4th Level Spells

Charm Monster
Area of Effect: See below
Range: 60 ft
Casting Time: 4 segments
Duration: See below
Saving Throw: Negates

This spell operates as charm person does, but can affect any living creature.

Confusion
Area of Effect: Up to 60 x 60 ft
Range: 120 ft
Casting Time: 4 segments
Duration: 2 rounds +1 round/level
Saving Throw: See below

This spell affects a base number of 2-16 creatures, but is otherwise identical to the druidic spell of the same name except as noted in the summary information above.

Cure Serious Wounds (Reversible)
Area of Effect: Creature touched
Range: Touch
Casting Time: 7 segments
Duration: Instantaneous (permanent)

A benison similar to cure light wounds, cure serious wounds permits the spellcaster to lay on hands for 2d8+1 hit points of healing. The spell’s limits are otherwise similar to those of cure light wounds. The reverse of the spell causes damage rather than healing, requiring that the spellcaster successfully touch the target.

Detect Lie (Reversible)
Area of Effect: One person
Range: 30 ft
Casting Time: 7 segments
Duration: 1 round/level

The subject of this spell (not necessarily the caster) gains the ability to discern whether the truth is being told, for the duration of the spell. The reverse of the spell allows the spell recipient’s most brazen falsehoods to seem logical and believable. The spell’s reverse may also be used to ward against the effects of a detect lie spell.

Dig
Area of Effect: 5 cubic ft/level
Range: 30 ft
Casting Time: 4 segments
Duration: 1 round/level

This spell causes dirt to begin piling out from the ground, digging a hole with tremendous speed. The excavation proceeds at a rate of one 5 x 5 ft cube per round, as earth boils out of the area the caster directs, landing to the edges of the pit. If the spell is cast directly beneath a creature, the creature will fall in without any possibility of a saving throw. Creatures at the edge of the pit have some likelihood of falling in; they must roll lower than their dexterity score on a d20 to avoid sliding into the sudden maelstrom of moving earth. A creature moving toward the pit during the first round in which digging begins must make a saving throw vs spells (unlisted categories) or fall into the hole. The spell can be used to excavate in dirt, sand, or mud. Note that if the pit is taken deeper than 5 ft, there is a chance that it will collapse in on itself (roughly 25%, adjusted by the GM for the type of material being dug).

Dimension Door
Area of Effect: Caster
Range: Caster
Casting Time: 1 segment
Duration: See below

Dimension door is a weak form of teleportation, more controllable than blink, but severely limited in range. The teleportation is limited to 30 ft per level. Unlike blink, a dimension door spell operates with perfect accuracy, either to a place the caster can see or clearly visualize, or in response to directions (example: “120 ft forward and 30 ft to the right”). If the caster’s directions land him or her inside a solid object, he or she is stunned and trapped in the astral plane, held in a sort of suspended animation for eternity unless rescued. The spell is subject to a maximum weight limit of 500 lbs of additional weight, with each lb of living matter counting for twice its actual weight. Recovery from the experience of this form of teleportation is not immediate, although it is quite rapid. The caster cannot act for a period of 6 segments following the transition.

Divination
Area of Effect: Caster
Range: Caster
Casting Time: 1 turn
Duration: See below

A divination spell gives the caster divine insight about a particular place, examples being a ruined castle, a particular region in a dungeon, or a small vale. The location of the place must be known to the spellcaster (e.g., the “Red Mausoleum,” if a legendary location, cannot be the focus of the spell, but if the spellcaster has seen the doorway of the tomb, the spell will be effective). The spell yields rich information compared to an augury, although it may be couched in rather vague and approximate terms. The spell reveals the relative power of the creatures in the area, the treasure (“low,” “moderate,” or “rich”), and chances of incurring the wrath of gods or similar beings if the place is disturbed. There is a chance that the spellcaster will fail to interpret the omens properly; the base chance to succeed in gaining truthful information is 60%, and rises by another 1% per level. The chance may also be adjusted by the GM as necessary. If the spellcaster’s reading of the omens is not correct, of course, he or she will be operating on completely false and useless “insights.” The casting of a divination spell is quite dramatic, involving the sacrifice of a dove or other such creature appropriate to the religion in question. Valuable items may also be sacrificed, and such may increase the chance of the spellcaster receiving clear omens that are easily interpreted.

Enchanted Weapon (Reversible)
Area of Effect: See below
Range: Touch
Casting Time: 1 turn
Duration: 5 rounds/level

With a touch of his or her hand, the magic user creates a weak and temporary enchantment upon a full-sized weapon, or upon two smaller weapons such as arrows, bolts, or daggers. The enchantment lends no bonus to hit, but may be used to strike creatures that can be hit only with a magical weapon. When the weapon hits successfully, the enchantment ends.

Exorcise
Area of Effect: One creature or object
Range: 10 ft
Casting Time: See below
Duration: Instantaneous (permanent)

Exorcism is a powerful abjuration that casts out demons, devils, or any supernatural inhabitant or influence from a creature or object that has been possessed or otherwise controlled. Exorcism banishes all charms and enchantments, removes curses, and will cast any possessing demon or other creature back into its nearest physical body other than the one being exorcised. The base chance for the spellcaster to perform a successful exorcism is randomly determined on a d% if the GM has not previously assigned a specific number to represent the relative difficulty of the exorcism. To the base chance is added a modifier of +1/-1 for each level of difference between the spellcaster’s level and the level or hit dice of the opposing supernatural force (determined by the GM in the case of supernatural forces with no stated level or HD). The spellcaster begins the exorcism, rolling a d% for each turn. If the spellcaster’s die roll is equal to or less than the modified chance of success, the exorcism is successful. The process cannot be halted once it has begun, and if the spellcaster is forced to pause before successfully casting out the supernatural force, the spell will fail.

Extension I
Area of Effect: See below
Range: Caster
Casting Time: 2 segments
Duration: See below

The arcane words of an extension I spell act to lengthen the duration of another spell previously cast by the magic user by 50%. The previous spell must still be active and may only be of level 1, 2, or 3.

Fear
Area of Effect: Cone (60 ft long, 5 ft at origin, 30 ft at end)
Range: 0
Casting Time: 4 segments
Duration: See below
Saving Throw: Negates

This spell causes utter panic in the creatures exposed to the cone-shaped emanation of phantasmal terror the caster hurls forth. If any creature, of any level or hit dice, fails its saving throw against the spell, it will bolt away from the caster as fast as possible for as many rounds as the caster’s level. There is a base 60% chance for a creature to drop whatever it is holding (immediately upon failing the saving throw), reduced by 5% per HD or level of the panicked creature.

Fire Charm
Area of Effect: 15 ft radius around fire
Range: 10 ft
Casting Time: 4 segments
Duration: 2 rounds/level
Saving Throw: Negates

This spell transforms an existing fire into a powerful mental snare. Any creature within the spell’s radius who even so much as glances at the fire must make a saving throw vs spells or be entranced by the dancing flames. While so entranced, the creature becomes susceptible to the caster’s words, in the same manner as with a suggestion spell, but with a penalty of -3 to the saving throw. The enchantment will be broken if the entranced creature can no longer see the flames or if it is attacked.

Fire Shield
Area of Effect: Caster
Range: Caster
Casting Time: 4 segments
Duration: 2 rounds +1 round/level

Pale flames envelope the caster upon the completion of this spell, rendering him or her protection against either fire or cold based attacks, depending upon whether the magic user elects to wreath him or herself in cold flame or hot flame. Cold flame grants the magic user a +2 bonus on any saving throw vs fire damage, also guaranteeing half damage (or no damage against all fire attacks that allow a saving throw for half damage) provided the saving throw is successful. If the magic user fails a saving throw against a cold based attack, however, he or she will suffer twice the normal damage. Hot flame offers the converse of the protections afforded by cold flame. Cold based attacks receive a bonus of +2 on saving throws and guarantee that the caster receives only half damage (or none at all) if his or her saving throw is successful against attacks that would cause full or half damage.

Fire Trap
Area of Effect: One object
Range: Touch
Casting Time: 3 rounds
Duration: Permanent (until triggered)
Saving Throw: Half

This spell enchants any item that can be opened or closed with a magical trap. When the item is opened by any person other than the caster, magical fire explodes in an area five ft in radius around the fire trapped object, causing 1d4 plus the caster’s level hit points of damage to all creatures in this area. A successful saving throw indicates half damage. The item upon which this spell is cast suffers no damage from the explosion. Detecting a fire trap is extraordinarily difficult; attempts to find traps are reduced by one-half in efficacy if the trap is a fire trap, and the trap will detonate if an attempt to remove traps fails.

Fumble
Area of Effect: One creature
Range: 10 ft/level
Casting Time: 4 segments
Duration: 1 round/level
Saving Throw: Half

This enchantment causes intense clumsiness in the affected creature. Attempting to run will result in an immediate fall to a prone position, and anything held in hand (or claw, etc.) will be dropped. A successful saving throw allows the affected creature to act as if under the influence of a slow spell in order to avoid the spell’s full effects.

Hallucinatory Terrain
Area of Effect: 10 x 10 ft sq/level
Range: 20 ft/level
Casting Time: 1 turn
Duration: See below

This spell masks the true appearance of an area, making it appear as something else. A road can be made to appear as a river, a forest can be made to appear as a ravine, etc. The spell’s effect remains until some intelligent being touches the area (or until it is dispelled). The spell is particularly useful for hiding pits or making cliff edges seem to extend more than they actually do, but it has many other useful applications for the creative player.

Ice Storm
Area of Effect: 10 x 10 ft/level
Range: 10 ft/level
Casting Time: 4 segments
Duration: 1 round

The caster may evoke one of two different forms of ice storm with this spell: a hailstorm or a sleet storm. The hailstorm is a vicious barrage of huge hailstones that pound into a 40 ft x 40 ft area, throwing up bits of shrapnel-like ice fragments as the hail shatters. Any creature within the area suffers 3d10 hit points of damage with no saving throw. The sleet storm is a maelstrom of frozen rain in an 80 ft x 80 ft area, blinding all creatures in the area of effect and making the footing so slippery that all movement is cut by 50%. There is also a 50% probability that any creature attempting to move while in the sleet storm will slip and fall prone.

Lower Water (Reversible)
Area of Effect: See below
Range: 120 ft
Casting Time: 1 turn
Duration: 1 turn/level

With a majestic gesture, the spellcaster forces an area of water to sink downward by 5% of its original depth per level. Despite its name, the spell’s power is not limited to water; it can affect other non-living fluid substances as well, including gases and materials slightly more viscous than water. The GM may adjust the amount by which the spell affects other substances based upon the difference of their material properties from those of water. The spell’s area of effect is a square with sides measuring 10 ft per level of the spellcaster. For example, a spellcaster of 7th level can affect a square area up to 70 x 70 ft. The reverse of the spell raises water in an area of effect similar to that of lower water, but not to the same degree of height, returning water to its natural level plus one foot per level.

Massmorph
Area of Effect: 10 x 10 sq ft/level
Range: 10 ft/level
Casting Time: 1 turn
Duration: See below (willing creatures only)

This spell causes creatures of man size or smaller to appear like an innocent grove of trees to any observers. Up to 10 creatures may be enchanted in this manner. The illusion is so powerful that it is maintained even if the massmorphed creatures are touched. The “tree’s” reaction to being stabbed or hacked at is fairly likely to indicate that it is no normal tree, of course, although the illusion is not actually dispelled by a successful attack. The illusion persists until the caster dies or dismisses it (or it is dispelled).

Minor Globe of Invulnerability
Area of Effect: 5 ft radius sphere
Range: 0
Casting Time: 4 segments
Duration: 1 round/level

A globe of eldritch power forms around the magic user, hedging out all spells of third or lower level. Spells may be cast from within the globe. Dispel magic, if cast upon the globe, will destroy it.

Mnemonic Enhancement
Area of Effect: Caster
Range: Caster
Casting Time: 1 turn
Duration: 24 hours

This spell enhances the magic user’s precision of memory, allowing him or her to retain up to three additional spell levels in his or her mind (3 first level, 1 first and one second level, or 1 third level). The spell may be used for memorization, or may be used to hold onto the memory of a spell just cast. The spell components are expensive, costing at least 100 gp, and might not be available in rural communities.

Monster Summoning II
Area of Effect: Summoned creatures
Range: 40 ft
Casting Time: 4 segments
Duration: 3 rounds +1 round/level

By casting this spell, the magic user conjures up 1-6 monsters to serve him or her as allies in combat or to perform other services. The monsters appear from thin air within 1d4 rounds of the spell’s completed casting. If the caster is in combat, the monsters will fight on his or her behalf, attacking whatever foes he directs, or guarding him or her. For more complex tasks, the magic user must somehow have the ability to communicate these more specific commands. The GM has the ultimate discretion as to what monsters will appear, but the general likelihood is described below:

Monster Summoned d6
1 Centipede, Giant
2 Devil, Lemure
3 Gnoll
4 Stirge
5 Toad, Giant
6 Toglodyte

Neutralize Poison (Reversible)
Area of Effect: 1 cubic ft/2 levels…or…1 creature
Range: Touch
Casting Time: 7 segments
Duration: Instantaneous (permanent)

This spell detoxifies any sort of venom in a creature or object touched by the spellcaster. An opponent (a venomous spider, for example) must be successfully touched by the spellcaster, but is not entitled to a saving throw if the attack succeeds. Note that if the venomous creature produces new venom (normally a process that takes time), the new venom will be toxic, but any venom that is stored up in the creature will be affected and detoxified. The spell may also be used to prevent a poisoned character from suffering the poison’s effects. The reverse of the spell allows the spellcaster to deliver a lethally poisonous touch, requiring a successful roll to hit, and allowing a saving throw against the poison.

Plant Growth
Area of Effect: 10 x 10 sq ft/level
Range: 10 ft/level
Casting Time: 4 segments
Duration: Permanent

By means of this spell, the druid causes plants and vines to grow with unbelievable speed, forming a tangled barrier of thick vegetation. The enchantment may be dispelled, or the plants cleared by normal means. Chopping a way through the barrier is possible, but movement is restricted to 10 ft/ turn (20 ft for size L creatures).

Polymorph Other
Area of Effect: One creature
Range: 5 ft/level
Casting Time: 4 segments
Duration: Permanent
Saving Throw: Negates

This spell transforms the victim into another type of creature; a person might be changed into a newt, or a newt into a dragon, for example. Such a transformation can, in rare cases, be fatal. If the spell’s target is successfully transformed, it must make a system shock test against its constitution or die (see, “constitution”). Moreover, there is a base 100% likelihood that the transformed creature will lose its memories and former identity in the change, becoming, for all intents and purposes, the creature into which it was transformed (intelligence cannot be increased by virtue of such a transformation, however). For every intelligence point of the transformed creature, the base chance is reduced by 5%, and there is a further +/-5% alteration for each level (or HD) by which the original form’s level (or HD) differs from that of the new form. This check is made on a daily basis, so such a transformation will, eventually, become inevitable according to the laws of chance if the transformed creature is not magically brought back to its original form. A transformed creature retains its former hit points, but otherwise assumes all the physical characteristics of the new form immediately. The transformation may be dispelled, but the second change of shape will necessitate another system shock check.

Polymorph Self
Area of Effect: Caster
Range: Caster
Casting Time: 3 segments
Duration: 2 turns/level

This spell enables the magic user to cloak him or herself in the physical shape of another creature, and to continue shape-shifting at will for the length of the spell’s duration. The transformation is of an entirely lesser order than that of polymorph other, incurring no risk of a system shock or of truly becoming the transformed creature. Changing from one shape to another requires only 30 seconds, and when the caster returns to his or her original form (ending the spell) he or she will be healed of 1d12 points of any damage inflicted against the polymorphed forms he or she assumed. The caster can polymorph into forms no smaller than a songbird and no heavier than 2,000 lbs. Only the movement capabilities of the new form can be used, not its attacks, defenses, or other abilities. The magic user can transform him or herself into a lion, and run as fast as a lion, but his or her claws will do no more damage than a human’s soft fists. Similarly, if he or she transforms into a dragon, he or she will have the dragon’s ability to fly but no breath weapon. As an orc, he or she would be able to use whatever weapons he or she could use in his original shape, but would lack infravision. The caster retains his or her own hit points and armor class.

Protection from Evil (10 ft radius) (Reversible)
Area of Effect: 10 ft radius sphere around creature touched
Range: Touch
Casting Time: 7 segments
Duration: 1 turn/level

This spell has effects and limitations identical to protection from evil, but the radius of divine protection extends a full ten ft around the spell’s recipient, allowing allies to shelter within the protective ambiance. The duration of the spell is also longer.

Speak with Plants
Area of Effect: Caster
Range: Caster
Casting Time: 1 turn
Duration: 1 round/level

The spellcaster becomes able to hold converse with living plant matter. He or she may pose questions and understand the answers given, although any conclusions or opinions the plant provides will be based on the plant’s level of intelligence. Even a normal plant, however, will be able to convey information about events that have transpired near it. If the plants are capable of motion, it will be possible for the spellcaster to persuade them into a course of action, such as drawing aside to allow passage, or even attacking an enemy citadel.

Sticks to Snakes (Reversible)
Area of Effect: 10 cubic ft
Range: 30 ft
Casting Time: 7 segments
Duration: 2 rounds/level

This spell enables the spellcaster to transform sticks into serpents that attack at the spellcaster’s will. The snakes may be ordered to take other actions if the spellcaster can speak with them, but this spell alone does not grant the power to communicate with the snakes, only to will them to attack particular opponents. The spell transforms one stick per level, and each snake has a 5% chance per level of being venomous. The reverse of the spell will change snakes into harmless sticks and can work such a transformation upon snakes created by means of this spell. Sticks of a magical quality, such as wands or magic spears, are not affected by the spell.

Wall of Fire
Area of Effect: See below
Range: 60 ft
Casting Time: 4 segments
Duration: See below

A magic user’s wall of fire does base damage of 2d6 hit points plus 1 hp/level. If the wall is configured as a ring its radius will be 10 ft + 3 ft/level. In all other respects, the spell resembles the druidic spell wall of fire.

Wall of Ice
Area of Effect: Wall (size: 100 sq ft/level, 10 ft thick/level)
Range: 10 ft/level
Casting Time: 4 segments
Duration: 1 turn/level

A wall of ice spell creates a huge wall of ice, with a front face of up to 100 square ft per level. Its exact dimensions are adjustable by the caster. Thus, if the wall is cast by a 20th level caster, the dimensions of the wall could be any combination of dimensions that multiply to equal 2,000 square ft. The wall might be 10 ft high and 200 ft long, or 5 ft high and 400 ft long, or 20 ft high and 100 ft long, etc. The wall need not be cast so that it is attached to anything, and it can even be cast in the air to fall upon opponents, doing 3d10 points of damage in the area where it falls. Breaking through the ice with a melee weapon causes 2 hit points of damage from ice shards per inch of thickness, and can be broken out at a rate of 10 ft per round. Normal fire has no measurable effect upon the wall, but magical fire will melt through it in one round. If the wall is destroyed by fire in a single round, it will cause a massive cloud of water vapor to form and linger for a full turn, obscuring vision by 50%.

Wizard Eye
Area of Effect: Magical eye
Range: Caster
Casting Time: 1 turn
Duration: 1 round/level

The wizard eye is a scrying spell allowing the wizard to create a material (but invisible) visual organ that transmits to the caster whatever it sees. The eye has infravision with a range of 100 ft and can see at a distance of 600 ft in normal lighting. The eye travels at a rate of 30 ft per round if it is not scrutinizing its surroundings closely, but can proceed no faster than 10 ft per round if it is examining floors, ceilings, and walls. The magic user can detect secret doors through the eye as per his or her normal chance, but cannot view through the eye with any special vision the magic user has, for the eye’s vision is limited to its own sensory capabilities. The eye cannot pass through solid substances, but it can move through a hole no more than an inch in diameter.

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