Main / Wizard4
Mage Spells Level 4 - Spell Data Files - KloOge
This the full list of all 4th level Mage spells
# Name Level Cast Level Expression # Memorized Cost Sound Effect Charm Monster 4 4 I charm {2d4} hit dice worth of creatures or 1 creature of 4 hit dice or more on a failed save vs spell. 0 1 Confusion - Wizard 4 4 For the next {2+$L} rounds, creatures affected act confused. 0 1 Conjure Elemental-Kin 4 4 I summon forth an elemental-kin for {$L} turns. 0 1 Contagion 4 4 The target is subjected to a nasty disease. 0 1 Detect Scrying 4 4 For the next {1d6+$L} turns, I'm immeadiately aware of scrying attempts. 0 1 Dilation I 4 4 Area of effect spells have their areas increased. 0 1 Dig 4 4 For the next {$L} rounds I can excavate a 5' cube every round. 0 1 Dimension Door 4 4 I can teleport up to {30*$L} yards away. 0 1 Divination Enhancement 4 4 For the next {20+($L*2)} rounds, divination spells I cast increase in both duration and range. 0 1 Duplicate 4 4 I create a duplicate of an item which lasts for {$L} hours. 0 1 Emotion 4 4 I chance the emotion of those in a 40' cube. 0 1 Enchanted Weapon 4 4 I add a plus to a weapon for {5*$L} rounds 0 1 Enervation 4 4 If the target fails a save, he loses {$L/4} levels. These lost levels return after {1d4+$L} hours. 0 1 Evard's Black Tentacles 4 4 For the next {$L} hours, tentacles sprout out and start attacking everything in the area. 0 1 Extension I 4 4 The duration of spells is extended. 0 1 Far Reaching II 4 4 The range of spells is extended. 0 1 Fear 4 4 All in the area of effect flee for {$L} rounds. Undead can save to avoid the effect. 0 1 Fire Aura 4 4 For the next {$L*2} rounds, creatures that touch me get lit on fire. 0 1 Fire Charm 4 4 Everyone who stares at the fire is charmed and can be given a suggestion. 0 1 Fire Shield 4 4 For {2+$L} rounds, I have protection from either cold or fire and those who hit me take damage equal to the damage they inflict. 0 1 Fire Trap - Wizard 4 4 Enchant a closeable object so it explodes dealing {1d4+$L} points of damage to the person who opens it. 0 1 Fumble 4 4 For {$L} rounds, everyone in a 30' cube is clumbsy and drops stuff. 0 1 Greater Malison 4 4 For {$L*2} rounds, those in a 30' radius sphere have a -2 penalty to their saves. 0 1 Hallucinatory Terrain 4 4 I hide the actual terrain of the area for {$L} hours. 0 1 Halo of Eyes 4 4 For {$L} turns, I can see in every direction and have infravision out to 60 yards. 0 1 Ice Storm 4 4 Hail or sleet falls from the sky either dealing {3d10} points of damage or making everything slippery. 0 1 Illusionary Wall 4 4 I make a permanent illusionary wall. 0 1 Improved Invisibility 4 4 I'm invisible for {$L} rounds, and attacking doesn't make me visible. 0 1 Improved Strength 4 4 Strength is increased considerably for {$L} rounds. 0 1 Leomund's Secure Shelter 4 4 I make a sturdy cottage which sticks around for {1d4+$L} hours. 0 1 Lesser Geas 4 4 A target of 7 hit dice or less does as I say or bad things happen. 0 1 Locate Creature 4 4 For {$L} turns, I know which way to find a target creature within {$L*50} yards. 0 1 Magic Mirror 4 4 I use a mirror to scry like a crystal ball. 0 1 Mask of Death 4 4 A corpse's facial features look like someone else's for {$L} hours. 0 1 Massmorph 4 4 Up to {10*$L} willing people can be turned into trees for as long as the caster desires. 0 1 Minor Creation 4 4 I create something which sticks around for {$L} hours. 0 1 Minor Globe of Invulnerability 4 4 An immobile 5' radius sphere surrounds me for {$L} rounds and blocks out spells of 3rd level or less. 0 1 Minor Spell Turning 4 4 {1d4} levels worth of spells are reflected. This spell lasts {$L*3} rounds or until the spell levels have been reflected. 0 1 Monster Summoning II 4 4 For the next {3+$L} rounds, I summon up {1d6} {1d20[1="Bombadier Beetles!";2="Giant Centipedes!";3="Giant Frogs!";4="Killer Frogs!";5="Gnolls!";6="Flinds!";7="Land Lampreys!";8="Lizardmen!";9="Mongrelmen!";10="Mudmen!";11="Large Spiders!";12="Stirges!";13="Giant Toads!";14="Troglodytes!";15="Ogrillons!";16="Half-Ogres!";17="Death Dogs!";18="Grimlocks!";19="confused human troops!";20="elven rangers!"]} They can appear anywhere within 40 yards. 0 1 Mordenkainen's Celerity 4 4 Spells that alter movement have their durations increased. 0 1 Mordenkainen's Force Missiles 4 4 I conjure forth missiles of force. {($L-4)/3} missiles appear. Each missile deals 2d4 + {$L} points of damage, the 2d4 is automatic, the {$L} can be negated by a successful saving throw vs spell. 0 1 Otiluke's Dispelling Screen 4 4 For {$L} rounds, everything passing through a 20' square area is subjected to a dispel magic. 0 1 Otiluke's Resilient Sphere 4 4 For {$L} rounds, the target is trapped in an impenetrable {$L}' diameter sphere. This is assuming it can fit and it fails a save vs spell of course. 0 1 Phantasmal Killer 4 4 For {$L} rounds, an illusionary 4 hd monster attacks the target, if it hits, the target dies. 0 1 Plant Growth - Wizard 4 4 {$L*$L*100} square feet of vegetation grows out of control, making movement difficult. 0 1 Polymorph Other 4 4 Save vs spell or permanently become an animal. 0 1 Polymorph Self 4 4 The caster can change shape into any animal for {$L*2} turns. 0 1 Psychic Protection 4 4 For {$L*3} rounds, I have a+6 to saves against mind affecting spells. 0 1 Rainbow Pattern 4 4 24 HD worth of creatures are hypnotised by a rainbow. 0 1 Rary's Mnemonic Enhancer 4 4 I can either cast this to memorize 3 spell levels worth of spells or to retain a spell I cast last round. 0 1 Remove Curse - Wizard 4 4 I remove a curse. 0 1 Shadow Monsters 4 4 For {$L} rounds I summon forth {$L} hit dice worth of illusionary monsters. 0 1 Shout 4 4 I shout really loudly. Those in the area save or take {2d6} points of damage and are deafened for {2d6} rounds. 0 1 Solid Fog 4 4 I make a wall of fog that is very hard to move through. 0 1 Stoneskin 4 4 The next {1d4+($L/2)} attacks are blocked. 0 1 Summon Lycanthrope 4 4 I conjure forth the closest lycanthrope of the desired type. 0 1 There/Not There 4 4 For {1d6} turns, things in a 10' cube are either there or not there. 0 1 Thunder Staff 4 4 Save vs spell or get thrown back {4d4+4} feet, taking that much damage and being deafened for {1d3+1} rounds. The victims are also stunned, unable to act for {1d3} rounds. Those who save are flung only half the distance (taking half the damage) and are not stunned, but are still deafened. 0 1 Ultravision 4 4 I can see through any kind of darkness for the next {2+$L} hours. 0 1 Unluck 4 4 For the next {2d10} rounds, the victim must always roll 2 rolls for every die roll, taking the worst value of the two. A save vs spell avoids this. 0 1 Vacancy 4 4 For {$L} hours, the area appears to be vacant. 0 1 Vitriolic Sphere 4 4 I toss a ball of acid at the target. If they fail they take {$L}d4 points of damage this round. They continue to take acid damage every round there after, though with 2 dice subtracted from the damage each time until they save (which halves the damage for that round) or the acid runs out of damage. 0 1 Wall of Fire - Wizard 4 4 I create a wall of fire that deals {2d6+$L} points of damage to those who pass through it, {2d4} to those within 10' of the hot side or {1d4} to those within 20'. 0 1 Wall of Ice 4 4 A plane, hemisphere or sheet of ice appears for {$L} turns. 0 1 Wind Breath 4 4 I breathed deep and let out a huge gust of wind. 0 1 Wizard Eye 4 4 I conjure up a floating eye that can move around 30' a round. It does so for {$L} rounds. 0 1