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Fourth Order Enchantments

 

Bridge of Keractis (Conjuration)

 

Level: Sor/Wiz 4

Components: V, S

Casting Time: 1 action

Range: Close (5 ft./level)

Target: One force bridge

Duration: Up to 30 minutes

Saving Throw: No

Spell Resistance: No

 

The caster creates a bridge of magical energy over a chasm or obstacle. The bridge is up to 10 feet wide and long per caster level; length increases with caster level not width. The bridge needs no supports other than a solid point of origin and bears any weight. The bridge is not subject to attack, except disintegration, which dispels it instantly. The absolute duration is 30 minutes, unless the caster wishes to end the dweomer sooner. For instance, the caster may wish opponents to cross midway and then have the bridge disappear. Ending the spell is silent and at the will of the caster.

 

Corwyn's Cloak of Comforts (Abjuration)

 

Level: Sor/Wiz 4

Components: V, S, M

Casting Time: 1 action

Range: Touch

Duration: 1 hour/ level

Target: Special (see text)

Saving Throw: Yes (harmless)

Spell Resistance: Yes (harmless)

 

The caster surrounds recipients in a protective field of force. The caster can generate one such field for each 3 caster levels he possesses. Each field covers a medium sized creature; thus, two small creatures could benefit from one field (which can be split), while a large creature requires four cloaks to be completely covered. Any cloaks used that partially cover a creature (i.e. 3 on a L) fail. Anyone covered by a cloak ignores the first 5 points of any damage as if covered by resist elements [all]. The body temperature of the protected creature remains stable, so the spell also negates any adverse environmental conditions. Lastly while under the protection of this dweomer, the recipient is kept completely dry, even if completely immersed. The cloak does not provide any means of breathing underwater, however. The material components for this spell are a scrap of oiled leather and a piece of cepracloth.

 

Corwyn’s Crystal Cage (Tranmutation)

 

Level: Sor/Wiz 4

Components: V, S, M

Casting Time: 1 action

Range: Close (30 ft. + 5 ft./level)

Target: One medium target/ 5 levels

Duration: 10 minutes + 1 minute/level

Saving Throw: Will negates

Spell Resistance: Yes

 

The caster entombs the target creature(s) within magic crystal; any creature failing its saving throw is completely immobilized for the spell’s duration. A successful Will Save shatters the crystal as it forms. The spell can be prematurely ended by the will of the caster, dispel magic, shatter, or unbinding; no physical blows have any effect upon the crystal. Note that the crystal cage prevents all physical movement and speech, but does not block concentration on spells already in effect. Creatures from the elemental plane of earth are not affected by this spell. The material component for this spell is a piece of quartz.

 

Dragonspell (Transmutation)

 

Level: Sor/Wiz 4

Components: V, S, M, XP

Casting Time: 1 hour

Range: Personal, Special

Target: Caster

Duration: 1 day

Saving Throw: No

Spell Resistance: No

 

The caster casts spells without material components as a dragon does. This spell mimics the benefits of the eschew components feat. When the mage prepares this spell, he prepares an alter containing all the normal material components for his spells. The mage then casts dragonspell over the area. Afterwards when the mage casts a spell, the appropriate material component disappears from the predweomered area. Components are consumed only if used but are not regenerated. Thus, if the mage doesn’t leave enough behind, loses count or runs out, a later cast spell may fail. It is a good idea to make sure an apprentice checks this area regularly to restock components. The spell must be renewed each day, but the caster the caster need not be in the predweomered area except for the original casting. A caster can only have one such area at any one time; if the mage creates a second area, the first one loses its abilities. The material component for this spell is a dragon’s scale which the caster must carry upon his person. This spell costs 200XP to attune the mage’s alter area to himself.

 

Dyzan’s Instant Readiness (Alteration)

 

Level: Sor/Wiz 4

Components: V, S, M

Casting Time: Quickened action

Range: Medium (120 ft.)

Target: One creature

Duration: Instantaneous

Saving Throw: No

Spell Resistance: No

 

The caster assists another in quick preparation for battle. Upon pronouncement of the spell, the recipient’s armor fastens itself into place, shield (if applicable) goes to one arm and weapon to the other. The recipient finds himself mentally alert, making him instantly ready for melee. The material components for the spell are a scrap of metal taken from armor worn into battle and three coffee beans.

 

Dyzan’s Meticulous Scribe (Transmutation)

 

Level: Wiz 4

Components: V, S, M

Casting Time: 10 minutes

Range: Close (30 ft.)

Target: One spellbook, one spell level/ caster level

Duration: One hour/ level

Saving Throw: No

Spell Resistance: No

 

The wizard alters the spells within his spellbooks to maximize efficient use of space. The meticulous scribe goes through the wizard’s books, removing excess space and consolidating writings in such a way that they utilize less than the standard space for recorded spells. Spells of levels 0-3 take up half the listed space in the PH. Free space is moved to the end of the book for further use. This spell does nothing to improve the quality of the writing from the original and cannot function on magical writings of any sort. Once cast, the wizard need not concentrate on the spell to maintain its function, but the spell ends if the wizard moves out of range. It is permissible to recast the meticulous scribe as it is expiring to continue its work uninterrupted. The material component for the spell is a specially prepared quill once used by a master scribe and dusted with the ashes of a scroll which contained a magic spell. The quill is not consumed by the spell but is subject to normal wear and tear.

 

Emberswarm (Evocation [Fire])

 

Level: Sor/Wiz 4

Components: V, S, M

Casting Time: 1 action

Range: Medium (10 ft / level)

Duration: 1 minute/ 3 levels

Area: 10 ft. high x 30 ft. long x 30 ft. wide cloud/ 4 levels

Saving Throw: Fortitude partial

Spell Resistance: Yes

 

The caster creates a choking cloud of smoke and burning embers that engulfs her foes. Once cast, this spell is immobile. Creatures caught within the cloud will take a d4 points of fire damage/ 2 caster levels (maximum 5d4) from the embers and are affected by the smoke as if it were a stinking cloud. A successful Fortitude Save halves the fire damage and allows the creature to move at half of its normal movement rate to escape the cloud. A failed save indicates that the creature is helpless from smoke inhalation and cannot escape on its own for the spell's duration. After one round of exposure, any creature still within the cloud takes another round of fire damage from the burning embers. Casting spells within the cloud requires a successful Concentration check. Creatures immune to fire can still take damage from the smoke and vice versa. Movement within the cloud is difficult; normal vision is limited to 5 feet. An emberswarm is dispelled by unbinding, and a gust of wind reduces its duration by half. An air elemental dispels it on contact as well. The material components for this spell is greenwood from an evergreen.

 

Flamelance (Evocation [Fire])

 

Level: Sor/Wiz 4

Components: V, S, M

Casting Time: 1 action

Range: Medium (100 ft. + 10 ft./level)

Target: One Target

Duration: 2 rounds

Saving Throw: Reflex partial

Spell Resistance: Yes

 

The mage creates a continual gout of flame from his hand which flares forth to scorch its target. The lance unerringly hits its initial target and does a d4 per level of the caster in damage (maximum 10d4); a successful Reflex Save halves damage. On the second round of the lance’s existence, the mage must make a successful “to hit” roll against his intended target (which may be the same or different). If successful, the lance does damage as per its first round; if the caster misses, the lance fades away in a puff of sulfurous smoke. The material components of this spell are charcoal and sulfur.

 

Fluid Armor (Conjuration [Calling])

 

Level: Sor/Wiz 4

Components: V, M

Casting Time: 1 action

Range: Touch

Target: The caster

Duration: 1 hour/ level

Saving Throw: No

Spell Resistance: No

 

The caster covers herself in a protective, watery skin. The caster gains a +5 defensive bonus to armor class as well as fire resistance 10. Fluid armor moves upon the caster and can be used to form any clothing or disguise the caster desires by concentrating for a full round. This adaptability gives a +2 circumstance bonus on disguise checks. Such 'clothing' is always a watery hue and is cool to the touch. The material component is a vial of holy water. Water from Merleau's temple improves the armor class bonus to +6 and the fire resistance to 15.

 

Glimlis’ Globe (Evocation [Force])

 

Level: Sor/Wiz 4

Components: V, S

Casting Time: 1 action

Range: Close (10 feet/level)

Target: Special

Duration: 1 minute/level or Special

Saving Throw: Will negates

Spell Resistance: Yes

 

When the mage casts this spell, a blue globe of energy flies from his fingertips. The globe unerringly strikes its intended target, and unless the victim makes a Will Save, it becomes englobed and immobilized for the spell’s duration. From within, nothing can destroy or affect the globe, and escape is impossible once a save is failed. On the outside, the spell’s duration must end, the caster must will the dweomer to end, or a dispel magic must be attempted to bring down the globe. While the globe is intact, nothing can harm the creature within. Communication is possible through the globe and parley can take place. The caster may attempt to shrink the globe and its contents with a reduce or item spell . At this point, a second save at –2 is allowed; if this save is made, the creature breaks free. If the second save is failed, the globe shrinks down to 3 inches in diameter and can be carried for up to 10 minutes per caster level.

 

Jaquara's Missile Mirror (Abjuration)

 

Level: Sor/Wiz 4

Components: V, S, F, M

Casting Time: 1 action

Range: 10' radius aura surrounding caster

Duration: 10 minutes + 1 minute/ level

Area: Caster

Saving Throw: No

Spell Resistance: No

 

The caster protects the area of effect from missile attacks. All missile attacks, and ranged magical attacks requiring a ranged touch attack or automatically hitting, such as magic missile and Melf's Acid Arrow, rebound upon the sender.  The attack uses the same rolled DC to determine if it hits and causes damage, and a save applies as applicable.  In any case, spells over 3rd level are not reflected by this spell and affect the caster normally. The spell lasts until its duration expires or it has reflected 150 points of damage; a hit which surpasses 150 points in damage is reflected, but the sender only takes the damage that the spell absorbed. The material components are a silver mirror worth at least 50gp (focus) and a small ball of rubber.

 

Lycanthropy (Enchantment)

 

Level: Sor/Wiz 4

Components: V, S, M

Casting Time: 1 action

Range: Touch

Duration: Permanent

Target: One creature

Saving Throw: Fortitude negates

Spell Resistance: Yes

 

The mage is inflicts the target with lycanthropy. This spell works only on a subject who drinks the material component. If the victim is willing to become a lycanthrope, there is no save; otherwise, a successful Fortitude Save negates the spell. Outsiders, undead, lycanthropes, or any creature with damage reduction are not subject to this spell, even if willing. The mage prepares a potion containing powdered moonstone, wolvesbane, wine, and the blood of some lycanthrope. The creature drinks the potion at night while the mage casts the spell. The creature becomes the same kind of lycanthrope as the blood used in the potion, adding lycanthrope to its template. The new lycanthrope must spend time developing his new powers as outlined in the DMG, but is already a “natural” lycanthrope and not subject to curing. Only a wish or miracle can restore the subject to its prior form. This spell is considered a curse in some areas and casting it is punishable by death.

 

Navigator (Divination)

 

Level: Sor/Wiz 4

Components: V, S

Casting Time: 1 action

Range: Touch

Duration: Instantaneous

Area: Caster's position

Saving Throw: No

Spell Resistance: No

 

The mage gains detailed information about the spot on which he stands for future teleportation. Navigator gives the caster a detailed impression of his current location. This information is enough to allow the mage to teleport to and from the area as though it were under the category of “very familiar”. Magics which prevent scrying will foil the navigator.

 

Reflector (Abjuration)

 

Level: Sor/Wiz 4

Components: V, S

Casting Time: 1 action

Range: NoneTarget: Caster

Duration: 1 minute /2 levels

Saving Throw: Special

Spell Resistance: No

 

The mage alters the his body to absorb light energy instead of reflect it. After casting this spell, the mage is completely protected from any light based spell attack, including light, color spray, hypnotic pattern, rainbow pattern, prismatic and chromatic spells, sunbeam and sunburst. Upon striking the mage, the energy of the magic gathers in his aura instead of having the desired effect. On any subsequent round prior to the spell’s duration, the caster may redirect these energies in the form of an electrical discharge, to any opponent within 30 feet; this action is considered a partial action. The conversion factor for the discharge is one d6 for every level of absorbed spell; for spell-like abilities, substitute the caster level or CR of the attacking creature. Any form of magical darkness negates this spell, as will a successful dispel magic.

 

Reling's Arctrap (Evocation [Electricity])

 

Level: Sor/Wiz 4

Components: V, S, M

Casting Time: 1 action

Range: Touch Duration: Until discharged then 1 minute/ level

Target: One item with a frame

Area: 5’ radius around protected object

Saving Throw: Reflex partial

Spell Resistance: Yes

 

The mage enchants the target object to electrocute those who disturb it. Reling devised this spell to accommodate those thieves who knew about or had survived the claw of fire. The target object of this spell must have a frame of some kind (a door frame, chest top, arch, etc.). The mage specifies up to three other persons other than himself who may pass through the frame without triggering the dweomer. Reling's Arctrap can be detected by a successful Search check (Rogues only; DC = 29; the same DC to attempt a disable). When activated, the spell sends bolts of electricity arcing through the enchanted frame. Any creature caught within the frame takes a d6/ caster level in electrical damage. A successful Reflex Save halves damage. Creatures immune to electrical attacks activate the spell but take no damage from it. The spell then spreads around the object in a 5 foot radius bathing it in a protective aura of electricity. This aura does not damage the object but remains for one minute per caster level, damaging any who touch it. A dispel magic does not dispel the trap, but rather activates it to protect its charge. (When used in conjunction with a paralyzing trap, this spell becomes deadly. -Reling) The material component for this spell is 500gp of powdered sapphire.

 

Replay (Illusion [Figment])

 

Level: Sor/Wiz 4

Components: V, S, F

Casting Time: 1 turn

Range: Close (10 ft.)

Duration: 1 minute/ level

Area: 20 ft. diameter around focus

Saving Throw: No

Spell Resistance: No

 

The illusionist replays a scene which occurred in the target area. To employ this spell, the illusionist pre-casts this spell on some small object (weighing under 5#) and having a reflective surface somewhere upon it. At any later time, the illusionist may leave this item in the target area and activate the dweomer from up to 120 ft. away. The item records all action within the area of effect for the spell's duration. The illusionist then retrieves the object and commands it to replay. The reflective surface reflects the actions previously recorded and replays sound. After each use, the item must be re-enchanted. This spell is especially useful for spying, because it succeeds against blocking magics of 3rd level and below. A dispel magic or erase can destroy the recording before it plays. An identify will reveal a replay item but not its message.

 

Shadowboxing (Illusion [Phantasm])

 

Level: Sor/Wiz 4

Components: V, S

Casting Time: 1 action

Range: Close (30 ft. + 5 ft./ level)

Target: One creature

Duration: 1 minute/ level

Saving Throw: Will negates

Spell Resistance: Yes

 

The mage creates a shadowy threat from his enemy’s shadow. If the target fails a Will save, he finds himself assailed by his own shadow. The shadow attacks with the same abilities as the creature it mimics, including base attacks, AC, and damage; however, the shadow has the hit points of the mage that created it. For example, a mage casts this spell on a 10th level fighter. If the fighter fails to save, his shadow attacks him as a 10th level fighter with the same AC, hits per round, and feats the fighter has. This spell is negated when its duration lapses, the caster so wills, it receives more damage than it has hit points, hostility towards the caster ends, it is dispelled, or magical darkness or light is cast upon it.

 

Shadow Tell (Divination)

 

Level: Sor/Wiz 4

Components: V, S, M

Casting Time: 1 full action

Range: Close (30 ft.)

Target: 30 ft. square area of shadow

Duration: 10 minutes

Saving Throw: No

Spell Resistance: No

 

The mage breathes sentience into the shadows of an area so she can question them. The very shadows speak and relate to the caster who or what has touched them, what is covered or concealed in them, or any event which has occurred in them over time dating as far back as the one day per caster level. The shadows relate complete descriptions as required as if they had above normal intelligence. Note that the shadows must have been present when and in existence since a given event occurred in order to relate it to the caster. The material component for this spell is a small silver cone with a hole at the apex.

 

Sheet Lightning (Evocation [Electricity])

 

Level: Sor/Wiz 4

Components: V, S

Casting Time: 1 action

Range: 10 ft. / level

Duration: Instantaneous

Target: 10 ft. x 30 ft. planar area

Saving Throw: Reflex partial

Spell Resistance: Yes

 

This spell is a variant on lightning bolt which evokes a blast of lightning in a planar area. Damage is a d6 per caster (maximum 15d6), and the area of effect is fixed. A successful Reflex Save reduces damage by half. If there is inadequate space for the spell to strike, then it confines itself to the available area without rebounding. Unless otherwise specified, the sheet materializes at the caster's waist level at the desired range.

 

Sonar (Transmutation)

 

Level: Sor/Wiz 4

Components: V, S, M

Casting Time: 1 action

Range: Touch

Duration: 1 hour /level

Target: Creature touched

Saving Throw: No

Spell Resistance: No

 

The mage empowers the recipient with blindsight.  The recipient is able to guide himself as a bat does, even through absolute darkness. The spell enables the recipient to gauge exact distances to and numbers of creatures as well as general shapes. The sonar spell does not “see” fine detail (i.e. fine details such as trip wires and secret doors are not picked up. The effective range for sonar is 120 feet.; it can be used as a valuable mapping tool as well. Magical silence foils this spell completely. The material component for this spell is the ear of a bat.

 

Syllin’s Sleep of Death (Enchantment [Compulsion])

 

Level: Sor/Wiz 4

Components: V, S, M

Casting Time: 1 action

Range: Close (30 ft. + 10 ft./level)

Target: One creature

Duration: 1 hour/ level

Saving Throw: Will negates

Spell Resistance: Yes

 

The mage puts his victim into an enchanted sleep akin to death. The spell affects 1HD per caster level required to cast the spell. Those viewing the affected creature are 95% likely of mistaking them for dead without resorting to magic. Life detecting spells reveal that the victim is, indeed, alive. While under the effects of the Sleep of Death, the target is unaffected by poisons, loss of ability scores, level draining, or any mind affecting spells. Thecaster may end this spell at any time by force of will; the target will revive normally over the course of the next round. The material components for this spell are sand and aconite.

 

Tongue Lashing (Evocation [Sonic])

 

Level: Sor/Wiz 4Components: V

Casting Time: 1 action

Range: Close (20 ft./ level)

Target: One creature

Duration: Instantaneous

Saving Throw: Fortitude partial

Spell Resistance: Yes

 

The caster creates a vibration with his voice that damages a living target. The caster need only face the target creature to unleash a d6 per caster level (max 15d6) in sonic damage.  A silence 15’ radius, globe of invulnerability, wall of force, shield, or brooch of shielding will foil this spell.

 

Warding Spell (Evocation [Varies])

 

Level: Sor/Wiz 4

Components: V, S, M

Casting Time: 1 action

Range: Touch

Target: Special

Duration: Until discharged

Saving Throw: Special

Spell Resistance: Yes

 

The mage wards an object against theft or trespass. The mage may place a spell upon an item to activate when unauthorized handling or use takes place. The mage may place an evocation spell of up to 3rd level as a guardian companion spell using the warding runes to hold it until activation. Mages of levels 1-5 may only place 1st level spells as wards, those of levels 6-10 may use 1st or 2nd level spells, and levels 10+ may use 3rd level spells in their wards. The material components for the spell are 100gp of diamond dust and whatever components are required for the second spell.

 

Wave of Oblivion (Evocation [Force])

 

Level: Sor/Wiz 4

Components: V, S, M

Casting Time: 1 action

Range: Medium (10 ft./ level)

Area: 10 ft. wide path x 10 ft. long/ level

Duration: Instantaneous

Saving Throw: Fortitude partial

Spell Resistance: Yes

 

The mage creates a wave-like force which tears through the area of effect beginning anywhere from the caster's feet up to the maximum range. The disruptive nature of the wave causes a d6 per caster level (maximum 10d6) to all creature in its path and carries creatures away from the caster. A successful Fortitude Save halves damage and prevents the creature from being moved. This spell has no effect upon non-corporeal creatures. This spell is foiled by wall of force, globe of invulnerability, or magical barriers of 6th level and above. The material component for this spell is 100gp of diamond dust.

 

Zyindak's Shock Troopers (Conjuration [Creation])

 

Level: Sor/Wiz 4

Components: V, S, F

Casting Time: 1 action

Range: 5 ft. /level

Duration: 1 minute/2 levels

Target: 1 creature/4 levels

Saving Throw: No

Spell Resistance: No

 

The caster conjures servants from the static of the air. These creatures are mindless and obey only the commands of the caster. The troopers have the following relevant statistics (AC15 4HD At:1; damage:4d4) and attack using a fighter’s base attack at half the caster's level. The troopers appear as humanoid fighters dressed in armor and wielding glowing blue swords which spit sparks. The troopers can stray no farther than 10 ft./ level from the caster without dissipating harmlessly. A protection from evil keeps the troopers at bay, and they can be dispelled. The troopers are immune to all electrical, polymorphing, paralysis, and mind-affecting effects. The attacks of a shock trooper are all considered touch attacks.  The focus for this spell is amber figurine worth at least 500gp.

 

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