Beltyn's Burning Blood
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Beltyn's Burning Blood
(Necromancy)
Level: 4
Range: Sight of Caster
Duration: 2 rounds
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: Neg.
This spell turns a target's blood to flame, doing 3-12
hit points of damage every round. The target gets to
save vs. spell every round at -3; if successful, the
spell is cancelled. This spell does not work against
undead or extraplanar creatures that do not have blood
(such as elementals). If the creature is resistant to
fire, this resistance will lower or nullify the damage
from this spell.
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Value: 400
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Confusion
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Confusion (Enchantment/Charm)
Level: 4
Range: Sight of Caster
Duration: 2 rounds + 1 round/level
Casting Time: 4
Area of Effect: 30-foot radius
Saving Throw: Special
This spell causes confusion in one or more creatures
within the area, creating indecision and the inability
to take effective action. All creatures within the area
of affect are allowed saving throws vs. spell with a
-2 penalty. Those successfully saving are unaffected
by the spell. Those who fail either go berserk, stand
confused, or wander about for the duration of the spell.
Wandering creatures move as far from the caster as possible;
any confused creature that is attacked perceives the
attacker as an enemy and reacts accordingly.
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Value: 1200
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Dimension
Door
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Dimension Door (Alteration)
Level: 4
Range: Caster
Duration: Instantaneous
Casting Time: 1
Area of Effect: Caster
Saving Throw: None
This spell transports the caster to any place within
the visual range of the caster. When the spell is cast
a dimensional portal opens up in front of the caster,
which he immediately steps through.
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Value: 1200
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Emotion: Courage
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Emotion: Courage
(Enchantment/Charm)
Level: 4
Range: Sight of Caster
Duration: 5 turns
Casting Time: 4
Area of Effect: 10-foot radius
Saving Throw: Neg.
This spell creates the emotion of courage within the
area of effect. All creatures affected by the spell
gain +1 to hit, +3 to their damage rolls, and +5 temporary
hit points (which can put them above their maximum hit
points). This spell nullifies all fear effects within
the area of effect at the time of casting.
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Value: 400
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Emotion: Fear
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Emotion: Fear
(Enchantment/Charm)
Level: 4
Range: Sight of Caster
Duration: 5 rounds
Casting Time: 4
Area of Effect: 10-foot radius
Saving Throw: Neg.
This spell creates the emotion of fear within the area
of effect. All creatures affected by the spell flee
for 5 rounds.
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Value: 400
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Emotion: Hope
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Emotion: Hope
(Enchantment/Charm)
Level: 4
Range: Sight of Caster
Duration: 5 turns
Casting Time: 4
Area of Effect: 10-foot radius
Saving Throw: Neg.
This spell creates the emotion of hope within the area
of effect. All creatures affected by the spell gain
a morale boost, and +2 on their saving throws, attack
rolls and damage rolls.
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Value: 400
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Emotion: Hopelessness
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Emotion: Hopelessness
(Enchantment/Charm)
Level: 4
Range: Sight of Caster
Duration: 1 turn
Casting Time: 4
Area of Effect: 10-foot radius
Saving Throw: Neg.
This spell creates the emotion of hopelessness within
the area of effect. All creatures affected by the spell
just stand and do nothing for the duration of the spell.
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Value: 400
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Greater Malison
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Greater Malison (Enchantment/Charm)
Level: 4
Range: Sight of Caster
Duration: 2 rounds/level
Casting Time: 4
Area of Effect: 30-foot radius
Saving Throw: None
This spell causes all enemy targets in the area of effect
to suffer a -2 on all their saving throws as long as
the spell is in effect.
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Value: 600
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Ice Storm
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Ice Storm (Evocation)
Level: 4
Range: Sight of Caster
Duration: Instantaneous
Casting Time: 4
Area of Effect: 20-foot radius
Saving Throw: None
When this spell is cast, shards of ice smash down on
all targets in the area of effect, doing 3-30 points
of cold damage.
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Value: 1200
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Improved Invisibility
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Improved Invisibility
(Illusion/Phantasm)
Level: 4
Range: Touch
Duration: 4 rounds + 1 round/level
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: None
This spell is similar to the Invisibility spell, but
the recipient is able to attack, either with missile,
melee weapons or spells, and remain unseen. However,
telltale traces, a shimmering, allow an observant opponent
to attack the invisible spell recipient. These traces
are only noticeable when specifically looked for (after
the invisible character has made his presence known).
Attacks against the invisible character suffer a -4
penalty to attack rolls, and the invisible character's
saving throws are made with a +4 bonus.
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Value: 1200
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Minor Globe of Invulneribility
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Minor Globe of Invulnerability
(Abjuration)
Level: 4
Range: Caster
Duration: 1 round/level
Casting Time: 4
Area of Effect: Caster
Saving Throw: None
This spell creates an immobile, faintly shimmering magical
sphere around the caster that prevents any 1st-, 2nd-,
or 3rd-level spell effects from penetrating (i.e., the
area of effect of any such spell does not include the
area of the Minor Globe of Invulnerability). This includes
innate abilities and effects from devices. However,
any type of spell can be cast out of the magical sphere
with no penalty. The globe can be brought down by a
successful Dispel Magic spell.
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Value: 1200
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Monster Summoning II
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Monster Summoning II
(Conjuration/Summoning)
Level: 4
Range: 40 yards
Duration: 3 rounds + 1 round/level
Casting Time: 4
Area of Effect: Special
Saving Throw: None
With the casting of this spell the wizard summons 1-6
2nd level monsters. These appear within spell range
and may be commanded to attack the caster's opponents
until the spell duration expires or the monsters are
slain.
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Value: 1200
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Mordenkainen's
Force Missiles (SPWI422) New
in Heart of Winter
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Mordenkainen's Force Missiles (Invocation)
Level: 4
Range: Sight of Caster
Duration: Instantaneous
Casting Time: 4
Area of Effect: Special
Saving Throw: Special
This spell creates a brilliant globe of magical energy
that streaks forth from the caster's hand to unerringly
strike its target, much like a Magic Missile spell.
The wizard creates one missile at 7th level, and an
additional missile at every third level after 7th -
in other words, two missiles at 10th level, three at
13th, four at 16th, and so on, to a maximum of seven
missiles at 25th level. Each missile inflicts 2d4 points
of damage to the target and then bursts in a 5-foot
radius concussive blast that inflicts 1 point of damage
per level of the caster - for example, a 12th-level
wizard could conjure two force missiles, each of which
strikes for 2d4+12 points of damage. Creatures taking
damage may attempt a saving throw vs. spell to negate
the concussion damage, but the impact of the missile
itself allows no saving throw. The 1st level wizard
spell Shield will absorb the force missiles harmlessly,
including the concussion damage.
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Value: 1200
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Otiluke's Resilient Sphere
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Otiluke's Resilient Sphere (Alteration)
Level: 4
Range: Sight of Caster
Duration: 7 rounds
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: Neg.
When this spell is cast, the result is a globe of shimmering
force that encloses the subject creature (if it fails
to successfully save vs. spell). The resilient sphere
will contain its subject for the duration of the spell.
The sphere is completely immune to all damage; the only
method of removing the sphere is by the use of a Dispel
Magic spell. Hence the creature caught inside the globe
is completely safe from all attacks, but at the same
time is completely unable to affect the outside world.
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Value: 1200
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Remove Curse
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Remove Curse (Abjuration)
Level: 4
Range: Touch
Duration: Permanent
Casting Time: 4
Area of Effect: Special
Saving Throw: Special
Upon casting this spell, the wizard is usually able
to remove a curse on an object, on a person, or in the
form of some undesired sending or evil presence. Note
that the Remove Curse does not remove the curse from
a cursed shield, weapon, or suit of armor, although
the spell typically enables the person afflicted with
the cursed item to get rid of it. Certain special curses
may not be countered by this spell, or may be countered
only by a caster of a certain level or more.
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Value: 400
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Shadow Monsters
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Shadow Monsters
(Illusion/Phantasm)
Level: 4
Range: Sight of Caster
Duration: 1 round/level
Casting Time: 4
Area of Effect: 20-foot cube
Saving Throw: Special
This spell shapes material from the Demiplane of Shadow
into illusionary monsters. These monsters are randomly
summoned one by one with Hit Dice between 1 and the
level of the spellcaster, until the summoned creatures'
Hit Dice total the spellcaster's level. (For example,
a 15th level wizard could summon a 10th level creature
one round, then the next round the next creature appearing
would have 1 through 5 Hit Dice, and so on.) These shadowy
creatures have only 20% of the hit points of their real-world
counterparts, although their attacks do full damage.
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Value: 1200
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Shout (SPWI423) New
in Heart of Winter
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Shout (Invocation)
Level: 4
Range: Caster
Duration: Instantaneous
Casting Time: 1
Area of Effect: 30 feet long, 10 foot diameter
Saving Throw: 1/2
Shout grants the wizard tremendous vocal powers, allowing
him to emit an ear-splitting roar from his mouth in
a cone-shaped area of effect 30 feet long and 10 feet
in diameter at its farthest point. Any creature within
this area is deafened for 2d6 rounds and suffers 4d6
points of damage. A successful saving throw vs. spell
negates the deafness and reduces the damage by half.
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Value: 1200
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Spirit Armor
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Spirit Armor (Necromancy)
Level: 4
Range: Touch
Duration: 3 turns
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None
This spell is very similar to the 3rd level spell Ghost
Armor in that it creates a corporeal barrier around
the targets body for the duration of the spell. This
spell however, actually taps in to the targets life
force in order to create the barrier. The armor itself
is weightless, and does not hinder movement or spell
casting at all. The Spirit Armor does not work cumulatively
with any other armor, however dexterity bonus' still
apply as well as magic rings and a shield. While in
effect the AC (armor class) of the recipient will be
1, as if he was wearing plate mail. Also, due to the
magical nature of the spell, he will also recieve a
+3 bonus to save vs. magical attacks. There is a danger
however, as when the spell runs out the external portion
of the spirit is temporarily lost, inflicting 2d4 points
of damage upon the target.
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Value: 400
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Stoneskin
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Stoneskin (Evocation)
Level: 4
Range: Caster
Duration: Special
Casting Time: 1
Area of Effect: Caster
Saving Throw: None
Arguably one of the best defensive spells ever, Stoneskin
makes the affected creature virtually immune to any
cut, blow, projectile or the like (although spells and
spell damage will still affect the creature as normal).
The next 1 to 4 attacks (+1 attack/2 levels of the caster)
that strike the creature will simply bounce off with
no effect. Casting this spell multiple times does not
have a cumulative effect.
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Value: 400
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Vitriolic
Sphere (SPWI424) New
in Heart of Winter
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Vitriolic Sphere (Conjuration)
Level: 4
Range: Sight of Caster
Duration: Special
Casting Time: 4
Area of Effect: Special
Saving Throw: Special
This spell conjures a sphere of glowing emerald acid
that the caster can direct to strike any target within
range. When it reaches its target, the sphere explodes
and drenches the victim in potent acid. The victim suffers
1d4 points of acid damage per caster level, to a maximum
of 12d4 points of damage. After the initial damage,
the victim must make a saving throw to avoid more damage.
If unsuccessful, the victim continues to suffer acid
damage in the following rounds, sustaining two less
dice of damage each round. For example, an 8th-level
wizard inflicts 8d4 damage with this spell on the first
round, 6d4 on the second round, 4d4 on the third round,
2d4 on the fourth round, and the spell ends on the fifth
round. Each round the victim is entitled to a saving
throw vs. spell to avoid further damage. The vitriolic
sphere also splashes acid in a 5-foot radius around
the primary target. Any creatures within the splash
radius must save vs. polymorph/paralyzation or suffer
a splash hit that inflicts 1d4 points of damage per
every five levels of the caster. Splash hits do not
cause continuing damage.
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Value: 1200
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