latter. He saw this spell as a safe way to teach his fledgling Mages how to really hurl spells, without their getting hurt. This is a difficult spell to cast, as it requires a great deal of preparation. The caster must trace a continuous line along the perimeter of the area to be protected. This is usually used within an arena or similar construct. The size of a Grand Arena can be no greater than the size of the arena in which it is cast. This circle must then be filled with ashes, mixed among the common ashes must be the ashes of at least ten Magic User spell scrolls. The spell may then be cast, as the caster stands at the very center of the area to be used. The casting of the spell causes a whirling vortex of magical energy to pour form the caster to the edges of the prepared area, creating a hemispherical shield around the arena. These energies wink out, but leave behind a vague shimmering, not unlike the distortion affect of great heat on air. Anyone standing in the hemisphere sees a faint, bluish aura surrounding the arena. The spell has the effect of allowing the safe casting of any other spells within its confines. By this it is meant that the spell will cast and take full effect, but any damage the target suffers, although "felt" is illusory. All damage suffered in the Grand Arena disappears as the spell ends. This affect carries over to any magical damage or effect; including, but in no way limited to magical weapons, spell-like powers, or physical damage from basically magical creatures. Spell Levels are expended, as are charges from items, but as the spell ends these are instantly returned. As the spell ends all damage or changes to the physical area of the Grand Arena disappear. This spell is an invaluable training aid for fledgling mages, as it allows them to experience spell battle, without suffering any real damage. It also allows the training of warriors, as long as they are armed with magical weapons. Spells cast within the Grand Arena can in no way breech the protective shield, nor can spells be cast from the outside in (except for the caster's, of course). This spell has lead to Mage-duels becoming popular within the Duchy of Bloodstone. Many Magic Users travel to Bloodstone to take part or watch these duels. |