Thread for 4th Level Spells

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 4th Level Spells
Mab
7:33pm, January 01, 2004
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Here is where we post 4th Level Spells

To make it easy, all of these spells take 2 and a half months to learn unless otherwise stated in the spell.

***Note - If a character was regged with these spells prior to the magic system being put in place, it doesn't mean they've attained that level or can learn any more of that level until they go back and learn the previous levels starting with level 1 and working their way up.***

Edited 11:37pm, January 02 by Mab, author.
 Insight/Long Distance Viewing/ Special Sight
Mab
5:45am, January 03, 2004
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Title of Spell: Insight
Invocation: No special incantation. It's a learned discipline. One must not be heavily distracted by other things.
Stats of Spell: The ability to tell that something is wrong or amiss or that something terrible has happened somewhere in the world and know it beyond a shadow of a doubt. Its ability reaches over the earth and the location of the event or happening can be pinpointed within a mile. Also a vague idea of the kind of misdeed can be determined. If the caster knows the person or people being harmed then he/she would have a sense of who is in trouble, but otherwise would only have very vague ideas of the type of people or creatures in trouble.

Edited 3:56pm, July 19, 2005 by Axis, moderative.
 Dispel
Mab
6:04pm, January 22, 2004
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Dispel Magic: Such as the title, the caster is able to Dispel Magic.
To Cast: Diaskorpizo
Time Lasts: Instantaneous
Radius: 100 ft.
Compromised by: Stronger magic (i.e. higher level spell). Only Greater Dispel can cancel out very potent magic.

THIS ONE IS A SPECIAL CASE AND AMOUNG THE FEW THAT JUST GETS STRONGER AS A CHARACTER PROGRESSES THROUGH THE LEVELS AND IS AUTOMATICALLY KNOWN TO A MAGE THAT KNOWS ANY SPELLS OTHER THAN CANTRIPS. ITS EFFECTIVENESS DEPENDS ON THE LEVEL OF THE MAGE. IF YOUR CHARACTER KNOWS ANY LEVEL ONE SPELLS, THEY KNOW THIS ONE AUTOMATICALLY. YEAH, LET ME JUST REPEAT MYSELF WITH DIFFERENT WORDING. *L* ANYWAYS, YOU GET THE IDEA.


Edited 3:57pm, July 19, 2005 by Axis, moderative.
 Alphabetical list
Kali
8:46pm, January 08, 2005
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Aura of Panic
(Illusion/Phantasm)
Level 4
Effects immediate
Area of Effect: 20-foot radius
Duration 10 minutes
This spell creates a 20-foot radius of fear around the caster. Any
creature who enters this area must flee in blind
terror. Creatures affected have a 75% - 5% per level
(minimum 25%) chance that they will drop whatever they are carrying.

Blackadder's Mystical Forwarding
Level 4
Range: 10 yards
Duration: perminant
Area of Effect: 100 cubic feet per level
This powerful spell wards a specific area against intrusion from teleporting individuals. When cast, the spell causes a redirection of magical energies, in such a way that a teleport, dimension door, or teleport without error spell is confused as to the destination.
The teleporting mage or creature is sent to one of two possible places (decided at the time of the casting of the forwarding). First, he can be sent back to his original location (where he was when the teleport was cast). The second possibility is much more devious. The intruding mage is instantly teleported to a random location, somewhere on the planet. This can be literally anywhere, on a deserted island in the middle of an ocean, atop a high mountain, in the middle of a large city, or even deep inside a cave or dungeon (although the destination cannot be a solid object).


Blackadder's Mental Snare
Level 4
Duration 1 day per level of caster
Area of Effect: The caster
This spell fends off spells which enter the mind of the protected mage. It can ward against spells such as charm, ESP, telepathy, hypnotism, forget, scare, etc., or even possessing spirits and magic jar attacks. This spell sets a trap for anyone who tries to violate the caster's mind, by attacking the invaders mind in turn. The attacker, now turned victim, suffers an attack of temporary, total amnesia.

Blackthorn's Bombardment
lvl 4
Range:100 yards +10 yards/ level
Duration:1 rd./ 2 levels
Area of Effect:10 yard radius/ level
Description: This spell causes 4 balls of force per level of the caster per round to fall from the sky and explode upon contact with any object. Each ball of energy explodes with the force of 3 hand grenades. Each ball explodes doing damage in a 10 foot radius from the point of impact damaging all within the area. No ball may be placed closer than 10 feet apart. The material component is a handful of small crystal spheres, one for each sphere the caster has.

Boon of Kossuth
Duration: 4 minutes + 1 minute / lvl
Area of Effect: Fire spells
This spell functions as an augmentation of all fire based spells cast within the
duration of the spell. It doubles the effectiveness of all of these spells.
This includes Range, Duration, Area of Effect, and Damage.

Charm Dragon (Enchantment)
Level 4
Range: 60 yards
Duration: 1 week
Area of Effect: One dragon
This spell is applicable to all dragons. It will make any dragon acceptable to what ever suggestion you make to them.. but be warned.. they will be very angry when the charm wears off.

Chasm
lvl 4
Range:120 yards
Duration: 10 minutes
Area of Effect: defined below
Description: This spell splits the earth creating a yawning chasm that is 40 feet long, 10 feet wide, and 20 feet deep per level of the spell caster. At the spells end the earth will close up as if it had never happened.

Create Throne Room (Conjuration/Summoning)
Level 4
Range: 10 feet
Duration: 3 hours per level
Area of Effect: 1000 square feet per level
This spell creates the interior of an opulent throne room. This includes
one or two softly padded thrones of over 10 feet height standing on a
tier made up from one step per level (each half a foot high), a large
(red) carpet leading from the entrance of the room to the tier in the
straightest way possible, one large chandelier per full 5 levels holding one hundred lit candles each (which burn for the duration of the spell), one large banner per level with the appropriate heraldry, two large trumpets per level, one lute per level, and one harp per 2 levels, a large court table with hammer and gavel, 10 seats (not too comfy, if desired) per level, and either one or two crowns, one or two regal apples, one or two sceptres, and one or two sets of royal clothing(furs, satin, atlas, silks, etc.). This spell creates only the interior of the room; it doesn't create the walls, floors, or ceilings.

Darklight's Redstar (Evocation)
Level 4
Effects immediate
Range: 100 yards + 20 yards per four levels
Duration: Instantaneous
This spell creates a red, starlike ball of energy in the wizard's
outstretched hand, which darts out at the specified target as a magic
missile
It will dispel the spells armour, shield, wall of force, minor globe of
invulnerability,. If the redstar
hits such a spell, it will be weakened and only deal small
damage to the (formerly) protected creature

Dheryth's Sanctum Sanctorum (Abjuration)
Level 4
Effects immediate
Range: 10 yards
Duration: Permanent
Area of Effect: Twenty-seven thousand cubic feet

This spell seals off an interior area (eg. building, room, cave) with a
volume up to 27,000 cubic feet, from entry by teleportation (including
teleport, teleport without error, dimension door, and even Drawmij's
instant summons and succour), plane shifting (including colour pools,
border ethereal penetration, and plane shift), and similar magical
effects.
Any of these teleport-like effects may be performed, however, if a
password is known and spoken during the attempted entrance. There can
only be one password at a time, but it may be changed by recasting
sanctum sanctorum.

Dispel Magic
: Such as the title, the caster is able to Dispel Magic.
To Cast: Diaskorpizo
Time Lasts: Instantaneous
Radius: 100 ft.
Compromised by: Stronger magic (i.e. higher level spell). Only Greater Dispel can cancel out very potent magic.

THIS ONE IS A SPECIAL CASE AND AMOUNG THE FEW THAT JUST GETS STRONGER AS A CHARACTER PROGRESSES THROUGH THE LEVELS AND IS AUTOMATICALLY KNOWN TO A MAGE THAT KNOWS ANY SPELLS OTHER THAN CANTRIPS. ITS EFFECTIVENESS DEPENDS ON THE LEVEL OF THE MAGE. IF YOUR CHARACTER KNOWS ANY LEVEL ONE SPELLS, THEY KNOW THIS ONE AUTOMATICALLY. YEAH, LET ME JUST REPEAT MYSELF WITH DIFFERENT WORDING. *L* ANYWAYS, YOU GET THE IDEA.

Disrupt Spellcaster II (Alteration, Metamagic)
Level 4
Effects immediate
Range: 5 yards per level
Duration: 1 day per level
This is an improved version of disrupt spellcaster. The
only change is the increased duration. It makes the victim incapable of
casting spells for the duration, one day per level of the wizard. This
spell actually makes spellcasting impossible by disrupting the magical
energy of memorised spells. Thus, the victim could still cast a spell
from a scroll, and innate spell-like abilities are not affected. The only way to
remove this spell is with a successful dispel magic.

Dissolve Greater Quasi-Elemental (Abjuration)
Range: 30 yards
Duration: Permanent
Area of Effect: One creature
This spell cause a greater radiance, lightning or mineral
quasi-elemental to lose its internal integrity: the lesser
quasi-elemental dies.

Ditan's Minor Nullify (Alteration, Necromancy)
Level 4
Effects immediate
Range: 20 feet + 10 feet per level
Duration: 1 day
With the casting of this spell, the wielder calls into being a sphere of negative magic energy. This sphere is then hurled at one creature with spell casting abilitiesIf the creature hit is a wizard, the
wizard forgets the spells he had memorised for the day, and cannot seem
tomemorise any more for the remainder of the day. If the creature hit
is a priest, they seem to have lost contact with their deity for the
remainder of the day, and cannot cast prayers. The effects of this spell can only be cancelled by a limited wish, wish, or divine intervention; dispel magic is not effective against the effects of this spell. The wizard has a 10% chance of being affected by this spell as well, since

Dominate Flesh/Clay Golem (Enchantment/Charm, Conjuration/Summoning)
Level: 4
Range: 60 yards
Duration: Permanent
Area of Effect: 1 creature
This spell allows the caster to arrest control of a flesh or clay golem away from the priest that created it.

Dragon Form (Alteration)
Level 4
Effects immediate
Duration until dispelled
The spell recipient takes the form of a dragon.

Feather Fall Field (Alteration)
Level 4
Effects immediate
Duration one attack
Area of Effect: 10-yard radius
When this spell is cast, a magical field surrounds the wizard and moves
with him. This field slows free-falling or free-flying objects as per
the 1st-level feather fall, subject to a weight limit. This spell will affect all missiles,

Fellstar's Flame Jet (Invocation/Evocation)
Level 4
Effects immediate
Range: 10 yards per level
Duration instant
When this spell is cast, a jet of flames shoots forth from the wizard's
hand; this jet is 5 feet wide and has a length of up to 10 yards per
level of the wizard (the wizard may vary the length from 1 foot up to
the maximum range). The jet travels in a straight line and is blocked by
normal obstacles (stone, metal, etc.). If the jet is blocked, it will it
will not rebound, but may flow around the barrier if it is small enough
(less than 5 feet across).
The flames from this spell will melt ice and ignite wood on contact;
they are able to melt a hole in a wall of ice in a single round (though
they will not destroy it), and can bring down a wall of fog instantly;
other wall spells are not affected by this spell.
If the wizard chooses, two jets (one from each hand) may be employed
instead of one; if this is the case, range and damage are halved

Fire Storm (Invocation/Evocation)
Level 4
Effects immediate
Range: 10 yards per level
Duration: Instantaneous
Area of Effect: 60-foot radius sphere
Fire storm is an expanded version of fireball. The instant after the
spell is cast, a 60-foot radius sphere is filled with extremely hot
flames.

Flesh Box (Alteration, Necromancy)
Level 4
Effects immediate
Area caster only
Duration: Permanent
This spell enables the caster to store an item of smaller size than he
inside of his body. The item remains unusable and ineffective while
stored this way. Only one object can be stored at any time. Reduction in
size of the body past that of the item size will kill the caster. Only
the caster can remove the item.

Fog of Nightmares (Illusion/Phantasm)
Level 4
Effects immediate
Range: 10 yards per level
Area of Effect: One 10x10-foot cloud, 30 feet high
Duration 30 minutes
This spell creates an area of heavy fog where the nightmares of the
victims are given form in much the same manner as shadow monsters and
phantasmal killers. The fog blocks all sight (as darkness) and
infravision. It is heavy and magical; wind does not move it and fire
will not burn it away. It automatically extinguishes normal fires in the
area.

Form Change
Level: 4
To cast: A high quality gem must be crushed into a fine powder and sprinkled onto the recipient of the spell. The form they wish to assume is then spoken out.
Stats of spell: Can change one creature per gem crushed into any humanoid (vaguely resembling a human but not nessecarily a human) form. It takes 3 minutes for the spell to work. It lasts for 48 hours unless countered, dispelled, or ended by the caster. Transformation back to the original form is Instantaneous
Counter: Dispell spells, Countermagics, Ending the spell voluntarily
Mastery: 2 and 3/4 months of constant study


Form Lock
Level 4
Effects immediate
Duration: 1 Hour
This spell will prevent Shapeshifting. It will do so even if the
subject is Shapeshifting back to their original form because a previous
Shapeshifting spell is no longer being maintained! The spell is resisted
by the mage's skill with the Shapeshifting spell he is using (If the subject is not willing to be Form Locked, but is Form
Locked all the same, then the original Shapeshift spell will resist the
Form Lock spell again.

Improved Fireball
Range: 20 yds + 20/lvl
Duration: Instantaneous
Area of Effect: 50 ft radius
This is simply a beefed up fireball, having a larger size, greater range, and more damage (30% more damage

Improved Permanent Illusion (Illusion/Phantasm)
Level 4
Effects immediate
Range: 20 feet per level
Duration: Permanent
Area of Effect: One 20-foot per side per level cube
This spell works like a permanent advanced illusion with an included
bonus: it starts to have touch components as well. Thus, it could be
used to simulate something a character can touch in the illusion (even
in disbelief) and actually feel the illusion without the illusion

Indenciary Grenade
Range: however far the caster can throw
Duration: Instantaneous
Area of Effect: 30 ft radius
When this spell is cast, the wizard throws a large ball of sulfur at whatever he wants decimated, and anything caught within the blast takes light to over-moderate damage, due to the magical nature of the flame, anything caught within the blaze will also continue to burn until it is put out, spreading as a normal fire does. Objects withing the blaze do not need to be flammable to burn, they will burn as if they were wood no matter what the material, but normally non flammable objects will not be consumed, they will simply continue to burn.

Insight
Invocation: No special incantation. It's a learned discipline. One must not be heavily distracted by other things.
Stats of Spell: The ability to tell that something is wrong or amiss or that something terrible has happened somewhere in the world and know it beyond a shadow of a doubt. It's ability reaches over the earth and the location of the event or happening can be pinpointed within a mile. Also a vague idea of the kind of misdead can be determined. If the caster knows the person or people being harmed then he/she would have a sense of who is in trouble, but otherwise would only have very vague ideas of the type of people or creatures in trouble.
Special Time to Learn: 3 months

Invulnerability (Abjuration)
Level 4
Effects immediate
Duration one attack
This spell protects the wizard from all forms of weapons. The
spellcaster is totally immune to non-magical weapons. Magical weapons
only inflict damage equal to their plus, no strength or specialization
bonuses apply. Natural weapons (claws, bite, etc.) inflict damage (with a minimum of one point). This spell offers no
protection against spells or special attack forms, or even weapons
created by spells

Ironskin (Alteration)
Level 4
Effects immediate
Duration permanent
This spell has a similar effect as stoneskin. It protects
the recipient from the damage of weapons, whether magical or normal
unless they function by touch (like a touch spell). In contrast to
stoneskin, this spell does not lose its efficiency if the weapon would
not have hit..

Jimmy's Ultimate Sight (Divination)
Level 4
Effects immediate
Duration 5 minutes
Area 20 ft radius
This combines wizard sight, read magic and detect magic. The wizard can
detect auras of spell casters and enchanted objects normally visible to
the wizard, and can detect through one foot of stone, inch of metal and
yard of wood. Any visible magical writing may be deciphered. The wizard
can see whether anyone is casting any spells and gain information on the
spell being cast as well. For example, he could determine the potential
and power of a wizard's aura, whether it is a cleric or mage (or
specialist priest or wizard), school and sphere, etc. The wizard's eyes
become blue and show up as magical.

Kiri's Mega Magic Missile (Invocation/Evocation)
Level 4
Effects immediate
Range: 60 yards + 10 yards per level
Duration: Instantaneous
In all respects, this is the same as the 1st-level magic missile, except
that an unlimited number of missiles can be created and fired at
multiple targets

Lightning Storm (Invocation/Evocation, Conjuration/Summoning)
Level: 4
Duration: 1 hour/level
Area of Effect: 3 square miles per level of caster
This extremely powerful spell requires no cloud cover to start but once it is started it CAN'T be controlled or stopped.
When cast a massive electrical storm is created covering 3 square mile for every level of the caster. The spell causes
75 strikes per square mile and each strike does MASSIVE damage. The spell lasts for 1 hour per level. Once it is started
anything that is not within a 50 yard diameter around the caster will be utterly destroyed


Lizward's Dragonform (Alteration)
Level 4
Effects immediate
Duration until dispelled by caster
This spell is a modified version of shapechange, except that it is
limited to dragon-like forms only. The dragon-forms created by this
spell will be perfect in all details, undetectable by other dragons, who will of course, depending on their alignment, either greet or attack the caster.


Lock Shapechange
Level 4
Range: 10 yards/level
Duration 2 minutes / lvl
Area of Effect: One creature
This spell allows the mage to temporarily suspend the shapechanging abilities of one creature. For instance, if cast upon a werewolf, it would lock the creature into the form it was in when the spell was cast. It works against any creature or humanoid with shapechanging abilities, such as werewolves, dragons, dopplegangers, or magical spells (i.e. polymorph self, polymorph other, shape change, massmorph, etc.).
The victim is locked into the shape or form he is in when the spell is cast. The spell is ineffective on a creature who is already in the act of changing from one form to another, but remains active, affecting the creature once it's change is complete.

Magic Channel
Level 4
Effects immediate
Duration 1 month
This spell is similar to the Arcane Connection spell. When the
mage touches the target, he creates a magical link through time and space
which he can use to cast spells on that target in the future. Spells which require the mage to
touch the subject won't work through the magical c hannel

Magic Immunity
Level 4
Effects immediate
Duration: 1 minute
This spell makes the subject immune to the direct effects of all
magical spells and prevents them from using any magic spells themselves.
Like the Magic Resistance spell, this spell blocks friendly spells as well
as hostile ones.
While this spell will block direct attacks, it doesn't prevent
against indirect attacks. For example, while a fireball attack against the
subject would fizzle, attacks with a magically animated (normal) torch
would have a normal chance of succeeding.
This spell also will not allow the subject to pass through
magically created barriers like Force Domes or Walls of Stone. The subject
also can't negate the effects of area spells which don't directly affect
the subject. For example, this spell would keep
the subject from being harmed by the Create Fire spell or slowed by the
Glue spell, but it would not keep him from being blinded by the Darkness
spell since that spell works on the light entering the spell area rather
than the character's perceptions.

Mind Find (Divination)
Level 4
Effects immediate
Area of Effect: 100-foot radius sphere
Duration instant
This is an extremely powerful version of true seeing combined with a
form of clairvoyance. Like true seeing, it allows the wizard to exactly
locate people that are displaced, invisible, polymorphed, changed,
enchanted, or masked by an illusion. However, the spell affects the
mind, not the eyes of the wizard, so the wizard can, in addition, see
through fog, around corners, trees, etc. (anything within the 100-foot
radius).
About the only things that will block the penetration power of the spell
are non-detection, lead walls, or walls of force. The
spell also confers the ability to perceive minds in any direction,
including up or down. Thus, the wizard could locate the mind of someone
80 feet above him and behind him. Needless to say that backstabbing
someone who knows exactly where you are is impossible.
However, this spell cannot locate objects or things without minds,

Nancy's Quiet Little Fireball (Alteration, Evocation)
Level 4
Effects immediate
Range: 100 yards + 10 yards per level
Area of Effect: 20-foot radius sphere
Duration instant
This spell creates a fireball, with the
added benefit of silence within the area of effect. The silence
neutralizes the explosive noise of the fireball itself, and lasts for
one round after. However, after the silence is dissipated, noise
returns to normal, including cries of those not killed outright by the
blast.

Nearthia's Combat Spell (Abjuration, Alteration, Divination)
Level 4
Effects immediate
Area caster
Duration ½ hour
This spell prepares a fighter/mage for combat. It provides the benefits
of the following spells: detect invisibility, fly, minor globe of
invulnerability, protection from normal missiles, shield, and strength.
It also provides 25% magic resistance

Orko's Elemental Triads (Evocation)
Level 4
Effects immediate
Range: 15 yards + 10 yards per level
Duration: Instantaneous
When this spell is cast, three bolts of fire, electricity, frost, water,
or acid shoot forth from the palm of the wizard. They may strike one,
two or three targets. If more than one target is struck, the targets
must be within 60 degrees of each other.

Permanent Coma
Level 4
Effects immediate
Duration: Permanent
This spell is identical to the Coma spell except that its effects
are permanent and no magical means except Remove Curse can awaken the
character.
Unless sustained by magical or high tech means, a person in a
permanent coma will quickly die.

Phase Conjugation (Abjuration)
Level 4
Effects immediate
Area 180*arc 30 yard distance
Duration instant
This powerful defensive spell provides superlative protection against
directed energy attacks. Any spell or effect which projects a discrete
stream of energy at the recipient is deflected back in the direction
from which it came. This is more than just a simple deflection, however.
The spell is phase conjugated, which means it retraces its path exactly.
If the recipient is within half the range of the attacking spell, the
offending wizard suffers the full effect of his own spell, no saving
throw allowed. The reason this is so, is that the wizard cannot possibly
dodge fast enough to avoid the rebounding energies. Only magic
resistance, and whatever other defenses he may have, will protect him.
Examples of spells affected by phase conjugation are:
* any ray-type spell,
* magic missiles of any type,
* lightning bolts (call lighting will not strike the wizard), and
* cone of cold, heat, or force (only the recipient is protected).
Examples of spells NOT affected are:
* fireball, or any similar magic (they change form on impact),
* touch spells, and
* cone of acid or steam (they project matter, not energy).

Pilpin's Ravaging Spheres of Fire (Evocation)
Level 4
Effects immediate
Area of Effect: One 3-foot radius sphere per level
Duration variable
This spell is an enhancement of the 2nd-level spell flaming sphere. The
spell creates one burning globe of fire per level of the wizard. The
globes all appear within 30 yards of the wizard and roll in whichever
direction the wizard points, at a rate of 100 yards per round. The
spheres can roll over any obstacle, even a city wall. Combustible
substances are ignited by contact with a sphere.
The spheres move in the direction the wizard directs, otherwise the
spheres will wander aimlessly. Spheres can be extinguished by the same
means as any normal fire of their size. The surface of the spheres has
a spongy, yielding consistency and does not cause damage except by its
flames. It cannot push unwilling creatures aside or batter down large
obstacles.
If the spell is unleashed on a large source of easily combustible
material (such as a city of at least 50% wooden buildings or a dry
forest) there is a 25% chance that a fire storm will start. A fire storm
will burn out of control for many days until at least 90% of the
combustibles are burned. It will also be so hot that it will melt soft
metals and crack thin stone walls.

Pobithakor's Placer (Alteration, Divination)
Level 4
Effects immediate
Duration instant
This spell is similar to Pobithakor's tracer, for not only does it allow
the two-way scrying, but the wizard has the additional option of pulling
the scrying creature through the two-way portal right next to the
wizard's current location.. Unless special measures are taken, the
wizard has no control over the creature when it arrives.

Read Mind (Divination)
Reversible
Level 4
Effects immediate
Duration variable
Area person touched
By means of this spell, the wizard can read knowledge or memory of the
victim. Only conscious knowledge and memory can be read, i.e., forget
can hide information from this spell, while remember can recall
information for this spell. The victim may be conscious or unconscious.
. Time required depends on the information that is required, but is typically the time it would take to relate the information wanted.
The reverse of this spell, mind shield (abjuration), protects the
recipient from the effects of read mind for 1 day per level of the
wizard

Seizure (Alteration, Charm)
Level 4
Effects immediate
Range: 10 feet + 2 feet per level
Duration instant
When cast, this spell (also known by its nickname super spasm) causes
the victim to lose complete control over all muscles in his body for the
duration of the spell. This causes the victim to "spas out": fall down
and flip around like a fish out of water. There is a quirk to this
spell: any creature not possessing a central nervous system is not
affected by this spell. In all other aspects this spell is the same as
spasm.

Serrel's Modified Enchantment (Alteration)
Level 4
Effects immediate
Duration variable by item modified
This spell does not enchant an object but merely alters the enchantment
an object already possesses in such a way that those opposed to the
caster gain absolutely no magical effect from the item whatsoever. There
is a 90% probability that the spell works exactly as planned, but the
other 10% of the time, the spell backfires, leaving the item useless to
all creatures, whether friendly to the caster or not, for the spell's
duration. Intelligent items cannot be altered by this casting.

Shout - Word of Sound (Alteration, Evocation)
Level 4
Effects immediate
Duration: Instantaneous
Area of Effect: 5-foot per level long, 30 degree wide arc
This spell allows the wizard to shout with such intensity that a sonic
field is generated, expanding in a thirty degree radius from the wizard,
doing damage to all within 5 feet per level
of the wizard in a 30 degree arc. Glass stands a 10% up to 50% chance of
breaking depending on whether it is free standing, fragile, muffled, or
sturdy, and creatures caught in the area of effect suffer deafness.
Note that hard surfaces (such as stone walls) caught in the area of
effect may cause the sonic field to ricochet back upon the wizard.

Sillvatar's Dragon Armour (Conjuration/Summoning)
Level 4
Effects immediate
When this spell is cast, the wizard will be covered by a semi-real
coating of dragon scales.

Shroud Magic
Level 4
Effects immediate
Duration until the spell is triggered
This spell hides the presence of magic spells and eliminates their
traces. Spells protected by this spell will not register when the Detect
Magic or Magic Traces spell is cast
Magic users in the area have their spells shrouded so that
magically aware viewers cannot detect what sort of magic (they are casting

Singing Cockroach (Alteration)
Level 4
Effects immediate
Duration: 12 turns + 1 turn per level
Area of Effect: 400 square feet per level
The ultimate seige breaker... When the caster casts this spell on a
roach, it works its way into the enemies camp. Once in the camp, the
roach finds a nice place and starts to sing really bad. All within the
camp must leave camp and go home.. Needless to say, sieges don't last long... I
know it's a dumb spell, but it is the funniest thing to use in a siege
or large enemy encampment.

Smoke Cage (Alteration, Evocation)
Level 4
Effects immediate
Area as specified below
Range: 10 feet per level
Area of Effect: 20-foot radius
This spell creates a 20-foot radius cloud of purple and black smoke up
to 10 feet away per level of the wizard. The smoke is impervious to all
forms of vision. The smoke cloud is actually extradimensional, employing
forces similar to distance distortion. The internal diameter of the
cloud is 100 to 150 feet; furthermore, the vapours contain a powerful
misdirection spell which prevents those inside from
wandering out.. Only a strong wind will
break it up prematurely
,br />
Spellshield (Abjuration)
Level 4
Effects immediate
Area immediately in front of caster
Duration one attack
Spellshield is a very special type of spell. It consists of but a single
gesture, performed with both hands as if spreading something upon the
space before the caster. A curtain of light follows the movement, then
remains for a moment. If he is
in the middle of casting another spell at the moment he wishes to use
spellshield, the other spell is broken and lost. The effects of
spellshield are as follows: it will block any other magic with a
directed effect which can be intercepted with the shield. In other
words, a spellshield could be used to stop a lightning bolt, a magic
missile, or a ray of enfeeblement. It would not stop a fireball (unless
the fireball was aimed directly at the caster) or a colour spray, since
these are not purely directed attacks (i.e., they don't have a
line-effect). Spellshield can be declared even after the spell to be
blocked goes off; in other words,: "the wizard casts a
lightning bolt and strikes Syzygy...", and at this point the wizard
Syzygy can say: "I'll block it with a spellshield".. The caster must see the enemy
spellcaster at the moment of casting; one cannot block a magic missile
from behind with a spellshield. The shield may be spread only in front
of the caster, and will not intercept spells aimed at anyone besides the
caster himself. Both hands must be used, and nothing may be held in
either hand.

Summon Shadows (Conjuration/Summoning, Necromancy)
Level 4
Effects immediate
Range: 10 yards
Duration: 1 round + 1 round per level
Area of Effect: 10-foot cube
When this spell is cast, the priest conjures up one shadow for every level of experience he has attained. These monsters are under the control of the spell caster and attack his enemies on command. The shadows remain until slain, turned or the spell duration expires

Switch
Level 4
Effects immediate
Duration: 1 minute, or until one of the two spells expires.
This spell allows two different spells to be "turned on" or "off"
at will, allowing the mage to switch between them, or turn them both "on"
or "off". While a spell is "off" its duration is "conserved" until the
spell is turned back on or until the durati on of the Switch spell
expires.

Terror (Illusion/Phantasm)
Level 4
Effects immediate
Range: 5 yards per level
Duration: 1 round per 3 levels
This is an advanced form of fear. When terror is cast, an invisible ray
shoots from the wizard's hand to the target, never missing. A new ray
follows each round, unless the wizard undertakes another action. The
victim collapse to the ground for 6 full turns in utter terror,
refusing to notice any outside presence except a physical attack
The wizard can shoot forth one ray for every level he has
obtained,. Only one ray can be issued per round. Undead and
those creatures with protection against fear are also immune to terror.

Tornado (Conjuration/Summoning)
Level: 4
Duration: 4 rounds
Area of Effect: 1 direction
A tornado springs into being whenever this spell is cast, but in order for it to be cast there must be cloud cover. This is
an extremely dangerous spell to use because once it is cast the caster has no control over the tornado at all. The caster
can send it in only one direction. After that the tornado is on its own, it could follow the landscape back towards that
caster. The damage that the twister causes is horrendous (think f4 tornado) and any creature that is caught up in it is thrown many yards taking additional falling damage.

Transfer Spell
Level 4
Effects immediate
Duration: Permanent until the "base" spell ends.
When cast, this magic allows an existing spell with a longer than
instantaneous duration to be taken over and powered by another mage, even
if he couldn't normally cast that spell.
Either the mage who cast the spell or the mage who wishes to take
over the spell can cast this spell

Tyvek's Forceplate (Enchantment)
Level 4
Effects immediate
Duration: 1 day
Area of Effect: One shield
This spell temporarily (and rather destructively) transforms a complete
suit of plate mail into a magical plate mail with one plus per 4 caster
levels. The caster can "wear" this plate mail mentally, still allowing
him to use his hands to cast spells: the magical plate has mass nor
weight, and it does not prevent magic use. when the duration ends the plate mail vanishes
forever

Undead Army (Necromancy)
Level 4
Effects immediate
Duration 30 minutes or until destroyed
Range: 360 yards
This spell is a version of animate dead developed for immediate
battlefield use. It animates corpses but the magic only lasts for a limited time. Also, undead army is
very quick, requiring only a single word and a gesture. Those animated
resemble ghouls in all ways, The
ghouls created by this spell are unusually hard to turn: treat them as
if they were wraiths. They cannot be commanded or disrupted (command
results are ignored.

Whisper's Acid Pool (Alteration)
Level 4
Effects immediate
Range: 60 yards + 10 yards per level
Duration: 1 round per 2 levels
Area of Effect: 10-yard per level square
When this spell is cast, an area as specified by the caster within
stated limits, will transform into a four feet deep pool of acid.
Movement in this pool is reduced to 1/3. As long as creatures are in
this pool they receive acid damage, dependant on exposure. At the end of the spell, the acid drains away, but the trench or
pool remains a depression. For this spell to have effect, the area or
volume must exist for the pool to form in. This is a great spell to stop
those pesky townspeople from following you in pursuit after you burned
down half their city in some sorcerous fight.




Edited 4:48pm, July 19, 2005 by Axis, moderative.
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