| Serious Level Skills/Spells Fourth Level | ||||||
| Contagion: The subject contracts a disease which strikes immediately (no incubation period). You infect the subject with blinding sickness, cackle fever, filth fever, mindfire, red ache, the shakes or slimy doom. |
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| Dimension Door: You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired-whether by simply visualizing the area or by stating direction, such as "900 feet straight downward" or "upward to the northwest, 45-degree angle, 1,200 feet" after using this spell you cant take anyother actions until your next turn. If you arrive in a place that is already occupied by a silid body, you become trapped in the Astral Plane. Each round that you are trapped in the Astral Plane in this way you will make a may save (DC 25) to return to the Material Plane at a random open space on a suitable surface within 100 feet of the intended location. If there is no free space within 100 feet, make a will save (DC 25) each minute to appear in a free space within 1,000 feet, if there's no free space within 1,000 feet you are stuck on the Astral Plane until rescued. |
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| Emotion: When this spell is cast, the wizard can create a single emotional reaction in the subject creatures. The following are typical: 1. Courage: This emotion causes the creatures affected to become berserk, fighting with a +1 bonus to the attack dice, causing +3 points of damage, and temporarily gaining 5 hit points. The recipients fight without shield and regardless of life, never checking morale. This spell counters (and is countered by) fear. 2. Fear: The affected creatures flee in panic for 2d4 rounds. It counters (and is countered by) courage. 3. Friendship: The affected creatures react more positively (for example, tolerance becomes goodwill). It counters (and is countered by) hate. 4. Happiness: This effect creates joy and a feeling of complacent well-being, adding +4 to all reaction rolls and making attack unlikely unless the creatures are subject to extreme provocation. It counters (and is countered by) sadness. 5. Hate: The affected creatures react more negatively (for example, tolerance becomes negative neutrality). It counters (and is countered by) friendship. 6. Hope: The effect of hope is to raise morale, saving throw rolls, attack rolls, and damage caused by +2. It counters (and is countered by) hopelessness. 7. Hopelessness: The affected creatures submit to the demands of any opponent: surrender, get out, etc. Otherwise, the creatures are 25% likely to do nothing in a round, and 25% likely to turn back or retreat. It counters (and is countered by) hope. 8. Sadness: This creates unhappiness and a tendency toward maudlin introspection. This emotion penalizes surprise rolls by -1 and adds +1 to initiative rolls. It counters (and is countered by) happiness. |
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| Evard's Black Tentacles: This spell creates many rubbery, black tentacles in the area of effect. These waving members seem to spring forth from the earth, floor, or whatever surface is underfoot--including water. Each tentacle is 10 feet long, AC 4, and requires as many points of damage to destroy as the level of the wizard who cast the spell. There are 4 such tentacles, plus one per experience level of the spellcaster ( 15 in total). Any creature within range of the writhing tentacles is subject to attack as determined by the DM. The target of a tentacle attack must roll a saving throw vs. spell. If this succeeds, the subject suffers 1d4 points of damage from contact with the tentacle; the tentacle is then destroyed. Failure to save indicates that the damage inflicted is 2d4 points, the ebon member is wrapped around its subject, and damage will be 3d4 points on the second and all succeeding rounds. Since these tentacles have no intelligence to guide them, there is the possibility that they entwine any object--a tree, post, pillar, even the wizard himself--or continue to squeeze a dead opponent. A grasping hold established by a tentacle remains until the tentacle is destroyed by some form of attack or until it disappears at the end of the spell's duration. |
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| Leomunds Secure Shelter: This spell enables the wizard to magically call into being a sturdy cottage or lodge, made of material that is common in the area where the spell is cast--stone, timber, or (at worst) sod. The floor area of the lodging is 30 square feet per level of the spellcaster, and the surface is level, clean, and dry. In all respects the lodging resembles a normal cottage, with a sturdy door, two or more shuttered windows, and a small fireplace. While the lodging is secure against winds of up to 70 miles per hour, it has no heating or cooling source (other than natural insulation qualities). Therefore, it must be heated as a normal dwelling, and extreme heat adversely affects it and its occupants. The dwelling does, however, provide considerable security otherwise, as it is as strong as a normal stone building, regardless of its material composition. The dwelling resists flames and fire as if it were stone, and is impervious to normal missiles (but not the sort cast by siege machinery or giants). The door, shutters, and even chimney are secure against intrusion, the former two being wizard locked and the latter being secured by a top grate of iron and a narrow flue. In addition, these three areas are protected by an alarm spell. Lastly, an unseen servant is conjured to provide service to the spellcaster. The inside of the shelter contains rude furnishings as desired by the spellcaster--up to eight bunks, a trestle table and benches, as many as four chairs or eight stools, and a writing desk. |
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| Phantasmil Killer: When this spell is cast, the wizard creates the illusion of the most fearsome thing imaginable to the victim, simply by forming the fears of the victim's subconscious mind into something that its conscious mind can visualize--the most horrible beast. Only the spell recipient can see the phantasmal killer (the caster sees only a shadowy shape), but if it succeeds in scoring a hit, the subject dies from fright. The beast attacks as a 4 Hit Dice monster. It is invulnerable to all attacks and can pass through any barriers, Once cast, it inexorably pursues the subject, for it exists only in the subject's mind. The only defenses against a phantasmal killer are an attempt to disbelieve (which can be tried but once), slaying or rendering unconscious the wizard who cast the spell, or rendering unconscious the target of the spell for its duration. To disbelieve the killer, the subject must specifically state the attempt and then roll an Intelligence check. This roll has a -1 penalty for every four levels of the caster. Special modifiers apply to this attack: Condition Modifier Surprise -2 Subject previously attacked by this spell +1 Subject is an illusionist +2 Subject is wearing a helm of telepathy +3 Magic resistance, bonuses against fear, and Wisdom adjustments also apply. The subject's magic resistance is checked first; if the spell overcomes the resistance, the subject's fear/Wisdom bonuses (if any) then apply as negative modifiers to his Intelligence check. If the subject of a phantasmal killer attack succeeds in disbelieving, and he is wearing a helm of telepathy, the beast can be turned upon the wizard, who must then disbelieve it or be subject to its attack and possible effects. If the subject ignores the killer to perform other actions, such as attacking the caster, the killer may, at the DM's option, gain bonuses to hit (for flank or rear attacks, etc.). Spells such as remove fear and cloak of bravery, cast after the killer has attacked, grant another check to disbelieve the effect. |
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| Shout: You emit an ear-splitting yell that deafens and damages creatures in its path. Any creature within the area is deafened for 2d6 rounds and takes 2d6 points of damage. A successful save negates the deafness and reduces the damage by half. Any exposed brittle or crystalline object or crystalline creature takes 2d6 points of damage per caster level (max 15d6). Crystalline creatures are allowed Fortitude saves to reduce the damage by half and creatures holding fragile objects can negate damage done to them with successful reflex saves. A deafened character, in addition to the obvious effects, suffers a -4 penalty on initiative, automatically fails listen checks and has a 20% chance to miscast and loose a spell with a verbal (V) component that he has tried to cast. The shout spell can not penetrate the spell silence. |
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| Stone Skin: When this spell is cast, the affected creature gains a virtual immunity to any attack by cut, blow, projectile, or the like. Even a sword of sharpness cannot affect a creature protected by stoneskin, nor can a rock hurled by a giant, a snake's strike, etc. However, magical attacks from such spells as fireball, magic missile, lightning bolt, and so forth have their normal effects. The spell's effects are not cumulative with multiple castings. The spell blocks 1d4 attacks, plus one attack per two levels of experience the caster has achieved. This limit applies regardless of attack rolls and regardless of whether the attack was physical or magical. For example, a stoneskin spell cast by a 9th-level wizard would protect against from five to eight attacks. An attacking griffon would reduce the protection by three each round; four magic missiles would count as four attacks in addition to inflicting their normal damage. |
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| Summon Monster IV: As summon monster I, except you can summon one creature from the 4th level list, 1d3 creatures of the same type from the 3rd level list or 1d4 + 1 creatures from a lower level list 4th level monster summon Celestial lion (animal) CG fiendish dire ape LE Fiendish dire wolf LE Fiendish viper, med size snake (animal) CE |
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