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College4E Spell NameDifference in 3EDifference in 4E
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AllManyRegular spells with description that the caster must touch the subjectMelee spells
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AllManyCost increases linearly with hex size of subject.No cost increased listed but rules for using Regular spells on subjects larger tham SM 0 apply.
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AllManySpells that weaken as they are defeated dissipate when their Power reaches 6Spells that weaken as they are defeated dissipate when their Endurance reaches 0
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AllMissile spellsCannot be enlarged. Takes one second per energy point, up to 3.Can be enlarged, puts (usually 1-3) energy points in per second for up to 3 seconds.
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AllManyResistance based on IQResistance based on Will. However, many spells that are not listed as resisted on the type line give resistance in the text. This resistance is often based on IQ- see Mystic Mark for an example.
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AllJet/Breath/Missile spellsMagic Jet/Magic Breath/Spell Throwing skill to hitInnate Attack skill to hit
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AllManyWorks on subject with IQ<8Works on subject with IQ<6
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Air, Water, Earth, FireSummon ElementalLarge differences. Costs 4 and gets an elemental with random stats. Different elementals called out has willing to travel different distances from whether they might natively live. Fire elementals have -2 on the reaction roll. Casting the spell again may call the same or different elemental.Large differences. Costs 1 per 10 character points of the elemental, minimum 4.
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Air, Water, Earth, FireControl ElementalCosts .25 energy times the sum of elemental's ST, DX, IQ, HT. Half to maintain.Costs 1 energy per 10 character points of the elemental. Half to maintain.
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Air, Water, Earth, FireCreate ElementalMax 12 DX and IQ. Cost the same as Control Elemental, except that it is doubled if cast in an inappropriate place. Time is equal to sum of ST, DX, IQ, and HT.Can add/subtract advantages/disadvantages with GM permission. Cost is 1 per 5 character points, and time is equal to the number of character points used to build the elemental.
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Animal(Animal) ControlSeparate spells with specific costs listed for eachOne listing for the different versions, cost based on racial IQ
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AnimalMasterResistance based on IQUnlike most other 4E spells, resistance is still based on IQ instead of Will
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AnimalShapeshiftingCalls out certain animals that can be shapeshifted into, and says certain game worlds may have others. 6/2 cost listed.Doesn't list specifically what forms are available. Says 6/2 cost was reasonable for most natural animals.
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AnimalShapeshift Others6/2 costCost is as for Shapeshifting, but with a minimum of 6/2
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Body ControlSpasmsubject's musclessubject's voluntary muscles
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Body ControlPain3E versions of advantages listed in 4E. No Low Pain ThresholdLists Low Pain Threshold as giving a penalty
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Body ControlGraceNamed Dexterity. Costs 2 per point of DXNamed Grace. Costs 4 per point of DX.
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Body ControlMightWording for what happens if it wears off while too fatiguedWording for what happens if it wears of while too damaged
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Body ControlVigorWording for what happens if it wears of while too damagedWording for what happens if it wears off while too fatigued
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Body ControlDebilityNamed Fatigue-
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Body ControlRooted FeetWorks on living subjectDoesn't specify subject must be living
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Communication and EmpathyHide ThoughtsWorks on mind-reading and thought-control spellsWorks on mind-reading and thought-control abilities
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Communication and EmpathyTelepathy4/4 cost gets you a 3-way link4/4 cost gets you a 2-way link
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Communication and EmpathyPersuationNo cap on cost and effectMaximum 5
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Communication and EmpathyDispel PossessionNamed Exorcism-
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Communication and EmpathySeveral Language related spellsGives Language skill at a certain skill levelGives Language advantage at a certain level
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Communication and EmpathyGift of Tongues4/2 costScaling cost based on how well the subject will know the language
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Communication and EmpathyGift of Letters4/2 costScaling cost based on how well the subject will know the language
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EarthShape EarthEscape is harder while under a hex of earth. Air spells called out as a way to avoid suffocation. Shape Stone is a seperate spell.Escape is harder while under 2 cubic yards of earth. Shaping stone costs extra instead of being a separate spell.
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EarthSand JetBlurry vision gives -3 DX. Successful HT roll gives -3 DX for a second.Blurry vision gives -3 to combat skills. Successful HT roll blinds for one second.
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EarthWalk Through EarthDuration 1 second. 4/3 base costDuration 10 seconds. 3/3 base cost
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EarthEarth to StoneCosts 3 for a small item, 5 for a hex and 5 per additional hex.Can turn earth to metal. Costs 3 per cubic yard.
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EarthStone to EarthCosts double the Earth to Stone costs.Can turn metal into earth. Costs 6 per cubic yard.
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EarthCreate Earth4 per hex to create. 2 per hex to turn mud to earth2 per cubic yard to create. 1 per cubic yard to turn mud to earth
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EarthFlesh to StoneCannot turn subject into metal.Double cost to turn subject into metal.
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EarthStone to FleshCannot undo subject turned into metal.Double cost to undo metalic Flesh to Stone
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EarthBody of StoneLists effectsGains Body of Stone meta-trait
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EarthEarth to AirCosts 8 per hex. No dimention restrictions.Costs 5 per cubic yard. Lists dimention restriction.
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AirCreate Air-Details on how long air can sustain breathing. Cannot be cast inside a living being.
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AirAir JetMentons that it can stun or kill a swarm of small creaturesJust mentions damage to small creatures
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AirBody of AirLong description of turning insubstantial-ish and what can still affect the subject. Extra damage from Destroy Air is mentioned in this spell instead of Destroy Air.Gains Body of Air meta-trait.
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AirDestroy AirNo mention of interaction of Body of Air since that is in the Body of Air spellMentions interaction with Body of Air
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AirBreathe WaterSubject can breathe water as if it were air.Subject gains Doesn't Breathe (Gills) and, at GM's discretion, may gain Pressure Support 1
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AirStenchDoes 1d-1 damageDoes 1d damage. Specifies HT roll as once per minute. Calls out Doesn't Breathe and Filter Lungs as preventing the damage
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AirWindstormWhirlwind is a separate spell. Caster can only move 3 yards and still concentrate. Ranged attacks only succeed on a critical success. For Whirlwind, slightly more details and visibility is 0 hexes.Double cost option (what was the Whirlwind spell in 3e). Caster can move up to half move and still concentrate. Ranged attacks take a -10 penalty for each yard they pass through. Double cost reduces visibility to 1 hex.
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FireExtinguish FireCost is 3 per hex. Regular spellBase cost 3. Area spell
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FireHeatCost is 2 for cubic foot and 3 per hex.Cost is 2 per hex.
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FireColdCost is 2 for cubic foot and 3 per hex.Cost is 2 per hex.
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FireExplosive FireballDamage is reduced by 1 die per hex of distanceDamage is reduced as per Explosion rules
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FireFlame Jet-Mentions that GM can allow Flame Jets to parry each other
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FireBreathe FireCalls out that GM might require caster to eat rare materials in the hour before casting-
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WaterShape WaterWall of Water use does 2d to fire elementals that pass through it. Maintainence cost is 1 for the whole shaping.Maintainence cost is the same as the casting cost.
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WaterWalk on WaterDX rolls might be required for choppy water. Critical failure breaks the spell.Subject gains Walk on Liquid advantage for walking on water.
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WaterFogFire elementals take 1 damage per hex walked enteredExplosive Fireball damage falls off faster
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WaterWater VisionIce Vision is a separate spell, that costs 1 energy per 10 yardsWater Vision can see through snow and ice as well.
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WaterUmbrellaMaintainableNot listed as maintainable
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WaterBody of WaterLong description of turning insubstantial-ish and sort of Permeation with Meld, as well as what can affect the subject while having Body of Water activeSubjects gains Body of Water Meta-trait
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WaterWater JetGetting hit in the face is -3 DX per point of energy next turnGetting hit in the face is -3 to combat skills per point of energy next turn
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WaterIce SphereDoes double damage to creatures of fire-
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WaterFreezeCalls out that ice expands and may burst container-
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WaterGeyserNon-airtight armor cannot fully protect from either source of damage. 2 damage from the original geyser or 1 of the falling water always gets through-
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FoodCreate FoodCosts 2 for starting with plant material and 3 for non-metallic inedible substanceCosts 2 for organic, 3 for inorganic, 4 for conjuration
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FoodMatureNamed Ferment. Works on liquid or bread. Takes either an hour for liquid or minute for bread. Cost is 1 per pint or loaf.Named Mature. Works on more foods. Processes that take years age only a year per casting. Cost is 1 per pound.
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FoodDistillDifferent examples. Number of castings to get almost pure alcohol is 4.Different examples. Number of castings to get almost pure alcohol is 3.
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FoodFool's BanquetNamed Banquet.-
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HealingManyCertain breakpoints at 3 ST/HTBreakpoints at less than 1/3rd HP/FP.
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HealingLend EnergyNamed Lend Strength-
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HealingLend VitalityNamed Lend Health-
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HealingRecover EnergyNamed Recover Strength-
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HealingShare EnergyNamed Share Strength-
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HealingCure DiseaseDisease must have been caused by microorganisms-
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HealingHalt AgingStops aging for 5d daysStops aging for a month
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HealingYouthRemove 1d months. Calls out that very young person might lose attributes they had gained from that age.Removes 1 year
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Illusion and CreationPerfect IllusionSpecifies that the damage it takes heals as soon as the damaging object is removed-
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Illusion and CreationCreate AnimalCosts 2 per 100 pounds of weightCosts 2 multiplied by 1+SM
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Illusion and CreationCreate ServantSkilled servitor has one non-combat physical skill at 16Skilled servitor has one non-combat non-IQ skill at 16
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KnowledgeAura-Calls out that it can be used to detect Magic Resistance or Magic Susceptibility
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KnowledgeMeasurementOption C is color instead of area.Option C is area instead of color. Adds details about precision of the Measurement as well as some other uses in certains settings and higher TLs.
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KnowledgeSeeker-Adds second paragraph with details about finding certain people.
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KnowledgeHistoryCosts 3 for a day, 5 for a week, 10 for a monthCosts 3 for a day, 5 for a week, 8 for a month, 10 for a year
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KnowledgeInvisible Wizard's EyeGuessing the hex and attacking that hex requires a critical hit to hit it.Guessing the hex and attacking that hex requires hitting at an additional -6 for invisibility.
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Light and DarknessContinual LightCosts 2/4/6 for dim glow/brightness of fire/painfully bright at close rangeCosts 2/4/6 for dim glow like moonlight/brightness of torch/bright as day
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Light and DarknessLight JetHitting face causes DX penaltyHitting face causes combat skill penalty
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Light and DarknessDarkness-Calls out that Night Vision doesn't work to see through the darkness
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Light and DarknessInfravisionDescription of specificsGives Infravision advantage
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Light and DarknessHawk VisionDescription of specifics. Costs 4/2Gives Telescopic Vision. Costs 2 per level of Telescopic Vision and half to maintain.
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Making and BreakingFind Weakness-Adds that it can be used to troubleshoot complex objects
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Making and BreakingWeaknessCosts 2 for 1dCosts 2-6 for 1d-3d
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Making and BreakingStiffenFoe resists with HT+2Foe resists with ST+2
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Making and BreakingRepairCosts 3 per 10 pounds, minimum 6Costs 2 per 5 pounds, minimum 6 for objects with moving parts
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Making and BreakingCopyOnly can be cast at cost 2 plus one per copy one page at a timeCan be cast at double cost per 10x document length. Can also be cast on digital media, where 1 page is 1KB
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Making and BreakingKnotNamed Knots.-
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Meta-SpellsCounterspellMentions that GM might have to estimate spell cost.-
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Meta-SpellsPentagramIntruders roll (ST+IQ)/2. Cost 10 per hex. Time is 5 seconds per hex minimum.Intruders roll (ST+Will)/2. Cost is 1 per square foot, minimum 10. Time is 1 second per square foot.
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Meta-SpellsRemove CurseDifferent list of spells it works on, since Grimoire had not been printed yet.-
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Meta-SpellsDrain ManaMentions that it may destroy some magical creatures-
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Mind ControlFearSlightly different wording on how to do the reaction roll. Mentions that a PC hit by the spell might make a Fright check at -3 instead of a reaction roll.Slightly different wording on how to do the reaction roll.
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Mind ControlTerrorFright Check is at -5. Base cost is 1Fright check is at -3. Base cost is 4.
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Mind ControlMadessCosts 4/2 and die is rolled to determine which of the four types of madness in the description is inflictedCosts different amounts for different severities. One madness from the severity chosen is picked by the GM or determined randomly.