4th Level


Ball of Lightning Invented by Hogan
(Invocation/Evocation)
Level		: 4th (Wizard)
Range		: Special
Component	: V, S, M
Duration	: Special
Casting Time	: 4
Area of Effect	: 30 feet cube
Saving Throw	: 
The 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.
After initially having cast the spell, the caster can keep the ball in his hand for up to 4 rounds, before he either has to dispel the magic or cast the ball before it explodes with the effect described below.
The ball is treated as a grenade-like missile and can be thrown at a target (which requires an attack roll to hit). It will, upon impact, explode in an electrical burst, which will deal a good 1d6 damage pr. level of the caster (max. 10d6) to everyone standing within 15 feet of the point of impact.
If the ball isn't hurled or thrown to break, it can be left at a set place, to explode later when the 4 rounds expire, hurting everybody standing by. During the delay, a hard damagegiving blow can still make the ball explode. The same can also happen if struck while still in the casters hand.
Water will not trigger the electrical charge of a Ball of Lightning, unless the ball is totally immersed. Then it will immediately bursts with its lightning charge, though the effect will only go as far as it can travel through the water, and its maximum range will be 30 feet. Those in contact with the water, and within the 30 feet range, suffer the full effect of the spell with the allowed saving throw for half damage.
The material component for the spell is a ball of sulphur and a small piece of amber. Both are used up at the casting of the spell.


Cage of Lightning Invented by Hogan
(Evocation/Invocation)
Level		: 4th (Wizard)
Range		: 30 yards
Components	: V, S, M
Casting Time	: 7
Area of Effect	: 10' cube
Duration	: 1 round/level
Saving throw	:  or None
This 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.
The Cage of Lightning is created to be cast against one or more subjects, provided the subjects fits within the boundary of the cage. Any attempt to cage a target whom won't fit completely into the cage, or casting the spell to deliberately touching a target, cause the spell to fail. The spell lasts for one round per level of the caster unless dispelled before time run out.
The Cage of Lightning is a cube with a 5 feet radius and slightly visible to the naked eye. Small lightnings can be seen sizzling on its surface. Merely touching the boundary causes 1d6 (no saving throw) in damage. This shock can be transferred through metal objects like swords, armours and so on. If the caged subject wants to go all the way and break through the cage, the full damage of a Lightning Bolt (1d6 per level of the caster, saving throw for half) is taken. Even when the imprisoned subject has escaped, the Cage stays in effect for the full duration unless nullified by the caster.
Passing through the boundary and into the cage takes no damage, and neither does touching it from the outside. Objects and spells can pass normally through the barrier, except for spells based on electricity, which will be absorbed completely by the cage.
The material component of the spell is a metal bar, which as some point has been used for the Electrify spell.


Deacons Dark Arrow Invented by TOK
(Shadowmagic, Necromantic)
Level		: 4th (Wizard)
Range		: 50 Yards
Components	: V, S
Casting Time	: 3
Area of Effect	: One Creature
Duration	: Instantaneous
Saving Throw	: Special
Upon 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).
Deacon originally developed this spell in order to have something to throw after a Lich who had developed a interest in one of his companions, and which they encountered several times


Deacons Plentiful Quiver Invented by TOK
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	: None
This spell is a combination of the spells of Deeppockets and Minor Creation.
When cast on a normal quiver, the spell generates four times that number of arrows it contains, that is, those arrows created are actually puffs drawn from the Demiplane of Shadows.
The arrows created inflict damage just as the normal types of arrows put in the quiver (e.g. sheaf/flight arrows) but with a +1 to hit and damage.
This spell will only affect normal arrows of either the sheaf or flight type in the quiver.
The user is somehow instinctively aware of the number of arrows that remain in his quiver.
The arrows created can only be used by the owner of the quiver at the time of the creation.


Flame Spear Invented by Hogan
(Conjuration/Summoning)
Level		: 4th (Wizard)
Range		: 20 yards + 10/level
Components	: V, S, M
Duration	: 1 round
Casting Time	: 5
Area of Effect	: Special
Saving Throw	: Special
The 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.
The second version of the spell enables the caster to hurl fiery spears at opponents within range. Each spear causes 1d8 in piercing damage and an additional 5d8 of fiery damage, which is halved if a saving throw is made successfully. The caster will be able to hurl one bolt for each 7 levels of experience, but if launched at several creatures, the wizard takes penalties for attacking multiply enemies. If other actions are taken between the hurling of spears, the resting part of the spell is cancelled.
The material component of the spell is a small pint of Greek oil and a spearhead of flint whereas the latter is reusable.


Hold Elemental Invented by Hogan
(Enchantment/Charm)
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.
The spell will bind natives from one of the elemental planes (Fire, Air, Earth and Water) in place for as many rounds as the caster has levels. The Elemental will not be able to move or react in any way for the duration of spell, but is entitled to a saving throw vs. spells to avoid the effect. If targeted on its native plane, the elemental can add a +2 bonus to its saving throw.
The spell will be able to affect either one 24 HD elemental, two 12 HD elementals or three elementals of 8 HD. For other creatures from the elemental planes, the spell is considered to affect 1d4 creatures.
The material component is something associated with the elementals homeplane, for example a rock for Earth, a feather for Air, a burning ember for Fire and a Seashell for Water.


Hold Shadow Invented by Johnny Bremer
(Enchantment/Charm)
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.


Improved Dexterity Invented by Hogan
(Alteration)
Level		: 4th (Wizard)
Range		: Touch
Component	: V, S, M
Duration	: 1 round/level
Casting Time	: 2 rounds
Area of Effect	: 1 creature
Saving Throw	: None
The 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.
The exact number op points gained, varies with the recipients class, as shown below. Multi-classed characters use the best die.
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.
The spell is not cumulative with other magic that adds to Dexterity. Beings without dexterity scores (Kobolds, Orcs, Lizard men etc.) receive a +3 bonus to armor class.
The material component of this spell is a strand of hair from a Raya.


Magus' Darkfire Invented by Mestoph
(Shadow Magic, Necromancy)
Level		: 4th (Wizard)
Range		: 20 yards/level
Components	: V, S, M
Duration	: Instantaneous
Casting Time	: 4
Area of Effect	: 1 creature
Saving Throw	: Special
As 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.
The globe always strikes, delivering 10 points of damage during a quick, but painful process, as it enters the victim's body, unless a save vs. spells with a -2 penalty is made. This will reduce the damage to 5 points and negate the rest of the spell. At the end of the round, the absorbed globe, unless negated, explodes and a black mist forms around the unfortunate victim, dealing 1d6 points of damage per caster level. Again, a save vs. spells can reduce the damage, but only by one third. If the victim survived the blast, he is left with great pains and a short shock after the explosion. Now-dead victims turn pale grey.
The material components are a pearl of any translucent material and a black feather.


Missile Translocation Invented by Hogan
(Alteration/Abjuration)
Level		: 4th (Wizard)
Range		: 0 (10 yards/level)
Components	: S
Duration	: 2 rounds/level
Casting Time	: 5
Area of Effect	: Special
Saving Throw	: None
This 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!
The point of origin of the missile must be within a range of 10 yards/level of the spellcaster. If the archer launched his missile from a point that is out of the spells range, the missile simple falls short when hitting the translocation shield, as if the wizard was protected by the spell of Protection From Normal Missiles.


Paranoia Invented by Esben Gad
(Illusion/Phantasm)
Reversible
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.
The creatures affected by this spell will believe that everyone, even his friends want to cause him harm. This will make him so busy watching his back, even in the middle of a fight, that he gets a penalty of -2 to his attack rolls, and everybody who's not attacking from behind, gets a +1 to hit. Furthermore, there is a 20% chance that he cannot keep his concentration at a level so he can cast spells, and there is also a 35% chance, that the subject will believe his allies are conspiring against him. He will even start accusing them for this, because he will be absolutely sure that they are doing so.
The Reverse of this spell, Confidence, affects 3-12 (3d4) creatures of up to 6 Hit Dice and cause them to feel completely safe. Because of this, they get -2 to their Surprise Roll. A Confidence spell can also dispel a Fear spell.


Protection from Demons, 10-ft. Radius Invented by Johnny Bremer
(Abjuration)
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.


Sations Lesser Elemental Attack Invented by Sation
(Conjuration/Summoning)
Level		: 4th (Wizard)
Range		: 100 yards
Components	: V, S
Duration	: Special
Casting Time	: 1 turn
Area of Effect	: Special
Saving Throw	: None
This spell is only available to wizards specializing in Elemental magic.
In order to make this ritual, a "clean" place in needed, meaning that the caster must be in a place where he cannot be disturbed by even the smallest amount of sound (no doors slamming, no one talking to him etc.). Also, the caster must be familiar with the area, if it isn't his own base of operation (tower/house), he must spend 48 hours studying it.
In order to prepare for the summing, the caster must draw a protection circle, using the Circle of Protection spell.
The spell of Sation's Lesser Elemental Attack will create a swarm of Elemental Kins (Sylph, Pech, Salamander, Nereid), from the wizards chosen element, numbering 1/5 of the casters level.
The elementals will appear right in the front of the caster and he will be completely in control of them if he stands in his Circle of Protection, otherwise they will attack and kill him instantly. When the summoning is finished, the wizard will enter a trance and he will be able to see through one of the elementals' eyes, guiding the others through this one. The elementals have to be given a quest immediately, or they will disappear again, They will follow any mission, even if it is a pure suicide mission. The caster must know the location and the way to the target and he must guide the elementals all the way. The elementals will not be invisible, unless other spells are used, but they cannot come from the caster since he must concentrate on the Elementals.
The Elementals will continue to serve the caster until his concentration is broken, the mission is accomplied, or the Elementals are destroyed.


Shape Shadow Invented by Johnny Bremer
(Alteration)
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	: None
By 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.
The material component of this spell is a sheet of paper that the caster cuts into the desired shape of the shadow.


Stop Regeneration Invented by Hogan
(Alteration, Necromancy)
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.
The spell will affect 1 to 4 subjects (number is chosen by the caster) within the area of effect and will effectively suppress any means of natural regeneration on those who misses their saving throws. If 4 creatures are affected they can add a +2 to their saving throw. If 3 are affected the bonus is +1, 2 creatures will get a standard save, and only one creature will have a -1 penalty to his save. For as long as the spell is in duration, the affected creature will be unable to gain the benefits of any kind of regeneration. The kinds of regeneration that are suppressed are those gained from having a high constitution and the regenerative powers from creatures like Trolls, Ogre Mages and Vampires, but does not include what is gained from instant magical healing like the various Cure spells. A Ring of Regeneration worn by the affected creature will be nullified for the duration of the spell.
Creatures, like Trolls, that doesn't die even if they are hacked to pieces, will start to regenerate anew after the spell expires (unless burnt away in the meantime!).
The spell's component is a few greenish strands of hair from a Troll.


Tower-Teleport Invented by TOK
(All)
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	: None
The 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).
Renegades usually find this spell useless as it is required of the caster to be in one tower in order to teleport to another, and if a Renegade do occur in such places it isn't sure they will live long enough to cast the spell, what-so-ever!

Example:
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).


Wall of Mirrors Invented by Johnny Bremer
(Evocation)
Level		: 4th (Wizard)
Range		: 5 yards/level
Components	: V, S, M
Duration	: 1 round/level
Casting Time	: 4
Area of Effect	: Special
Saving Throw	: None
This 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.
The material component is a small silver mirror that is consumed in the casting.


Wall of Slowness Invented by Hogan
(Alteration/Evocation)
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.
The effect extends to both sides of the wall. Anyone passing through from either side is affected, although more passing s does not mean cumulative penalties. Unlike the spell of Wall of Force, the Wall of Slowness can only be created as a wall, although the caster can determine the size and dimensions, up to the maximum area of effect. Take in note, that in order to be affected, the whole creature must pass through the wall, not just a part of it!
The wall will only be able to affect living creature. The momentum of missiles and their like fired through the wall will not be affected. Those passing the wall are allowed a saving throw with a -2 penalty to avoid the effect.
The Material components are a piece of shell from a turtle waxed with a drop of molasses.