Thread for 3rd Level Spells

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 3rd Level Spells
Mab
7:18pm, January 01, 2004
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Here are the 3rd Level Spells

To make it easy. All these spells take 2 months to learn unless otherwise stated in the spell.

***Note - If a character was regged with these spells prior to the magic system being put in place, it doesn't mean they've attained that level or can learn any more of that level until they go back and learn the previous levels starting with level 1 and working their way up.***

Edited 11:35pm, January 02 by Mab, author.
 3rd (and last) Level Paladin Spells (Converted from AD&D)
Statheros Oridaen
11:00pm, January 04, 2004
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Holy Sword: Such as the title, the caster is able to imbue his weapon with holy energy, it doing double the damage against evil.
To Cast: Agios Spathi, and must be touching the weapon.
Time Lasts: 10 minutes.
Radius: Must be touching weapon.
Compromised by: Any Countermagic.


Edited 3:28pm, January 11 by Mab, moderative.
 Knights of the Rose
Steve
5:38pm, June 09, 2004
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Mount of Valor: Using this spell, the Knight of the Rose is sent upon a quest to retrieve his special mount, which may take the form of anything that can be ridden, from a simple war horse to some extreme cirumstances a dragon..however such quests are always perilous and always proportionate to the mount recieved. The mount, once recieved, will not allow any other to ride it unless specifically instructed to by its owner. Should the mount be killed, the Knight may not summon a new one for 2 years.

Last Rites: This powerful spell erases any lingering taint from a soul before it progesses on to the next life.


Holy Vengence: By invoking the ire of those whom he serves, a Knight of the Rose may call down the weight of their target's sins, which manifest in a bolt of reddish white lightning. Those struck by this bolt burst into flame, being consumed by their own misdeeds.

Last Stand: A Knight of the Rose may lay hands upon a deceased ally and revive them to life by sacrificing themselves. To do this, the Knight must first cut themselves along their wrists and use the blood to inscribe a rose on the recipient's chest..and bend their head in prayer until the deceased returns to the living. When that person does..the Knight will die.

Edited 10:09pm, June 09 by Steve, author.
 Complete Alphabetical Listing of ALL level 3 spells
Kali
8:40pm, September 12, 2004
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5-Mile Carrier (Alteration)
Level 3
Effects immediate
Area 5 miles + spell distance
Duration: Instantaneous
This spell extends the range of any other spell by up to 5 miles. It can shoot around corners, but not in a zig-zag shape, eg., you could cast it with lightning bolt to start the bolt on the other side of a hill, 2 miles away, but the size of the bolt is still the same.

ALPHA'S AURORA BOREALIS (EVOCATION)
Level: 3
Range: 0
Duration: Special
Area of Effect: 1'/level radius ring
This spell causes a sheet of dancing, shifting light to spring up around the caster, encompassing any area up to the maximum indicated by the caster's level. The Aurora will last as long as the caster concentrates on it (concentration can be maintained while moving at half-speed, but the caster cannot fight or cast other spells, though speech is allowed). Any creature actually touching the Aurora will suffer quite a bit of damage. Fungoid monsters, undead take extra damage from this. The material component of this spell is a clear gemstone or crystal prism worth not less than 100 g.p., a glowworm, and a pinch of phosphorus.

ALPHA'S BLUE BLAZE (EVOCATION/CONJURATION)
Level: 3
Range: 0
Duration: Instantaneous
Area of Effect: Fan-shaped area 50' long, 20' at terminus
By utterance and extending either arm, the caster causes a fan-like sheet of heated, purplish, acidic vapors and blue flames to leap forth from his or her outstretched hand.


ALPHA'S LIGHTNING ARMOR (ABJURATION/EVOCATION)
Level: 3
Range: Touch
Duration: 3 minutes
Area of Effect: Creature touched
Ths subject of this spell cannot be wearing metal armor of any sort, nor carrying a metallic weapon larger than a shortsword. Bracers are permissible. The creature touched is completely protected from electrical damage of any sort so long as the spell is in effect. Damage is absorbed by the Lightningarmor after saving throws and any other protections have been taken into account. The creature under the effects of this spell carry a negative electrical charge, and skin-to-skin contact with another creature will cause minor electrical damage with no saving throw, as will contact through a conductor. Those within 5' of of a character with this spell in effect may catch a faint scent of ozone and feel their hair standing a bit on end. The material component of this spell is a bit of copper wire and glass thread wrapped in clay.


Alpha's Spectral Hound (Conjuration, Phantasm)
Level 3
Effects immediate
Area up to ½ mile
Duration 30 minutes
This spell brings into being a quasi-real beast appearing as a war dog
with black fur, grey ruff and tail, milky grey eyes, and insubstantial
paws which make no sound. The creature will have average
Intelligence and can converse with the wizard in the common tongue. The
creature can fight,
The spectral hound can track any creature known to the wizard, provided
the wizard concentrates on a mental picture of the figure for 2 full
rounds. The hound can follow the trail of such a creature with 100%
certainty, -5% per hour the trail is old. The hound also has infravision
to 90 feet, can spot hidden (such as in shadows) things 80% of the time,
invisible objects 65% of the time. Further, the hound may cross muddy or
swampy ground, or even water, as if were solid, dry ground. The hound
leaves no tracks.
By concentrating for one full round, the wizard can make use of the
hound's sensory abilities for as long as desired, though this does not
allow communication beyond normal vocal range.
The hound is unaffected by any spells which alter its form or restrict or affect its movement (haste, slow,
hold monster, etc.). If a mind control spell is cast upon the creature
it wills itself out of existence. It is further immune to
poison and death magics. The hound will speak only to the wizard, and,
if the wizard is killed, feebleminded, charmed, or otherwise mentally
incapacitated, then the hound will immediately cease to exist.

Alpha's Starshield (Abjuration, Alteration)
Level 3
Effects immediate
Duration 30 minutes
When this spell is cast, the wizard's body is sheathed in a nearly
skin-tight magical screen. This screen has the appearance of a black
night sky filled with stars. Whenever a light-related spell of any sort
is cast at the creature using the starshield, the spell will be
harmlessly absorbed and redirected back at the caster of the spell. This
includes such spells as light (if cast so as to blind),
sunray, and. An area effect spell where the wizard is
the sole target will automatically be reflected in this way. Area effect light spells in which others are also targeted have a chance of being intercepted and redirected by the wizard as above equal to the wizard's chance to negate the spell with a dispel magic spell. The
protected wizard will be unaffected by the spell in any event, and
if the spell
is successfully absorbed, those behind the wizard who would
have been in the area of effect are spared the effects of the spell. Darkness spells
(eg. darkness, 15-foot radius,
continual darkness) will also be reflected, just as light spells are,. If outdoors under the night sky, the wizard can see as if
in broad daylight, even through magical areas of darkness.

Alter Personality
Level 3
Effects immediate
(Duration: 1 hour
The mage can alter the subject's personality as he sees fit. He
can add or erase memories, add or subtract learned mental disadvantages,
erase learned mental advantages or skills, and generally alter the
subject's temperament, beliefs, and values

Amnesia
Level 3
Effects immediate
Duration: 1 hour
Causes the subject to forget his past and any conscious memory of
having certain skills or ethics,

Animate Ghoul (Necromancy)
Level 3
Effects immediate
Range: 10 yards
Duration: Permanent
This spell creates a higher form of undead, a ghoul, from the body of
any humanoid. The body must be reasonably intact.
The ghoul usually obeys the commands of its animator, though it is free
willed. If the wizard appears weak or vulnerable, the ghoul will turn on him. This is not a common occurrence, as ghouls tend to be cowards. They will not carry out suicidal requests.

Animate Statue (Alteration)
Level: 3
Range: Touch
Duration: Permanent
Area of Effect: 2 statues
This spell allows the caster to animate 2 statue for every 1 level of the caster. The effects are permanent or until it's
destroyed, and follow the caster's commands without question.


Aziel's Protect Building from Fire (Abjuration)
Reversible
Level 3
Effects immediate
Range: 10 yards per level
Duration: Permanent
Area of Effect: One building
This spell renders an area completely immune to fire. No normal fires
will burn within the area of effect. Magical fires will burn but will
not ignite anything. This spell will not stop damage from heat. The
reverse of this spell, Aziel's building's vulnerability to fire, will
negate the protection, but its area of effect is limited to only
affect certain small areas to allow for fireplaces and cooking hearths
within the protected area. This spell was created to protect the Great
Library of Alexandra in my campaign. The building must fit in a
50-foot per level of the caster cube. The material component for this
spell is a miniature maquette of the house being protected from fire.

Azura's Death Shadow (Conjuration/Summoning, Necromancy)
Level 3
Effects immediate
Duration 24 hours or 1 attack
Upon casting a death shadow, the wizard brings forth a special creature
from the elemental plane of shadow. The recipient of the death shadow
feels a chilling sensation followed by warmth as it merges with his
actual shadow. Thereafter, once a situation occurs where the recipient
takes a death stroke of any sort the shadow pushes him to
a place of safety and takes the death stroke itself, disappearing in a
black puff of smoke. The spell may last up to one day per spell level of
the wizard before the shadow departs.
Note that the death shadow does not provide an instant escape route from
certain death (being immersed in acid, falling off a cliff, etc.). It
merely takes one death blow which would have normally killed the
character, and there must be an immediate place of safety within 10 feet
for the shadow to place its host

Blackthorn's Calm Water
reversible
lvl 3
Range: 1000 sq'/ level
Duration: 20 minutes / lvl
Area of Effect: 1000 sq' / lvl
Description: This spell reduces wave action in the area of effect to the equivalent of calm water. Chop, whitecaps, and violent storm waves are reduced by 1 foot per level of the caster, although there might be a noticeable swell in the water if the water itself is storm-tossed. The reverse creates waves in the specified area that are up to 1 foot tall per level of the caster.

Blackthorn's Calm Wind
reversible
lvl 3
Range:10'+1'/ level
Duration:3 turns/ level
Area of Effect: 500' diameter circle.
Description: The spell creates an "eye of the storm" effect, reducing even gale-force winds to a breeze within the area of effect. The mage can reduce the wind by 5mph per level of the caster. The caster can also redirect the winds in any direction the mage wills. The mage can also control the speed of the wind. Ocean waves are unaffected by this spell, and storm-tossed waters will continue to batter a ship even thought the wind has ceased to be a problem. the spell has no effect on precipitation and fog only the wind that accompanies it.

Blackthorns Hellhound
lvl 3
Range:9" +1"/ level
Duration:1 day/ level
Area of Effect:special
Description: This spell creates a huge (350lb, 3 1/2 feet at the shoulder, and 6' feet long) black wolf with glowing white eyes, vaguely man-shaped in appearance, raised upright in a half-crouch. It's a strong creature, lean and heavily muscled. It's skin is a strange black color, drawn tight against its powerful body, it is hairless. Great hooked claws curl from its paws, and its snout split wide in a hideous grin revealing a mass of razor sharp shark teeth. . Its skin is fairly tough, and can be augmented by other spells. The caster can have the hound guard him in which case the creature will stay within a 10' foot radius, and/or the caster can send the hound to attack a creature that the caster can see

Blackthorn Linking Spell
lvl 3
Range:touch
Duration:special
Area of Effect:10' x 10'/ level
Description: This spell postpones the activation of one spell cast until a certain thing happens in the linked area of effect (which can be of any size the caster desires, up to the casters maximum). This triggering event may be as simple or as complex as the caster desires. The link may also be triggered by the activation of a spell cast or placed on or in the area. The caster must cast the linking spell immediately after casting the link spell.Only subjects that are in the spells area of effect can trigger the linked spell's effect. A creature summoned with this spells help are not bound by the area of effect of the link. There is no delay when the link is triggered it is activated instantly.An "instantaneous" spell like fireball will happen once, when activated; then the spell will be gone. A continuing spell like light will start and then operate until it expires. But when the linked spell expires both spells expire. For instantaneous spells the link vanishes after activation of the spell. The link may also be set up in reverse to stop one spell when a triggering event occurs (all thou that is very risky, see dispel magic).Only one linked spell can be placed on the same object, or creature at any one time. If a second is cast upon the first it is cancelled. The spells that can be linked are prescribed by the casters experience level, but not higher than a 4th
level spell.

Block Teleport (Abjuration)
Level 3
Effects immediate
Area of Effect: 100-foot radius sphere
Duration 10 minutes
This spell prevents anyone from teleporting into or out of the area of
effect while the spell is in effect. It will not effect homing
teleport spells (eg. word of recall). It will also not effect gates.

Break Connections
Level 3
Effects immediate
Duration: 1 month for body parts, permanent for objects
This spell allows the subject to break the mystical connections he
imparts to hair, fingernail trimmings, clothing, and so forth, making
objects affected by this spell useless for creating a Poppet or an Arcane
Connection If this spell is cast on the subject's body, it will retroactively
sever the connection between the subject and any hair, scales, blood, etc.
they might have shed up to a month previously

Brizbane's Instant Battalions (Conjuration/Summoning)
Level: 3
Range: See below
Duration: 1 hour / lvl
Area of Effect: special
Components: Rock, clay, and a drop of blood
When cast the surrounding materials (rocks, sand, ect.) assemble into the form of humanoid figures roughly 4.5 feet tall.
The caster is able to create 5 creatures per level. They will attack what ever the caster desires as long as it is within sight


Cantrip Permanency (All)
Level 3
Effects immediate
Duration: permanent
cantrip permanency must be cast on an
object to be effective. The object must be appropriate to the cantrip -
eg. a cloth for polish, a paintbrush for colour, a salt cellar for salt.
When complete, the duration of the cantrip (or the number of times it
may be invoked) is increased dramatically.. If the
cantrip is one that does not have a duration per se (eg. clean,
exterminate, polish), then the power of the cantrip may be invoked from
the item a maximum of once per hour.

Casting Circle
Level 3
Effects immediate
Area 1 yard
Duration: 1 minute or until critical failure on a spell l
A casting circle is similar to the Pentagram spell, except that
rather than protecting the mage or containing magical creatures it aids in
the casting of spells and mitigates the effects of magical backfires Like a pentagram, a casting circle must be physically drawn on the
floor and can be disrupted by rubbing out the lines. (Note that the
"casting circle" is a generic term. The actual form of the markings can be
any one of a number of magical symbols.)


Chaos Armor (Necromancy, Alteration)
Level: 3
Range: 0
Duration: Permanent
Area of Effect: 1 creature
This spell grants the creature touched a permanent AC of 3 and grants a +2 bonus on all magical saving throws. It
appears as if the caster has metal plates fused to his or her skin. The material component of this spell is a full suit of platemail which vanishes once the spell is cast.

Chill Touch
Level 3
Effects immediate
Duration: 5 seconds or until the subject is touched. Effects are
instantaneous
When this spell is cast, a dark blue glow encompasses the caster's
hand and his touch does damage just by its deathly chill touch This spell has a special effect upon undead. Undead touched by the
caster suffer no damage The caster must touch the subject.

Coma
Level 3
Effects immediate
Duration: 1 day
This spell puts the subject into a deep dreamless sleep from which
they cannot waken.
Nothing will awaken the afflicted character except the application
of a counterspell or the Remove Curse spell. The Awaken spell will also
revive the character, Unless sustained by magic or high tech means, a person in a coma
will eventually die of dehydration or starvation, though this spell
doesn't make them grow hungrier or thirstier any faster than they would
normally

Combine
Level 3
Effects immediate
Duration: The duration of the two subsequent spells
This spell allows the caster to throw two spells at once. The
first spell is cast normally, but is saved until the second spell is
completed. Some spells will change or cancel if they are combined. For
example, Water Jet would cancel Fireball.
Range, duration and other effects are always those of the less
useful spell. If the caster wishes it, the second spell can be slightly
delayed until the first spell takes effect, but in this case, the second
spell has no effect if the first spell fails. Likewise, if either spell
fails the whole combined effect fails.

Condition
Level 3
Effects immediate
Duration: 1 hour
This spell is similar to the Link and Delay spells, but this spell
makes a second spell trigger only when certain conditions are met. For
example, a spell could be set up so that it is triggered only if people
(or a certain sort of people) are in the are a of effect, when a person of
a certain type touches an item, when people are looking at the place hex
where the magic spell will go off (or not looking), etc. While this spell exists, both it, and any spells it modifies are
considered to be "on" spells.

Control Water
Range: 400 feet
Difficulty: 3
Method: spoken
Effect: This spell allows the caster to control the waters in a few ways, He or she can lower the water level, causing it to sink away to a minimum depth of one Inch, At sea and other deep bodies of water, the spell creates whirlpools that sweep ships downward and putting them at risk of sinking. Also the level can be rased, rising in hieght to sweep over Riverbanks, beaches and so forth, useful for sweeping away people and other things.

Darklight's Creeping Frost Curse (Alteration, Evocation)
Level 3
Effects immediate
Duration: Permanent
Area of Effect: Structure touched
This spell is a relatively insidious and nasty way to render a
fortification useless. The wizard casting it touches a portion of a
man-made structure (castle, etc.) of less than small-city size and
casts the spell. A patch of frost in the shape of the wizard's hands
will then form. Every 3 turns thereafter, the patch will grow
irregularly, covering 10 yards of additional radius, and unless
stopped, will coat the entire structure with an exceptionally cold
layer of icy frost. Dispel magic, if successful, will force the frost
back 10 yards in radius, but the original patch cannot be dispelled
with dispel magic alone. Fire spells will remove the frost within
their area of damage until the frost spreads back over the burned
spots in time. The original area can only be removed with the casting
of remove curse and flame strike together. This will disrupt the spell
entirely. A structure coated in this ice will be at least 20 degrees
C lower in temperature than the surrounding climate, and even lower in
a hot area. The ice is also very slick, making movement upon it
hazardous.

Darklight's Lightning Web (Evocation)
Level 3
Effects immediate
Range: 10 yards per level
Area of Effect: One 5-yard long square per level
Duration permanent unless touched
This spell must be anchored as a web spell, and superficially acts as
one. However, the network of strands in this spell are composed of
crackling electricity. When caught, after the initial jolt, they must hold
perfectly still or risk breaking additional strands (strands vanish
when broken). To
escape, one can try to move out carefully
They may then safely remain lying where they have collapsed without risking further shock. Creatures immune to electrical damage are, of course, immune to the effects and can break the strands easily and without fear. Large amounts of water sprayed into the web will disperse it in a crackling, sparking burst. However, if anyone is hit by the water as well, they will conduct the spell's energy

Darklight's Mental Stabilizer
(Enchantment)
Level 3
Effects immediate
Area person touched
Duration: Permanent
This spell can help those afflicted with either natural or magical
insanity. The spell will cure one specific insanity. If a being is
suffering from multiple forms of insanity, it requires multiple
castings. However, only one casting can be attempted each week for a
specific individual.

Darklight's Searing Disk (Evocation)
Level 3
Effects immediate
Range: 15 yards
Duration until caster ends spell or disk is destroyed
This spell conjures a white-hot, 6-foot wide floating disk of iron.
The caster can manoeuvre the disk about at a rate of MV 20 by mental
command. The disk cannot be moved farther than the above range, and
can be stopped instantly, as if without any inertia, by the caster's
command. It can be used to strike and pummel creatures within range,
Only disruption of the wizard's concentration can free the
trapped creature if the wizard does not free them himself.
Creatures resistant to heat and fire take only half damage from any
application of the disk. Disruption of the wizard's concentration does
not cause the disk to disappear, but merely to hang motionless until
the wizard resumes active control. Any cold-based attack or spell directed at the disk causes it to shatter
from thermodynamic shock, instantly ending the spell.

Darkray's Blade of Light (Evocation)
Level 3
Effects immediate
Duration permanent
Upon casting this spell, the invoker must join his two hands in front of
him, as if he was holding a two-handed sword. He then channels magical
energy to form a four feet pole of blue-white light, which springs out
of his grasped hands. He can use it silently and he is immune to its
effects.
The pole can perform as a magical sword.
The blade cannot cut through solid metal or stone. It has the following
abilities, at the caster's mental command:
* Fear, The caster usually employs this as his first action with the
blade.
* Lightning bolt, once. A lightning bolt effect
* Swing, once. The caster can swing the blade and thus have a chance to hit every opponent in melee with him.
Undead take half damage from the blade and are not affected by drain
life and fear effects. All special powers can be used simultaneously
with a normal attack, except for lightning bolt.
attack and succeed automatically, inflicting double damage every round.
The wizard can still use any remaining special powers of the blade,
except swing.
The spell ends if the wizard loses control of his hands (including
charm, possession etc.), a successful dispel magic is cast upon him, if
he casts a limited wish or similar magic or if he enters a dead magic
area (for example, an anti-magic shell, a dispelling screen, etc.). Note
that the caster cannot end the spell at will.


Darkray's Chest (Alteration, Summoning)
Level 3
Effects immediate
Duration: 1 week + 1 week per level
Duration permament
This spell is used to protect some "hot" and vulnerable items, such as
spellbooks, scrolls and material components. The wizard leaves these
in a specially prepared place and then uses a small "linking device"
to recall them to his current place.
The store must be created first. This is a chest of up to 4x3x3 foot
size. It can have compartments or secret mechanisms and traps. The
exterior must be crafted from pure obsidian and carved with scenes of
the wizard's life. Regardless of the contents, the chest always weighs 15 pounds.
As long as they fit inside, spellbooks, maps, scrolls, potions, coins,
etc., can be stored in the chest, with the exception of weapons: only
one weapon can be stored. In addition, everything in the chest must
have been in the property of the wizard for at least 24 consecutive
hours before storage, otherwise the chest will not function at all.
Then the wizard must construct two identical "linking" devices. These
can be almost anything but they must be made of metal. Usually they
are something small and discreet, such as earrings or rings or
bracelets. The wizard then
casts the spell on them and the chest. One of them fuses inside the
chest, thus providing the necessary link with the other device.
From then on and for the spell's duration, the wizard leaves the chest
in a presumably well guarded place and carries the second device,
always in contact with his flesh (failure to do so ends the spell).
Three times per day, the wizard can summon the chest. He can then
examine or alter the contents, use his spellbooks to memorise spells,
etc. He can send the chest back to its hiding place or keep it, as he
likes. Summoning and sending away the chest count as an action and
require one round each.
A wizard can only have one such chest in operation at any given time.

Darkray's Elemental Immunity (Abjuration)
Level 3
Effects immediate
Area: caster
Duration permanent by each casting
This powerful spell offers protection against attacks of elemental
nature. It can selectively block attacks based on air, earth, fire and
water. The type of the element must be stated at memorisation time. It
is a weaker version (although not exactly similar) of elemental aura.
Once the spell is cast, the wizard and his possessions are totally
immune to all attacks of that element. However, attacks from the other
elements automatically succeed and attacks from the opposite element
inflict double damage as well, if not otherwise blocked: the caster
lowers his resistance to them in order to better protect himself
against the fourth one.
Example: if the caster is immune to fire, a water or earth elemental
could hit him with no attack roll needed; the water would cause double
damage.
* Air attacks include: air, electricity, wind, gases, clouds.
* Earth attacks include: wood or stone weapons, any piece of rock not
larger than the caster and attacks from stone golems.
* Fire attacks include: fires, heat, lava and the like.
* Water attacks include: rain, ice and cold, acids.
The spell protects against both natural and magical attacks, for
example lightning bolt, fireball, Melf's acid arrow, watery double...
The caster also gains immunity to physical attacks from creatures of
the relevant plane (including conjured elementals). Breath attacks
using an element (sand breath, gas breath) are not immune against.
The caster cannot use this spell to travel within a given element
(natural air excluded). He cannot, for example, breathe underwater or
dive in a pit full of silt. In addition, this spell does not function
in the elemental planes.
At any given time, the caster can be immune against a single element
only. Subsequent casting of this spell with a different element stated
cancels the previous one. This of course has nothing to do with
magical items that offer element protection, which always operate
normally.

Dispel Magic:
Such as the title, the caster is able to Dispel Magic.
To Cast: Diaskorpizo
Time Lasts: Instantaneous
Radius: 100 ft.
Compromised by: Stronger magic (i.e. higher level spell). Only Greater Dispel can cancel out very potent magic.

THIS ONE IS A SPECIAL CASE AND AMOUNG THE FEW THAT JUST GETS STRONGER AS A CHARACTER PROGRESSES THROUGH THE LEVELS AND IS AUTOMATICALLY KNOWN TO A MAGE THAT KNOWS ANY SPELLS OTHER THAN CANTRIPS. ITS EFFECTIVENESS DEPENDS ON THE LEVEL OF THE MAGE. IF YOUR CHARACTER KNOWS ANY LEVEL ONE SPELLS, THEY KNOW THIS ONE AUTOMATICALLY. YEAH, LET ME JUST REPEAT MYSELF WITH DIFFERENT WORDING. *L* ANYWAYS, YOU GET THE IDEA.


Divert
Level 3
Effects immediate
Duration: 1 hour
This spell will divert people away from a place unless they are
specifically looking for it. For example, if a mage were to cast this
spell on a building, unless someone was specifically trying to find that
building they could never find it.

Double-Helix Fireball (Invocation/Evocation)
Level 3
Effects immediate
Range: 40 yards
Duration: Instantaneous
When cast, two fireballs rush towards their target, in a
double-helix motion.. This may not be a very good spell, but it sure
is neat looking.

Dragon Senses (Alteration)
Level: 3
Range: 0
Duration: 2 minutes/level
Area of Effect: Caster
Components: 1 dragon scale
This spell grants the caster complete senses of a dragon. See invisible objects 10', ect. This spell lasts for 2 minutes per
caster level.

Duplicate
Level 3
Effects immediate
Area item no larger than 6’x6’
Duration: Permanent
Creates a perfect copy of any non-living, non-magical item. In
order to duplicate the item, the caster must have raw materials of equal
or better quality and quantity to those used to make the original.
Inferior quality materials or different materials c an be used for the
duplicate, but in that case the "duplicate" won't be an exact copy, but
instead will be an obvious fake, possibly of inferior quality

Elemental Join (Alteration, Elemental, Enchantment/Charm)
Range: 5 yards per level
Duration: 1 turn per level
Area of Effect: One elemental
With this spell, the wizard physically joins his body with an elemental.
Once the wizard's body has joined with the elemental, the
wizard can use all the abilities of the elemental's body as his own,
however, as the wizard's body and any equipment on it
are transformed into the appropriate element and joined with the
elemental's body, this equipment cannot be used in any way while inside
the elemental's body. The only spells that can be cast are those not
requiring material components (those components are stuck inside the
elemental's body), and even then the elemental must be able to speak (I
don't think most can).
The wizard may end the spell at any time. The wizard's body appears
anywhere within 10 feet of the elemental. If the elemental is one the
wizard has conjured, he may dismiss it at the same time; if not, the
elemental is likely to be furious, so the wise wizard will be cautious.
Note that both caster and elemental will be confused and disoriented (no
action) for 1 round after the separation. The maximum duration in any
case is 1 turn per level of the caster.
There are several important things to note about this spell. if
the elemental's body is slain with the wizard inside, the wizard dies.

Erase Personality
Level 3
Effects immediate
Duration: 1 hour
The subject loses all memories, learned mental advantages or
disadvantages, and personality traits for the duration of the spell. They
can still act to protect or defend themselves, but they will take no other
action. They can still speak, but will not r ecognize former associates
and they will not have any "moral compass" to guide their behavior. They
behave like a robot in all other ways acting as if they had the No Sense
of Humor disadvantage.

Everlasting Wound
Level 3
Effects immediate
Duration: Permanent
This spell is identical to the Unhealing Wound spell, except that
the wound will never permanently heal, even if Healing magic or psionics
are used on it.
The wound will seem to heal normally, but the day after it seems
to finally heal, it will reappear with all the effects that it had when it
was first inflicted. Magic and psionic healing still works, but the wound
will still open the day after it is heal ed. Only Remove Curse or Great
Healing will permanently remove this spell

Exploding Ice Sphere
Level 3
Effects immediate
Duration: Instantaneous
This spell is like the Exploding Fireball spell in all respects
except that it will not set flammable material on fire.

False Doom
Level 3
Effects immediate
Duration: 10 seconds
Gives the subject a vision of the mage's death, while temporarily
rendering the mage invisible to the subject. While the spell is in effect,
the subject thinks that he is killing the mage, while in actuality, the
mage is sneaking away. Any attack or host ile action by the mage, or any
action by the mage (except fleeing or hiding) that would draw the
subject's attention to him immediately cancels this spell.
Note that the mage is still visible to other people besides the
subject and the subject seems to stand still, as if in a trance, for the
duration of the spell. At the end of the spell's duration, the victim will
be convinced that the mage is dead and wil l not notice that the body has
somehow "vanished". The mage can cast this spell on more than one person

Feign Death
Level 3
Effects immediate
Duration: 1 hour
This spell causes a willing subject to be placed in a cataleptic
sleep indistinguishable from death. The subject is completely comatose,
and cannot even be reached with Telepathy or Dream spells. There is no way
to tell if the subject is still alive.
Bleeding is stopped, as are breathing and heartbeat. This can be
useful if the subject is in danger of bleeding to death, or has been
poisoned, or has been locked in an area with no air. Once the spell ends,
poison will continue its effects.
If the caster is the subject, he can specify how long he will
Feign Death,. He will then awaken at the end of that
period.

Fellstar's Flame Arc (Evocation)
Level 3
Effects immediate
Area as described below
Duration: Instantaneous
This spell is similar to the 1st-level burning hands, but it is much
more potent. When cast, this spell will emit an arc of flames from the
hand of the caster; the arc may be one of four sizes as listed on the
following table:

Arc (degrees) Range
90 200 feet
180 150 feet
270 100 feet
360 50 feet

The arc of flames will have a width of one foot, centred on the
caster's hand, so the height of the wizard's hand at the time of
casting will determine the height of the flames; thus if the flames
are at waist level, it is possible to escape the effects of this spell
if lying prone.
The caster may elect to cast the arc in a "doughnut" shape; that is,
he may create an area around himself that is untouched by the flames
(a good idea if the caster is in the midst of a friendly party). The
radius of the hole may be any size the caster desires, up to half the
range as given in the table above.
These flames are blocked by obstacles, and they will not rejoin behind
the barrier. This will create gaps in the arc; therefore, if a target
is standing behind a large enough obstacle, he will be shielded from
the flames, even if the blocking obstacle is tens of feet away.


Fellstar's Flame Dome (Evocation)
Level 3
Effects immediate
Range: 80 yards
Duration: immediate

This spell is similar to a wall of fire, but it creates a dome of
flames instead of a wall. The dome has a radius along the ground of 10
feet plus 5 feet per level of the caster; it is 25 feet high at its
peak. The dome must be cast so its base is resting on solid ground.
Unlike a wall of fire, the flame dome gives off waves of heat on all
sides; anyone within 20 feet suffer points of damage. In addition,
the dome inflicts damage, on anyone who passes through the dome (like a wall of fire,
creatures subject to fire will suffer more damage and undead always suffer double damage

Fireblast (Evocation)
Level 3
Range: 10 yards + 10 yards per level
Duration: Instantaneous
Area of Effect: 20-foot radius
A fireblast is an explosive burst of flame, which detonates with a low
roar and delivers damage proportional to the level of the wizard who
cast it - Unlike fireball, fireblast
creates a lot of pressure and generally tries to conform the shape of
the area in which it occurs to its shape. In essence, it creates a 20
foot radius crater. Besides causing damage to creatures, the fireblast
ignites combustible materials, forces non-combustible items to save
versus crushing blow or be destroyed, melts soft metals, and creates
general havoc. If cast indoors or within range of a building or other
structure, structural damage will most likely occur Fireblast otherwise performs and is cast just like fireball.


Fire Skin
Range: Caster's body or touch
Duration: Until countered
Area of Effect: 1 body
This spell is identical to stoneskin except that when the caster is hit, the attacker takes fire damage. The higher the level of the wizard, the brighter and more damaging the skin becomes. Magical attacks will of course affect the recipient normally except for fire-based ones, non-magical fire will also not have any effect. The material component needed for this spell is any source of flame and Fire gem dust sprinkled on skin of recipient.


Firestorm
Level: 3
Radius: Up to 50 feet
Duration: 1 minute
To cast: Either an invocation must be made, or hand gestures. It takes a few moments to cast
Effect: Flame rains down from the heaves in thick roaring waves, that incenirate all that is not fireproof in the center, and partially melting things like metal and whatnot, and at the edges it burniates real good, but wouldn't melt metal. Beyond that it's just "ow ow ow!" hot for a ways.
**Note, this tends to be more of a demon spell, also common with other fire species**


Fist of the Element (Elemental (All), Evocation)
Level 3
Range: 40 feet
Area of Effect: 3-foot per level radius sphere
Duration 1 attack
This creates a large fist composed of the chosen element of the caster.
The type of element may be any one of the classic four (air, earth,
fire, and water) and is chosen at the moment of casting.
The fist attacks any creature the wizard wishes within the area of
effect.

Force Blast (Invocation/Evocation)
Level 3
Effects immediate
Range: 20 yards per level
Duration: Instantaneous
Force blast is a more powerful version of force bolt. If used against
creatures they take damage, are knocked back 12 feet, It acts as a double-strength
battering ram against structures

Free Soul
Level 3
Effects immediate
Duration: Permanent
This spell frees a soul trapped in Magic Jar, Soul Trap or similar
container. If the subject's body is intact, the soul is returned to the
body. If the body is dead, the soul is released to the afterlife. Undead
souls released by this spell do not return
to unlife.

Glamden's Acid Fire (Invocation/Evocation)
Level 3
Range: 5 yards + 10 yards per level
Duration: Instantaneous
Area of Effect: 10x10x5 feet per level cloud
This spell causes an acid cloud to form anywhere within range of the
spell; the cloud billows out to its full dimensions (10x10x5 feet for
each level of the wizard) instantaneously and everyone caught inside
the area of effect suffers damage.
Immediately after the acid cloud forms, it bursts into flames,
inflicting damage to all inside.

Glamden's Gas Jet (Invocation/Evocation)
Level 3
Effects immediate
Duration: Instantaneous
Area of Effect: 5-foot wide, 10-foot per level long beam
This spell is similar to Glamden's other spells, acid fire and acidic
gas; when this spell is cast, a jet of green gas shoots from the
wizard's palm; a split-second later, the gas erupts in flames. This
jet is 10 feet long per level of the wizard, and is 5 feet wide;

Globe of Fire (Invocation/Evocation)
Level 3
Effects immediate
Duration 5 minutes
Globe of fire is a wizard's last line of defense. When cast, a fireball
goes off, centred on the wizard. However, the caster takes no damage
from this fireball, and can act as if the fire did no exist (i.e., can
see and hear normally). Any creature within 5 foot per level of the
caster takes damage
Notice that the actual area of effect is left up to the caster, though
the maximum size is 5 foot per level. Also, the spell lasts for a short
while, protecting the wizard from physical attacks (i.e., swords,
arrows, claws, etc., miss since the wizard is effectively shielded from
view), weapons, and gaze attacks.
As example, Jasper the mage is in way over his head. While travelling,
he was beset by 20 bandits. So, he casts globe of fire to keep the
attackers at bay. Since he is a 4th-level wizard, a globe of fire
springs up that is 20 feet in diameter. Anyone caught in the area of
effect takes 1 damage,
However, note that Jasper's horse is probably dead.


Greencloak
Level 3
Effects immediate
Duration 1 week
Cloaks the subject in a flowing garment made up of the earth and
foliage that surrounds him.
The cloak provides perfect camouflage for the wearer if he remains
still The garment has will act as a normal wool cloak in cold weather
and will lower the temperature under the cloak by 10 degrees in hot
weather. The cloak will also repel water like a normal raincoat would. The
materials used to make up the garment do not di rty or irritate the caster

Gregori's Shadow (Divination, Illusion)
Level 3
Effects immediate
Area:caster
Duration: 1 day
To activate the spell, the wizard must touch
the recipient's body anywhere a shadow is visible. causing the target's shadow to be replaced by
casters shadow for the next 24 hours. During this time, the caster
can concentrate and be able to hear and see all that is occurring
around the recipient within a 20 foot radius.
Gregori's shadow is made ineffective by the recipient entering an area
of total darkness, such as that of a underground cavern or a darkness
spell. In this case, the spell is ineffective until the recipient
enters a condition where a shadow is again created. In addition,
Gregori's shadow can be dispelled by a successful application of a
dispel magic or remove curse cast upon the victim.
It should be noted that during the course of the spell, the caster
will not demonstrate a shadow whatsoever.

Gregori's Spell Damper (Alteration)
Level 3
Effects immediate
Range: 10 feet per level
Duration 10 minutes
Forever fearful of being outmatched by other spellcasters, Gregori
devised this spell to potentially reduce the effectiveness of enemy
wizards. causes the target spellcaster's spells to be reduced in
effectiveness, which is represented as a temporary reduction of the
target's level with regard to the spell's range, area of effect,
damage and duration only. This in no way reduces the target's true
level, number of castable spells or other abilities.

Healing Seed
Level 3
Effects immediate
Duration 1 hour
This spell will make a plant which already has ripe fruits, seeds
or berries grow special "fruits" which will heal damage if eaten with 1
hour of being picked. the berries can be made permanent until they are
consumed.

Hold Person III (Enchantment/Charm)
Level 3
Effects immediate
Range: 120 yards
Area of Effect: Five persons in a 20-foot radius circle
Duration until dispelled
This spell is like hold person except as noted above, and that all
saving throws are made without modification.

Ice Fall
lvl 3
Duration : instant
Area of effect: 40 square feet
This spell creates an avalanch of sharply shaped ice shards to appear out of nowhere, this spell even works in the desert. The ammount of ice can vary at random, from 250 pounds, all the way up to 4 tons.

Improved Circle I (Invocation/Evocation, Metamagic)
Level 3
Effects immediate
Area as specified
Duration variable
This spell is similar to the 1st-level priest spell ring of hands (add
all levels of wizards in the circle to the benefiting wizard's level
for spell casting and memorising effects only) plus the added effect:
the circle does not have to see the wizard that is to benefit from the
spell. Thus, this spell can be used over a long distance. Each and
every wizard in the circle has to cast the improved circle to make the
circle work. This spell works through the telepathic link set up by
the material component (see below). This telepathic link makes the
caster especially susceptible to enchantment/charm type spells -
unless immune to such spells due to high Wisdom or item effects. It lasts until one of the wizards
in the circle is disturbed in his concentration, one of the wizards
steps out of the circle, or the benefiting wizard ends the spell
voluntarily. Note: the benefiting wizard may be hurt, feebleminded,
slain, resurrected or whatever, but his contact with the
circle is not broken unless his body leaves the same plane or his own
stone is broken or somebody real powerful interrupts the telepathic
link
The material component is a stone with a permanent mindlink on
it. These stones can be reused many times unless stolen or worn away
by normal use. Each wizard in the circle needs his own stone to make
the circle of wizards complete.

Improved Wiley's Door (Alteration)
Level 3
Effects immediate
Area as specified
Duration one use per casting
This spell is like Wiley's door except that there is no limit to the
amount of stuff that can be transported (except for the physical
problems of getting that much stuff through the door) and the second
door can be up to 200 yards distant. The second door must be somewhere
that the wizard has seen.

Injunction
Level 3
Effects immediate
Duration: 1 minute
This spell makes it impossible for a mage to cast a specific spell
for the duration of the spell. Magic items can also be temporarily
neutralized, but only one power is canceled per casting of this spell.
Interrupt
Level 3
Effects immediate
Duration: 1 minute, or until the other spell expires
This spell allows a mage to "turn off" a spell with a duration
without canceling it, and then "turn it on" at a later time. If the
duration of the Interrupt spell expires, then the spell is automatically
turned "back on" unless the caster choose to cancel it
,br />
Invisibility
To cast: Sur'hame(pronounced Sure-ham-ay) must be spoken and a bit of fine powder must be sprinkled on the target
Duration: 6 hours unless Compromised
Comprimised by: Countermagic, Person drawing attention to themselves (ie flubbing a pickpocket attempt), vouluntary expulsion (meaning the target chooses to end it) or if the target takes any direct aggressive action (ie attacking)


Invert Ethics
Level 3
Effects immediate
Duration: 1 minute
The subject is afflicted with the Morally Opposed Compulsion
disadvantage. For the duration of the spell, he hates everything he
normally loves and loves everything he normally hates and generally
behaves as much unlike his normal self as possible.

Kiri's Protection from Seige Missiles (Abjuration)
Level 3
Effects immediate
Area 50 ft radius
Duration 30 minutes
This is simply a more powerful version of protection from normal
missiles. This spell blocks out all missiles - normal, magical, giant's
rocks, seige missiles and others. It also blocks out all magical spells
with a physical missile component (like flame arrow) but not fireball
and the like


Korel's Strength of Darkness (Necromancy)
Level 3
Effects immediate
Duration: Permanent
Area of Effect: Undead touched
This spell, when cast on an already animated undead, presumedly under
the caster's control, strengthens both the body of the undead and the
animating force holding it together. The result is an increase in most
of the physical statistics of combat, producing an excellent skeletal
bodyguard or elite troops.
Free-willed undead are not affected by this spell, nor are
non-corporeal undead, since the spell strengthens the physical body of
the undead. Skeletons, zombies are the typical
recipients of the spell.

Lesser Chasm
lvl 3
Range: 50 yards
Duration:5 minutes
Area of Effect:special
This spell splits the earth creating a yawning chasm that is 20 feet long, 7 feet wide, and 15 feet deep per level of the spell caster. At the spells end the earth will close up as if it had never happened, burrying any who fell inside of it alive inside a tomb of whatever material the earth is made of..


Mage's Edge
Level 3
Effects immediate
Duration: 1 minute, then 1 second once triggered
Mage's Edge makes a solid, non-living, non-animate, blunt object,
or part of one, able to cut for one second, even though it appears blunt
to all senses save touch.
One use for this spell is to make a temporary knife out of a stick
when the caster needs to cut something. Another use is to make a blunt
weapon temporarily do cutting damage instead of crushing damage. And a
third usage is to lay a trap for the unwary. Any object or part of an
object under the effect of Mage's Edge will cut any hand that grasps it.
Thus, a pencil, coin, or sword hilt could become the source of a painful
and perhaps debilitating wound. The mage must be able to see the target object in order to cast Mage's Edge upon it

Mage Trap
Level 3
Effects immediate
Area 12’x12’
Duration: 1 hour
This spell is almost identical to the Mage Ward spell, but it
prevents magic-using creatures from leaving the affected area

Mage Ward
Level 3
Effects immediate
Area 12’x12’
Duration: 1 hour
This spell creates an area where no magical creature or
spell-caster - except those designated by the mage can enter. Other
creatures can move normally, it is only those people who have some sort of
spell-casting ability (including knacks and temporary s pell-casting
ability) who are blocked.

Magic Weapon
Level 3
Effects immediate
Duration 1 hour
This spell allows a weapon to be enchanted with any other Regular
spell which is activated by touch or by aiming it at the target.
The mage must cast the second enchantment within 1
minute of the Magic Weapon spell.

Malar's Alcohol Detonation (Alteration, Evocation)
Level 3
Effects immediate
Range: 60 yards
Duration: Instantaneous
This rather mean-spirited spell causes alcoholic beverages within the
area of effect to detonate violently. Fluids which are already within a
being's system are immune to this effect, but a drink being held to
one's mouth at the time of detonation will still explode. The wizard
designates a spherical area of effect somewhere within range as his
target point (with a maximum radius of 3 yards, and a minimum radius of
one-half foot). All such beverages within this area will then
immediately blow up.
The explosion may cause incidental fires, and tends to leave behind rays
of black carbonization on materials within the radius.

Matthew's Hellfire (Elemental (Fire), Invocation/Evocation)
Level 3
Effects immediate
Range: 5 yards per level
Duration: Instantaneous
This spell causes white-hot flames to appear around an opponent's body,

Matthias' Rainbow Doom (Invocation/Evocation)
Level 3
Effects immediate
Area of Effect: One 10x10 feet square
Range: 10 yards + 10 yards per level
Duration: Instantaneous
This spell creates 8 types of attacks and hurls them into the target
area. The attack forms are: cold, fire, electricity, acid, poison, magic
missile, energy drain, and physical blow. Any creature hit will be hit
by 1 to 6 types of attack. Note that the creature can be immune to some
attacks and not others.

Moloranis' Marvellous Map (Invocation/Evocation)
Level 3
Effects immediate
Duration: Instantaneous
Area of Effect: One sheet of paper
By casting this spell, the wizard is able to draw a fairly well
detailed map of the surrounding terrain onto blank paper, which is the
material component for this spell. The wizard casting this spell must
give total concentration to the spell for the entire 10 minutes. If
the wizard loses his concentration, the partially drawn map will fade
from view and the spell must be repeated.
The range of this spell varies as follows:
* Above the ground: 1 mile per level of the wizard.
* Underground: 100 feet per level of the wizard.
* Inside a structure: the wizard will get a detailed map of the floor or
level he is on. However, the map will show nothing beyond the outer
walls. If the floor or level is bigger than the wizard's maximum
radius, then follow the underground rule.
While this spell is very handy, it does have some drawbacks. Nothing
on the map is labelled. Also, the map will not show people. For
instance, the map will show where a town is (if it is in range) but it
won't give you the name of that town and it won't tell you if there
are any people in the town. In other words, this spell results in a
terrain-like map.
The material component for this spell is a piece of paper (or
something like that) and a writing instrument of some kind.

Mordenkainen's Immediate Discharge (Alteration, Metamagic, Wild Magic)
Level 3
Effects immediate
Range: 10 yards
Duration instant
This spell causes the wizard to immediately discharge all spells that he
currently has memorized forward in a 10 yard radius. All within the area
of effect are subject to the effects of all spells that the caster has memorized.. After casting this spell, the caster
is knocked unconscious for 30 minutes (70% chance) or be driven insane
for 24 hours (30% chance.


Motionless Mage
Level 3
Effects immediate
Duration: 1 minute
While this spell is in effect, the mage doesn't need to use
gestures or move his body in any way (except to speak words) in order to
cast spells irregardless of his skill level with the other spell.
This spell has no somatic components and can be cast just by
speaking an incantation.

Nightmare (Enchantment/Charm)
Level 3
Effects immediate
Range: 1 mile
Area…. One person
Duration: 8 hours
This dreadful spell causes its victims to suffer from wracking
nightmares the night after it is cast, robbing them of any benefit of
sleep.
Since the recurring nightmares are non-magical, the victim gets the
equivalent of 1 hour of sleep per 2 hours.

Obscure Trail
Level 3
Effects immediate
Duration: Permanent
Similar to the Hide Path spell, but this spell can be cast on an
area obscuring all tracks and trails within the area of effect.
Alternately, the caster can specify which tracks he wishes to
erase. Unlike the Hide Path spell, this spell can be cast after the
subject has left the trail and it can be used to further obscure
camouflaged objects

Obscure Terrain
Level 3
Effects immediate
Duration: 1 day
Makes terrain affected by this spell "disappear" from magical maps
and makes spells designed to determine terrain give random results. Spells
such as Mapmaker, Pathfinder, and Determine Location will all give random
results in an area affected by this sp ell .

Pass Spell
Level 3
Effects immediate
Duration: As the duration of the other spell
Allows the Password enchantment to be applied to normal spells,
allowing persons or objects designated by the caster to be immune to the
effects of that spell.

Pilpin's Liquid Fire (Evocation)
Level 3
Effects immediate
Range: 10 yards + 10 yards per level
Area of Effect: 15-foot radius sphere
This spell is similar to fireball, except that it douses all creatures
in a 15-foot radius sphere with an incendiary liquid. Everything and
all within the area of effect will be engulfed in non-magical fire. Any combustibles within the area of effect instantly
ignite.

Potent Poison
Level 3
Effects immediate
Duration: 1 minute
This spell makes existing poison or venom more dangerous Potent Poison
This spell makes existing poison or venom more dangerous

Preserve
Level 3
Effects immediate
Duration: 10 years
This spell prevents non-living objects (excluding thing which
rapidly decay, like flesh or food) from decaying or wearing out due to age
or normal usage. Items with this spell on them can stil be destroyed by
things to which they are vulnerable. Each cas ting of this spell nullifies
one casting of the Ruin spell.

Preserving Ice
lvl 3
Range:3"
Duration:special
Area of Effect:one creature
This spell will encase a creature in a block of ice halting any further deterioration due to wounds, disease, or harmful effects. While in the ice the target does not need to eat, drink, sleep, or even breath. The target does not age in anyway while encased in the ice. The ice is fragile and if broken all the beneficial properties of the ice are lost. The spell will also end if the ice melts. This spell is generally used for the preserving of hurt companions.

Protection from Cutting
Level 3
Effects immediate
Duration: 1 minute
This spell makes the subject immune to all cutting or impaling
attacks for the duration of the spell. The damage multiplier of cutting or
impaling weapons is negated.

Protection From Evil
Level 3
Effects immediate
Area 1 foot around subject
Duration: 10 seconds
Creates a magic barrier around the subject The barrier moves with the recipient

Protection from Petrification
Level 3
Effects immediate
Duration: 1 minute
This spell renders the subject immune to being turned to stone,
wood, or metal or from being frozen in place for the duration of the
spell.



Edited 4:58pm, July 19, 2005 by Axis, moderative.
 Complete Alphabetical Listing of ALL level 3 spells continued
Kali
8:55pm, September 12, 2004
[Edit]
[Delete]
Protection from Weapons
Level 3
Effects immediate
Duration: 1 minute
This spell makes the subject immune to all but magical weapons.
Other types of damage (heat, cold, suffocation, etc.) affect the subject
normally.

Quick Rot
Level 3
Effects immediate
Duration: Permanent
This spell causes dead flesh to quickly putrefy and crumble to
dust in about a minute. In addition to being a convenient way of disposing
of corpses, this body will prevent the use of the Reattachment, Revive, or
Resurrection spells. This spell cancels t he Preserve or Suspend Animation
spells (if used on a dead body).

Quicksilver (Alteration)
Level 3
Effects immediate
Area… caster
Duration: Instantaneous
This is basically one of those piss-off-the-fighter-subclass spells.
What happens is that, suddenly, at the moment of casting, the wizard
is capable of casting half his level of spell levels

Reanimate
Level 3
Range: Touch
Duration Special
Area of Effect: One deceased creature
With this spell, a caster may cause the spirit of a dead humanoid to reanimate it's body, allowing it to behave as if he were alive. When reanimated, the subject has full hit points, and full access to whatever abilities were possessed before death. The caster can reanimate any humanoid who has been dead for less than one year per level of the caster.
Unfortunately, the creature is still technically dead. It is cold to the touch, blood does not flow, etc. The creature has no need to eat, sleep, or drink. Because the creature is still dead, the body will begin to decompose, creating a less than pleasant odor.
The greatest drawback of reanimate is that the subject is still technically dead (treat as undead of a level of the subject's hit die for turning purposes). Every day after his death, the character decomposes futher. when the bare skeleton is all that is left, the character is fully dead and cannot be resurrected by any means short of a wish, or the direct intervention of a deity.

Retroactive Dispel Magic (Abjuration, Alteration, Metamagic)
Level 3
Effects immediate
Duration: Instantaneous
This spell lets you actually cast dispel magic to counter a spell
already thrown at you. If you have memorised the spell, you can cast
it at any spell or spell effect thrown that round. It is assumed that you were casting dispel magic as the other
spell was being cast. This spell acts as dispel magic for chance of
success based on level.


Revenge
Level 3
Effects immediate
Duration: Instantaneous
This spell will allow the mage to inflict a single physical injury
on the subject identical to an injury previously inflicted on the mage by
the victim, even if the mage's injury was subsequently healed or repaired.
For example, if the mage was previously hit in the eye and blinded by the subject, at some time in the future,
the mage can later use this spell to inflict an identical injury on his
tormenter. Once a given injury has been inflicte d, it may not be
inflicted again until the damage has been healed or repaired.

Protection from Cutting
Level 3
Effects immediate
Duration: 1 minute
This spell makes the subject immune to all cutting or impaling
attacks for the duration of the spell. The damage multiplier of cutting or
impaling weapons is negated.

Protection From Evil
Level 3
Effects immediate
Area 1 foot around subject
Duration: 10 seconds
Creates a magic barrier around the subject The barrier moves with the recipient

Protection from Petrification
Level 3
Effects immediate
Duration: 1 minute
This spell renders the subject immune to being turned to stone,
wood, or metal or from being frozen in place for the duration of the
spell.

Protection from Weapons
Level 3
Effects immediate
Duration: 1 minute
This spell makes the subject immune to all but magical weapons.
Other types of damage (heat, cold, suffocation, etc.) affect the subject
normally.

Selective Dispel Magic (Abjuration, Metamagic)
Level 3
Effects immediate
Range: 3 feet per level
Duration: Instantaneous
Area of Effect: 30-foot cube
In addition to simulating the effects of the dispel magic
spell, the caster may choose freely whatever is to be affected by the
dispel magic spell and what is not affected by it. The caster may
choose the schools of magic to be affected, the sphere (if used
against priest spells), which persons, objects, or spells in the area
of effect, whether his own magic is affected by it or not, etc. There
may be many more possibilities what can be chosen to be affected. It
is even possible to say that only a single spell among several is
supposed to be dispelled on one person.

Self-Repair
Level 3
Effects immediate
Duration: Permanent
Allows an item to "heal" itself when it is damaged returning the
object to its whole, brand new state. This spell does not allow an item
which is utterly obliterated to be repaired, nor does it allow the item to
be multiplied (for example, if you break a
sword with this spell, the two pieces will rejoin, they won't form two
separate swords.)

Shadowguard (Illusion/Phantasm)
Level 3
Effects immediate
Area of Effect: 10-foot radius
Duration 30 minutes
This spell animates and gives substance to shadows, causing them to protect the spellcaster. In a 10-foot radius area, shadows distort vision.
The shadows help to block non-magical missile attacks. There must be a significant amount of shadows for this spell to operate, although darkness is a suitable replacement. The shadow created by a large tree is not sufficient, but that of a large building will do.

Shape Bone
Level 3
Effects immediate
Duration: Permanent
Using this spell, the mage can mold bone as if it were soft clay.
Bones can be bent, joined together, added or altered in shape Generally
this spell is used by necromancers to "cu stomize" skeletons, but healers
occasionally use it to quickly knit broken bones together

Silent Spell
Level 3
Effects immediate
Duration: 1 minute
While this spell is in effect, the mage doesn't need to speak
words in order to cast spells (except for those that require him to speak
once the spell is cast) regardless of his skill level with the other
spell. This spell has no spoken components and can be cast with just a
gesture.

Sillvatar's Dragon Claw (Conjuration/Summoning)
Level 3
Effects immediate
Range: 10 feet per level
Duration 4 attacks or until dispelled
This spell conjures a semi-real, shadowy dragon claw anywhere within
spell range. This claw will attack any target as directed by the wizard; full concentration is necessary to attack with the claw; if the wizard loses concentration, the claw will hover in place until the wizard againgains control. The claw may also be dispelled, but may not be harmed by other attacks
.
Skywrite (Alteration)
Level 3
Effects immediate
Duration: 1 hour per level
Area of Effect: One cubic mile per level
This spell allows the caster to write messages in the sky, with but the wave of a finger. The messages are written in glowing smoke, and are visible at night or by day (caster's choice of colour). The caster may write up to one word per level, with a duration of one hour per level (halved in strong winds). All writing must be contained within a sphere of volume 1 cubic mile per level, centred on the caster, and at normal size, the writing is visible (and readable) at around 50 miles. If desired, the caster can reduce the number of words written and increase the viewing distance proportionally (to a maximum factor equal to the radius of the area of effect).

Sonoric's Illusionary Observer (Divination, Illusion/Phantasm)
Level 3
Effects immediate
Range: 100 yards per level
Duration until dispelled
This spell creates the illusion of a creature, up to medium in size,
through which the wizard gains the advantage of a clairaudience and
clairvoyance spell. The wizard must determine the appearance of the
illusionary observer, during the casting of the spell. Those successfully noticing the illusion, see it become merely
become translucent, it does not disappear. The illusion is incapable of
making any sounds, and is completely insubstantial, even if someone
touching it is unaware that it is an illusion.
The illusion is capable of passing
through solid objects. The wizard must carefully concentrate on the illusion (i.e., he is incapable of other actions) to use the clairaudience and clairvoyance
powers, as well as keeping the appearance realistic. If the wizard
breaks concentration for some reason, the illusion freezes in whatever
position it was in, until the wizard resumes concentration or the spell
expires

Spell Absorption
Level 3
Effects immediate
Duration: 10 seconds
This spell allows the mage to catch hostile spells that are thrown
at him and use their energy to power his own spells.

Spell Mirror
lvl 3
Range:touch
Duration:special
Area of Effect:one creature
escription: This spell will reflect any spell cast at the recipient. The spell recipient will not have any spell affect him. The spell itself will reflect two spell levels for every level of the caster (lvl 3 = 6 lvls worth of spells, 6 lvl 1 spells reflected, 3 lvl 2's, and so on) . If a spell is cast at the recipient of this spell and the spell does not have enough spell levels to reflect the spell, the spell will affect the recipient normally. This does not mean that the spell is gone, it will still affect any spell that has equal to or less spell levels than the spell has reflected to date. This spell can be added to other spells of protection. The caster may cast spells through the spell with no problem. The material component is 100gp of diamond dust and 100gp of powered opal that is sprinkled over the recipient.


Spell Warning
Level 3
Effects immediate
Area 20’radius
Duration: 1 hour
This spell will instantly alert the mage whenever anyone begins to
cast a spell or begins to use a spell-like power the
mage also gets some idea of the sort of spe ll that is being cast.

Spirit Legionnaire (Enchantment, Necromancy)
Level 3
Effects immediate
Range: 10 yards
Duration: Permanent
Area of Effect: One mindless undead
This spell creates a completely obedient undead

Spirit Scream (Necromancy)
Duration: Instantaneous
Level 3
Effects immediate
Duration instant
This spell creates a low-pitched wail, much like a banshee. The wail
originates at the casters mouth and extends outward in a cone, three
feet long and one foot in diameter per caster level. The wail inflicts
damage

Staff of Light (Alteration, Evocation)
Reversible
Level 3
Effects immediate
Duration permanent
By means of this spell, the wizard creates a powerful magical weapon
which only he can wield. Wizards of good alignment can create a staff
of light; those of evil alignment can use the reverse of this spell to
create a staff of darkness; those of neutral alignment (with respect
to good and evil) can create either form of the spell, but with
reduced effectiveness. The verbal component of this spell consists of
but a single word, which creates in the wizard's hand a sphere of
light (or darkness), a few inches in diameter; the remainder of the
casting time is then spent carefully pulling and shaping this sphere
into a full-sized staff. Spell duration is considered to begin on the
following round, so that the wizard can make at least as many attacks
as he has levels.
The glowing staff of light will brightly illuminate a 30-foot radius,
and when cast by a good aligned wizard this illumination will be
painful to supernatural evil creatures such as undead, demons, devils,
etc.. A darkness cast in the area of the staff of
light will eliminate this painful effect for the duration of the
darkness, but does not actually make the area dark, rather the
illumination is reduced to the level of dim torchlight.
Whether cast by a good or neutral wizard, the staff of light strikes
as a weapon
The staff of darkness sheds deep shadows in a 30-foot radius, through
which only the wizard can see clearly;
In addition, when cast by an evil aligned wizard, this sphere of
shadow will affect supernatural creatures of good alignment
If the areas of radiance and shadow of a staff of light and a staff of
darkness intersect, the effects of both are negated in the overlapping
region. If the staves are within 30 feet of one another, both cease to
shed their light or darkness, but their powers are otherwise
unaffected. Neither staff has any physical substance, and thus cannot
be parried except by another staff of the opposite type If two staves of opposite type touch one another for any
reason, both are destroyed in an explosion of 40-foot radius

Stepping Stair (description by Mab)
Level 3
Effects immediate
Range: As far as the invoker can run or walk. (These stairs do NOT dig tunnels or provide air under water, but can when the mage reaches level 4) Number of steps behind depend on the number of people invited to come along. They have to be invited to also use the stair. Steps disappear after the last invited walker steps off of them.
Area of Effect: However far a walker or runner travels. The steps have to go either up or down and can reach space, if only the person using them could survive up there.
Duration: steps last as long as the invoker and those invited to follow are stepping on them. As soon as the last one steps off a step, it disappears.
The steps are clear with only a faint gloss to them to even indicate they're there. The invoker must step up or down and steps will appear where he/she steps to. The invoker just needs to make motions of stepping up or down and trust in his/her magic that the steps will be there. The invited followers can only step on steps where the invoker has chosen to create them with his/her stepping, because that is the only place where the steps will remain until they traverse them. If one in line after the invoker jumps off, it doesn't adversly effect those behind, but that person has relinquished his/her invitation from the stair's invoker. The steps don't disappear until the last one in line invited to use them steps off of them and they're disappear one at a time as soon as they're stepped off of by the last one invited to use them. Follows need not stay in their order, if they can pass one another on the narrow stair except the last one invited to step on, who must remain last. If the last person stops and just sits down on a stair, those stairs could be there ahead of the last follower for a very long time. However, the invoker can, after stepping off his/her stairs onto regular ground, make the stairs disappear, if he/she chooses and then the last follower is out of luck, if he/she has chosen to stop following and remain on some step or other. They would fall if the invoker decides suddenly to remove the stairs after stepping off of them. So, make sure you trust the invoker. As soon as the invoker steps off the stairs onto solid ground, he/she can make the stairs go bye bye for anyone who has been invited to follow, right out from under them.

Sting (Alteration, Evocation)
Level 3
Effects immediate
Range: 50 yards per level
Area of Effect: One magical dagger
Duration permanent
This spell requires a dagger. The spell causes the
dagger in question to disappear and attack the victim for the duration
of the spell. The dagger attacks as a fighter of a level equal to that
of the wizard, including attacks per turn and so on. Sting however does negate the use of a shield, if the victim has one.
A dimension door, astral spell, blink or other location blinking spell
or spell-like effect will successfully avoid the sting. The wizard need
not concentrate on the spell for the dagger to attack.


Stone Heart
Level 3
Effects immediate
Duration: 1 minute
While this spell is in effect, the subject takes no extra damage
from blows to the Vitals, Throat, Groin, Brain or other similar hit
locations.

Teleport Trap (Alteration)
Level 3
Effects immediate
Range: 10 yards per level
Area of Effect: 10-yard per level radius sphere
All people or things teleporting into the area of effect are, upon materialising, affected as if a paralysis spell had been cast upon them. Thus, a wizard wishing to sneak into a place decides to teleport there. However, he doesn't realise
that a teleport trap has been cast around the spot where he wishes to appear. Upon arriving, he must save versus spell or be paralysed. Those
leaving an area under this spell will also be paralysed,
wherever they appear

Teleport via Fire (Alteration)
Level 3
Effects immediate
Duration 1 hour per level of caster
This spell allows the wizard to teleport himself or others from one
area of flames to another (both fires must be at least as large as a
small campfire). The wizard has two options: if the terminal fire is
in sight, this is a teleport without error as per the spell of the
same name; if the target fire is not in sight, then the teleport is
subject to the success modifiers of a normal teleport. Obviously, the
location of the terminal fire must be known (via scrying or prior
knowledge). If this spell is used when there is no known target fire
(i.e. there is no fire in sight and none are known to the wizard) the
recipients are trapped on the elemental plane of fire (note that this
provides a way of entering this plane on a planned basis, but the
wizard will not know the location of the teleport beforehand, unless
there is prior knowledge of the location on the plane of fire).
This spell will provide the recipients with a form of fire-resistance:
it
provides total protection for this time (but only for the two fires in
question - the recipients are affected normally by other fires during
this time).
It takes 2 turns to prepare this spell, but once prepared, it will
remain in effect for one hour per level of the wizard, or until it is
used. The creatures to be affected are named at the time of
preparation. 1.
This spell provides a method of escaping the effects of a fireball or
similar spell: if the wizard makes the proper saving throw, and is not
in the midst of some other activity (i.e. casting another spell or
fighting), the teleport can be triggered instantly;.

Tonguetwister (Abjuration, Alteration)
Level 3
Effects immediate
Range: 10 feet per level
Duration: Instantaneous
When this spell is cast on an enemy wizard, it will cause the target's
tongue to twitch violently, thus disrupting any spell being cast at the
moment.
The victim must be in the process of casting a spell with a verbal
component. If no spell is currently being cast by the target, the
tonguetwister has no effect. This spell cannot affect a spell that has
already been cast, nor one that is to be cast in the future.

Transmute Cloth to Iron (Alteration)
Reversible
Level 3
Effects immediate
Range: 100 yards
Duration: Permanent
The invention of the crafty shadow-wizard, this spell is a very
effective immobilization technique. Enchanted clothing has a 20% chance per enchantment or plus to
resist the spell. Cloth that has been transformed into iron is not
simply woven iron - the strands are partially fused so as to be solid.
The transformation is permanent unless the
reverse of the spell, transmute iron to cloth, is cast. The reverse is
also quite effective in neutralizing attacks, but it does so by causing
metal armour and weapons to become ineffective cloth replicas. Cloth
swords will become limp and floppy, cloth plate will hang in folds. Enchanted metal objects, or objects made primarily of
mithril, silver, or other precious metals are not affected at all. When
reversing this effect, take care that the objects in question are held
in their original shape - a floppy sword that is simply reconverted
while flopping will be very oddly shaped and not very useful. Multiple
reconversions may fix such problems.

Tsugua's Uncontrollable Hiccups (Abjuration, Evocation)
Level 3
Effects immediate
Duration 10 minutes
Area of Effect: 1-foot per level radius globe
This spell causes the affected creatures to hiccup uncontrollably for
the duration of the spell, during which time they will be able to do
little other than hiccup. Persons entering the area of effect after the
spell is cast will still be affected, and leaving the area will not stop
the hiccups until the spell expires. The wizard and all others in the
area are affected

Turn Greater Quasi-Elemental (Abjuration)
Range: 30 yards
Duration: 1 round per level
Area of Effect: One creature
This spell causes a greater radiance, lightning or mineral
quasi-elemental to flee as fast as it can, for a number of rounds equal
to the level of the caster. The material component for this spell is a
miniature mithril shield, worth at least 50 gp.

Warboulder (Alteration)
Level 3
Effects immediate
Area specified by caster
Duration instant
This creates a similar enchantment as the warstone on a single boulder(up to large catapult size). The wizard can then make this boulder hurl itself up to a distance of 10 feet per level, doing damage as if hurled by a catapult. Upon striking, the boulder shatters and inflicts damage in a 30-foot radius

Warp
Level 3
Effects immediate
Duration: Permanent
This spell causes non-living things to become bent and twisted.
This will damage most items and will destroy precision items like locks,
machinery or hinges. Melee weapons warped this spell can still be used,

Water Fireball
Level 3
Effects immediate
Duration: Instantaneous
This spell creates a fireball that will pass though and burn in
water! It can be directed at creatures in or under water. In all other
respects it is like the Fireball spell. Fires started by this spell are
treated as if they were of Water Fire.

Whisper's Anonymity (Divination)
Level 3
Effects immediate
Duration 1 hour per level of caster
This spell hides the caster's persona from the world. The use of this
spell will make it so that as far as magical and mental forces are
concerned, your psyche, your persona, does not exist. Divination
spells such as detect good, ESP, etc., will come up blank, since as
far as the spells are concerned the caster is simply not there
This is highly useful combined with such spells as invisibility. The
spell forms a sort of shield wall around the caster but this gets
weakened with every attempt to breach it

Whisper's Instant Electric Shield (Evocation)
Level 3
Effects immediate
Area 1 ft diameter per caster level
Duration 1 hour per caster level
This protective spell can be cast in advance preparation. The shield
itself will not spring into existence until a last command word is
spoken. The speaking of this last word can be delayed as much as 1 day
per caster level, and the effect then is instantaneous. A crackling
and shimmering field of electricity will spring into existence around
the caster, in a globe of 1 foot diameter per caster level. This
shield is not solid, and missile objects have a 50% - twice the
caster's level chance of penetrating the shield. All magical effects
dissipate against the shield, though the after-effects could penetrate
it. That is, a fireball exploding right outside the shield, will still
send flames roiling into the sphere, but attempting to let the
fireball explode inside the sphere will result into the dissipation of
the magical energies of the fireball, rendering it harmless. Beings
attempting to cross the boundary will suffer damage as if the caster
cast a lightning bolt upon them, 1d6 per level. The duration of the
shield itself will be one round per caster level. Only one of these
spells can be held in reserve.

Whisper's Instant Shielding (Abjuration)
Level 3
Effects immediate
Area 2 ft diameter around caster
Duration one attack only
This spell will create a special shield that will jump into existence
whenever the caster is being attacked by some form of magic, ranging
from spells to breath weapons., shielding the caster
completely, like a stoneskin. The one drawback is that the shield will
establish itself only once per round, and thus will protect the caster
for one attack per round only. If multiple magical attacks are made
against the caster, all but one will get past the shield. However, the
caster can mentally decide against whose attack to use the shield, and
thus not waste a "charge" on an opponent he does not deem such
protection necessary against.

Whisper's Reduce Magic Resistance (Alteration)
Level 3
Effects immediate
Range: 60 feet + 20 feet per level
Duration ½ hour
This spell is designed to get rid of that pesky thing called magic
resistance. The spell will reduce the target's magic resistance by
half. The spell will only have to overcome half of the target's
original magic resistance in order to function. Multiple spells can be
cast on the same target for cumulative effect. I.e. after three
successful such spells, the target will have only 1/8 of their magic
resistance left.

White Tornado
Level 3
Effects immediate
Duration: 10 seconds
When the mage casts this spell, a 12' tall swirling, cone-shaped
cloud of pure white vapor is called into being. Anything in the same hex
as the funnel cloud is magically cleaned, polished, disinfected,
straightened, organized, painted, repaired, aired-o ut, or somehow cleaned
and renewed, according to the mage's desires. The cloud can affect one hex
per turn. Notably filthy or verminous creatures (such a maggots or
zombies) take 1d points of damage for every turn that the cloud is in
contact with them.
The cloud is under the mage's mental command and it can move at a
speed of up to 20

Wiley's Door (Alteration)
Level 3
Effects immediate
Duration instantly
Causes a door to appear immediately before the wizard and a matching
door up to 30 yards away. The first door appears framed by glowing blue
lines 5 feet wide by 8 feet tall. The second door is invisible. Living
matter up to 400 pounds or non-living up to 800 pounds may be
transported from the first door to the second door (trade off one pound
living for two pounds non-living). These doors provide one-way transport
only.

Wiley's Teleport (Alteration)
Level 3
Range: 150 miles
Duration: Concentration
Area of Effect: The wizard + additional weight (see below)
This spell allows the wizard to teleport himself and 70 pounds + 10
pounds per level of additional stuff that he is carrying to a specified
destination at most 150 miles distant. The chances of error are the same
as for normal teleport, except that if the wizard would normally end up
is a solid object, the spell will abort. The material component is a map
of the destination, which is not consumed.

Wonderlight (Enchantment/Charm, Illusion)
Level 3
Effects immediate
Range: 240 yards
Duration 1 hour
This spell is designed to help heal the mind of fears, especially
illusionary or phantasmal fears, and other magical ones.
When cast, the creature affected by fear sees a wondrous pattern of
images and lights that begin to suffuse his being, until eventually he
believes himself to be some armoured hero. The effect lasts until the
wizards dispels it, or until the duration expires
If the affected creature moves out of the spell's range, the effects
wear off and he returns to his original state of mind.

Wound
Level 3
Effects immediate
Duration: Permanent
Magically wounds the subject by causing a cut on his body. Wounds caused
by this spell cause Stunning, might Bleed and must be healed like any
other sort of injury.

Wound Transference
Level 3
Range: Touch
Duration Permanent
Area of Effect: 3 creatures, the wounded, the caster, and the other being
This spell allows for the transference of damage from one character to the caster. This spell allows the caster to absorb damage done to another character, healing the recipient and transferring the hit points damage through caster to the other individual(at a ratio of 1:1).

Wyvern Watch
Level 3
Effects immediate
Duration: 12 hours
This spell creates an illusionary beast which will guard an area, paralyzing any intruders.
When the spell is cast, the mage creates a dragon-shaped area of
force Its attack does no damage Also, the beast cannot be disbelieved
or struck with normal weapons, since it is actually just a mobile area of
magical energy. Creatures paralyzed by the beast are frozen in place until
the spell ends barring use of a counterspell. Unauthorized intruders will automatically trigger this spell, and the wyvern will materialize 1 yard away from their c urrent location on the next turn Its "senses" are very acute and it is intelligent enough to not attack subjects that it has already paralyzed.




Edited 8:59pm, July 21, 2005 by Axis, moderative.
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