Level : 4th (Wizard) Range : Special Component : V, S, M Duration : Special Casting Time : 4 Area of Effect : 30 feet cube Saving Throw : ½The Ball of Lightning spell will bring into being a 4 inches wide ball in the palm of the casters hand. The ball will seem to be semi-transparent and filled with swirling lightning.
Level : 4th (Wizard) Range : 30 yards Components : V, S, M Casting Time : 7 Area of Effect : 10' cube Duration : 1 round/level Saving throw : ½ or NoneThis spells brings into being a shimmering field of force, designed to contain a powerful subject and making escape for the prisoner difficult, without him suffering a great deal of pain.
Level : 4th (Wizard) Range : 50 Yards Components : V, S Casting Time : 3 Area of Effect : One Creature Duration : Instantaneous Saving Throw : SpecialUpon uttering the last word of the spell, an arrow perceived only as a mere shadow, flies forth and unerringly strikes the target, either partially shattering a part of its lifeforce or disrupting the flow of negative energy (in the case of undeads) for 3d8+8 hp (save for half). The shock of this, stunning the target for 1d6 rounds (save to negate).
Level : 4th (Wizard) Range : 0 Components : V, S and one full quiver Casting time : 1 turn Area of Effect : One quiver (20 arrows, flight, sheaf) Duration : One user only until used Saving Throw : NoneThis spell is a combination of the spells of Deeppockets and Minor Creation.
Level : 4th (Wizard) Range : 20 yards + 10/level Components : V, S, M Duration : 1 round Casting Time : 5 Area of Effect : Special Saving Throw : SpecialThe spell of Flame Spear is a more powerful version of the 3rd level spell, Flame Arrow. As with the latter, this spell has two effects. First, the wizard can cause the head of a normal spear to become a magical flaming missilehead. The spear must be thrown within two rounds or it will be completely consumed by the fiery magic. For every 5 level achieved by the caster, another spear can be made magical. A spear imbued with the power of Flame Spear will cause normal spear damage when hitting a target, but furthermore it will also cause and additional 2d4 of fiery damage, double that if the target is susceptible to fire. Further incendiary damage is possible if the DM thinks so.
Level : 4th(Wizard) Range : 80 yards Component : V, S, M Duration : 1 round/level Casting Time : 5 Area of Effect : Special Saving Throw : Neg.Designed to step in where the spells of Hold Person and Hold Monster has no effect, this spell is considered the supreme way to stop a rampaging elemental.
Level : 4th (Wizard) Range : 5 yards/level Components : V, S Duration : 1 round/level Casting Time : 4 Area of Effect : One shadow Saving Throw : Neg.This spell immobilizes any one shadow monster within the spell range and in sight of the spellcaster. The shadow monster receives a saving throw versus spells in order to resist the hold. The material component of this spell are a small ironbar and some thread.
Level : 4th (Wizard) Range : Touch Component : V, S, M Duration : 1 round/level Casting Time : 2 rounds Area of Effect : 1 creature Saving Throw : NoneThe casting of this spell on the caster herself or another subject confers an increase in the persons dexterity by a certain number of points. This benefit last for the duration of the spell (unless dispelled), but unlike the 2nd level spell Dexterity, the number of points gained is unaffected by restrictions due to race and class. Scores as high as 23 can be reached.
Class Dexterity Gain Priest 1d4+4 points (max 21) Rogue 1d6+4 points (max 23) Warrior 1d6+4 points (max 23) Wizard 1d4+4 points (max 21)When the spell ends, the recipient is struck by intense exhaustion and will need recovering for the next 1d3 turns. During this time, she will be encumbered as if she has a Dexterity of 3.
Level : 4th (Wizard) Range : 20 yards/level Components : V, S, M Duration : Instantaneous Casting Time : 4 Area of Effect : 1 creature Saving Throw : SpecialAs this spell is cast a globe of shadows, taken from the Demi-Plane of the same name, grows around the caster's hand. Occasionally, deep blue-black lightning will shock over and through the globe. As the globe has attained a 1-foot diameter, it is launched at the target of the spell.
Level : 4th (Wizard) Range : 0 (10 yards/level) Components : S Duration : 2 rounds/level Casting Time : 5 Area of Effect : Special Saving Throw : NoneThis spell creates an invisible shield around the caster. Any normal missile (none-enchanted), short of rocks hurled by giants and catapults, will disappear the second they strike the shield, to reappear right in front of the firer/hurler or that missile, without loosing any of its deadly momentum. Only missiles that should normally have hit the wizards armor class when only counting his dexterity, is translocated this way, and if the original attack roll was high enough to also hit the archer's own armor class, the missile strikes home at its owner!
Level : 4th (Wizard) Range : 45 feet Components : V,S Duration : 10 rounds + 2/level Casting Time : 4 Area of Effect : 1-8 creatures Saving Throw : Neg.This Spell will cause up to 8 (2d4) creatures of up to 5 Hit Dice to become extremely paranoid for 10 rounds plus two rounds extra for each level the caster has achieved. A successful Saving Throw vs. Spells aborts the effect of the Paranoia spell, a +1 to the Saving Throw is granted for every 5 intelligence-point of the creature.
Level : 4th (Wizard) Range : Touch Components : V, S, M Duration : 2 rounds/level Casting Time : 4 Area of Effect : 10-foot radius Saving Throw : Neg.This spell is identical in all respects to a Protection From Demons spell, except that it encompasses a larger area. If a creature cannot fit into the protected area, it is not protected at all. To complete this the caster must trace a 20 feet diameter circle using powdered silver.
Level : 4th (Wizard) Range : 100 yards Components : V, S Duration : Special Casting Time : 1 turn Area of Effect : Special Saving Throw : NoneThis spell is only available to wizards specializing in Elemental magic.
Level : 4th (Wizard) Range : 10 yards/level Components : V, S, M Duration : 1 round/level Casting Time : 4 Area of Effect : One shadow Saving Throw : NoneBy the means of this spell the caster is able to re-shape any non-magical shadow (eg. a summoned shadow monster). The shadow can only be shaped in form, not in size.
Level : 4th (Wizard) Range : 45 yards Component : V, S, M Duration : 4 rounds/level Casting Time : 4 Area of Effect : 30 feet diameter Saving Throw : Neg.This spell was designed by a late wizard to the defense of the city of Waterdeep in the early Trollwars.
Level : 4th (Wizard) Range : Special Components : V Duration : Instantaneous Casting time : 2 rounds Area of effect : Caster + 1 person (or 100 kg nonliving matter)/ 3 level Saving Throw : NoneThe Tower-Teleport will teleport the caster and any person with him from one tower of High Sorcery to another, no matter the distance between them. This is provided the caster has taken the test and is in good standing with any of orders of high sorcery (e.g. At least 7th level).
Rainour the Grey (15th lv red robe to be sure) desires to teleport him and his friends from the tower of the ruins to the tower of Wayreth in order to avoid travelling the whole continent of Ansalon that lies between. He begins casting the spell knowing that he is accepted amongst the ranks of the magic, has taken the test and is beyond 7th level. They will all arrive safely at the tower of Wayreth ready to move on.
By obvious reasons, this spell is only useable in the world of Krynn (DragonlanceTM).
Level : 4th (Wizard) Range : 5 yards/level Components : V, S, M Duration : 1 round/level Casting Time : 4 Area of Effect : Special Saving Throw : NoneThis spell creates a wall of sheets of standing mirrors connected to create a wall. Each sheet is 10 foot high and 3 feet wide. The length of the wall depends upon how many mirrors the caster is able to create. The shape of the wall is determined by the caster at the time of casting. It can be a straight wall, circular shaped or twisted and turned. The wall is immobile and cannot be moved once the wall is created. It will reflect the surroundings of the mirrors which might confuse anyone who looks at the mirror.
Level : 4th (Wizard) Range : 5 yards/level Components : S, M Casting Time : 5 Duration : 3 rounds + 1 round/level Area of Effect : up to 10-feet square/level Saving Throw : Neg.The wall will look like a shimmering field of hot air that only can be seen at short range (5 yards or less). Anyone passing through the wall is affected as though they were targeted by a Slow-spell. Those thus affected will have their movement rates, as well as their number of attacks, halved, and the victims receive a +4 penalty to armor class and -4 attack penalty and most also suffer from having all Dexterity bonuses negated. Creatures that are under Haste spells or equivalent will have the spell negated, although the might be affected by a second passing of the wall.