3rd Level Magic-user Spells
- Clairvoyance
- Duration: 12 turns
- Range: 60’
- The caster gains the ability to see through the eyes of other living creatures.
- ▶ Focus for 1 turn: To establish a connection with a creature, the caster must focus their concentration in one particular direction for one turn.
- ▶ After this turn: The visual perceptions of one creature within range in that direction are relayed to the caster.
- ▶ Switching: Once a connection is established, the caster may choose to maintain it or to change to another subject.
- ▶ Obstructions: The spell is blocked by a thin layer of lead or by rock of 2’ thick or greater.
- Dispel Magic
- Duration: Instant
- Range: 120’
- Dispel magic ends spells of non-instantaneous duration within a 20’ cube area.
- ▶ Caster levels: If the level of the caster of the effect to be dispelled is higher than the level of the caster of dispel magic, there is a 5% chance per level difference that the attempt to dispel will fail.
- ▶ Magic items: Are unaffected.
- Fire Ball
- Duration: Instant
- Range: 240’
- Flame streaks towards a point within range and detonates in a 20’ radius sphere.
- ▶ Damage: Creatures caught in the fire ball suffer 1d6 damage per level of the caster, with a successful save versus spells indicating half damage.
- Fly
- Duration: 1d6 turns +1 per level
- Range: The caster or a creature touched
- The subject gains the ability to fly through the air.
- ▶ Movement rate: Up to 360’ (120’).
- ▶ Free movement: Is possible in any direction, including the ability to levitate and to hover in mid-air.
- Haste
- Duration: 3 turns
- Range: 240’
- Up to 24 creatures in a 60’ diameter area are enchanted to be able to move and act twice as quickly as normal:
- ▶ Movement: Subjects’ maximum movement rates are doubled.
- ▶ Attacks: Subjects may make double the normal number of attacks per round.
- ▶ Spells: The number of spells a subject may cast per round is not doubled.
- ▶ Magical devices: The use of devices such as wands is also not doubled.
- Hold Person
- Duration: 1 turn per level
- Range: 120’
- This spell causes one or more humans, demihumans, or human-like monsters to be paralysed if they fail a saving throw versus spells. It may be cast in two ways:
- 1. Against an individual: The target’s saving throw is penalised by –2.
- 2. Against a group: 1d4 individuals in the group are targeted.
- Restrictions: Human-like monsters of greater than 4+1 HD and undead are not affected.
- Infravision
- Duration: 1 day
- Range: The caster or a creature touched
- The subject is able to see 60’ in the dark with infravision.
- Invisibility 10’ Radius
- Duration: Permanent (but may be broken, see below)
- Range: 120’
- A selected creature and all creatures within 10’ of it become invisible:
- ▶ Area: The 10’ radius area of the spell’s effect moves with the chosen creature.
- ▶ Exiting the area: Subjects that move more than 10’ away from the chosen creature become visible.
- ▶ Entering the area: Creatures that move into the area after the spell is cast do not become invisible.
- ▶ Gear: Any gear a subject is carrying is also rendered invisible. Items dropped or put down by an invisible creature become visible. Carried light sources become invisible but the emitted light does not.
- ▶ Breaking the invisibility: If a subject attacks or casts a spell, the invisibility is broken for that subject.
- Lightning Bolt
- Duration: Instant
- Range: 180’
- A powerful stroke of electrical energy, 60’ long and 5’ wide, is conjured.
- ▶ Damage: Creatures caught in the lightning bolt suffer 1d6 damage per level of the caster, with a successful save versus spells indicating half damage.
- ▶ Bouncing: If the lightning bolt hits a solid barrier before its full length is reached, it is reflected and travels for any remaining distance of its full length in the direction of the caster.
- Protection from Evil 10’ Radius
- Duration: 12 turns
- Range: 10’ around the caster
- This spell wards the caster and all allies within 10’ from attacks by creatures of another alignment, as follows:
- ▶ Bonuses: Those warded gain a +1 bonus to saving throws against attacks or special abilities of affected creatures.
- ▶ Affected creatures’ attacks: Against those warded are penalised by –1.
- ▶ Enchanted, constructed, or summoned creatures: The spell additionally prevents such creatures from making melee attacks against those warded, though they may still make ranged attacks. If any of the warded party engages such a creature in melee, this protection is broken (those warded still gain the save and attack bonuses mentioned above).
- Protection from Normal Missiles
- Duration: 12 turns
- Range: 30’
- A single subject in range gains complete immunity to small, non-magical missiles (e.g. no protection is granted against hurled boulders or enchanted arrows).
- Water Breathing
- Duration: 1 day
- Range: 30’
- The subject can breathe water freely by means of this spell.
- ▶ Breathing air: The spell does not affect the subject’s ability to breathe air.
- ▶ Swimming: No additional proficiency at swimming is granted.