Search the internet:
 

Home page
 Latest news
 

Baldur's Gate II
 Hints & Tips
 Information
 Items

Games
 Planescape:Torment
 Icewind Dale
 Divine Divinity

Game worlds
 Forgotten Realms

Community
 Forums
  · Larian Studios
  · All Games
 Chat room
 Links

The Locus Inn
 Staff
 Contact us

 
 
 

Netscape 4 only links:
Index Page

Mage Spells, Level 4

Confusion  (SPWI401)

Confusion (Enchantment/Charm)
Statistics:
Level: 4
Range: Visual range of the caster
Duration: 5 rounds + 1 round/6 levels
Casting Time: 4
Area of Effect: Up to 60-foot cube
Saving Throw: Special

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 effect are allowed save vs. spell with a -2 penalty. Those successfully saving are unaffected by the spell.

The spell lasts for five rounds plus one round for every 6 levels 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.

Value: 500

 

Contagion  (SPWI409)

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

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.

Value: 500

 

Create Shadows  (SPIN687)

Improved Invisibility (Illusion/Phantasm)
Statistics:
Level: 4
Range: Touch
Duration: 3 rounds + 1 round/level
Casting Time: 4
Area of Effect: Creature touched
Saving Throw: None

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. Note, however, that there are sometimes telltale traces, a shimmering, so that an observant opponent can 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 -4 penalties to the attack rolls, and the invisible character's saving throws are made with a +4 bonus.

Note: after making an attack the mage is no longer completely invisible. Opponents can target the mage.

Value: 500

 

Daer'Ragh's Aura Cleansing  (MARW401)

The use of magic causes the collection of magical residue around the caster, which prevents even the most skilled of casters from casting spells in quick succession. Daer'Ragh's Aura Cleaning removes this residue as the next spell begins, allowing for a greatly increased rate of spellcasting.

Value: 500

 

Dimension Door  (SPWI402) or (SPWI926) or (SPWI982) or (SPWI994) or (SPWI995)

Dimension Door (Alteration)
Statistics:
Level: 4
Range: 0
Duration: Instant
Casting Time: 1
Area of Effect: The caster
Saving Throw: None

This spell transports the caster to any place within the visual range of the caster. When the spell is cast, a dimensional portal opens up in front of the caster, which he immediately steps through. Upon passing through the portal, the caster finds himself at his chosen destination.

Value: 500

 

Dragon Rain  (SPIN723)

Ice Storm (Evocation)
Statistics:
Level: 4
Range: Visual range of caster
Duration: 4 rounds
Casting Time: 4
Area of Effect: 30' radius
Saving Throw: None

When this spell is cast, great hail stones pound down for four rounds in a 60-foot-diameter area and inflict 2d8 points of damage to any creatures within the area of effect. Also, anyone that remains within the area of effect takes 2d8 damage each round for four rounds.

Value: 500

 

Emotion  (SPWI411)

Emotion (Enchantment/Charm)
Statistics:
Level: 4
Range: Visual range of the caster
Duration: 2 rounds + 1 round/level
Casting Time: 4
Area of Effect: Up to 60-foot cube
Saving Throw: Special

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 hopelessness 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 prevent 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.

Value: 500

 

Enchanted Weapon  (SPWI417)

Enchanted Weapon (Enchantment/Charm)
Statistics:
Level: 4
Range: 0
Duration: 1 day
Casting Time: 4
Area of Effect: Special
Saving Throw: None

This spell conjures forth a +3 enchanted weapon that may be used by anyone. The weapon may be either a mace, axe, long sword or short sword. The weapon stays in existence for no longer than a day.

Value: 500

 

Farsight  (SPWI424)

Farsight (Divination)
Statistics:
Level: 4
Range: Special
Duration: 3 rounds + 1 round/level
Casting Time: 4
Area of Effect: Special
Saving Throw: None

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.

Value: 500

 

Fire Shield (Blue)  (SPWI403)

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

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 attacks made within a 5' radius around the caster. An opponent that hits the caster with any weapons or spells within this radius suffers 1d8 +2 cold damage.

Value: 500

 

Fire Shield (Red)  (SPWI418)

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

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 attacks made within a 5' radius around the caster. An opponent that hits the caster with any weapons or spells within this radius suffers 1d8 +2 fire damage.

Value: 500

 

Greater Malison  (SPWI412)

Greater Malison (Enchantment/Charm)
Statistics:
Level: 4
Range: Visual range of the caster
Duration: 2 rounds/level
Casting Time: 4
Area of Effect: Up to 60-foot cube
Saving Throw: None

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.

Value: 500

 

Ice Storm  (SPWI404)

Ice Storm (Evocation)
Statistics:
Level: 4
Range: Visual range of caster
Duration: 4 rounds
Casting Time: 4
Area of Effect: 30' radius
Saving Throw: None

When this spell is cast, great hail stones pound down for four rounds in a 60-foot-diameter area and inflict 2d8 points of damage to any creatures within the area of effect. Also, anyone that remains within the area of effect takes 2d8 damage each round for four rounds.

Value: 500

 

Improved Invisibility  (SPWI405)

Improved Invisibility (Illusion/Phantasm)
Statistics:
Level: 4
Range: Touch
Duration: 3 rounds + 1 round/level
Casting Time: 4
Area of Effect: Creature touched
Saving Throw: None

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. Note, however, that there are sometimes telltale traces, a shimmering, so that an observant opponent can 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 -4 penalties to the attack rolls, and the invisible character's saving throws are made with a +4 bonus.

Note: after making an attack the mage is no longer completely invisible. Opponents can target the mage.

Value: 500

 

Lower Fire Resistance  (SPIN682)

Greater Malison (Enchantment/Charm)
Statistics:
Level: 4
Range: Visual range of the caster
Duration: 2 rounds/level
Casting Time: 4
Area of Effect: Up to 60-foot cube
Saving Throw: None

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.

Value: 500

 

Minor Globe of Invulneribility  (SPWI406) or (SPWM125) or (SPWM126)

Minor Globe of Invulnerability (Abjuration)
Statistics:
Level: 4
Range: 0
Duration: 1 round/level
Casting Time: 4
Area of Effect: 5-foot-radius sphere
Saving Throw: None

This spell creates a 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 spells 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. Fourth and higher level spells are not affected by the globe. The globe can be brought down by a successful dispel magic spell.

Value: 500

 

Minor Sequencer  (SPWI420)

Minor Sequencer (Invocation/Evocation)
Statistics:
Level: 4
Range: 0
Duration: Permanent
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None

This spell allows a mage to store spells and access them from his special ability button. This ability, the sequencer, can store two spells to be released simultaneously, 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.

Value: 500

 

Monster Summoning II  (SPWI407)

Monster Summoning II (Conjuration/Summoning)
Statistics:
Level: 4
Range: 40 yards
Duration: 3 rounds + 1 round/level
Casting Time: 4
Area of Effect: Special
Saving Throw: None

This spell is much like the 3rd-level monster summoning I spell, except that this spell summons 4 HD monsters. There is a 60% chance of receiving one monster and a 40% chance of receiving two monsters. These monster(s) appear within spell range and attack the caster's opponents until the spell duration expires, or until they are slain.

Value: 500

 

Otiluke's Resilient Sphere   or (SPWI413) or (SPWI853)

Otiluke's Resilient Sphere (Alteration)
Statistics:
Level: 4
Range: 0
Duration: 1 turn
Casting Time: 1
Area of Effect: Target creature
Saving Throw: Neg.

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 successful 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.

Value: 500

 

Polymorph Other  (SPWM114) or (SPWI415) or (SPWM113) or (SPWM145) or (SPWM152) or (SPWM179) or (SPWM183) or (SPWM191) or (SPWM198)

Polymorph Other (Alteration)
Statistics:
Level: 4
Range: Visual sight of caster
Duration: Permanent
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: Neg.

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.

Value: 500

 

Polymorph Self  (SPWI416)

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

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.

Value: 500

 

Remove Curse  (SPWI410)

Remove Curse (Abjuration)
Statistics:
Level: 4
Range: Touch
Duration: Permanent
Casting Time: 4
Area of Effect: Special
Saving Throw: Special

Upon casting this spell, the wizard 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.

Value: 500

 

Secret Word  (SPWI419)

Secret Word (Abjuration)
Statistics:
Level: 4
Range: Visual sight of caster
Duration: Instant
Casting Time: 4
Area of Effect: Target creature
Saving Throw: None

When this spell is cast at a target creature it will dispel one spell protection of 8th level or 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.

Value: 500

 

Spider Spawn  (SPWI423)

Spider Spawn (Conjuration/Summoning)
Statistics:
Level: 4
Range: 40 yards
Duration: 6 rounds + 1 round/level
Casting Time: 6
Area of Effect: Special
Saving Throw: None

Upon casting this spell the wizard conjurs several spider eggs into existence, quickly producing fully grown spiders that 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 wizard's control until slain, or the spell duration expires.

Value: 500

 

Spirit Armor  (SPWI414)

Spirit Armor (Necromancy)
Statistics:
Level: 4
Range: Touch
Duration: 10 turns
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None

This spell is very similar to the 3rd level spell Ghost Armor in that it creates a corporeal barrier around the targets body for the duration of the spell. This spell taps the target's life force in order to create the barrier. The armor itself is weightless, and does not hinder movement or spellcasting 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 full plate. 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 creature makes a saving throw vs. spell.

Value: 500

 

Stoneskin  (SPIN694) or (SPWI408)

Stoneskin (Alteration)
Statistics:
Level: 4
Range: 0
Duration: 12 hours
Casting Time: 1
Area of Effect: Caster
Saving Throw: None

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 missle.

Value: 500

 

Teleport Field  (SPWI421)

Teleport Field (Alteration)
Statistics:
Level: 4
Range: Visual sight of caster
Duration: 1 turn
Casting Time: 4
Area of Effect: 30' radius
Saving Throw: Neg.

With this spell, the wizard instigates a teleportation effect as far as the wizard can see. All enemies 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.

Value: 500

 

Wizard Eye  (SPWI425)

Wizard Eye (Divination, Alteration)
Statistics:
Level: 4
Range: 0
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None

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.

Value: 500

 

 
 
 
 
   
 

 

Some graphics used to layout this site are originally designed by Yves Allaire. Several of the character portraits used are retrieved from Havak's site. This Locus Inn site is designed to be used in 1024x768 resolution, although lower resolutions will work. It has been tested with Internet Explorer 5+ and Netscape 4.7+.
Planescape Torment, Icewind Dale, Baldur's Gate, Shadows of Amn, Forgotten Realms (and the logo) Advanced Dungeons & Dragons (and the logo) are trademarks of TSR, Inc. The games Planescape Torment, Baldur's Gate II and Icewind Dale and their design are copyrighted by Interplay Productions. Divinity is a trademark of Larian Studios
All original content of this site is copyrighted by The Locus Inn. Copying or reproducing of any part of this site is strictly prohibited. For comments on this site send an e-mail to .