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- Back; [[Spell Book]]
 
- Back; [[Spell Book]]
 
[[Level Four Spells - Memorized]]
 
  
 
==Level Four Spells - All==
 
==Level Four Spells - All==
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Range: 20' - Duration: 2 rounds +1/level - Saving Throw: Special  - AoE: Up to 60' x 60'
 
Range: 20' - Duration: 2 rounds +1/level - Saving Throw: Special  - AoE: Up to 60' x 60'
  
This spell causes Confusion in one or more creatures within spell range lasting 1 round/level It will affect 2 to 8 creatures, additional creatures determined by subtracting the level of the strongest opponent creature within the AoE from the level of the caster. If a positive number results, it is added to the number of creatures affected; a negative number is ignored. All creatures affected will be those closest to the druid within the area of effect. Each affected creature must make a saving throw each round, unless they are caused to "wander away for 1 turn" in which case they will go as far away from the caster as is possible in one turn of normal movement, as conditions permit. All saving throws are at -2. Saving throws and actions are checked at the beginning of each round.
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This spell causes Confusion in one or more creatures within spell range lastsing 1 round/level It will affect 2 to 8 creatures, additional creatures determined by subtracting the level of the strongest opponent creature within the AoE from the level of the caster. If a positive number results, it is added to the number of creatures affected; a negative number is ignored. All creatures affected will be those closest to the druid within the area of effect. Each affected creature must make a saving throw each round, unless they are caused to "wander away for 1 turn" in which case they will go as far away from the caster as is possible in one turn of normal movement, as conditions permit. All saving throws are at -2. Saving throws and actions are checked at the beginning of each round.
  
 
'''Dig'''
 
'''Dig'''
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A Dig spell enables the caster to excavate 125 cubic feet of earth, sand, or mud per round. The hole thus dug is a cube 5' per side. The material thrown from the excavation scatters evenly around the pit. If the magic-user continues downward beyond 5', there is a chance that the pit will collapse.
 
A Dig spell enables the caster to excavate 125 cubic feet of earth, sand, or mud per round. The hole thus dug is a cube 5' per side. The material thrown from the excavation scatters evenly around the pit. If the magic-user continues downward beyond 5', there is a chance that the pit will collapse.
 
'''Dimension Door'''
 
 
Range: 0 - Duration: Instantaneous - AoE: The caster - Saving Throw: None
 
 
The wizard instantly transfers himself up to 30 yards distance per level of experience. This special form of teleportation allows for no error, and the wizard always arrives at exactly the spot desired--whether by simply visualizing the area (within spell transfer distance, of course) or by stating direction such as, "300 yards straight downward," or, "upward to the northwest, 45 degree angle, 420 yards." If the wizard arrives in a place that is already occupied by a solid body, the spell fails. If distances are stated and the spellcaster arrives with no support below his feet (i.e., in mid- air), falling and damage result unless further magical means are employed. All that the wizard wears or carries, subject to a maximum weight equal to 500 pounds of nonliving matter, or half that amount of living matter, is transferred with the spellcaster. Recovery from use of a dimension door spell requires one round.
 
 
'''Fire Shield'''
 
 
Range: 0 - Duration: 2 rounds + 1 round/level - Saving Throw: None - AoE: Personal
 
 
By casting this spell the magic-user appears to immolate himself or herself, but the flames are thin and wispy shedding light equal only to half that of a normal torch (15' radius of dim light), and colored blue or green if variation A is cast, violet or blue if variation B is employed. Any creature striking the spell caster with body or hand-held weapons will inflict normal damage upon the magic-user, but the attacker will take double the amount of damage so inflicted! The other spell powers depend on the variation of the spell used:
 
 
A) The flames are hot, and any cold-based attacks will be saved against at +2 on the dice, and either half normal damage or no damage will be sustained, fire-based attacks are normal, but if the magic-user fails to make the required saving throw (if any) against them, he or she will sustain double normal damage.
 
 
B) The flames are cold, and any fire-based attack will be saved against at +2 on the dice, and either half normal damage or no damage will be sustained; cold-based attacks are normal, but if the magic-user fails to make the required saving throw (if any) against them, he or she will sustain double normal damage.
 
  
 
'''Ice Storm'''
 
'''Ice Storm'''
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When this spell is cast, the magic-user causes either great hail stones to pound down in an area of 40' diameter and inflict from 3 to 30 (3d10) hit points of damage on any creatures within the area of effect; or the Ice Storm can be made to cause driving sleet to fall in an area of 80' diameter and both blind creatures within its area of effect for the duration of the spell and cause the ground in the area to be icy, thus slowing movement within by 50% and making it 50% probable that a moving creature will slip and fall.
 
When this spell is cast, the magic-user causes either great hail stones to pound down in an area of 40' diameter and inflict from 3 to 30 (3d10) hit points of damage on any creatures within the area of effect; or the Ice Storm can be made to cause driving sleet to fall in an area of 80' diameter and both blind creatures within its area of effect for the duration of the spell and cause the ground in the area to be icy, thus slowing movement within by 50% and making it 50% probable that a moving creature will slip and fall.
 
'''Monster Summoning II'''
 
 
Range: 4" - Duration: 3 rounds + 1 round/level - Saving Throw: None 
 
This spell is similar to the third level Monster Summoning I spell (q.v.). Its major difference is that 1-6 second level monsters are conjured up.  There is also a 1-4 round delay.
 
  
 
'''Minor Globe of Invulnerability'''
 
'''Minor Globe of Invulnerability'''
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Caster is usually able to remove a curse - whether it be on an object, a person, or in the form of some undesired sending or evil presence. Note that the Remove Curse spell will not affect a cursed shield, weapon or suit of armour, for example, although the spell will typically enable the person afflicted with any such cursed item to be rid of it.  
 
Caster is usually able to remove a curse - whether it be on an object, a person, or in the form of some undesired sending or evil presence. Note that the Remove Curse spell will not affect a cursed shield, weapon or suit of armour, for example, although the spell will typically enable the person afflicted with any such cursed item to be rid of it.  
 
'''Solar Orb'''
 
 
Range: 120' - AoE: 40' radius sphere - Save: None
 
 
Similar to the sunburst effect of a wand of illumination, this spell creates a burst of radiant damage 40 feet in diameter which is extremely harmful to undead, while causing no harm to the living. This spell affects undead, causing 6d6 damage to all inside the sphere with no saving throw. Unlike the wand of illumination, the radiant damage of the Solar Orb does not cause blindness.
 
  
 
'''Stoneskin'''
 
'''Stoneskin'''
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Creates a thin wall of fire of up to 1200 square feet. The wall can be any shape the caster desires. Creatures of less than 4 HD cannot break through the wall. Creatures of 4 of more HD can break through, but take 1d6 damage from the wall - twice this amount for undead or creatures of cold. The wall cannot be cast in a space occupied by another object. The wall lasts as long as the caster concentrates on it or one round per level if caster does not.
 
Creates a thin wall of fire of up to 1200 square feet. The wall can be any shape the caster desires. Creatures of less than 4 HD cannot break through the wall. Creatures of 4 of more HD can break through, but take 1d6 damage from the wall - twice this amount for undead or creatures of cold. The wall cannot be cast in a space occupied by another object. The wall lasts as long as the caster concentrates on it or one round per level if caster does not.
 
The Wall Of Fire inflicts 4 to 16 hit points of damage, plus 1 hit point of damage per level of the spell caster, upon any creature passing through it. Creatures within 10' of the wall take 2-8 hit points of damage, those within 20', take 1-4 hit points of damage. Creatures especially subject to fire may take additional damage, and undead always take twice normal damage. Only the side of the wall away from the spell caster will inflict damage. The opaque Wall Of Fire lasts for as long as the caster concentrates on maintaining it, or 1 round per level of experience of the caster in the event he or she does not wish to concentrate upon it. The spell creates a sheet of flame up to 20' square per level of the spell caster, or as a ring with a radius of up to 5' per level of experience from the caster to its flames, and a height of 20'.
 
  
 
'''Wizard Eye'''
 
'''Wizard Eye'''
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Range: 0 - Duration: 1 round /level     
 
Range: 0 - Duration: 1 round /level     
  
The magic-user creates an invisible sensory organ which sends visual information to him or her. The Wizard Eye travels at 30' per round, viewing an area ahead as a human would or 10' per round examining the ceiling and walls as well as the floor ahead and casually viewing the walls ahead. The Wizard Eye can "see" with infravision at 10', or it "sees" up to 60' distant in brightly lit areas. The Wizard Eye can travel in any direction as long as the spell lasts. The material component of the spell is a bit of bat fur.
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The magic-user creates an invisible sensory organ which sends visual information to him or her. The Wizard Eye travels at 30' per round, viewing an area ahead as a human would or 10' per round examining the ceiling and walls as well as the floor ahead and casually viewing the walls ahead. The Wizard Eye can ""see"" with infravision at 10', or it "sees" up to 60' distant in brightly lit areas. The Wizard Eye can travel in any direction as long as the spell lasts. The material component of the spell is a bit of bat fur.

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