Your donations keep RPGWatch running!

Level 4

Mage Spells, Level 4

Beltyn's Burning Blood

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.

Value: 400

 

Confusion

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.

Value: 1200

 

Dimension Door

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.

Value: 1200

 

Emotion: Courage

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.

Value: 400

 

Emotion: Fear

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.

Value: 400

 

Emotion: Hope

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.

Value: 400

 

Emotion: Hopelessness

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.

Value: 400

 

Greater Malison

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.

Value: 600

 

Ice Storm

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.

Value: 1200

 

Improved Invisibility

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.

Value: 1200

 

Minor Globe of Invulneribility

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.

Value: 1200

 

Monster Summoning II

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.

Value: 1200

 

Mordenkainen's Force Missiles  (SPWI422)   New in Heart of Winter

Mordenkainen's Force Missiles (Invocation)
Statistics:
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.

Value: 1200

 

Otiluke's Resilient Sphere

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.

Value: 1200

 

Remove Curse

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.

Value: 400

 

Shadow Monsters

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.

Value: 1200

 

Shout  (SPWI423)   New in Heart of Winter

Shout (Invocation)
Statistics:
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.

Value: 1200

 

Spirit Armor

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.

Value: 400

 

Stoneskin

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.

Value: 400

 

Vitriolic Sphere  (SPWI424)   New in Heart of Winter

Vitriolic Sphere (Conjuration)
Statistics:
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.

Value: 1200

 

Box Art

Back to overview

Items & Spells
- Changes in Heart of Winter
- Protective Gear
    - Armor
    - Bracers, Gauntlets & Gloves
    - Helmets
    - Robes
    - Shields, Large
    - Shields, Medium
    - Shields, Small
- Equipment
    - Amulets, Necklaces & Talismans
    - Belts and Girdles
    - Boots
    - Cloaks & Mantles
    - Rings
- Weapons
    - Axes
    - Bows & Arrows
    - Clubs & Flails
    - Crossbows & Bolts
    - Daggers
    - Darts, Bullits & Slings
    - Halberts & Spears
    - Hammers
    - Maces & Morning Stars
    - Staves
    - Swords, Greater
    - Swords, Large
    - Swords, Short
    - Wands
- Priest Spells
    - Level 1
    - Level 2
    - Level 3
    - Level 4
    - Level 5
    - Level 6
    - Level 7
- Mage Spells
    - Level 1
    - Level 2
    - Level 3
    - *Level 4
    - Level 5
    - Level 6
    - Level 7
    - Level 8
    - Level 9
- Other Stuff
    - Bags & Cases
    - Books & Letters
    - Gems
    - Keys
    - Miscellaneous
    - Potions
- Abilities
    - Bard Abilities
    - Innate Abilities

Information about

Icewind Dale

Developer: Black Isle

SP/MP: Single + MP
Setting: Fantasy
Genre: RPG
Combat: Pausable Real-time
Play-time: 40-60 hours
Voice-acting: Partially voiced

Regions & platforms
North America
· Platform: PC
· Released: 2000-06-29
· Publisher: Interplay

More information