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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