The Compiled Grimoire, 4 th level Wizard spells

Blood Lightning
(Alteration, Evocation, Necromancy)

Range:
0
Components:
V, S, M
Duration:
Special
Casting Time:
4
Area of Effect:
1 being
Saving Throw:
Special
The Seven Sisters, p. 76
This spell can be cast on the caster or on any touched recipient being. A blood lightning delays taking effect until the being next bleeds, and is undetectable while it is "waiting." The only way to prevent the blood lightning from taking effect once cast is by the casting of a remove curse on the spell's recipient.

Within a turn after the spell recipients first bleed, they can by silent act of will lash out, releasing the blood lightning. If they do not, the magic heals them of 1d4+1 points of damage and dissipates. (If the spell recipient is a spellcaster, releasing the blood lightning does not count as casting a memorized spell, and it can be released in addition to normal spellcasting in that round.)

The spell manifests as a web of leaping and crackling blood-red lightning, raging out from any wounds the being has to deal all beings within 40 feet 6d6 points of damage. Beings struck by the blood lightning must make a successful saving throw to receive only half damage. A being unleashing blood lightning is never harmed by it, but cannot choose to exclude any being within range from the blood lightning unless she is able to directly touch that being as the blood lightning is released.

Body Reunion
(Greater Divination)

Range:
10 miles / level
Components:
V, S, M
Duration:
Special
Casting Time:
1 turn
Area of Effect:
One body part
Saving Throw:
None
Dragon Magazine #260, p. 90
Body reunion must be cast upon a piece of an individual's body that is no longer connected to that individual (for instance, a lock of hair, a dismembered hand, or, most common for dragon hunters, a dragon's scale). At the end of the lengthy spell ritual, the body part hovers off the ground at a height of 3 feet and travels at a movement rate of 6 in the direction of the individual from whose body the part was taken (provided the individual is within the spell's range at the time of the casting - if not, the spell fails). Body reunion was designed to track a dragon to its lair, but the spell works equally well to track any creature to its present location. It can be particularly useful in tracking a kidnapped victim; many people who fear such an occurrence (ambassadors to hostile countries, the relatives of nobles or royalty) keep a lock of hair in the safe keeping of a trusted Wizard, just in case.

There are a few limitations to the spell. It cannot track a creature to a different plane of existence. Once activated, the body part moves at a constant rate of speed in a straight line towards its target, regardless of terrain but avoiding obstacles. It is up to the Wizard and his party to keep the body part in sight. (Having a magical means of flight is useful, especially when the body part floats over rivers or up steep slopes.) Once set upon its magical journey, the floating body part doesn't stop until it reaches its target or the magic is dispelled, so keeping up may be difficult on long journeys. Finally, whether the Wizard manages to keep up with the floating body part or not, when it finally reaches its goal (the creature from which it was taken), it burns up in a flash of magical flame. The flame inflicts no damage and cannot start a normal fire, but it does announce to the target that something is up, often giving the creature plenty of advance notice if the Wizard hasn't been able to keep up.

The only material component for the body reunion spell is the severed body piece itself, which is eventually consumed at the end of the spell.

Fire Aura
(Abjuration)

Range:
0
Components:
V, S, M
Duration:
2 rounds / level
Casting Time:
4
Area of Effect:
Caster
Saving Throw:
Special
Complete Wizard's Handbook, p. 101
By means of this spell, the caster surrounds his body with an aura of magical fire. The fire aura extends 1 foot from the caster's body and provides illumination in a 10-foot radius. The fire aura provides complete immunity to all forms of fire, both natural and magical; the flames can be extinguished only by dispel magic or a similar spell. Those touching the fire aura suffer 2-8 (2d4) hit points of damage; additionally, if the touched victim fails to make his saving throw, his body is set afire with green flames.

The flames persist for 2-8 (2d4) rounds and can be extinguished only by dispel magic or a similar spell. Each round the victim is engulfed in these flames, he suffers an additional 1-6 hit points of damage; the victim's attack rolls are made with a -2 penalty during this time.

The material components for this spell are a scrap of singed paper and a piece of flint.

Lockjaw
(Alteration, Necromancy)

Range:
10' / level
Components:
V, S
Duration:
1 round / level
Casting Time:
4
Area of Effect:
One creature
Saving Throw:
Neg.
Dragon Magazine #260, p. 91
The lockjaw spell must target a single opponent. If successful, the victim's mouth is magically clamped shut for the duration of the spell, preventing the victim from speaking aloud, casting spells that require verbal components, biting, or anything else requiring the mobility of the jaws. While developed specifically for use against dragons, it is equally useful against enemy spellcasters, being similar in use to the 2nd-level Priest spell silence, 15' radius.

If the spell is cast upon a dragon, its breath weapon might be rendered useless while the spell is in effect. While all dragons' breath weapons normally emanate from the mouth, some (primarily gas and fire-based attacks) can be used just as effectively when projected through the dragon's nostrils. Regardless of the breath weapon type, if the dragon fails its saving throw it is unable to bite opponents and cast spells of its own, as dragon spells are all verbal. Those disadvantages alone may be enough to turn the tide of battle against the dragon.

A dragon under the effects of a lockjaw spell can be subjected to a fizzlebreath spell. (This is especially useful when the dragon is still able to use its breath weapon through its nostrils.) Similarly, a dragon trying to break the effects of a fizzlebreath can be subjected to a lockjaw. These two spells can be used together as a 'one-two punch', depriving a draconic opponent of its most powerful weapons.

Obviously, the lockjaw spell is of great use against creatures whose only method of attack is a bite (such as wild dogs, poisonous snakes, or giant toads). The spell affects only one head per caster level when cast on multi-headed creatures such as hydrae, chimerae, or amphisbaena. It is useless against creatures without jaws - puddings, oozes, slimes, jellies, fungus, intellect devourers, and the like. It is similarly ineffective against all forms of undead (including dracoliches).

Psionic Dampener
(Alteration)

Range:
5 yards/level
Components:
V, S, M
Duration:
Special
Casting Time:
4
Area of Effect:
one individual
Saving Throw:
Neg.
Dark Sun Rules Book, p. 91
Use of this spell allows the caster to disrupt the psionic activities of one individual. The target is allowed a saving throw to negate the spell. Whether successful or not, the target immediately knows that the spell was cast, and who cast it.

If the spell is successful, the target is unable to expend PSPs for its duration. The spell lasts until the wizard stops concentrating, either voluntarily or involuntarily. The affected psionicist can otherwise function normally. If the affected psionicist moves beyond the range, the spell is broken and he can again use PSPs normally, even if he reenters the spell's area of effect.

The material component for this spell is any small object within a glass sphere.

Shadow Dance
(Alteration)

Range:
0
Components:
V, S, M
Duration:
1 round / level
Casting Time:
4
Area of Effect:
1 being
Saving Throw:
None
The Seven Sisters, p. 80
This spell transforms the caster or a touched recipient creature and all worn or carried material into a translucent, insubstantial state, resembling the creatures known as shadows. Like shadows, this form is 90% undetectable in all but the brightest sunlight, except to an observer who knows of its presence and watches it continuously. While affected by the spell, the caster's movements are silent, and she can pass through any crack or opening. Though an intangible wizard cannot cast spells requiring material components or launch physical attacks, the state can be ended instantly by silent act of will.

The user of a shadow dance is protected at all times by an effect identical to a feather fall spell, and is immune to all undead or magical energy-draining attacks. This immunity includes the Strength drain of shadows, life-force attacks (such as the chill touch of a lich or a wizard employing the spell of the same name), and the level draining of more powerful undead.

Shadow dance users cannot fly, but can dive downward, trusting to the feather fall property of the spell for protection. They can also climb empty air in a rhythmic manner that resembles some dances. This upward movement is equal to a levitation spell (an upward movement rate of 2, no horizontal movement, weight limit of 100 lbs. per level of experience of the caster).

The material component of this spell is a cobweb or eyelash that has been touched at some time by moonlight.

Soften Scales
(Alteration)

Range:
Touch
Components:
V, S, M
Duration:
1 round / level
Casting Time:
4
Area of Effect:
1' x 1' patch of skin / level
Saving Throw:
None
Dragon Magazine #260, p. 91
The soften scales spell causes an area on a dragon or other reptilian (or piscine) creature's body to become soft and pliant. The creature must be touched by the Wizard (requiring a successful attack roll in combat) to activate the spell; once activated, the touched area becomes slightly discolored. For the duration of the spell, that area of the creature's body loses 6 points of Armor Class (never worse than AC 10) - thus, an adult red dragon with AC -5 under the effects of a soften scales spell has a patch of skin with only AC 1.

The scale discoloration caused by the spell allows the creature's 'weak spot' to be targeted by means of a called shot; see the Dungeon Master's Guide for details on called shots. Since high-level Wizards can cause rather large patches of softened scales, the 'to hit' penalty of the called shot is reduced to -3 when the spell is cast by a 10th level Wizard, -2 for a 15th level Wizard, and -1 for a 20th level Wizard. Regardless of the softened area's size, the called shot is never made at less than -1 to hit, no matter how many levels of experience the Wizard has. In addition, the softened area may not be accessible to some attacks - for instance, if the soft area is on top of the dragon's head, a Barbarian armed only with a broadsword is unable to take advantage of the dragon's weakness if the creature is rearing up on its hind legs.

Obviously, the soften scales spell only works on reptilian or piscine creatures (or partially reptilian/piscine creatures, like lamia nobles or mermen) that have scales. The material component for the spell is the sloughed-off skin of a snake, which is consumed in the casting of the spell. A single creature can be affected simultaneously by multiple castings of the spell, although the area of softened scales cannot overlap. (That is, the scales already softened by one application of the spell cannot be softened further by another use of the spell.)

Sunbolt
(Invocation/Evocation)

Range:
10 yards + 10 yards / level
Components:
V, S, M
Duration:
Instantaneous
Casting Time:
4
Area of Effect:
30-ft. radius
Saving Throw:
Special
Elves of Evermeet, p. 64
This spell creates a blinding discharge of sunlight energy, which strikes living targets for 1d4 points of damage per level. The target, and all who observe the sunbolt except the caster, must successfully save vs. spells or be blinded for 2d4 rounds.

The sunbolt is most effective against undead targets. Damage against such creatures is doubled. They receive no saving throw, but must successfully save vs. death magic or be blinded for 2d4 turns. The blinding effect is only effective against self-willed undead such as liches, vampires, or mummies. It is not effective against mindless undead such as skeletons and zombies. Its material component is a small sunstone (worth at least 25 gp).