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Cleric Fourth Level

Fourth Level Cleric Spells

The following fourth level spells are castable by a cleric:

Target: Selected Combatant

Duration: Permanent

Description: Causes 4d6 +2/level damage to the targeted creature. While a hit is always successful, the target does receive a saving throw vs. Spells.

Target: Selected Ally

Duration: Permanent

Description: The caster heals 4d6 +2/level hit points of damage by laying hands upon an injured ally.

Target: Entire Area

Duration: Permanent

Description: This powerful spell undoes ALL temporary magic within a given encounter area, such as another cast spell, the effects of a potion, magical effects placed upon a particular object or potentially even the entire area itself. The spell basically targets four groups of elements: All party heroes, all enemy combatants, all area objects and the area itself; if any temporary magic exists on any element, it is immediately removed and negated. Note that dispel magic does NOT work on curses.

Target: Selected Combatant

Duration: 0 round

Description: Injects a toxic poison into a single target (similar to a giant tarantula), causing that target to immediately lose all hit points and be rendered unconscious. A saving throw vs. Poison is permitted; if successful, the target suffers no damage.

Target: Selected Ally

Duration: 1 round (+ 1 round/level)

Description: Prevents any poison from harming the recipient for one round (plus one round per level of the caster). Any poisons the recipient comes into contact with are immediately neutralized for the duration of the spell.

Target: Selected Combatant

Duration: 3 rounds

Description: Summons a large python to attack a selected combatant and constrict that opponent for three rounds, the combatant unable to do anything. The combatant suffers no actual damage but is unable to perform any action while constricted. A saving throw vs. Spells nullifies the python's attack.

Target: Selected Combatant

Duration: 1 round (+ 1 round/level)

Description: Summons an undead hero to the battlefield to attack a single opponent. Each attack automatically hits and does 1d8 points of damage (no saving throw allowed). The undead hero remains for one round plus another round per level of the caster, then winks out of existence.