Level 4 Spells

Contents

Spell Invisibility
Shadow Door
Blink Object
Icy Fist
Conjure Shard
Icy Blade
Shadow Wings
Crushing Force
Enchanted Armor
Metamorphose Metal
Flame Death
Endless Tunnel
Create Darkenbeast

Dragonloft

4th level - Spell Invisibility (illusion, alteration)
Range: 0  Components: V,S,M  Duration: Special  Casting Time: 4  
Area of Effect: See below  Saving throw: --
	With this spell the mage is able to hide the effects of the 
spell the mage casts in the following round.  Only spells of 4th level 
or less can be affected thus.  Those spells which depend on visual 
interaction (color spray, invisibility, phantasmal force, spectral 
force, etc.) are not affected by this spell.  Spells which create 
usable weapons or alter attack forms become evident after they are 
first utilized in combat (such as ice knife, sand jimbaya, cat 
spirit, etc.).
	Therefore, a mage could cast an invisible fireball, which 
would still have the same sounds any other fireball would.  The 
fireball would become visible after it has struck its intended target.  
This is also true for lightning bolts, magic missiles or flaming 
spheres, and any other spell that creates a visible missile.  The 
spell also affects magical traps, but not sigils and runes, which must 
be read to take effect.  The effects of a web spell could be hidden, 
so that creatures would blunder into them, as could the effects of a 
grease, swarm or stinking cloud spell.  At the least, this spell 
negates any dexterity bonus the victim gets to their saves.  There 
are many more applications for the effects of this spell, left up to 
the discretion of the DM.
     	The material components for this spell are some gum arabic, 
with an eyelash placed into the middle.  Also required are the 
components for the spell to be cast the following round, which are 
consumed ahead of time if this applies.  

4th level - Shadow Door (alteration)
Range: 30 yards/level  Components: V,S,M  Duration: Special  Casting 
time: 4  Area of Effect: see below  Saving throw: -
     This spell allows the caster to open a magical door from normal 
shadows.  With the use of this door, the caster can move from the next 
closest or farthest shadow.  The range of the spell is 30 yards for 
every level the mage has attained.
     As the caster murmurs the enchantment, they gesture towards the 
shadow which is to be the portal.  When the spell is complete, the 
shadow pulses with an eery black "light".  The mage may then step into 
it, otherwise it will remain in existence for 1 round.  The caster may 
elect to stay inside the portal, they can remain there, hidden as a 
rope trick spell for 1 round per level of the caster.  They are 
invisible and cannot be attacked.  The caster is aware of their 
surroundings, and can see and hear from the portal.  
     The portal's primary function is to allow the wizard a form of 
teleportation.  By entering the door the caster may choose to appear in 
the nearest or farthest shadow within the range of the spell.  They 
walk out of this second portal as if they walked out the other side of 
a door.  After the wizard steps out of the door on the other side it 
closes.  If no shadows are present the spell fails.  By the use of a 
special lantern manufactured from drow adamantite and using lamp fuel, 
the caster forms the material components for another function of this 
spell.  With these components active during the time of the spell the 
caster may specify where they are to appear, as long as the location is 
familiar to the caster and within the range of the spell.  The lanterns 
light and shutters cast shadows, and the lantern is first transported 
to the desired location; with the wizard following promptly thereafter.  
The lantern costs no less than 5000 gp to manufacture.  

4th level - Blink Object (Alteration)
Range: 5 yards/level  Components: V,S  Duration: special  
Casting time: 1  Area of effect: see below  Saving throw: neg.
     This spell is similar to the 3rd level spell blink, but it is 
used in another manner.  This spell is used to "blink" one object of 
5 cubic feet per level directly from one point to another immediately 
after the spell is cast, in a direction partially influenced by the 
caster.  There is a 50% chance that the object blinked will appear at 
the determined location.  The remaining time it appears in a random 
direction.  This is determined by a roll of 1d8: 1 = right ahead, 
2 = right, 3 = right behind, 4 = behind, 5 = left behind, 6 = left, 
7 = left ahead, 8 = ahead.
     This spell can be used to blink either organic or inorganic 
matter, including people.  After the spell is cast, the matter is 
blinked 10 feet from it's original position, and will continue to 
blink for as long as the duration.  This spell is not as effective on 
very large creatures or object, if the caster is able to affect them.  
The spell lasts until the wizard stops concentrating on it.  Movable 
objects of size and mass comparable to the object blinked, if this is 
impossible, then they appear as close as possible to the object.  
Creatures can blink through solid material if influenced by this spell.
     During each round that the object blinks, it cannot be attacked 
except by those creatures who are able to attack the two locations at 
once.  i.e. a breath weapon or a fireball.  A creature is allowed a 
save vs. spell, with a -1 modifier for every level/hit die of 
difference between the caster and the creature.  A successful save 
negates the effects of the spell.
     This spell has proven useful if fighting large creatures, whose 
physical attacks may be foiled by the spell.  Wizards have also used it 
to keep things from falling (holding them in a temporary status.)  
One wizard saved a powerful sword from slipping off a cliff using this 
spell.

+ 4th level - Icy Fist (alteration, invocation)
Range: special  Components: V,S,M  Duration: Instantaneous  
Casting time: 4  Area of Effect: special  Saving throw: 1/2
     The caster can summon a fist of ice to strike down his opponents 
with the use of this spell.  The victim to be struck must be in the 
caster's sight, and there must be a suitable water source close to 
them.  This spell works best on already formed ice; it takes one round 
for water needed to freeze to the correct temperature and consistency.  
The caster mutters the incantation then looks toward the target.  He 
then makes a motion like an uppercut and the icy fist springs up from 
the water/ice.  The fist strikes the target with the Thac0 of a 
fighter equal to the level the mage has attained, and has a + 3 bonus 
to attack and damage.  The solid ice fist causes the victim 1d4 
points of damage for every 2 levels of experience the wizard has.  
After the fist strikes, the spell is cancelled.  If the fist misses, 
the spell persists 1 round for every 3 levels the mage has gained, 
or until it strikes.
     The material components for this spell are at least 10 cubic feet 
of water or ice.     

+ 4th level - Conjure Shard (Conjuration/Summoning)
Range : 0  Components : V,S  Duration : 1 turn/ 2 levels
Casting time : 4  Area of Effect : Special  Saving throw : -
     This spell opens a minor gate to the pare-elemental plane of ice.  
While this gate is in effect the caster can create 1 shard of para-
elemental ice per turn, to be used as a component for ice spells.  Due 
to the bitter cold of the matter from the para-elemental plane of ice 
the temperature automatically drops 10 degrees in a 10 foot radius of 
the shard.  These shards are held in the prime material plane just 
long enough for the mage to cast an ice spell in the following round.
If the wizard does not cast a para-elemental ice spell in the following
round, he may chose to direct the para-elemental shard to attack a
single creature.  If this is done, the caster breathes in the direction
of the creature.  When he does this, all the water vapor in his
breathe and in the surrounding air is frozen onto the shard's form,
making it into a lance of ice (size depends on humidity usually, though
water can be thrown at the shard to make it much larger).  The shard
then flies towards the designated target.  The caster must make a
successful attack roll against the armor class of the target (when
finding armor class, do not consider armor, except for magical bonuses)
with a +3 bonus to hit.  On a successful hit, the shard causes 4d8 
points of damage, plus one point per 2 levels of the caster.  If the
creature struck is Small in size or less, or has less than 4 hit dice,
it must make an additional save versus spells or be frozen solid.
This effectively kills it with the failed save.

+ 4th level - Icy Blade (Invocation/Evocation)
Range : 0  Components : V, S(M)  Duration : 1 round/level  
Casting time : 4  Area of Effect : Special  Saving throw : -
     This spell allows the mage to bring into being a blade of ice.  
It can range from the size of a dagger to that of a bastard sword.  
It does double weapon damage, and is considered + 2 for purposes of 
what it can hit.  In addition to the damage listed above, the blade 
also does 1d8+ 1 points of cold damage.  The mage strikes with the 
THAC0 of a fighter equal to half the his level, adjusted by the 
+ 2 modifier.  Fire-based creatures suffer double damage from the 
blade.
     Normal weapons can be affected by this also.  They gain a + 2 
magical bonus and do an additional 1d6 points of damage from cold.  
     The affects of both versions last for 1 round per level.

4th level - Shadow Wings (conjuration)
Range: 0  Components: V  Duration: special  Casting time: 4  
Area of Effect: touch  Saving throw: none
     This spell allows the wizard to conjure for their personal use 
or that of one other creature per three levels, a pair of shadowy 
wings which may propel them at great speeds.  Upon completion of the 
spell the caster, or those which they are touching, sprouts a large 
pair of jet black wings from their back. These wings allow them to 
fly at arial speeds of up to 48, with a maneuverability class of C.  
The wings can be fully extended anywhere, because they phase through 
all organic and inorganic matter.  This makes it possible for the 
recipients of this spell to fly underground, or in extremely narrow 
passages.  It is faster than the fly spell, but the caster 
sacrifices maneuverability.
     The shadow wings feel bitterly cold when they are touched.  
Anyone which the wings come into contact with suffer one point of 
cold damage each round.  The wings may be lit on fire, but the fire 
has no effect on those using them.  Rather, they will burn for 
1d6 rounds, causing 1d4 points of extra damage per round.  
     Shadow wings only operate when they are within the radius of 
light of a light source.  If they are in this condition, they will 
last indefinitely.  The shadow wings will work from dawn to dusk.  
If a caster carries a lamp, then they last for 1 turn per level of 
the mage during the night.  If the mage possesses a magic item such 
as a gem of brilliance the wings last until dispelled by the mage.  

4th level - Crushing Force (invocation)
Range: 10 yards  Components: V,S  Duration: instantaneous  
Casting time: 4  Area of Effect: one creature  Saving throw: special
     This spell allows the caster to invoke a crushing force to 
destroy his foes.  This force manifests itself as two points of 
extreme pressure on opposite sides of the target area.  The mage 
murmurs the chant, then motions with his hands as if he was crushing 
something between them.  The subject must make a successful save 
vs. spells, adjusted for dexterity, to avoid the effects of this 
spell.  Failure indicates that the victim suffers 1d4 damage per 
two caster levels to the appendage or body point targeted.  
Crushed appendages are useless until all damage is healed to them.  
This can cause warriors to drop weapons or a man running to fall.  
If the head is the target of the crushing force, the victim is 
allowed a + 2 to their saves.  Failure indicates that the head is 
damaged.  This attack causes 2 points of damage per caster level 
to the targets head.  If this is one quarter of the subjects hit 
points, they are stunned and may attempt no actions for 1 round 
+ 1 round per caster level.  They suffer a - 5 to attack rolls and 
their armor class loses any benefits for shields and dexterity.  
If the attack does half the subjects hit points, they pass out for 
1d10 rounds.  If the attack does an equal amount of damage as the 
victim has hit points, they fall into a comatose sleep for 1-6 
weeks.  There is a 50% chance that they will die after this time, 
and a 25% chance that they will lose 1-6 points of Intelligence from 
brain damage.  If the attack does double the number of damage as the 
victim has hit points, their skull is crushed and they die instantly.

4th level -  Enchanted Armor (enchantment)
Range: touch  Components: V,S,M  Duration: 5 rounds/level  
Casting time: 1 turn  Area of Effect: armor touched  
Saving Throw: none.
	This spell turns normal armor into magical armor.  Armor 
temporarily gains a + 1 general protection improvement.  Magical 
armors can be affected by this spell, as long as they do not have 
a larger than +3 bonus.  This spell can be used in combination with 
the enchant an item  and permanency  spells to create magical armor, 
but only on armors of the finest quality (a roll of 1 on an 
armorer's proficiency check).
	The material components for this spell are powdered lime, 
carbon and the armor to be affected.  Also, in the event that the 
armor is to be made permanently magical, the caster must carve the 
verbal components of the spell into the armor, and sprinkle diamond 
dust into the inscriptions (a process costing no less than 1000gp).  
Armor of up to +5 enchantment can be created, but more powerful armor 
is said to be made with the conjunction casting of a wish spell.

4th level  - Metamorphose Metal (alteration)
Range: touch  Components: V,S,M  Duration: special
Casting Time: 4  Area of Effect: 1 cubic foot metal/3 levels  
Saving Throw: neg.
	This spell alters a quantity of one type of metal into 
another.  It affects approximately 1 cubic foot of metal per 3 levels 
the caster has gained.  No magical metal can be created with this 
process, neither can a magical metal be altered.  The duration of
the spell depends on the density of the metal to be created.  
Relatively light and less dense metals, such as aluminum or tin 
last for 1 week per level.  Medium metals, such as bronze or copper
last 1 day per level.  Dense but soft metals, such as gold or silver
last for 1 hour per level.  Dense hard metals, such as adamantite,
last for 1 turn per level.
	The material component for this spell is a quantity of metal 
and a small sample of the metal to be created.  The sample is consumed 
during the casting.

4th level - Flame Death (alteration)
Range: touch  Components: V,S  Duration: 1 round/level  
Casting Time: 4  Area of Effect: the caster's hand  
Saving Throw : 1/2
     This spell allows the caster to destroy enemies with a touch.  
After the casting of the spell the caster's hand is engulfed in a 
flaming nimbus.  On the following rounds of the spells duration, 
the caster must attempt to make a successful touch attack on his 
intended victim.  The caster makes this attack with their own 
THAC0, but only magical bonuses or bonuses for high dexterity are 
considered when finding the target's armor class.  If an attack is 
successful the victim bursts into flame, suffering 1d6 damage per 
caster level.  A saving throw is allowed for half damage.  The 
caster may end the spell (on his hand) with a single word.

4th level - Endless Tunnel (illusion, phantasm)
Range: 0  Components: V,S,M  Duration: 1 round/level  
Casting Time: 4  Area of Effect: one section of tunnel, 
diameter of 10'/level  Saving Throw: Special
	Usefull for delaying enemies, the endless tunnel spell can 
be a dungeon traveller's boon.  Before casting the spell, a section 
of tunnel, hallway or other appropriate long passageway is selected.  
When the spell is uttered, any creature stepping into the section 
of passageway is affected by a powerful illusion.  They believe 
that the passage continues on, seeming to be extremely long and 
winding.  In reality, they are in a space of inter-dimensional warp, 
and actually make no progress.  A creature with an intelligence of 
10 or more is entitled to a save vs. spell on each round after the 
first.  This save is modified by -1 for every point of intelligence 
under 15.  Creatures with extreme intelligence (16+) get a +1 to 
their save for every point of intelligence over 15.  Creatures with 
less than 10 intelligence are allowed a save at -5 for each 5 rounds 
spent in the tunnel.  A creature with less than 5 intelligence is 
not entitled to a save.  Dwarves, gnomes and halflings gain a +1 
bonus to their saves.  If a creature successfully saves, it may try 
to convince its companions that they are what they are experiencing 
is not reality, giving them a +3 to their saves.
	The material components for this spell are two tiny mirrors 
mounted on a square of gold and facing each other.  The entire 
apparatus costs no less than 500gp and is not consumed with the 
casting of the spell.

4th level - Create Darkenbeast (alteration)

	This spell is recorded for reference.  It was featured in the 
Advanced Dungeons and Dragons(tm) Module "On Wings of Darkness" by 
Craig H. Barrett in Dungeon #34.

Range: 10 yards/level  Components: V,S,M  Duration: Special  
Casting Time: 4  Area of Effect: Special  Saving Throw: None
	Using this spell, a mage can transform one mammal per his 
level of experience into a darkenbeast, providing all the mammals 
to be transformed are within 20' of the mage.  Ordinary, 
nonmagical mammals or semi-intelligent animals are automatically 
affected, but animals with intelligence of 5 or higher get saving 
throws against the spell.  Humans, humanoids, demihumans, and 
animals of more than 2 HD are immune to the spell.  Dead or alive, 
a darkenbeast automatically reverts to its true form when the spell 
ends.
	The spell can only be cast in darkness, either during the 
night, inside, underground, etc.  Its effects end only when the 
transformed creature is struck by daylight.  A continual light spell 
does not break the spell, but sun ray spell or magical sun sword does.
	Darkenbeast: Int semi; AL NE; AC 4; MV 18; HD 5+5; THAC0 15; 
#AT 1 (fangs) or 3 (claws and fangs); Dmg 3-12 or 1-4/1-4/3-12; 
SD immune to mind control; MR 25%; SZ M; ML special; XP 975; MC/FR.
	Darkenbeasts suffer -1 to attack rolls when exposed to 
bright light.  Darkenbeasts are telepathically controlled by the mage 
who created them (do not check for morale) and cannot be summoned by 
another wizard.
	The material component for this spell is a quantity of dried 
wyvern's blood.


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