|
 |
|
 |
|
Netscape 4 only links:
Index Page
Mage Spells, Level 3
Clairvoyance (SPWI301)
|

|
Clairvoyance (Divination)
Level: 3
Range: Special
Duration: Instant
Casting Time: 3
Area of Effect: Special
Saving Throw: None
The Clairvoyance spell empowers the wizard to see in his mind the geographical features and buildings of the region he is currently exploring. It extends to a great range, but cannot reveal creatures or their movements.
|
Value: 300
|
|
Daer'Ragh's Physical Agility (MARW301)
|

|
This spell quickens the caster's reflexes, enabling faster and more effective combat.
|
Value: 300
|
|
Detect Illusion (SPWI322)
|

|
Detect Illusion (Divination)
Level: 3
Range: 0
Duration: Instant
Casting Time:3
Area of Effect: 20' radius
Saving Throw: None
When cast at a point designated by the wizard this spell will cancel all illusion/phantasm spells of 3rd level and lower in the area. The spells that are affected by this are Refected Image, Invisibility, Mirror Image, and Non-detection. It is important to note that the caster can control just who this spell affects. Therefor, it will affect only creatures that are not in the caster's party. The area of effect is roughly a 20' radius around the target. The target's magic resistance, if any, does not come into effect with this spell.
|
Value: 300
|
|
Dire Charm (SPWI316) or (SPWI943)
|

|
Dire Charm (Enchantment/Charm)
Level: 3
Range: 20 yards
Duration: 5 rounds
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: Neg.
This spell works in the exact same manner as charm person, with one difference; there is no saving throw bonus. Dire charm affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person receives a saving throw vs. spell to avoid the effect.
If the spell recipient fails his saving throw, he regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him orders, and the charmed individual will carry them out as quickly as possible.
If the caster harms, or attempts to harm, the charmed person by some overt action, or if a dispel magic spell is successfully cast upon the charmed person, the charm spell is broken.
If two or more charm effects simultaneously affect a creature, the most recent charm takes precedence. Note that the subject has full memory of the events that took place while he was charmed.
Also note that you cannot have a charmed creature leave the area where he was charmed.
|
Value: 300
|
|
Dispel Magic (SPWI051)
|

|
Visual candy for the misled image to cast, does nothing, looks pretty.
|
Value: 300
|
|
Dispel Magic (SPWI326)
|

|
Dispel Magic (Abjuration)
Level: 3
Sphere: Protection
Range: Visual range of caster
Duration: Special
Casting Time: 6
Area of Effect: 30-foot cube
Saving Throw: Special
A dispel magic removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning, and Spell Deflection. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the dispel magic is above the original caster, his chance of success increases by 5%. For every level that the caster of dispel magic is below the original caster, his chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 1% chance of success or failure. Thus, if a caster is 10 levels higher than the magic he is trying to dispel, there is only a 1% chance of failure. Similarly if the caster is 4 levels lower than the magic he is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster.
Note: while this spell dispels the individual effects of grease, web, stinking cloud and other such spells, it does not dispel the area of effect.
|
Value: 300
|
|
FireBall (SPWI001) or (SPWI304)
|

|
Fireball (Evocation)
Level: 3
Range: Visual range of caster
Duration: Instantaneous
Casting Time: 3
Area of Effect: 30-foot radius
Saving Throw: 1/2
A fireball 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 - 1d6 points of damage for each level of experience of the spellcaster (up to a maximum of 10d6). The wizard points his finger and speaks the range (distance and height) at which the fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball (an early impact results in an early detonation). Creatures failing their saving throws each suffer full damage from the blast. Those who roll successful saving throws manage to dodge, fall flat, or roll aside, each receiving half.
|
Value: 900
|
|
Flame Arrow (SPWI303) or (SPWI888)
|

|
Flame Arrow (Conjuration/Summoning)
Level: 3
Range: Visual range of caster
Duration: 1 round
Casting Time: 3
Area of Effect: Special
Saving Throw: None
This spell enables the caster to hurl fiery bolts at opponents within range. Each bolt inflicts 1d6 points of piercing damage, plus 4d6 points of fire damage. Only half of the fire damage is inflicted if the creature struck saves vs. spell. The caster receives one bolt for every five experience levels beyond 5th (two bolts at 10th level, three at 15th level, etc.). All of the bolts will streak towards the target of the spell.
|
Value: 300
|
|
Ghost Armor (SPWI317)
|

|
Ghost Armor (Conjuration/Summoning)
Level: 3
Range: 0
Duration: 5 turns
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
By means of this spell, the wizard creates a magical field of force that serves as if it were field plate armor (AC 2). It is cumulative with Dexterity and, in the case of fighter/mages, with the shield bonus. The armor spell does not hinder movement, adds no weight or encumbrance, nor does it prevent spellcasting. It lasts until successfully dispelled or until the duration runs out.
|
Value: 300
|
|
Haste (SPWI305)
|

|
Haste (Alteration)
Level: 3
Range: Visual range of caster
Duration: 3 rounds + 1 round/level
Casting Time: 3
Area of Effect: 40' cube, 1 creature/level
Saving Throw: None
When this spell is cast, all creatures affected function at double their normal movement rate, gain a -2 initiative bonus, and receive an extra attack each round. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. At the instant the spell is completed, it affects all ally creatures in a 40-foot cube centered on a point selected by the caster (thus, creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not). Note that affected creatures expend as much energy during this spell as they would normally in a whole day, significantly raising their fatigue level. This spell is not cumulative with itself or with other similar magic. Spellcasting and spell effects are not affected. Note that this spell negates the effects of a slow spell.
|
Value: 900
|
|
Hold Person (SPWI306)
|

|
Hold Person (Enchantment/Charm)
Level: 3
Range: Visual range of caster
Duration: 1 turn
Casting Time: 3
Area of Effect: special
Saving Throw: Neg.
This spell holds one or more humans, demihumans, or humanoid creatures rigidly immobile and in place for 1 turn. This includes brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be held, while an ogre could not.
The effect is centered on the victim selected by the caster. Every enemy within 5 feet of the target is also affected. Those who succeed on their saving throws are totally unaffected by the spell. Undead creatures cannot be held.
Held creatures cannot move or speak, but they remain aware of events around them. Time passes for the held creature at the same rate as if they were not held, even though they cannot move or even speak. In other words, being held does not prevent the worsening of the subjects' condition due to wounds, disease, or poison.
|
Value: 300
|
|
Hold Undead (SPWI324)
|

|
Hold Undead (Necromancy)
Level: 3
Range: Visual range of caster
Duration: 2 rounds/level
Casting Time: 3
Area of Effect: special
Saving Throw: Neg.
This spell holds 1d4 undead creatures rigidly immobile and in place for twelve or more rounds. The effect is centered on the victim selected by the caster. Any enemies within 5 feet of the target are also affected. Those who succeed on their saving throws are totally unaffected by the spell.
Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subjects' condition due to wounds.
|
Value: 300
|
|
Invisibility 10' Radius (SPWI307)
|

|
Invisibility 10' radius (Illusion/Phantasm)
Level: 3
Range: 0
Duration: Special
Casting Time: 1 round
Area of Effect: 10' radius
Saving Throw: None
This spell causes all creatures within 10' of the caster to vanish from sight and be undetectable by normal vision or even infravision. Of course, the invisible creature(s) are not magically silenced, and certain other conditions can render the creature(s) detectable. Even allies cannot see the invisible creature(s) or their gear, unless these allies can normally see invisible things or employ magic to do so. Items dropped or put down by the invisible creature(s) become visible, items picked up disappear if tucked into the clothing or pouches worn by the creature(s). The spell remains in effect until it is magically broken or dispelled, until the wizard or recipient cancels it, until the recipient attacks any creature, or until 24 hours have passed. The invisible being(s) cannot open doors, talk, eat, climb stairs, etc. If they attack, they immediately become visible, although the invisibility enables them to attack first.
|
Value: 300
|
|
Lava burst (SPIN819)
|

|
Fireball (Evocation)
Level: 3
Range: Visual range of caster
Duration: Instantaneous
Casting Time: 3
Area of Effect: 30-foot radius
Saving Throw: 1/2
A fireball 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 - 1d6 points of damage for each level of experience of the spellcaster (up to a maximum of 10d6). The wizard points his finger and speaks the range (distance and height) at which the fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball (an early impact results in an early detonation). Creatures failing their saving throws each suffer full damage from the blast. Those who roll successful saving throws manage to dodge, fall flat, or roll aside, each receiving half.
|
Value: 300
|
|
Lightning Bolt (SPWI308)
|

|
Lightning Bolt (Evocation)
Level: 3
Range: 40 yards + 10 yards/level
Duration: Instantaneous
Casting Time: 3
Area of Effect: Special
Saving Throw: 1/2
Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the spellcaster (maximum damage of 10d6) to each creature within its area of effect. A successful saving throw vs. spell reduces this damage to half (round fractions down). The bolt begins at a range and height decided by the caster and streaks outward in a direct line from the casting wizard (e.g., if a 40-foot bolt was started at 180 feet from the wizard, the far end of bolt would reach 220 feet (180 + 40). If the lightning bolt intersects with a wall it will bounce until it reaches its full length.
|
Value: 300
|
|
Melf's Minute Meteors (SPWI325)
|

|
Melf's Minute Meteors (Evocation, Alteration)
Level: 3
Range: 70 yds
Duration: Special
Casting Time: 3
Area of Effect: 1 target/meteor
Saving Throw: None
This spell enables the wizard to cast small globes of fire (one for each experience level she has attained), each of which bursts into a 1-foot-diameter sphere upon impact, inflicting 1d4 points of damage to the creature struck. It can also ignite combustible materials (even solid planks). The meteors are treated as missiles hurled by the wizard with a +5 bonus to the attack rolls and with no penalty for range. Each meteor inflicts +3 damage, and an additional +3 fire damage.
The wizard may discharge up to five missiles per round.
|
Value: 300
|
|
Minor Spell Deflection (SPWI318)
|

|
Minor Spell Deflection (Abjuration)
Level: 3
Range: 0
Duration: 3 rounds/level
Casting Time: 3
Area of Effect: The caster
Saving Throw: None
This spell is similar to the 6th-level Spell Deflection, which causes the spells cast against the wizard to be absorbed and consumed. This affects a total of 4 spell levels. This includes spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the wizard as well as area effects that are stationary such as cloud kill and stinking cloud. As long as the spell is cast directly at the wizard it will be absorbed. This spell will only affect up to 7th level spells, but if it tries to absorb a spell that goes over its limit, the spell will fail and the spell deflection will be canceled. For example if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be absorbed while canceling the spell deflection.
|
Value: 300
|
|
Monster Summoning I (SPWI309)
|

|
Monster Summoning I (Conjuration/Summoning)
Level: 3
Range: 40 yards
Duration: 2 rounds + 1 round/level
Casting Time: 4
Area of Effect: Special
Saving Throw: None
With the casting of this spell, the wizard summons a random selection of 3 HD monsters. There is a 60% chance of receiving one monster and a 40% chance of receiving two monsters. The monster(s) appear within spell range and attack the spellcaster's opponents until the spell duration expires or until they are slain.
|
Value: 300
|
|
Non Detection (SPWI310)
|

|
Non-Detection (Abjuration)
Level: 3
Range: Touch
Duration: 20 turns
Casting Time: 3
Area of Effect: 1 creature or item
Saving Throw: None
By casting this spell, the wizard makes the creature or object touched undetectable by divination spells such as Clairaudience, Clairvoyance, Locate Object, ESP, and detect spells including Invisibility Purge. It also prevents location by such magical items as crystal balls and ESP medallions. It does not affect the know alignment spell.
|
Value: 300
|
|
Protection From Cold (SPWI320)
|

|
Protection From Cold (Abjuration)
Level: 3
Range: Touch
Duration: 1 turn/level
Casting Time: 3
Area of Effect: Creature touched
Saving Throw: None
The spell lasts no longer than one turn per caster level. When the spell is cast it confers complete invulnerability to normal cold attacks, and partial protection from exposure to magical cold such as Icy dragon breath, spells such as Cone of cold, Wand of Frost, etc., absorbing 50% of all the damage dealt by such magical sources.
|
Value: 300
|
|
Protection From Fire (SPWI319)
|

|
Protection From Fire (Abjuration)
Level: 3
Range: Touch
Duration: 1 turn/level
Casting Time: 3
Area of Effect: Creature touched
Saving Throw: None
The spell lasts no longer than one turn per caster level. When the spell is cast, it confers complete invulnerability to normal fires (torches, bonfires, oil fires, and the like) and partial protection from exposure to magical fires such as fiery dragon breath, spells such as burning hands, fireball, fire seeds, fire storm, flame strike, meteor swarm, hell hound or pyrohydra breath, etc., absorbing 50% of all the damage dealt by such magical sources.
|
Value: 300
|
|
Protection From Normal Missiles (SPWI311)
|

|
Protection From Normal Missiles (Abjuration)
Level: 3
Range: Touch
Duration: 5 turns
Casting Time: 3
Area of Effect: Creature touched
Saving Throw: None
By means of this spell, the wizard bestows total invulnerability to non-magical hurled and projected missiles such as arrows, axes, bolts, javelins, and sling stones. Note, however, that this spell does not convey any protection from such magical attacks as Fireballs, Lightning Bolts, Magic Missiles, or magical missiles such as arrows +1.
|
Value: 300
|
|
Remove Magic (SPWI302)
|

|
Remove Magic (Abjuration)
Level: 3
Range: Visual range of caster
Duration: Special
Casting Time: 3
Area of Effect: 30-foot cube
Saving Throw: Special
This is the combat version of dispel magic, it will only affect opponents. A remove magic dispels the magical effects upon any enemies within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the dispel magic is above the original caster, his chance of success increases by 5%. For every level that the caster of dispel magic is below the original caster, his chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 1% chance of success or failure. Thus, if a caster is 10 levels higher than the magic he is trying to dispel, there is only a 1% chance of failure. Similarly if the caster is 4 levels lower than the magic he is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster.
Note: while this spell dispels the individual effects of grease, web, stinking cloud and other such spells, it does not dispel the area of effect.
NOTE: this spell will ONLY affect ENEMIES.
|
Value: 300
|
|
Skull Trap (SPWI313)
|

|
Skull Trap (necromantic)
Level: 3
Range: 20 yards
Duration: Until triggered
Casting Time: 3
Area of Effect: 30 foot radius
Saving Throw: 1/2
Upon casting this spell, a skull is thrown by the caster at the target area. The skull floats in the area until a creature comes within 20 feet of it. When this happens the skull is triggered and explodes, damaging everyone within a 30 foot radius. The damage inflicted is equal to 1d6 hit points per level of the caster, or half with a successful save vs. spell. When casting this spell it is wise to set it far away from the party, lest they set it off accidentally.
|
Value: 300
|
|
Slow (SPWI312) or (SPWM164)
|

|
Slow (Alteration)
Level: 3
Range: Visual range of the caster
Duration: 1 turn
Casting Time: 3
Area of Effect: 40' cube
Saving Throw: Neg.
A slow spell causes creatures to move and attack at half of their normal rates unless a save vs. spells is made with a -4 penalty. It negates haste, but does not otherwise affect magically speeded or slowed creatures. Slowed creatures have an armor class penalty of +4, and an attack penalty of -4.
|
Value: 300
|
|
Spell Thrust (SPWI321)
|

|
Spell Thrust (Abjuration)
Level: 3
Range: Visual sight of caster
Duration: Instant
Casting Time: 3
Area of Effect: Target creature
Saving Throw: None
When this spell is cast at a target creature it will dispel all of the spell protections of 5th level and lower. This includes the following spells: Minor Spell Deflection, Minor Globe of Invulnerability, Spell Immunity, and Minor Spell Turning. The target's magic resistance, if any, does not affect this spell.
|
Value: 300
|
|
Vampiric Touch (SPWI314)
|

|
Vampiric Touch (Necromancy)
Level: 3
Range: Touch
Duration: Instant
Casting Time: 3
Area of Effect: Target creature
Saving Throw: None
When this spell is cast, the target loses 1-6 hit points for every two caster levels, to a maximum drain of 6-36 for a 12th level caster. These hit points are added to the caster's current hit points, with any hit points over the caster's normal maximum treated as temporary additional hit points. The temporary hit points last for 5 turns.
Note: This spell may not be cast multiple times to radically increase the caster's hit-points. The caster must wait for the first vampiric touch spell to run its course before casting another.
|
Value: 300
|
|
|
|
 |
|
 |
|
 |
|
Hosted sites
Quest
Illuminator's Guild
Dragon Slayer
Fallout Aftermath
Mindplaces
Freshbreed
Orion's Gate
Psi3e
Black Dragon Society
Get Hosted
Direct Links
RPGDot
RPGFool
BlinkingDot
|
|
|
 |
|
|