Index of Spells by Level - Adp 4

School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Expensive Focus
Expensive Material
XP Cost
Full Description
Cure Critical Wounds
Conjuration (Healing) 1 standard action PRPG-O
Will half (harmless); see text - Yes (harmless); see text Adp 4, Brd 4, Clr 4, Drd 5, Healing 4 V, S
Instant Touch General
Target: Creature touched

Cures 4d8 damage + 1/level (max +20).

This spell functions like cure light wounds, except that it cures 4d8 points of damage + 1 point per caster level (maximum +20).

Minor Creation
Conjuration (Creation) 1 minute PRPG-O
None - No Adp 4, Artifice 4, Sor/Wiz 4 V, S, M
1 hour/level (D) 0 ft. 6 hours
Effect: Unattended, nonmagical object of nonliving plant matter, up to 1 cu. ft./level

Creates one cloth or wood object.

You create a nonmagical, unattended object of nonliving vegetable matter. The volume of the item created cannot exceed 1 cubic foot per caster level. You must succeed on an appropriate Craft skill check to make a complex item.

Attempting to use any created object as a material component causes the spell to fail.

Transmutation (Polymorph) 1 standard action PRPG-O
Will negates (harmless) - Yes (harmless) Adp 4, Sor/Wiz 5 V, S, M
1 min/level (D) Touch 30 minutes
Target: Living creature touched

Gives one willing subject a new form.

This spell transforms a willing creature into an animal, humanoid or elemental of your choosing; the spell has no effect on unwilling creatures, nor can the creature being targeted by this spell influence the new form assumed (apart from conveying its wishes, if any, to you verbally).

If you use this spell to cause the target to take on the form of an animal or magical beast, the spell functions as beast shape II . If the form is that of an elemental, the spell functions as elemental body I If the form is that of a humanoid, the spell functions as alter self . The subject may choose to resume its normal form as a full-round action; doing so ends the spell for that subject.

Restoration (M)
Conjuration (Healing) 1 minute PRPG-O
Will negates (harmless) - Yes (harmless) Adp 4, Clr 4, Pal 4 V, S, M
Instant Touch General
Target: Creature touched
Materials: Diamond dust worth 100 gp or 1,000 gp, see text

Restores level and ability score drains.

This spell functions like lesser restoration except that it also dispels temporary negative levels or one permanent negative level. If this spell is used to dispel a permanent negative level, it has a material component of diamond dust worth 1,000 gp. This spell cannot be used to dispel more than one permanent negative levelpossessed by a target in a 1-week period.

Restoration cures all temporary ability damage, and it restores all points permanently drained from a single ability score (your choice if more than one is drained). It also eliminates any fatigue or exhaustion suffered by the target.

Stoneskin (M)
Abjuration 1 standard action PRPG-O
Will negates (harmless) - Yes (harmless) Adp 4, Drd 5, Earth 6, Sor/Wiz 4, Strength 6 V, S, M
10 min./level or until discharged Touch General
Target: Creature touched
Materials: Granite and diamond dust worth 250 gp

Grants DR 10/adamantine.

The warded creature gains resistance to blows, cuts, stabs, and slashes. The subject gains DR 10/adamantine. It ignores the first 10 points of damage each time it takes damage from a weapon, though an adamantine weapon bypasses the reduction. Once the spell has prevented a total of 10 points of damage per caster level (maximum 150 points), it is discharged.

Wall of Fire
Evocation [Fire] 1 standard action PRPG-O
None - Yes Adp 4, Drd 5, Fire 4, Sor/Wiz 4 V, S, M/DF
Concentration + 1 round/level Medium General
Effect: Opaque sheet of flame up to 20 ft. long/level or a ring of fire with a radius of up to 5 ft./two levels; either form 20 ft. high

Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.

An immobile, blazing curtain of shimmering violet fire springs into existence. One side of the wall, selected by you, sends forth waves of heat, dealing 2d4 points of fire damage to creatures within 10 feet and 1d4 points of fire damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears, and to all creatures in the area on your turn each round. In addition, the wall deals 2d6 points of fire damage + 1 point of fire damage per caster level (maximum +20) to any creature passing through it. The wall deals double damage to undead creatures.

If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. If any 5-foot length of wall takes 20 points or more of cold damage in 1 round, that length goes away. (Do not divide cold damage by 2, as normal for objects.)

Wall of fire can be made permanent with a permanency spell. A permanent wall of fire that is extinguished by cold damage becomes inactive for 10 minutes, then reforms at normal strength.