Level Four Spells - All

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Level Four Spells: Charm Monster "Range: 6"" Duration: Special Saving Throw: Neg. Area of Effect: Special This spell is similar to a Charm Person spell (q.v.), but it will affect any living creature. The spell will affect from 2-8 1st level creatures, 1-4 2nd level creatures, 1 or 2 3rd level, or 1 creature of 4th or higher level." Confusion "Range: 2"" Duration: 2 rounds +1/level Saving Throw: Special AoE: Up to 6"" x 6"" 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 "Range: 3"" Duration: 1 round/level Saving Throw: Special Area of Effect: 5' cube per level of the magic-user Explanation/Description: 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." Ice Storm "Level: 4 Range: 1""/level Duration: 1 round Saving Throw: None When this spell is cast, the magic-user causes either great hail stones to pound down in an area of 4"" 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 8"" 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." Minor Globe of Invulnerability "Range: 0 Duration: 1 rd./level Area of Effect: 5-ft. radius This spell creates an immobile, faintly shimmering magical sphere around the caster that prevents any 1st-3rd-level spell effects from penetrating. The globe can be brought down by a successful dispel magic spell. The caster can leave and return to the globe without penalty. "

    • Neutralize Poison

"Range: Touch Duration: Permanent AoE: 1 Creature or 1 ft2 of substance/2 levels The Caster detoxifies any sort of venom in the creature or substance touched. "

Level Four Spells: Charm Monster "Range: 6"" Duration: Special Saving Throw: Neg. Area of Effect: Special This spell is similar to a Charm Person spell (q.v.), but it will affect any living creature. The spell will affect from 2-8 1st level creatures, 1-4 2nd level creatures, 1 or 2 3rd level, or 1 creature of 4th or higher level." Confusion "Range: 2"" Duration: 2 rounds +1/level Saving Throw: Special AoE: Up to 6"" x 6"" 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 "Range: 3"" Duration: 1 round/level Saving Throw: Special Area of Effect: 5' cube per level of the magic-user Explanation/Description: 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." Ice Storm "Level: 4 Range: 1""/level Duration: 1 round Saving Throw: None When this spell is cast, the magic-user causes either great hail stones to pound down in an area of 4"" 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 8"" 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." Minor Globe of Invulnerability "Range: 0 Duration: 1 rd./level Area of Effect: 5-ft. radius This spell creates an immobile, faintly shimmering magical sphere around the caster that prevents any 1st-3rd-level spell effects from penetrating. The globe can be brought down by a successful dispel magic spell. The caster can leave and return to the globe without penalty. "

    • Neutralize Poison

"Range: Touch Duration: Permanent AoE: 1 Creature or 1 ft2 of substance/2 levels The Caster detoxifies any sort of venom in the creature or substance touched. "