Editing Level Four Spells - Memorized

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[[Level Four Spells - All]]
 
[[Level Four Spells - All]]
  
'''Level Four Memorization Slots: 10'''
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'''Level Four Memorization Slots: 11'''
  
'''Unused Slots: 0'''
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'''Unused Slots: 2'''
  
 
'''++''' = Spells granted free memorization due to magic item, skill or ability
 
'''++''' = Spells granted free memorization due to magic item, skill or ability
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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.
 
  
 
'''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' diameter 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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