Level 4 Spells
Fire spells
Fireball, greater
Range: Medium
Targets in a blast 5 take fire damage
Dragons Breath
Range: Aura, special
Targets within 4 squares of you take fire damage
Meteor Swarm
Range: Large
Make a number of attacks equal to 1/2 the ranks of your fire skill(rounded down) against one or more enemies.
Fire Arrow III
Range: Huge
Deals fire damage, add the bonus range from your bow skill to the range of this spell. Any enchantments or epic abilities that affect range or attack rolls of bows also affect this spell
Alchemists fire
Range: medium
Deal fire damage to four targets within range. The space in which the target was standing is now on fire for a number of turns equal to your ranks in fire, anyone ending their turn in this space take your bonus fire damage. They take it again next turn as normal
Ice spells
Ice Shard IV
Range: Medium
deals ice damamage, critical 17-20x3
Freeze the soul
Range: medium
As freezw th soul I, but with a 3 in 10 stun chance
Utter Cold
Range: Aura
This spell takes 3 more rounds than another 4th level spell. Targets in the circle cannot act.
Ice Arrow III
Range: Huge
Deals Ice damage, add the bonus range from your bow skill to the range of this spell. Any enchantments or epic abilities that affect range or attack rolls of bows also affect this spell
Armor Of Ice
Range: Aura
Anyone who attacks and hit a target within the circle they take 2D10+INT ice damage and are subject to your ice skills stun chance+1.
Lightning Spells
Chain Lightnig IV
Range: Medium
As chain lightning, but 5 targets
Thunderstorm
Range: Large
As meteor swarm, but makes a number of attacks equal to your total lightning ranks and deals only 1/2 lightning damage.
Energy Beam II
Range: Large
As energy beam I, but hits all in a 2x40 line.
Lightning Arrow III
Range: Huge
Deals Lightning damage, add the bonus range from your bow skill to the range of this spell. Any enchantments or epic abilities that affect range or attack rolls of bows also affect this spell
Sonic boom
Range: long
Target within range takes lightning damage and is takes a penalty to attack, agility, perception, and speech rolls equal to 2+your ranks in lightning for 1D10 turns
Acid spells
Acid ord IV
Range: Close
As earlier levels, but with a blast 4
Acid Pool
Range: Aura
Targets in circle take acid damage, have no DR, no fasthealing, No resistances, cannot activate stances, and take a -4 penalty to all defensive rolls.
Burn Magic
Range: Medium
This spell targets agility, if it hits deal acid damage and destroy 1 randomly choosen enchantment.
Acid Arrow III
Range: Huge
Deals Acid damage, add the bonus range from your bow skill to the range of this spell. Any enchantments or epic abilities that affect range or attack rolls of bows also affect this spell
Caustic Acid
Range: Large
Target takes acid damage and lowers its total armor roll by 8 for 1D4 turns. Targets are not subject to the DR/Resistance lowering of acid while weakened in this way.
Force Spells
Force Push IV
Range: Close
Targets two adjacent enemies, deals force damage to both and pushes/pulls both 25 ft
Gravity
Range: Aura
All targets in circle move 1/2 speed. If any target ends their turn in the circle, they are pulled into the centermost square of the circle, up to 20ft + force bonus.
Teleport
Range: aura
You and a number of allies equal to your INT modifier can use this circle to teleport to any other teleport circle you've drawn withing the last 48 hours.
Force Arrow III
Range: Huge
Deals Force damage, add the bonus range from your bow skill to the range of this spell. Any enchantments or epic abilities that affect range or attack rolls of bows also affect this spell
Baleful Teleport
Range Long
Deal force damage to four targets within range, instead of pushing the target with your bonus push this spell teleports the target an equal distance.
Necromancy Spells
Create Thrall III
Range: Aura
As thrall I, but you can dominate up to level 15 people.
Circle of weakness
Range: Aura
As Circle of weakness I, but with a -10 penalty
Death
Range: Aura
As drain, but you heal 1/2 the damage dealt.
Negate
Range Aura
This circle takes 2 turns less than normal 4th level spells. Any other spell circle touching this one ceases to function, stance that are active in the circle do not function.
Possession III
Range Close
As possession II, but target makes a willpower roll every day to expel you.
Decrease Strength
Range:aura
While in the aura all creatures take -2 to all attack and defense rolls and take -20ft to landspeed untill the end of your turn.
Circle of Incompatence
Range: Aura
Choose a skill when drawing a circle, all creatures in the aura have -1 to all ranks of that skill.
Enchantment Spells
Circle of enchanting III
Range: Aura
As enchanting I, but lets you put 4 minor, 2 moderates, or 1 major enchantment(s) on an item
Circle of power IV
Range: Aura
As Circle of power I, but with a + 10 bonus
Circle of Skill IV
Range: Aura
As circle of skill I, by increases by 4
Circle of healing II
Range Aura
Targets in circle gain DR 6/- and fastheal 6
Invisability, greater
Range Aura
As invisability, but targets remain invisable for 1D6 turns after they leave the circle, or untill they attack.
Create Homuncules
Range: Aura
As create iron golem, but a stroger golem that can think and feel for itself. If the control item of this golem is lost or broken, it does not frenzy.....though it may kill its creater
Impower Staff III
Range: Aura
As Impower Staff II, but with third level spell instead of second.
Increase Strength IV
Range Aura
While in the circle ypou gain +2 to attack and defence rolls and +20ft landspeed untill the end of your turn.
Universal
Shadows IV
Range: aura
As shadow I, but with 4 copies, 25 HP and can deal 1d12 damage. The difficulty to disbvelive a shadow is 8+wizards level+wizards Charisma, and can only be made against one shadow at a time.
Perfect image
Range: Aura; huge
As minor image, but has an attack equal to the wizards charisma and deals 1d10+8 damage. The difficulty to disbelive is 10+wizards level+Wizards charisma.
Change face
Range: immediate
As change face I, but lasts for 24 hours. the difficulty to disbelive is 8+wizards level+Wizards Charisma
Knowledge
Range: aura
As a standard action someone in this aura can identify any stance it spell circle.
Ki Mastery
Range: aura
Choose a major general weapon enchantment, all unarmed attacks in this circle are effected by this enchantment
Obfuscate
Range: Aura
While within this circle your voice and the voices of everyone else in the circle appear as echoing whispers. In order to make out what is being said in the circle one must make a perception check difficulty 20+(casters Charisma), you do not need to make this roll if your standing in the circle. Other casters who attempt to scry a person or place that is in or within 20ft of an obfuscate circle Must make a willpower check difficulty 25+(casters charisma). Creatures may only enter the circle if the caster wills it.
Improved Scrying III
This is not a spell. When you learn this ability your Scrying spell can be used to make a long distance attack. When scrying a target you’ve both met and have a piece of them you may attack them with a single spell with half normal attack. Once you do this your scrying circle ends and your scrying medium becomes broken and useless. You gain a further +4 to perception checks while scrying. People you scry no longer are allowed a perception check to get the feeling they are being watched.
This message was last edited by the GM at 04:37, Thu 13 July 2017.