Level 4 Mage Spells

Avalanche
Level: 4
Casting Time: 2 rounds
Duration: 3 rounds
Range: 30 ft.
Area of Affect: A 30 ft. x 30 ft. x 30 ft. cube, centered on a point within range
Magic Resist: Soak
The area of effect is filled with a tumbling slurry of ice and rock. All creatures within the area of effect suffer 1d6 cold damage (Magic Resist) and 1d6 (Soak) bludgeoning damage at the start of each of the mage’s turns for the duration. Both damage rolls receive the mage’s spell damage bonus. Any creature damaged by this spell is dazed, suffering -10% to hit for 2 rounds after the damaging event.

Clairvoyance
Level: 4
Casting Time: 10 rounds
Duration: 10 minutes
Range: 50 miles
Area of Affect: Normal viewing and listening distance of one individual within range
Magic Resist: N/A
This potent enchantment requires a material link to the target, a scrap of hair, skin, or a dab of blood, or an item that they owned and had a significant connection to.
By using this spell, the mage can see what the target sees, hear what the target hears, and feel what the target feels for the duration. The mage gains no intuitive information about where the target is by using this spell, and must rely on clues gathered from the target’s own senses to determine their location. Attempting to use this spell on a target outside the spell’s range simply fails.

Comedic Timing
Level: 4
Casting Time: 2 rounds
Duration: 6 rounds
Range: 30 ft.
Area of Affect: Up to 5 creatures within range
Magic Resist: Evade
By spending the casting time telling a blockbuster of a joke, the mage can reduce an audience to quaking, guffawing, tear-inducing laughter. Affected targets cannot act or move for the duration as they laugh off the effects of the joke, but they can still evade attacks. Any targets that are dealt damage receive a new magic resist check to attempt to throw off the effects of the joke.

Note that the joke need not be funny.

Concussive Blast
Level: 4
Casting Time: 1 round
Duration: Instantaneous
Range: 30 ft.
Area of Affect: A cone extending from the caster to maximum range
Magic Resist: Soak
A blast of force and sound screams from the caster’s hand, striking all targets in the area of effect for 5d10 force damage. Unfortunately for the caster, they are temporarily deafened as a side effect of unleashing such a noise, rendering them unable to hear speech for 3 rounds after casting the spell. The caster’s spell concentration is reduced by 20% for the duration, as they cannot properly hear their words of power.

Enthrall
Level: 4
Casting Time: 3 rounds
Duration: 24 hours
Range: 10 ft.
Area of Affect: 1 creature within range
Magic Resist: Evade
With a gaze and words of power, the mage can break a creature’s will, bringing them into their service for a time. The target must have less hit points than the mage, but should the spell succeed, the target will see the mage as a trusted friend and ally, and will do anything that the mage asks so long as it does not threaten the creature’s life.

Any request that goes completely against the creature’s ethic prompts a fresh magic resist check; if the request would directly harm something or someone that the creature loves, it receives a +20% bonus to the check. Should the mage directly harm the subject, the spell ends immediately. Once this spell fades, it cannot be used by the mage on the target again for a year and a day, and the target is not likely to be happy about it.

Insulating Aura
Level: 4
Casting Time: 1 round
Duration: 5 minutes
Range: The caster
Area of Affect: The caster
Magic Resist: N/A
The mage sheathes himself in an aura of comfort and warm insulation. Any environmental heat or cold is ignored for the duration, and damage from magical cold, heat, and fire is reduced by 50%.

Polymorph
Level: 4
Casting Time: 2 rounds
Duration: 1 hour per level of the mage
Range: Self
Area of Affect: Touch
Magic Resist: N/A
The caster may transform themselves into any creature that they can imagine for the duration. Once the caster has transformed, they may end the spell at any time to revert back to their normal form. To Polymorph successfully, the mage must be in their original form, they are unable to polymorph from one creature to another. The caster may increase their height and weight by up to 50%, or decrease their height and weight by 50%, and gains all physical abilities of their new form. Supernatural abilities, like spellcasting or a dragon’s breath weapon, are not gained. The caster may continue to speak and cast spells while polymorphed.

Stoneskin
Level: 4
Casting Time: 2 rounds
Duration: 10 rounds
Range: The caster
Area of Affect: The caster
Magic Resist: N/A
By infusing his skin with mana, the mage hardens and stiffens his body, giving his skin a stone covering. For the duration, whenever the mage suffers damage, half of the damage is absorbed by the spell, up to a total maximum absorption of the mage’s maximum hit points. This damage absorption is calculated after soak and rounding.

Teleport
Level: 4
Casting Time: 2 rounds
Duration: Instantaneous
Range: 2 miles
Area of Affect: The caster and up to two individuals touching the caster
Magic Resist: Evade (Helpful)
The caster and up to two willing subjects making physical contact with him teleport to any spot that the caster is familiar with, up to two miles away. Teleporting to an unfamiliar location requires an Intelligence check, with a penalty based on the caster’s lack of familiarity, to avoid any mishap.

Tempest Travel
Level: 4
Casting Time: Instant
Duration: 10 minutes
Range: The caster
Area of Affect: The caster
Magic Resist: N/A With a word, the mage envelops themselves in a whirlwind, granting them the ability to move in the vertical plane as well as the horizontal one at normal running speed and immediately halting and preventing any fall damage that the mage was about to suffer. The sensation is loud, howling, and very disorienting. Spellcasting is impossible inside the whirlwind, and missile attacks out of it suffer -10% to hit. Fortunately, the bobbing, chaotic movement of the tornado grants the mage +20% evade for the duration. The spell instantly ends at the mage’s command, but it does not end just by touching solid ground.

Wind Wall
Level: 4
Casting Time: 1 round
Duration: 10 rounds
Range: 40 ft.
Area of Affect: A line, 100 ft. long, beginning within range
Magic Resist: N/A
This spell fills the area of effect with fierce, howling winds, rising 20’ high and 4’ deep, driving and shoving in a direction chosen by the caster. Any attempts to fire missile weapons opposite the winds are useless, as the winds send the missiles scattering away helplessly. Even siege-class weaponry, like boulders and ballista bolts, are deflected. Firing a missile weapon through the wind wall in the direction of the wind accelerates it, granting it +3 damage but inflicting -10% to hit as aiming is impaired by the fierce wind. Any creature who attempts to move with the wind will pass through the wall instantly, and that movement will not count against them. Any creature who attempts to pass through the wind will find their progress slowed to a crawl. An entire turn’s movement is required to pass through the wind wall.

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