Fourth Level Spells





        Acquire Memory — Dragon
        (Divination)

        Level: 4
        Range: 20 yards
        Components: V, S
        Duration: 1 turn/level
        Casting Time: 1
        Area of Effect: One creature
        Saving Throw: Special

             This spell allows a dragon to acquire the memories of a single subject. The chosen target does not lose their memories due to this spell, the casting dragon simply now has an identical set of memories that the subject does. The subject must have an Intelligence score of 5 or more and must remain within range of the dragon caster throughout the time it takes to acquire the desired memories. Dragons can cast this spell on unconscious, sleeping, held, or paralyzed creatures.
            Dragons receive a saving throw when another dragon casts this spell on them (this saving throw is allowed even if the subject is asleep or otherwise unaware of the attempt). A failed save indicates that the spell was successful and the caster can acquire the targets memories. However, the dragon target does get to make additional saves vs. spell each round. In addition, if the memory that the caster wants to acquire concerns something the subject wants to keep secret, or is something that the subject is trying to suppress, the dragon subject receives a +5 bonus to the saving throw.
            Humans and demi-humans receive no saving throw when the dragon casts this spell on them. If the memory that the caster wants to acquire concerns something the subject wants to keep secret, or is something that the subject is trying to suppress, the subject receives a saving throw vs. Willpower, only if the target has a Willpower greater than 14. The age of the memory the dragon wishes to acquire is irrelavant.
            The dragon can elect to either pick and choose what memories to take, or he can elect to acquire all the creatures memories.
            The dragon can later, at his leisure, enter a meditative state and view the acquired memories. The dragon experiences the memories with the same intensity as the subject did originally. The time required to view a memory is one-one-thousandth of the time that the actual event lasted. Thus, the dragon can view the memory of an event that lasted for one day in a little more than one round.
            These newly acquired memories are now real, permanent memories of the dragon caster. He can recall them anytime he wishes, just as any other memory he has.


        Arangast's Battering Water Gauntlet
        (Evocation)

        Level: 4
        Range: 60 yards
        Components: V, S, M
        Duration: 1 round/level
        Casting Time: 4
        Area of Effect: Special
        Saving Throw: None

             This spell brings into existence a shimmering water shaped like a battering ram with a clenched fist as the ram's head. The water assumes a cylindrical shape 12 feet long by 2 feet in diameter, but the caster can shorten its length to 3 feet in order to fit in a cramped space.
            The spell acts as a battering ram of great power, destroying a normal door with one hit, destroying a reinforced door with three hits, destroying a stone door with five hits, and having a 50% chance to destroy a metal door (the spell is destroyed if the water gauntlet fails). Only one attack can be made per round, as with any ordinary battering ram. Used against a smaller physical obstruction, such as a dungeon door or metal grate reinforced with magic, a saving throw is made for the door at the level of the mage who cast the reinforcing spell on the door. If the save is successful, the water gauntlet spell is destroyed. If the save fails, the water gauntlet spell begins working on the door.
            Against a living target, the ram has no effect. The caster must always remain within 60 feet of the ram or the water gauntlet will burst and spill to the floor. The ram cannot be damaged by physical attacks, but it can be destroyed by magical damage if it suffers one half the number of hit points of the caster. Dispel magic or disintegrate spells can also destroy the water gauntlet. The spell cannot be used to open chests or batter anything but a door. It only functions against portals that are designed to open at some time.
            The material component for this spell is a chain mail gauntlet and a small vial of water.


        Arangast's Watery Construction Crew
        (Evocation)

        Level: 4
        Range: 120 yards
        Components: V, S, M
        Duration 12 hours
        Casting Time: 1 Turn
        Area of Effect: Special
        Saving Throw: None

             This spell creates as many pairs of water hands as the caster's experience level. All of the hands come equipped with carpentry tools. The water hands do the work of a construction team equal in ability to any crew of professional carpenters, masons, miners, or sappers. The water hands never need to rest or eat. Each pair of water hands performs as one worker. They are unable to fight or inflict physical damage on anything. They cannot be destroyed by non-magical means and each pair has as many hit points as the easter has levels.
            The material components include an assortment of miniature tools, worth at least 500 g.p and a small vial of water.


        Arangast's Water Sculpture
        (Evocation)

        Level: 4
        Range: 30 yards
        Components: V, S, M
        Duration: 1 turn/level
        Casting Time: 1 Round
        Area of Effect: Special
        Saving Throw: None

             This very flexible spell enables the mage to create a plane of water that can be shaped into any form the caster wishes. The caster could create a table, ladder, club, bucket, stilts, or cane, for example. Once an object is formed, it retains its form for the duration of the spell. The object imitated must be fairly rigid, can have no moving parts, cannot have a sharp point or edge, and cannot possess finely detailed features. A rope, long bow, sword, chariot, or accurate statue cannot be created with the spell. All objects formed out of water cannot be harmed by physical attacks, but can be dispelled by magical attacks that inflict more points of damage to the object than the creator's hit points. Up to one cubic foot of matter per level of the caster can be simulated.
            The material component for the spell is a small vial of water with diamond dust mixed into it.


        Bladebite — Dragon
        (Alteration)

        Level: 4
        Range: 60 yards
        Components: V
        Duration: 3 rounds
        Casting Time: 1
        Area of Effect: One bladed weapon
        Saving Throw: None

             This spell transforms any visible bladed weapon chosen by the caster into a sharp-fanged, smooth-bodied serpentine form (the cutting edges of the weapon disappear). This "blade serpent" strikes at any living creature it can reach, biting twice per round for 1d4+1 hp damage a time. (Usually this spell is cast on a drawn weapon in the grasp of a foe of the spellcaster.)
             A blade serpent is AC 4, is MV 5 if free to move on a horizontal surface, and can be shattered (turning the weapon it is made of into metal shards forever) by dealing it 22 hp damage.
             If the affected weapon is held by its wielder (who is forced to suffer its attacks) throughout the entire duration of a bladebite, it shifts back into sword form when the spell ends. If the weapon is released, however (or wasn‘t in the grasp of anyone when struck by the spell), it lapses into a twisted, edgeless bar of metal when the spell expires and must be re-forged to regain useful bladed weapon shape.
             Enchanted weapons aren’t changed into twisting, biting serpents by this spell, or altered in shape in any other manner, but their bonuses and special powers are negated for the duration of the bladebite.


        Explosive Ice
        (Invocation/Evocation, Elemental Water)

        Level: 4
        Range: 0
        Components: V, S
        Duration: Instantaneous
        Casting Time: 1
        Area of Effect: 20 foot radius sphere
        Saving Throw: ½ Damage

             When this spell is cast a small sphere of ice forms in a swirl of light blue mist just above the caster's hand. The sphere then shoots into the air, rising to a height of three feet above the head of the caster, and in a flash of white light explodes.
             This sends shards of ice slicing through the area of effect. These shards strike everything and everyone within a 20 foot radius of where the ice sphere burst except for the caster, leaving them injured and numbed from the deadly cold. Each person within save the caster suffers 1d8+1 points of damage per level of the wizard, with a save for half damage.
             If the sphere of ice collides with something, such as a low ceiling, before it manages to get three feet above the caster's head, the sphere explodes upon impact and causes normal effects. This spell is particularly useful when a wizard is surrounded or has had the misfortune of getting within melee distance of several foes, because its quick casting time often allows it to be gotten off before it could be interrupted by a sword stroke.


        Faluzure’s Curse — Dragon
        (Necromancy)
        Sphere: Necromantic

        Level: 4
        Range: 0
        Components: V, M
        Duration: 1 turn/level
        Casting Time: 3
        Area of Effect: Special
        Saving Throw: None

             When this nefarious spell is cast, the dragon is surrounded by a layer of necromantic energy. This aura is completely invisible and cannot be detected by any means save for magic specifically designed to detect necromantic energies; a simple detect magic does not suffice.
             While the spell lasts, any creature slain by the dragon via tooth and claw (or other body weapon, such as a tail or wing), rises as a zombie lord 24 hours later. These creatures are under the control of the dragon, and their loyalty cannot be swayed by any means, though they can be turned as usual. However, the number of zombie lords that can be animated via this spell cannot exceed the dragon’s hit dice. Additional undead simply do not rise. This assumes, of course, that the dragon doesn’t eat a slam victim prior to animation; consumed bodies are exempt from the effect.
             Obviously, this spell is useless against the undead, but creatures without corporeal bodies, other-planar creatures that can be categorized as "immortal" (e.g., fiends, elementals, etc.), and creatures native (or strongly linked) to the Negative Energy plane are immune to the spell as well. Similarly, any creature with a natural or magically-induced immunity to necromantic magic, or one that simply cannot be raised as an undead creature, is not susceptible to this spell.
             The material component for this spell is the dragon’s holy symbol. The symbol is not consumed by the spell.
             This spell is granted only to those dragons who worship Faluzure.5 Spell scrolls are safeguarded so that, if used by any other creature, the undead produced by the magic immediately attack the caster and persist until either they or the caster is slam. Should the caster be slam during such a battle, the necromantic energies that sustain the undead creatures ends, allowing their spirits to depart to the appropriate outer plane.

        5 Faluzure, the dragon god of death and decay, is detailed in Council of Wyrms, book two, page 48.


        Flame Sands — Dragon
        (Alteration, Evocation)

        Level: 4
        Range: 30 yards
        Components: V
        Duration: 6 rounds
        Casting Time: 1
        Area of Effect: Special
        Saving Throw: ½ damage

             This spell enables its caster (who may be an automaton such as a gargoyle affected by an imbue with spell ability enchantment) to vomit forth sand in a thin, forceful stream at the creature's usual THACO (one stream per round). The sand is almost molten, and its heat burns living things for 2d8+2 hp damage per stream. Its impact automatically shatters all glass, ruins all reflective (mirrored) surfaces, and clings to (cloak the appearance of) all gemstones and other crystals, which must be carefully heated and scraped to restore them to their former condition. (Re-heated gems are usually altered in hue regardless of how much care is taken over their restoration.)
             Flame sands that strike water send forth scalding jets of steam in all directions (to a distance of about 6 yards). Any creature struck by these steam spouts suffers double the damage of a sand stream (4d8+4 hp damage).
             Saving throws are allowed against both sand or steam strike, representing dodging or finding cover to lessen damage to half.


        Focus Fear — Dragon
        (Alteration) Reversible

        Level: 4
        Range: 0
        Components: V
        Duration: 1 round/level
        Casting Time: 4
        Area of Effect: Special
        Saving Throw: Special

             Similar in function to the aura of terror spell (q.v.), focus fear increases the potency of the dragon's panic and fear auras. It is useful for all dragons of adult age or older, and it can be used in conjunction with an aura of terror.
             By means of this spell, the dragon reduces the radius of its fear aura, which in turn, focuses the power of that fear. For every 5 yards the dragon reduces its aura, the saving throw modifier against the dragon fear gains an additional -1. However, a dragon cannot reduce its fear aura to a radius of less than 15 yards in any case. An adult dragon, with a normal fear radius of 20 yards and a saving throw modifier of +2, can reduce its fear radius to 15 yards and change the modifier to +1. Likewise, a great wyrm could condense its fear radius to 15 yards from 50 yards, changing its usual -4 save modifier to -11!
             The reverse of this spell, extend fear, allows the dragon to enlarge its fear radius to a maximum of 50 yards. An extended aura weakens when made larger, with saving throw modifiers changing in an opposite manner as that of focus fear. The reverse can be used by dragons as young as young adults (if they possess the required spellcasting ability), but is useless to a great wyrm.
             Both versions of this spell allow the dragon such fine control of the fear radius that it can alter the dimensions of its fear radius on a round-by-round basis. Of course, the aura can only be altered within the parameters of the version employed (i.e., any radius between the dragon's normal radius and the limits of the appropriate version of the spell). To change the radius while the spell is in effect, the dragon must stop what it is doing and concentrate; it may not engage in other activities in that round. Otherwise, the dragon is free to cast spells, fight, fly, use its breath weapon, and so on, as the spell requires no concentration to be maintained. The dragon may cancel the spell at any time. A Dispel magic has no effect on either version of this spell, though spells such as wish, limited wish, and the like can end the dweomer immediately.
              Both versions of this spell are fairly common among dragons capable of casting a spell of this level.


        Fountain of Soothing Waters
        (Evocation)

        Level: 4
        Range: 0
        Components: V, S, M
        Duration: 3 hours + 1/2 hour/level
        Casting Time: 4
        Area of Effect: 8-foot tall fountain
        Saving Throw: None

             This spell is similar to the Chamber of Soothing Waters, but with one important difference. Anyone spending the entire spell duration immersed under the fountain will regain 1 hp for each full hour spent doing so, from the therapeutic massaging of the water. Furthermore, if the spell is cast on an existing fountain, the noise of the falling water has the effect of calming the thoughts of those nearby, such that the memorisation of spells may be subsequently be done as though the spells were one level lower. Thus, first level spells will spring immediately to mind, and fifth level spells will take one hour to learn.
             The material components are a vial of holy water, a sliver of soap and a reed or straw.


        Frost Vortex — Dragon
        (Evocation)

        Level: 4
        Range: 60 Yards
        Components: V
        Duration: Special
        Casting Time: 8
        Area of Effect: 20-foot radius sphere
        Saving Throw: 1/2 Damage

             This spell creates a tiny dustflake that either races toward a target creature or hangs motionless in a chosen spot, as an indefinitely-waiting trap (depending on the wording used during casting). The moving dustflake requires a successful attack roll (using the dragon’s unmodified base THAC0) to hit its intended target, but either form of the spell is triggered whenever any living creature larger than the casters eyeball comes into contact with the dustflake.
             When this occurs, the frost vortex takes effect. The air in a sphere centered on the dustmote whirls violently about with a harsh hissing noise, then grows very cold, coating all solid objects within it with thick frost, forcing item saving throws vs. cold. Living creatures within the vortex suffer 6d6 hp of damage and must make a Strength check and a Constitution check. If one check fails, the creature is slowed to half movement rate for 1d4 rounds; if both checks fail, the creature falls (if on foot) or crashes (if flying) due to the spell’s icy coating, suffering an additional 1d4 hp of damage (no saving throw), forcing saving throws vs. fall on all fragile items. Once activated, a frost vortex is gone within a round, leaving no moisture, ice, nor rushing of air behind.


        Hailcone
        (Evocation)

        Level: 4
        Range: 10 yards per level
        Components: V,S,M
        Duration: 1 Round
        Casting Time: 4
        Area of Effect: 30-foot diameter cone
        Saving Throw: None

             The caster causes large hailstones (2 inches in diameter and greater) to rain down in a conical area from a point 30 feet above a surface or target downward in a cone that opens to a 30-foot base diameter. Creatures within this area of effect suffer 3d10 points of damage, and any exposed items must make a successful item saving throw vs. crushing blow to avoid being damaged or destroyed (DM’s discretion).
             If the spell is cast in mid-air, there is a danger zone up to 30 feet below the broad base of the cone. Creatures in this area take 1d10 hp of damage, and items that are fragile and exposed must make a successful item saving throw vs. crushing blow or be damaged. Creatures beneath the danger zone might be struck by odd hailstones and thus become aware of the spell’s effect, but these hailstones have no appreciable force and inflict no damage.
             The material components of this spell are a pinch of dust and a few drops of water.


        Hoardguard — Dragon
        (Evocation, Abjuration)

        Level: 4
        Range: 0
        Components: V
        Duration: 1 hour/level
        Casting Time: 1 round
        Area of Effect: Special
        Saving Throw: None

             By means of this spell, a dragon can protect its hoard in such a way as to make theft virtually impossible.
             When the spell is cast, the dragon's breath weapon temporarily changes. Instead of the usual fire, lightning, acid, and so on, the breath weapon becomes pure magical energy, which must be released by the dragon within 1 round following the spell's casting, or the magic is wasted. The dragon breathes this energy (which conforms to the dimensions of the dragon's usual breath weapon) over its hoard, attempting to encompass as much of the hoard as possible within the area of effect.
             This energy bonds whatever parts of the hoard it touches into a solid mass. The spell does not harm the hoard in any way, nor does it alter its appearance or position; the items within the hoard remain loose and separate. Instead, the hoardguard magic fills in the spaces between the individual coins, gems, weapons, chests, ingots, and so forth, and holds them together as a solid mound of wealth. This invisible bond prevents the hoard from being sorted, separated for transport, scattered, or otherwise moved or manipulated as separate items. Because it has essentially become one single mass, lifting the hoard as a whole is impossible by any single creature, except through powerful magic.
             Dispel magic has no effect on a hoard protected by the spell, and an anti-magic shell frees only as much treasure as fits within its area of effect. (If freed treasure is not removed from the hoard, the hoardguard magic reasserts itself as soon as the "shell" expires or moves away.) A limited wish negates a hoardguard for one hour (and if the treasure is not separated in that time, the hoardguard will return as above), though a full wish destroys the spell permanently.
             In addition, a hoard so protected cannot be harmed by physical or magical attacks without first removing the hoardguard. Therefore, it is impossible for intruders to break off pieces or sections of the hoard and carry them away.
             Treasure added to a hoard already protected by this spell does not gain the spell's benefits. New treasure requires a hoardguard of its own, though the dragon may include the new treasure after the first hoardguard's duration expires and a new hoardguard is cast.
             This spell only affects the dragon's hoard. It does not function against creatures or the items they possess, unless the dragon acquires the items and adds them to its hoard. This spell typically protects the dragon's treasure while it is out hunting for food or seeking treasure. Some dragons arrange their hoards so that the entire amount can be warded with a single hoardguard spell. Others make several smaller piles, to use up an invader's magical powers in repeatedly negating the spell, and thus minimizing the overall treasure loss.
             Many dragons cannot use this spell due to its level, but all dragons who know of it seek magical items that can duplicate its effects. Nondragons who somehow cast hoardguard (or a derivative thereof) instantly contract a form of insanity that combines paranoia with intense greed, for which there is no known cure, short of exceptionally powerful magic.


        Improved Snow Bank
        (Conjuration/Summoning, Elemental Water)

        Level: 4
        Range: 40 yards
        Components: V, S, M
        Duration: Special
        Casting Time: 4
        Area of Effect: 4 yards/level radius
        Saving Throw: Special

             This spell is a more powerful version of the 2nd level spell snow bank. On the casting of improved snow bank, a large bank of snow appears 20 feet over the intended area. All flying creatures in or under the snow bank when it appears must make a saving throw versus paralyzation in order to shake of fly free of it; otherwise, as the thick snow falls to the ground, it takes them with it any creature that who is buried in the snow when it hits the ground receives a save vs. spell; if they succeed, they are considered one size larger for purposes of the cart below. Those caught in the snow suffer the following effects, based on their size:
             Large creatures are Slowed, as the 3rd level wizard spell (Player's Handbook), until they exit the snow. They are thus forced to move at half their normal movement rate in feet every round until exiting (other Slow effects still apply).
             Medium creatures are stopped for 3d6+3 rounds, able to take no action but dig themselves from the snow.
             Small or smaller creatures are completely buried by the snow – they cannot breathe! After 2 rounds, the creatures begin to suffocate, and after 3 rounds, they pass out … creatures so buried might live on, unconscious, for several days (if they manage to curl their arms about them to get an air pocket), and so might be saved (though they would be in very bad shape). They would probably freeze long before that, however, if they were not superbly protected against the cold of the snow.
             Anyone in the snow for more than two rounds, no matter their size, who is not dressed appropriately for the cold takes 1d3 points of damage for every two rounds they are in it.
             The material component for this spell is a real or crystal snowflake.


        Kereska’s Favor — Dragon
        (Alteration)
        Reversible
        Sphere: Thought

        Level: 4
        Range:0
        Components: V, M
        Duration: Special
        Casting Time: 1 turn
        Area of Effect: Special
        Saving Throw: None

             When cast, this spell enables the dragon to select draconic wizard spells in place of priest spells of equal level. There is no limit to the number of wizard spells that can be memorized via this spell, so long as the dragon’s normal allotment of priest-spell slots is not exceeded.
             The reverse of this spell, which shares the same name, enables the dragon to use its wizard spell slots to memorize draconic priest spells of equal level. Again, there is no limit to the number of spells that can be memorize with this spell, as long as it does not exceed the dragon’s normal allotment.
             The material component for this spell is the dragon’s holy symbol, which is not consumed in the spell’s casting.
             Obviously, this spell’s level puts it beyond the use of most dragons, so it is often sought in scroll form. However, since the spell is granted only to those dragons who worship Kereska,6 spell scrolls with either version of Kereska’s favor are safeguarded so that, if cast by any other creature, the selected spells affect the caster instead of the target. If the spell in question would benefit the caster, it operates in a reversed (i.e., harmful) fashion—for example, a first-level wizard spell replaced with a cure light wounds affects the caster as a cause light wounds.

        6 Kereska, the dragon goddess of magic, is detailed in The Draconomicon, pages 26&27.


        Life Force Transfer
        (Necromantic)

        Level: 4
        Range: Touch
        Components: V, S, M
        Duration: Instantaneous
        Casting Time: 4
        Area of Effect: One creature
        Saving Throw: None

             This spell allows the caster to transfer some of his life-force to another creature. When cast, the spell transfers 1 hp/level of the caster to the target creature, plus an additional 1-4 hp. The hit points are added to the target's current hit-point total and deducted from the spell-caster's. Thus, a 7th-level magic-user can transfer 8-11 hp from himself to another creature. The caster can transfer only as many hit points as he currently has; if he purposefully or accidentally transfers more, his current hit-point total plus 1-4 hp are transferred to the target, while that amount is subtracted from the caster's total (and the caster begins to die). The target creature cannot gain more hit points than its full normal total; such extra hit points are merely lost. The magic-user's hit-point losses can be regained by normal healing or magic.
             After the transfer is complete, the caster loses four points of constitution temporarily; each point may be recovered by six turns of rest. If the caster's constitution drops below 3, unconsciousness results and full constitution is not regained for 24 hours.
             The material component of this spell is a glass tube filled with the caster's blood, which disappears when the spell is cast.


        Modify Memory — Dragon
        (Enchantment/Charm)

        Level: 4

        Range: 20 yards
        Components: V, S
        Duration: Permanent
        Casting Time: Special
        Area of Effect: One creature
        Saving Throw: Special

             This spell enables the dragon to reach into the subject's mind and modify up to one days worth of his memory in one of the following ways:
        • Eliminate all memory of an event the subject actually experienced. This spell cannot negate charm, suggestion, geas, quest, or similar spells.
        • Allow the subject to recall with perfect clarity an event he actually experienced. For instance, he could recall every word from a five-minute conversation or every detail from a passage in a book.
        • Change the details of an event the subject actually experienced.
        • Implant a memory of an event the subject never experienced.
             Casting the spell takes one round. The caster proceeds with the spell by spending up to five minutes visualizing the memory he wishes to modify in the subject. If the dragon's concentration is disturbed before the visualization is complete, the spell is lost.
             Modified memory will not necessarily affect the subject's actions, particularly if they contradict his natural inclinations. An illogical modified memory, such as the subject recalling how much he enjoyed drinking poison, will be dismissed by the subject as a bad dream or a memory muddied by too much wine. More useful applications of modified memory include implanting memories of friendly encounters with the dragon (inclining the subject to act favorably toward the dragon), changing the details of orders given to the subject by a superior, or causing the subject to forget that the dragon was ever there that day. The DM reserves the right to decide whether a modified memory is too nonsensical to significantly affect the subject.
             Dragons receive a saving throw when another dragon casts this spell on them (this saving throw is allowed even if the subject is asleep or otherwise unaware of the attempt). A failed save indicates that the spell was successful and the caster can block the targets long-term memories. Humans and demi-humans receive no saving throw when the dragon casts this spell on them.


        Motives of the Near Minds
        (Divination)

        Level: 4
        Range: 0
        Components: V, S
        Duration: One round/level
        Casting Time: 4
        Area of Effect: 10 yards/level radius
        Saving Throw: None

             This spell detects the surface thoughts and emotions of all minds within range. Ten minds may be analysed per round. Upon initial analysis, and after one round, the caster can try to pick out one mind from the rest to study it specifically but the target then gets a save vs. spells, modified for his level relative to that of the caster, and if this succeeds, he is aware he is being scryed, and of the exact location of the scryer.
             Very intense emotions (eg. at a gladiatorial bout or a public funeral "overload" the atmosphere making it difficult to get anything else and someone thinking of nothing much is very hard to pick out of a crowd.


        Nevermelt
        (Alteration)

        Level: 4
        Range: 5 yards
        Components: V, S, M
        Duration: Permanent
        Casting Time: 4
        Area of Effect: 5-feet per level radius sphere
        Saving Throw: None

            By manipulating energies from the Para-elemental plane of Ice, a wizard casting nevermelt preserves any non-magical ice within a 5' per level radius sphere from melting. Constructs made of ice so enchanted can still be scraped or shattered (with a +2 bonus to saves), but cannot be melted by normal or magical light or heat. Thus an igloo affected by nevermelt could sit under a baking sun for hours with no effect, or a shield carved from ice could be subject to a fireball spell without consequence. Note that only nonmagical ice is affected by nevermelt; an ice golem or similar magical construct cannot be rendered un-meltable by this spell.
            
        The material components for this spell are a glass marble and a small mirror.


        Passice
        (Alteration)

        Level: 4
        Range: 10 yards
        Components: V, S
        Duration: 4 turns + 1 turn/level
        Casting Time: 4
        Area of Effect: 5-foot x 8-foot x 10-foot passage
        Saving Throw: None

             This spell has the same effect as a passwall spell, except it affects ice. The caster and any associates can simply walk through. The opening created is five feet wide, eight feet tall, and ten feet deep. Several of these spells can form a continuing passage so that very thick ice walls can be pierced. If dispelled, the passice closes away from the dispelling caster, ejecting those in the passage.
             This spell affects ice elementals in the same manner as a passwall affects earth elementals.


        Reverse Flow
        (Alteration, Elemental Water)

        Level: 4
        Range: 60 feet
        Components: V, S
        Duration: 6 turns per level
        Casting Time: 1 Turn
        Area of effect: ¼ square mile per level
        Saving Throw: None

             This spell allows the caster to reverse the flow of any body of water within the area of effect. A stream or river would run upstream, an ocean current would flow in the opposite direction, even a waterfall would fall up. The change of direction has no ill effects on the body of water. 
             The primary use of this spell is to aid the travel of vessels against the prevailing current or upstream. However, the spell also reverses the flow of pumps, drains, water traps and the like.


        Sapphire Shield — Dragon
        (Evocation)

        Level: 4
        Range: 60 yards
        Components: V
        Duration: 1 round
        Casting Time: 1
        Area of Effect: One creature
        Saving Throw: Negates

             This spell cloaks one chosen being in a flickering sapphire-hued aura, unless the target successfully saves vs. the spell, in which case the magic collapses and fails. A saving throw must be made regardless of the target’s wishes.
             A sapphire shield protects the being it encloaks against all psionic attacks and psionically-caused effects, breaking existing psionic contacts and influences for the duration of its existence. It can’t be made to protect more than one being (even if its protected target is in direct physical contact with other beings) and can be effectively cast on the same being only once in any three-day period. If it is cast more often on the same being, it automatically fails, producing only a momentary wash of green radiance around the target creature.


        Scalespurs — Dragon
        (Evocation)

        Level: 4
        Range: 0
        Components: V
        Duration: 2 Days
        Casting Time: 1
        Area of Effect: 33 specific scales on caster
        Saving Throw: None

            Galadaeros developed this spell to help Galadrans riding him to "stay aboard." The magic creates smooth, semicircular bars of glowing, translucent force that rise from one end of an exposed body scale and descend to meet its other end.
             The "handles" created by this spell are non-metallic and non-conductive (i.e., heat, electrical discharges, and the like are not transferred along them from dragon to rider, or vice versa), and they appear on specific scales of the dragon’s choosing. They are solid and unbreakable, and they can support any amount of weight, even being used to lash down cargo or take lines that the dragon can use to tow large objects. Once created, they last until the spell expires, even if the dragon falls unconscious or dies.
             Galadrans usually wear harnesses (resembling leather shorts made of various broad straps and buckles) that tether them to these handles, and they also hold on with their hands. The handles stand up a foot away from the scales they are attached to, and a human flattened between them is shielded from most damage if the dragon scrapes along a castle wall or other solid barrier, or is struck by another flying creature.
             Scalespurs can’t be broken off and won’t vanish even with the direct application of a dispel magic spell; to remove one, three dispel magics must be directly cast (i.e., by touch) on it, or the scale it is attached to must be hacked away from the dragon’s body.
             The name of the spell comes from an earlier version developed by Galadaeros, a spell that made magical barbs project from his scales. These caused more damage to adjacent scales than to any foe, so he soon abandoned use of them.
             Many mages are avidly seeking this spell; there is a belief that a modification of it could make the manufacture of dragonscale armors much swifter, less costly, and simpler.


        Shaping the River's Blood
        (Alteration)

        Level: 4
        Range: 10 yards
        Components: V, S
        Duration: Permanent
        Casting Time: 4
        Area of Effect: 5-foot x 5-foot x 5-foot of water/level
        Saving Throw: None

             Use of this spell shapes water into unnatural shapes. The shapes thus created are solid and resistant to pressure. While the spells have obvious artistic uses (the caster must have artistic ability in order to create a work of worth) it can be used to move a body of water along land, for example to a drought-affected area.


        Steelsting — Dragon
        (Evocation)

        Level: 4
        Range: 90 yards
        Components: V
        Duration: Instantaneous
        Casting Time: 1
        Area of Effect: Cylinder 6 feet across and 24 feet long
        Saving Throw: Special

             This spell brings into being a brief maelstrom of dagger-like flying darts of enchanted force, that whirl and flash about within the spell's area of effect, slicing all creatures they come into contact with for 6d4 hp damage. Victims who are free to move out of the area of effect are allowed a saving throw vs. spell (If successful, they suffer only half damage), but victims who are constrained (for example, beings in a narrow passageway, or who are climbing a ladder or tethered to a heavy weight) against agile dodging or an ability to get out of the area of effect receive no such saving throw.
             The blade-like "darts" the spell creates are emissions of a whirling magical field, not metal weapons or anything that can be considered a solid, "normal" missile. Shields and armor can't stop them, though a wall or closed door can; rather than ricocheting off a partial barrier such as a shield, a dart simply 'dissolves' back into the field and flares into sharpness again on the other side of the barrier.


        Sunblade
        (Conjuration)

        Level: 4
        Range: 0
        Components: V, M
        Duration: 1 round/level
        Casting Time: 4
        Area of Effect: Special
        Saving Throw: None

             A brilliant sword of fiery sunlight appears in the caster’s hands when this spell is cast. It acts as a magical long sword and grants a +2 to attacks and damage. Blinding rays emanate from the flaming blade, subtracting 1 from an enemy’s attacks as long as the opponent remains in melee. The sword inflicts double damage on any creatures with a weakness for sunlight or bright illuminations.
             The material component for this spell is a sliver of metal and a pinch of sulphur.


        Sunburst
        (Evocation)

        Level: 4
        Range: 30 yards
        Components: V, M
        Duration: Instantaneous
        Casting Time: 7
        Area of Effect: 40-foot radius globe
        Saving Throw: Special

             This spell creates a brilliant flash of golden light. Undead within the area of effect take 6d6 points of damage (no save). All other creatures within or facing the burst must save vs. spell or be blinded for 1 round. Creatures without eyes, and those not sensitive to visible light, are not effected. A sunburst negates darkness spells within its area, provided the darkness was cast by someone of equal or lower level than the caster.
             The material component for this spell is a piece of gold and a bead of clear resin.


        Talonsnatch — Dragon
        (Alteration)

        Level: 4
        Range: 90 yards
        Components: V
        Duration: 2 rounds
        Casting Time: 1
        Area of Effect: 1 being per round
        Saving Throw: Special

             This spell creates an invisible ""plucking" force extending from the caster’s talons to an intended target (a single visible being, though the dragon may choose different beings in each round of the spell’s existance). The spell can be employed in two ways: as a deft snatch of a being onto the dragon’s back (protecting the target from all damage despite whatever speed the dragon is flying, and steering them safely past his wings) or as an attack (plucking the target into the dragon’s claws).
             There is no saving throw against the first form of the spell, even if the being does not want to be "taken aboard" the dragon or is unaware of what is about to occur. A d20 should be rolled for both passenger and dragon; if one roll is a "1" the passenger is buffeted for 1d4+1 hp of damage in the journey to the dragon’s back; if both rolls have a "1" result, the passenger falls from the dragon’s grasp. In the latter case, falling damage applies unless the height above the ground is great enough to allow the dragon to catch the dropped passenger before impact, either by use of this spell or by physical snatch attempt; the latter may well invole some impact damage.
             A normal save vs. spell is allowed against the attack from a talonsnatch. If it succeeds, the spell fails utterly and is wasted. If it fails, the target being is hurled forcibly into the dragon’s calws, receiving normal claw attack damage instantly. Thereafter, the target can be dropped by the dragon (falling damage probably applies) or handled as described under "snatch" in the "Dragon, General" entry of the Monstrous Manual tome.
             The caster of this spell can use either form of this spell in each round of its existance (i.e., it can attack in one round, and pluck a passenger safely in the other, or expend both rounds empolying the same form of the spell). The presence of a passenger or attacked victim from the first round of the spell has no effect on the operation of the spell in its second round.
             Galadaeros often uses this spell to pluck Galadran ladies aloft from areas to which he can not fly close enough to reach safely with an actual talon.


        Water Trap
        (Alteration, Elemental Water)

        Level: 4
        Range: 0
        Components: V, S, M
        Duration: 1 hour/level
        Casting Time: 5 rounds
        Area of Effect: 20-foot diameter
        Saving Throw: Special

             With a water trap spell, the caster turns a normal body of water, no more than 20 feet in diameter, into a deathtrap. The spell magnifies the natural surface tension of the water, giving it the strength to pull size M and smaller creatures to a murky death. Whenever a creature of affected size attempts to drink from a pool, oasis, or watering hole altered by this spell, it must make an immediate saving throw vs. death magic. Failure indicates that the creature is instantly pulled under the surface and trapped.
             Creatures pulled under by this spell will find that the surface of the water now has a tough, rubbery consistency (at least from below) that makes escape very difficult. A trapped creature can escape by attempting a second save at a -6 penalty.
             Friendly creatures outside the pool, attempting to help the trapped creature, add +1 to the creatures save every round, and are in no danger of being sucked under themselves once the trap has been sprung. Beings of size L and larger can free one trapped creature per round. This spell is most often used to trap desert oaises and private wells.
             The material component is a small wooden or stone figure of a man trapped in a hardened bit of amber or other translucent stone.


        Wingbind — Dragon
        (Evocation)

        Level: 4

        Range: 40 feet/level
        Components: V
        Duration: 1 round/level
        Casting Time: 3
        Area of Effect: 1 Dragon
        Saving Throw: Special

             Wingbind is a highly effective combat spell that is rare even among dragons. It creates a web or net of force that entangles the target, which must be a dragon. This force net has the same effect as a grappling attack: the dragon is unable to fly and plummets toward the ground.
             The target dragon receives an initial saving throw vs. spell to avoid the effects of the spell. At the end of each subsequent round, it receives another saving throw vs. spell, but with a cumulative -3 penalty. A successful saving throw means that the dragon has broken free from the net of force.
             The wingbind spell remains in effect until either the duration expires, the victim successfully saves, the caster is slain or rendered unconscious, the caster intentionally releases the spell, or the victim slams into the ground.
             A wingbound dragon falls at 125 feet per second or 7,500 feet per round. After the wingbind spell is terminated–for whatever reason–the victim continues to fall for another 2d10 seconds (25–2,500 feet). If it strikes the ground during this time, it suffers ld6 points of damage per 10 feet fallen to a maximum of 20d6.




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