Additional 4th Level Spells

Beltyn's Burning Blood
Cloak of Fear
Dimension Door
Dimensional Anchor
Emotion: Courage
Emotion: Hope
Holy Smite
Unholy Blight
Mass Camouflage
Otiluke's Resilient Sphere
Paralytic Bolt
Static Orb
Vitrolic Sphere


Beltyn's Burning Blood

Caster Level(s): Bard 3, Wizard / Sorcerer 4
School: Transmutation
Components: Verbal, Somatic
Range: Touch
Target / Area of Effect: One Creature
Duration: (Caster Level / 3) Rounds
Saving Throw: Fortitude Negates
Spell Resistance: Yes


This spell ignites the blood of the target and burns it every round 3d4 fire damage for the duration of the spell. Creatures who dwell in fire or are resistant will have almost no effect from this spell. Undead or bloodless creatures from another plane (like elementals) cannot be affected by this spell.


Cloak of Fear

Caster Level(s): Cleric 4
School: Necromancy
Descriptor(s): Fear
Components: Verbal, Somatic
Range: Personal
Area of Effect / Target: Self
Duration: 3 Rounds
Saving Throw: N/A
Spell Resistance: N/A


Fear overwhelms the caster's enemies. The caster becomes sheathed in an aura of dread. All enemies near the caster will be stricken with fear and rendered pitiful. The fear aura lasts only three combat rounds, however, the fear lasts much longer. The caster may also move around during this time to attempt to affect as many enemies as he can.


Dimension Door

Caster Level(s): Bard 4, Wizard / Sorcerer 4, Travel 4
School: Conjuration (Teleportation)
Components: Verbal
Range: Long (40 meters)
Target / Area of Effect: You and other party members
Duration: Instantaneous
Saving Throw: N/A
Spell Resistance: No


You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired-whether by simply visualizing the area or by stating direction. You may also bring one additional willing Medium or smaller creature or its equivalent per three caster levels. A large creature counts as two medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in your party, within 5 Meters, and not moving or performing an action. If the location is occupied, then you are shunted to a random close location.


Dimensional Anchor

Caster Level(s): Cleric 4, Wizard / Sorcerer 4
School: Abjuration
Components: Verbal, Somatic
Range: Medium (20 Meters)
Target / Area of Effect: One creature
Duration: 1 Min/Level
Spell Resistance: Yes


A green ray springs from your outstretched hand. You must make a ranged touch attack to hit the target. Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. Forms of movement barred by a dimensional anchor include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. The spell also prevents the use of a gate or teleportation circle for the duration of the spell.

A dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell.


Emotion: Courage

Caster Level(s): Bard 3, Wizard / Sorcerer 4
School: Enchantment
Components: Verbal, Somatic
Range: Medium
Area of Effect: Colossal
Duration: 1 Turn + 1 Turn / Level
Saving Throw: None (Harmless)
Spell Resistance: No


This spell fills the area with the feeling of courage. All creatures that are under its effects will get a +1 attack bonus, +3 damage bonus, and +5 temporary hit points. Also, this spell will erase all fear effects in the area.


Emotion: Hope

Caster Level(s): Bard 3, Wizard / Sorcerer 4, Good 3
School: Enchantment
Components: Verbal, Somatic
Range: Medium
Area of Effect: Colossal
Duration: 1 Turn + 1 Turn / Level
Saving Throw: None (Harmless)
Spell Resistance: No


This spell fills an area with hope. All creatures in the area of effect get a +2 to their saving throws and a +2 to their attack bonuse and damage rolls.


Holy Smite

Caster Level(s): Cleric 4
School: Evocation [Good]
Components: Verbal, Somatic
Range: Medium
Area of Effect: 20-ft. radius burst
Duration: Instantaneous
Saving Throw: Will (partial)
Spell Resistance: Yes


You draw down holy power to smite your enemies. Only evil and neutral creatures are harmed by the spell; good creatures are unaffected.

The spell deals 1d4 points of damage per caster (maximum 5d8) to evil creatures and blinds them for 1 round. A successful Will saving throw reduces the damage to half and negates the blinding effect. The spell deals only half damage against creatures who are neighter good nor evil and they are not blinded. They can reduce that damage by half (down to one-quarter) with a successful Will save.


Unholy Blight

Caster Level(s): Cleric 4
School: Evocation [Evil]
Components: Verbal, Somatic
Range: Medium
Area of Effect: 20-ft. radius burst
Duration: Instantaneous
Saving Throw: Will (partial)
Spell Resistance: Yes


You draw down unholy power to punish your enemies. Only good and neutral creatures are harmed by the spell; evil creatures are unaffected.

The spell deals 1d4 points of damage per caster (maximum 5d8) to good creatures and blinds them for 1 round. A successful Will saving throw reduces the damage to half and negates the blinding effect. The spell deals only half damage against creatures who are neighter good nor evil and they are not blinded. They can reduce that damage by half (down to one-quarter) with a successful Will save.


Mass Camouflage

Caster Level(s): Druid 4, Ranger 4
School: Transmutation
Components: Verbal, Somatic
Range: Long
Area of Effect / Target: Colossal
Duration: 10 Turns / Level
Saving Throw: None
Spell Resistance: No


All allies in the area of effect gain a +10 bonus to their hide skill.


Otiluke's Resilient Sphere

Caster Level(s): Wizard / Sorcerer 4
School: Evocation [Force]
Components: Verbal, Somatic
Range: Close
Target / Area of Effect: 1-ft. diameter/level sphere, centered around a creature
Duration: 1 min/level
Saving Throw: Reflex Negates
Spell Resistance: Yes


A globe of shimmering force encloses a creature, provided the creature is small enough to fit within the diameter of the sphere. The sphere contains its subject for the spell's duration. The sphere is not subject to damage of any sort except from a rod of cancellation, a rod of negation, a disintegrate spell, or a targeted dispell magic spell. These effects destroy the sphere without harm to the subject. Nothing can pass through the sphere, inside or out, though the body can breathe normally. The subject may struggle, but the sphere cannot be physically moved by either people outside it or by the struggles of those within.


Paralytic Bolt

Caster Level(s): Bard 4, Cleric 4, Wizard / Sorcerer 4
School: Conjuration
Components: Verbal, Somatic
Range: Long
Target: One Creature
Duration: 1 round/level
Saving Throw: Will
Spell Resistance: Yes


The caster casts forth a bolt which stuns and electrifies the target. The victim must make a will save to avoidthe stun effect, and takes 3d6 electrical damage.


Static Orb

Caster Level(s): Wizard / Sorcerer 4
School: Conjuration
Descriptor(s): Electricity
Components: Verbal, Somatic
Range: Medium
Area of Effect: Medium
Duration: Instant
Saving Throw: Reflex
Spell Resistance: Yes


The caster conjures a static entity from the depths of the inner planes. The orb deals 3d6 electrical damage to those around it, and stuns anyone in its immediate area on a failed save.


Vitrolic Sphere

Caster Level(s): Druid 4, Wizard / Sorcerer 4
School: Evocation
Components: Verbal
Range: Medium
Target / Area of Effect: One target, 10 ft. Radius
Duration: 1 Round / Level
Saving Throw: Reflex (half)
Spell Resistance: Yes


This spell conjures a sphere of glowing emerald acid, that the caster can direct to strike any target within range. When it reaches its target, the sphere explodes and drenches the victim in porent acid. The victim suffers 1d4 per caster level of acid damage. To a maximum of 12d4 at level 12.

Any creature within the splash radius must make a save or be dealt 1D4 acid damage for every five levels of the caster, only the innate target gets a continuing acid damage.