Level 4

Confusion (Enchantment/Charm)
Range: Sight of caster
Saving Throw: Special
Casting Time: 4
Area of Effect: 30-foot radius
Duration: 2 rounds + 1 round/level

This spell causes confusion in one or more creatures within the area, creating indecision and the inability to take effective action. All creatures within the area of affect are allowed saving throws vs. spell with a -2 penalty, adjusted for Wisdom. Those successfully saving are unaffected by the spell. The spell lasts for two rounds plus one round for each level of the caster. Those who fail their saving throws will either go berserk, stand confused or wander about for the duration of the spell. Wandering creatures move as far from the caster as possible, according to their most typical mode of movement (characters walk, fish swim, bats fly, etc.). Any confused creature that is attacked perceives the attacker as an enemy and acts according to its basic nature.

Contagion (Necromancy)
Range: 30 yards
Saving Throw: Neg.
Casting Time: 4
Area of Effect: 1 creature
Duration: Permanent

This spell causes a major disease and weakness in a creature. The afflicted individual is immediately stricken with painful and distracting symptoms: boils, blotches, lesions, seeping abscesses, and so on. Strength, Dexterity, and Charisma are reduced by 2. The afflicted character is also slowed. These effects persist until the character receives a cure disease spell.

Emotion: Hopelessness (Enchantment/Charm)
Range: Sight of caster
Saving Throw: Special
Casting Time: 4
Area of Effect: 30-foot radius
Duration: 2 rounds + 1 round/level

When this spell is cast, the wizard can disturb the emotional state of those around him. The effect of this is to inflict a feeling of hopeless-ness upon the enemies within the visual sight of the caster. Upon a failed save vs. spell, the affected will lie down where they stand and give over all their will to a higher power. Sometimes they can be heard to exclaim things such as "I lay down and die," or "I'm going home." This will last for the duration of the spell upon which they will return to normal. The secondary effect of this spell is to instill upon the caster the feeling of courage. This will remove any effects of panic and restore his morale, as well as preventing the above from creeping forth into his psyche. There is no save vs. this and it will last for the duration of the spell. It will, however, be affected by magic resistance and other such things.

Enchanted Weapon (Enchantment/Charm)
Range: 0
Saving Throw: None
Casting Time: 4
Area of Effect: Special
Duration: 1 day
This spell conjures forth a magic weapon of the caster's choice. The weapon may be either a mace, axe, long sword or short sword. The weapon stays in existence for no longer than a day. The weapon created has an enchantment of +3.
Farsight (Divination)
Range: Special
Saving Throw: None
Casting Time: 4
Area of Effect: Special
Duration: 3 rounds + 1 round/level

When Farsight is cast, the caster is able to view an area of an unexplored map. After casting the spell, simply click on a section of the map that you want to view. For the duration of the spell, the caster can spy on that area, noting creatures and fortifications.

Fireshield (Blue) (Evocation, Alteration)
Range: 0
Saving Throw: None
Casting Time: 4
Area of Effect: The Caster
Duration: 3 rounds + 1 round/level

The Blue Fireshield protects the user from cold damage by surrounding the caster with a shield of ice flame. This shield not only grants the user 50% cold resistance, but also protects the caster from melee attacks. An opponent hitting the caster suffers cold damage.

Fireshield (Red) (Evocation, Alteration)
Range: 0
Saving Throw: None
Casting Time: 4
Area of Effect: The Caster
Duration: 3 rounds + 1 round/level

The Red Fireshield protects the user from fire damage by surrounding the caster with a shield of flame. This shield not only grants the user 50% fire resistance, but also protects the caster from melee attacks. An opponent hitting the caster suffers fire damage.

Greater Malison (Enchantment/Charm)
Range: Sight of Caster
Saving Throw: None
Casting Time: 4
Area of Effect: 30-foot radius
Duration: 2 rounds/level

The spell allows the caster to adversely affect all the saving throws of his enemies. The effect is applied to all hostile creatures within the area of effect. Opponents under the influence of this spell make all saving throws at a penalty of -4.

Ice Storm (Evocation)
Range: Sight of Caster
Saving Throw: None
Casting Time: 4
Area of Effect: Special
Duration: 4 rounds

When this spell is cast, great hail stones pound down for four rounds in a 40-foot-diameter area and inflict 2d8 points of damage to any creatures within the area of effect.

Improved Invisibility (Illusion/Phantasm)
Range: Touch
Saving Throw: None
Casting Time: 4
Area of Effect: 1 creature
Duration: 1 turn

This spell is similar to the Invisibility spell, but the recipient is able to attack, either by missile discharge, melee combat, or spellcasting, and remain unseen. However, telltale traces, a shimmering, allow an observant opponent to attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has made his presence known). Attacks against the invisible character suffer a -4 penalty to attack rolls, and the invisible character's saving throws are made with a +4 bonus.

Minor Globe of Invulnerability (Abjuration)
Range: 0
Saving Throw: None
Casting Time: 4
Area of Effect: The Caster
Duration: 1 round/level

This spell creates an immobile, faintly shimmering, magical sphere around the caster that prevents any 1st-, 2nd-, or 3rd-level spell effects from penetrating (i.e., the area of effect of any such spell does not include the area of the Minor Globe of Invulnerability). This includes innate abilities and effects from devices. However, any type of spell can be cast out of the magical sphere and these pass from the caster of the globe to their subject without affecting the minor globe. Spells of the 4th-level and higher are not affected by the globe. The globe can be brought down by a successful Dispel Magic spell.

Minor Sequencer (Invocation/Evocation)
Range: 0
Saving Throw: None
Casting Time: 1 round
Area of Effect: Special
Duration: Permanent

This spell allows a mage to store spells and access them simultaneously from his special ability button. This ability, the sequencer, can store two spells, both of which must be of 2nd level or lower. A mage can only possess one minor spell sequencer at a time, and the sequencer may not be given to other players. Once the sequencer is used, the special ability icon disappears.

Monster Summoning II (Conjuration/Summoning)
Range: Sight of caster
Saving Throw: None
Casting Time: 4
Area of Effect: Special
Duration: 3 rounds + 1 round/level

This spell is much like the 3rd-level Monster Summoning I spell, except that this spell summons 12 Hit Dice of monsters. These appear anywhere within the spell range and attack the caster's opponents, until the spell duration expires, or the monsters are slain. These creatures do not check morale; they vanish when slain. If no opponent exists to fight and the wizard can communicate with them, the summoned monsters can perform other services for the summoning wizard.

Otiluke's Resilient Sphere (Alteration)
Range: 0
Saving Throw: Neg.
Casting Time: 1
Area of Effect: 1 creature
Duration: 1 round/level

When this spell is cast, the result is a globe of shimmering force that encloses the subject creature - if it fails to successfully save vs. spell. The resilient sphere will contain its subject for the duration of the spell. The sphere is completely immune to all damage, actually, the only method of removing the sphere is a Dispel Magic. Hence, the creature caught inside the globe is completely safe from all attacks, but at the same time is completely unable to affect the outside world.

Polymorph Other (Alteration)
Range: Sight of Caster
Saving Throw: Neg.
Casting Time: 4
Area of Effect: 1 creature
Duration: Permanent

The Polymorph other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However most physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a save vs. petrification/ polymorph is made successfully. The transformation is instant and permanent until a dispel magic is cast successfully upon the affected creature. All clothes and equipment that the target was wearing will mold into the new form.

Polymorph Self (Alteration)
Range: 0
Saving Throw: None
Casting Time: 4
Area of Effect: The Caster
Duration: 1 turn + 3 rounds/level

When this spell is cast, the wizard is able to assume the form of another creature. The caster also gains the physical mode of locomotion and breathing as well. This spell does not give the new form's other abilities such as special attacks and magic, nor does it run the risk of the wizard changing personality and mentality. When the spell is cast, for the duration of the spell the caster may transform into any of the new forms at any time, and as many times as he wishes. The caster gains the natural attacks of the new form in some cases and may use weapons in others. The mental attributes of the wizard remain the same; however, all the physical attributes are attained from the new form. Also, any natural protections that the new form offer are conferred to the wizard, such as the resistance to missile and blunt weapons possessed by the slime form. The possible forms given by polymorph self are: (1) Gnoll: wields a magical halberd (+1 fire damage and strikes as an enchanted weapon +3) (2) Mustard Jelly: capable of slowing opponents (if they fail a save when hit) (3) Ogre: capable of causing massive damage with its fists (4) Spider: causes poison damage when it hits an opponent In addition, the caster may choose the form of brown bear, black bear or wolf.

Remove Curse (Abjuration)
Range: Touch
Saving Throw: Special
Casting Time: 6
Area of Effect: Special
Duration: Permanent

Upon casting this spell, the Mage is usually able to remove a curse on an object, on a person, or in the form of some undesired sending or evil presence. Note that the remove curse spell does not remove the curse from a cursed shield, weapon, or suit of armor, for example, although the spell typically enables the person afflicted with any such cursed item to get rid of it. Certain special curses may not be countered by this spell, or may be countered only by a caster of a certain level or more.

Secret Word (Abjuration)
Range: Sight of Caster
Saving Throw: None
Casting Time: 4
Area of Effect: 1 Creature
Duration: Instant

When this spell is cast at a target creature, it will dispel one spell protection of 8th level and lower. The spells that are affected by this are minor spell turning, minor globe of invulnerability, spell immunity, spell deflection, spell turning, and spell shield. The target's magic resistance if any does not affect this spell.

Spider Spawn (Conjuration/Summoning)
Range: 40 yards
Saving Throw: None
Casting Time: 6
Area of Effect: Special
Duration: 5 rounds + 1 round/level

Upon casting this spell the wizard must throw several spider eggs (which is the material component) into the air while saying the final command word. The result is that the eggs morph into fully grown spiders that will remain under the wizard's telepathic control. The type of spiders that appear depend upon the level of the wizard casting the spell. 7th: giant spider 9th: phase spider 12th+: sword spider When the spell is cast, there is a 20% chance that two spiders of the proper type will appear instead of just one. These spider(s) will remain under the wizards control until affected by a dispel magic, slain, or the spell duration expires.

Spirit Armor (Necromancy)
Range: Touch
Saving Throw: None
Casting Time: 3
Area of Effect: 1 creature
Duration: 10 turns

This spell is very similar to the 3rd level spell Ghost Armor in that it creates a corporeal barrier around the target's body for the duration of the spell. This spell taps in to the target's life force in order to create the barrier. The armor itself is weightless, and does not hinder movement or spell casting at all. The spirit armor does not work cumulatively with any other armor, however, dexterity bonus' still apply as well as magic rings and a shield. While in effect, the AC (armor class) of the recipient will be 1, as if he was wearing plate mail. Also, due to the magical nature of the spell, he will also receive a +3 bonus to save vs. magical attacks. There is a danger, however, as when the spell runs out the external portion of the spirit is temporarily lost, inflicting 2d4 points of damage upon the target, unless the wizard makes a saving throw vs. spells.

Stoneskin (Alteration)
Range: 0
Saving Throw: None
Casting Time: 1 round
Area of Effect: The Caster
Duration: 12 hours

When a wizard casts this powerful spell upon himself, an outer skin of stone will move up from the ground completely covering him. This skin is, of course, magical and will hinder the wizard in no way. The effect of this is to protect the wizard from physical attacks such as melee weapons and projectiles. For every 2 levels of the caster an additional skin is gained upon casting. For example, a 10th level wizard would receive 5 skins while a 20th level wizard would receive 10. For each skin the wizard possesses the spell will stop one attack, so a 10th level wizard would be protected from the first 5 attacks made against him, but the sixth would affect him normally. The skins will remain on the wizard until he is affected by a dispel magic, all of the skins are removed due to physical attacks or the spell duration expires. It is important to note that this will not protect the wizard from any magical attacks such as fireball, however, it will protect him from physical magical attacks such as magic missile.

Teleport Field (Alteration)
Range: Sight of caster
Saving Throw: Neg.
Casting Time: 4
Area of Effect: 30-foot radius
Duration: 1 turn

With this spell, the wizard instigates a teleportation effect as far as the wizard can see. All creatures in this area are randomly teleported for the duration of the spell. This spell is best used against multiple enemies, serving to confuse them and allowing the wizard to concentrate on activating her defenses.

Wizard Eye (Alteration)
Range: 0
Saving Throw: None
Casting Time: 1 round
Area of Effect: Special
Duration: 1 round/level

When this spell is employed, the wizard creates an invisible sensory organ that sends him visual information. The wizard eye can see with normal vision up to 60 feet away in brightly lit areas. The wizard eye can travel in any direction as long as the spell lasts. It has substance and a form that can be detected (by a detect invisibility spell, for instance). Solid barriers prevent the passage of a wizard eye. The powers of the eye cannot be enhanced by other spells or items. The caster is subject to any gaze attack met by the eye. A successful dispel cast on the wizard or eye ends the spell.