Fourth-Level Spells

Duplicate (Conjuration)

Range: Touch

Components: S, M

Duration: 1 hour/level

Casting Time: 1 round

Area of Effect: One object

Saving Throw: None

This spell creates an exact copy of any single item the caster touches. The item to be copied must fit inside a 20-foot cube. The spell has no effect on living creatures, including undead, nor will it copy magical items. The duplicated item is identical to the original in every way--for instance, a duplicated sword can be wielded to inflict damage as a normal sword--but detect magic can reveal its true nature and dispel magic can cause it to disappear. The duplicated object exists for 1 hour/level of the caster, at which time it vanishes; permanency does not affect duplicated items.

The material component for this spell is a pinch of coal dust.

Fire Aura (Abjuration)

Range: 0

Components: V, S, M

Duration: 2 rounds/level

Casting Time: 4

Area of Effect: Caster

Saving Throw: Special

By means of this spell, the caster surrounds his body with an aura of magical green fire. The fire aura extends 1 foot from the caster's body and provides illumination in a 10-foot radius. The fire aura provides complete immunity to all forms of fire, both natural and magical; the flames can be extinguished only by dispel magic or a similar spell. Those touching the fire aura suffer 2-8 (2d4) hit points of damage; additionally, if the touched victim fails to make his saving throw, his body is set afire with green flames.

The flames persist for 2-8 (2d4) rounds and can be extinguished only by dispel magic or a similar spell. Each round the victim is engulfed in these flames, he suffers an additional 1-6 hit points of damage; the victim's attack rolls are made with a -2 penalty during this time.

The material components for this spell are a scrap of singed paper and a piece of flint

Halo of Eyes (Abjuration, Conjuration)

Range: 0

Components: V, M

Duration: 1 turn/level

Casting Time: 4

Area of Effect: Special

Saving Throw: None

Halo of eyes creates a halo of functional eyeballs that sits atop the caster's head, enabling the caster to see in all directions at the same time. Additionally, these magical eyes all have infravison to a distance of 60 yards. The caster can see opponents on all sides of him, providing they are not invisible, and therefore can never by struck from behind or suffer a penalty for a back attack. Under normal conditions, the caster cannot be surprised. Attacks cannot be directed against the magical eyeballs, but their vision is obscured by blindness and other magical and natural effects that would hinder the wizard's normal sight.

The material components for this spell are the feather of an eagle and an eyelash from the corpse of any creature.

Otiluke's Dispelling Screen (Evocation, Abjuration)

Range: 5 yards/level

Components: V, S, M

Duration: 1 round/level

Casting Time: 5

Area of Effect: 20-foot square

Saving Throw: None

This spell creates a shimmering screen of violet energy in any shape the caster desires. Any creature passing through the screen is affected by dispel magic with the same level of effectiveness as that spell cast by the wizard.

The material components for this spells are a sheet of fine lead crystal and a chysolite gemstone worth 1,000 gp (both vanish after the spell is cast).

Wind Breath (Evocation)

Range: 0

Components: V, S, M

Duration: Instantaneous

Casting Time: 1 round

Area of Effect: Cone 60 yards long and 30 yards wide at the base

Saving Throw: 1/2

A variation of gust of wind, this spell allows the caster to fill his lungs with air and expel a powerful wind. The strength of this wind is about 5 miles per hour for every level of the caster. Those outside the area of effect do not notice the tremendous winds, though objects may be blown out of the spell's area into their path. The DM should determine the precise effects of the wind breath using the following parameters as guidelines.

If the wind breath is 30-50 miles per hour, there is a 10 percent chance that small boats capsize, a 1 percent chance that ships capsize, and a 10 percent chance that a man is knocked down. There is a 20 percent chance that branches snap, light articles are blown away, and tents and sails tear. Creatures caught in the cone of the wind breath suffer 1 hit points of damage from blown sand and grit.

If the wind breath is 50-70 miles per hour, there is a 70 percent chance that small boats capsize, a 20 percent chance that ships capsize, and a 50 percent chance that a man is knocked down. Trees bend and there is a 70 percent chance that branches snap, and a 20 percent chance that a trunk snaps. Medium-sized articles are blown away, and there is a 50 percent chance that tents and sails are torn, and a 40 percent chance that shacks are blown down. Creatures caught in the cone of the wind breath suffer 1-4 hit points of damage from sand and grit. Flying creatures are blown back 10-40 (10d4) feet.)

If the wind breath is 70 miles per hour or more, there is a 100 percent chance that small boats capsize, a 70 percent chance that ships capsize, and a 70 percent chance that a man is knocked down and blown 10-40 (10d4) feet to suffer 1-6 hit points of damage per 10 feet blown. There is a 70 percent chance that tree trunks snap, and a 100 percent chance that branches are ripped from trees. Heavy articles are blown away, medium articles are ripped from fastenings, and tents and sails have a 70 percent chance of being destroyed. There is a 20 percent chance that common buildings are blown down and a 60 percent chance that shacks are flattened. Creatures caught in the cone of the wind breath suffer 1-8 hit points of damage from blown objects. Flying creatures are blown back 50-100 (40+10d6) feet.

The material component for this spell is a handmade silk fan with a value of at least 1 gp.

Table of Contents