Level Four Spells

Animal Summoning I (Conjuration/Summoning)
Level: 4
Sphere: Animal, Summoning
Range: 20 yards
Duration: 2 hours
Casting Time: 6
Area of Effect: Special
Saving Throw: None

By means of this spell, the caster calls between two and three randomly determined animals that have 4 hit dice or less. They will remain under the caster's control until slain or until the spell duration expires.

Comments: Spell duration extended to two hours.

Call Woodland Beings (Conjuration/Summoning)
Level: 4
Sphere: Animal, Summoning
Range: Visual range of caster
Duration: 2 hours
Casting Time: 6
Area of Effect: Special
Saving Throw: None

This spell summons forth a nymph to assist the party. The nymph has several priest spells at her disposal and will use them in the best interests of the party (these include Mental Domination, Confusion, and Healing spells). She will remain under the caster's control until slain or until the spell duration expires.

Comments: Spell duration extended to two hours.

Cause Serious Wounds (Necromancy)
Level: 4
Sphere: Healing
Range: Touch
Duration: Permanent
Casting Time: 4
Area of Effect: Creature touched
Saving Throw: None

This spell is the reverse of the Cure Serious Wounds spell. Instead of healing the creature touched, it causes damage. Upon being touched by the priest, the target suffers magical damage of 20 points plus 1 additional point for every 2 experience levels of the caster.

Comments: This spell no longer requires a melee attack by the priest; it now causes magic damage at touch range. The damage scales as does the healing for Cure Serious Wounds (below). No saving throw is allowed. Finally, the casting time was reduced to 4 to achieve parity with the Poison spell.

Cloak of Fear (Conjuration)
Sphere: Charm
Range: Touch
Duration: Instant
Casting Time: 1
Area of Effect: Self
Saving Throw: Negates

Cloak of Fear empowers the caster to radiate a personal aura of fear out to a 3-foot radius. All other characters and creatures within this aura must roll successful saving throws vs. spells at a -4 penalty or run away in panic for 4 rounds. Affected individuals may even drop items. Party members are immune to the effects, although the aura of fear may still disturb them.

Comments: The casting time has been reduced to 1, and I've introduced a save penalty of -4. This spell seems best used as a panic button, and the changes more readily allow for that.

Cure Serious Wounds (Necromancy)
Level: 4
Sphere: Healing
Range: Touch
Duration: Permanent
Casting Time: 7
Area of Effect: Creature touched
Saving Throw: None

Upon casting this spell and laying his or her hand upon a creature, the priest heals wound or other injury damage at a magnitude of 20 points plus 1 additional point for every 2 experience levels attained. Curing is permanent only insofar as the creature does not sustain further damage.

Comments: See Cure Light Wounds.

Death Ward (Necromancy)
Level: 4
Range: Visual range of caster
Duration: 4 hrs + 1/2 hr/2 levels (8 max)
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: None

This spell protects the target from all forms of death magic, including (but not limited to) Disintegrate, Power Word Kill, Death Spell and Finger of Death.

Comments: The spell was given a lengthy duration so that, should you opt to use it, you need cast it only once after resting.

Defensive Harmony (Enchantment/Charm)
Level: 4
Sphere: Law
Range: Caster
Duration: 2 turns
Casting Time: 1
Area of Effect: 10' radius
Saving Throw: None

Defensive Harmony bestows an enchanted coordination of attack and defense, allowing a group to act as a single unit for a single battle or encounter. The effect is always centered on the caster, but affects all those within a 10 foot radius. Affected recipients can move outside of this range after the spell is cast and still enjoy the benefits of the harmony. While the spell is in effect, each affected creature gains a +2 bonus to his or her armor class. Multiple castings of this spell are not cumulative.

Comments: The spell duration was bumped up to two turns in order to deliver on the stated promise of "allowing a group to act as a single unit for a single battle or encounter."

Farsight (Divination)
Level: 4
Range: Special
Duration: 1 turn/level
Casting Time: 6
Area of Effect: Special
Saving Throw: None

Farsight enables the caster to view an unexplored area of the 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.

Comments: Spell duration increased to one turn per level, and casting time increased to 6. Because this spell shares a description with the arcane spell of the same name (one of the rare cases where that's true), I applied the same changes to the arcane spell.

Free Action (Abjuration)
Level: 4
Sphere: Charm
Range: Touch
Duration: 4 hrs + 1/2 hr/2 levels (8 max)
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: None

While under the effects of this spell, the recipient becomes immune to anything that limits his movement. This includes the effects of web, hold person, grease and entangle. Any of these effects will be removed from the recipient as well.

Comments: The spell was given a lengthy duration so that, should you opt to use it, you need cast it only once after resting.

Holy Power (Evocation)
Level: 4
Range: None
Duration: 1 turn + 1 round/level
Casting Time: 3
Area of Effect: Caster
Saving Throw: None

Through this spell, the caster imbues himself with the strength and skill of a fighter of the same level. The priest's strength is set to 18/00, even if it is normally higher, his THAC0 becomes that of a fighter of the same level, and he gains 1 temporary hit point for every level he has attained. These effects will last for the duration of the spell or until successfully dispelled. Multiple castings of this spell are not cumulative.

Comments: The casting time has been reduced to 3 to allow for more agile casting upon the outset of hostility. The duration has also been extended by a turn.

Negative Plane Protection (Abjuration)
Sphere: Protection, Necromantic
Range: Touch
Duration: 4 hrs + 1/2 hr/2 levels (8 max)
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: None

This spell affords the targeted creature partial protection from undead monsters with Negative Energy plane connections (such as vampires), as well as certain weapons and spells that drain energy levels, by opening a channel to the Positive Energy plane. A protected creature struck by a negative energy attack is therefore protected against any form of level draining for the duration of the spell.

Comments: The spell was given a lengthy duration so that, should you opt to use it, you need cast it only once after resting.

Neutralize Poison (Necromancy)
Level: 4
Sphere: Healing
Range: Touch
Duration: Instant
Casting Time: 0
Area of Effect: Creature touched
Saving Throw: None

This spell removes all toxins, both natural and magical, from the body, and restores 10 lost hit points. This spell will also cure any diseases that the target may be suffering from, as well as blindness and deafness.

Comments: See Slow Poison.

Poison (Necromancy)
Level: 4
Range: 15 feet
Duration: 1 turn
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: Special

Through this spell, the caster can poison victims who fail their save vs. poison. The strength of the poison scales according to the caster's level as follows:

Levels 7-9: 2d8 + 2/round
Levels 10-12: 3d8 + 3/round
Levels 13-14: 4d8 + 4/round
Levels 15-16: 6d8 + 5/round
Levels 17+: 8d8 + 6/round

Those who make their saving throws take half of the initial damage and none of the secondary damage.

Comments: A successful save now reduces the initial damage by half and eliminates all of the seondary damage (previous behavior had a successful save negating all damage).

Protection From Evil 10' Radius (Abjuration)
Level: 4
Sphere: Protection
Range: Touch
Duration: 4 hrs + 1/2 hr/2 levels (8 max)
Casting Time: 7
Area of Effect: 10' radius
Saving Throw: None

When this spell is cast, all creatures within a 10 foot radius are affected individually by Protection From Evil. The spell creates a magical barrier around the recipients at a distance of one foot. The barrier moves with the recipient and has two major effects: first, all attacks made by evil creatures against the protected creature receive a penalty of -2 to each attack roll, and second, any saving throws caused by such attacks are made by the protected creature with a +2 bonus.

Comments: The spell was given a lengthy duration so that, should you opt to use it, you need cast it only once after resting.

Protection From Lightning (Abjuration)
Level: 4
Sphere: Protection, Weather
Range: Touch
Duration: 4 hrs + 1/2 hr/2 levels (8 max)
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: None

When Protection From Lightning is cast, it confers 80% resistance to electrical attacks. Multiple castings of this spell are not cumulative; furthermore, the recipient's electrical resistance cannot be modified further during the duration of the spell.

Comments: The spell was given a lengthy duration so that, should you opt to use it, you need cast it only once after resting. In order to compensate for its lengthy duration, it now SETS resistance at 80% and prevents any further resistance modifications for the spell's duration.