Post by Stix on Apr 26, 2007 23:57:52 GMT -5
4. Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
4. Antiplant Shell: Keeps animated plants at bay.
4. Arcane Eye: Invisible floating eye moves 30 ft./round.
4. Armor of Darkness: Grants +3 AC and +1/four levels (max +8); darkvision 60', +2 vs. holy/good/light.
4. Black Tentacles: Tentacles grapple all within 20 ft. spread.
4. Blight: Withers one plant or deals 1d6/level damage to plant creature.
4. Chaos Hammer: Damages and staggers lawful creatures.
4. Charm Monster: Makes monster believe it is your ally.
4. Command Plants: Sway the actions of one or more plant creatures.
4. Confusion: Subjects behave oddly for 1 round/level.
4. Control Water: Raises or lowers bodies of water.
4. Cure Critical Wounds: Cures a wound up to 4d8+(1/level, max +20) HP.
4. Death Ward: Grants immunity to death spells and negative energy effects.
4. Detect Scrying: Alerts you of magical eavesdropping.
4. Dimension Door: Teleports you short distance.
4. Dimensional Anchor: Bars extradimensional movement.
4. Discern Lies: Reveals deliberate falsehoods.
4. Divination M: Provides useful advice for specific proposed actions.
4. Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
4. Dominate Person: Controls humanoid telepathically.
4. Dweomer of Transference: Convert spellcasting into psionic power points.
4. Enervation: Subject gains 1d4 negative levels.
4. Enlarge Person, Mass: Enlarges several creatures.
4. Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
4. Freedom of Movement: Subject moves normally despite impediments.
4. Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
4. Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.
4. Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
4. Hold Monster: As hold person, but any creature.
4. Holy Smite: Damages and blinds evil creatures.
4. Holy Sword: Weapon becomes +5, deals +2d6 damage against evil.
4. Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
4. Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
4. Imbue with Spell Ability: Transfer spells to subject.
4. Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
4. Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
4. Locate Creature: Indicates direction to familiar creature.
4. Minor Creation: Creates one cloth or wood object.
4. Mnemonic Enhancer F: Wizard only. Prepares extra spells or retains one just cast.
4. Modify Memory: Changes 5 minutes of subject’s memories.
4. Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
4. Order’s Wrath: Damages and dazes chaotic creatures.
4. Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
4. Planar Ally, Lesser X: Exchange services with a 6 HD extraplanar creature.
4. Poison: Touch deals 1d10 Con damage, repeats in 1 min.
4. Polymorph: Gives one willing subject a new form.
4. Rainbow Pattern: Lights fascinate 24 HD of creatures.
4. Reduce Person, Mass: Reduces several creatures.
4. Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
4. Resilient Sphere: Force globe protects but traps one subject.
4. Restoration M: Restores level and ability score drains.
4. Rusting Grasp: Your touch corrodes iron and alloys.
4. Scrying F: Spies on subject from a distance.
4. Secure Shelter: Creates sturdy cottage.
4. Sending: Delivers short message anywhere, instantly.
4. Shadow Conjuration: Mimics conjuring below 4th level, but only 20% real.
4. Shout: Deafens all within cone and deals 5d6 sonic damage.
4. Solid Fog: Blocks vision and slows movement.
4. Spell Immunity: Subject is immune to one spell per four levels.
4. Spike Stones: Creatures in area take 1d8 damage, may be lowed.
4. Status, Greater: As Status, but spells may be cast through link.
4. Stoneskin M: Ignore 10 points of damage per attack.
4. Summon Monster IV: Calls extraplanar creature to fight for you.
4. Summon Nature’s Ally IV: Calls creature to fight.
4. Unholy Blight: Damages and sickens good creatures.
4. Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
4. Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
4. Zone of Silence: Keeps eavesdroppers from overhearing conversations.
4. Antiplant Shell: Keeps animated plants at bay.
4. Arcane Eye: Invisible floating eye moves 30 ft./round.
4. Armor of Darkness: Grants +3 AC and +1/four levels (max +8); darkvision 60', +2 vs. holy/good/light.
4. Black Tentacles: Tentacles grapple all within 20 ft. spread.
4. Blight: Withers one plant or deals 1d6/level damage to plant creature.
4. Chaos Hammer: Damages and staggers lawful creatures.
4. Charm Monster: Makes monster believe it is your ally.
4. Command Plants: Sway the actions of one or more plant creatures.
4. Confusion: Subjects behave oddly for 1 round/level.
4. Control Water: Raises or lowers bodies of water.
4. Cure Critical Wounds: Cures a wound up to 4d8+(1/level, max +20) HP.
4. Death Ward: Grants immunity to death spells and negative energy effects.
4. Detect Scrying: Alerts you of magical eavesdropping.
4. Dimension Door: Teleports you short distance.
4. Dimensional Anchor: Bars extradimensional movement.
4. Discern Lies: Reveals deliberate falsehoods.
4. Divination M: Provides useful advice for specific proposed actions.
4. Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
4. Dominate Person: Controls humanoid telepathically.
4. Dweomer of Transference: Convert spellcasting into psionic power points.
4. Enervation: Subject gains 1d4 negative levels.
4. Enlarge Person, Mass: Enlarges several creatures.
4. Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
4. Freedom of Movement: Subject moves normally despite impediments.
4. Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
4. Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.
4. Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
4. Hold Monster: As hold person, but any creature.
4. Holy Smite: Damages and blinds evil creatures.
4. Holy Sword: Weapon becomes +5, deals +2d6 damage against evil.
4. Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
4. Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
4. Imbue with Spell Ability: Transfer spells to subject.
4. Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
4. Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
4. Locate Creature: Indicates direction to familiar creature.
4. Minor Creation: Creates one cloth or wood object.
4. Mnemonic Enhancer F: Wizard only. Prepares extra spells or retains one just cast.
4. Modify Memory: Changes 5 minutes of subject’s memories.
4. Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
4. Order’s Wrath: Damages and dazes chaotic creatures.
4. Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
4. Planar Ally, Lesser X: Exchange services with a 6 HD extraplanar creature.
4. Poison: Touch deals 1d10 Con damage, repeats in 1 min.
4. Polymorph: Gives one willing subject a new form.
4. Rainbow Pattern: Lights fascinate 24 HD of creatures.
4. Reduce Person, Mass: Reduces several creatures.
4. Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
4. Resilient Sphere: Force globe protects but traps one subject.
4. Restoration M: Restores level and ability score drains.
4. Rusting Grasp: Your touch corrodes iron and alloys.
4. Scrying F: Spies on subject from a distance.
4. Secure Shelter: Creates sturdy cottage.
4. Sending: Delivers short message anywhere, instantly.
4. Shadow Conjuration: Mimics conjuring below 4th level, but only 20% real.
4. Shout: Deafens all within cone and deals 5d6 sonic damage.
4. Solid Fog: Blocks vision and slows movement.
4. Spell Immunity: Subject is immune to one spell per four levels.
4. Spike Stones: Creatures in area take 1d8 damage, may be lowed.
4. Status, Greater: As Status, but spells may be cast through link.
4. Stoneskin M: Ignore 10 points of damage per attack.
4. Summon Monster IV: Calls extraplanar creature to fight for you.
4. Summon Nature’s Ally IV: Calls creature to fight.
4. Unholy Blight: Damages and sickens good creatures.
4. Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
4. Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
4. Zone of Silence: Keeps eavesdroppers from overhearing conversations.