Level 3 Spells

Contents

Pestilence
Mask
Locate Metal
Rust
Sand Scourge
Mist Form
Elasticity
Thunderclap
Icepool Scrying
Icy Paralyzation
Snow Blindness
Gloves of Cold Resistance
Part Snow
Freeze
Blowtorch
Dazzle

Dragonloft
3rd level - Pestilence (necromancy)
Range: 0  Components: V,S,M  Duration: Instantaneous  Casting Time: 1 round  
Area of Effect: 5 yards/level  Saving Throw:  neg.
	This spell is especially useful for destroying large amounts of 
vermin.  When the spell is uttered the caster then throws a handful of bone 
dust in the air.  Every creature within the area of effect, including the 
caster and all members of his party, suffer 1 point of damage from a 
bacteria based attack.  This spell destroys all animal life with 1hp or 
less, but it does not adversely affect plants.  Creatures with more than 
1hp are entitled to a save vs. death magic to avoid all damage.  If this 
save is failed the creature contracts a form of minor plague, which causes 
1 point of damage per day.  This plague lasts 1 day for every 3 levels of 
the mage.  This plague is not contagious.  Multiple castings of the 
spell do not cause cumulative damage.
	The material component for this spell is a drop of acid.

3rd level - Mask (illusion/phantasm)
Range: touch  Components: V,S,M  Duration: 1 day/level  Casting Time: 
1 turn  Area of Effect: creature touched  Saving Throw: neg.
	This spell allows the caster to alter the countenance of one 
creature to match exactly that of another.  In effect, the caster can 
create an identical clone of the desired individual, in respect to 
facial and body features, voice included.  This spell is a modified 
version of Alter self.  Before casting, the subject of the spell usually 
spends several weeks studying the subject that will be mimicked, but this 
is not necessary.  For the spell to be cast, the wizard must find several 
personal belongings of the creature or person to be mimicked, including 
some organic representation of them (hair, piece of skin, tooth or 
anything organic that come from their person).  When the spell is cast the 
wizard may elect to alter his appearance or that of any single creature 
that they touch.  When complete, the target of the spell exactly resembles 
the individual mimicked, from facial features, expressions and blemishes 
down to body features such as musculature, skin coloration and any defects.  
Note that an increased body size does not lend strength to the target of 
the spell, nor does it add additional hit points or abilities.  The 
target of the spell also copies exactly the voice of the individual 
being mimicked.  The chance of detecting the clone on a physical basis is 
nil.  The only real means of detection are discrepancies in the targets 
knowledge of the individual cloned, which is why it is advisable to learn 
extensively about him, her or it.  
	The spell lasts 1 day for each level of the caster, and may be 
renewed without the use of further material components.  A successful 
dispel magicor any spells that force creatures to take their true form 
cancels this spell.  Creatures able to read minds or pierce the identity 
of others, either magically or psionically, can discover the true 
identity of the clone.  A true seeing spell also allows creatures to 
identify the imposter.

3rd level - Locate Metal (divination)
Range: 100 yards/level  Components: V,S,M  Duration: 1 turn/level  Casting 
Time: 3  Area of Effect: one small metallic object  Saving Throw: none
	With the casting of this spell, any small metallic object can be 
made to vibrate strongly in the presence of any (large) quantity of metal.  
The range of detection for the piece of metal is 100 yards per level of 
the caster.  When it comes close to a metal source it will vibrate with an 
intensity equal to the amount and proximity of the metal source.
	The material component for this spell is a well crafted piece of 
metal work.  

3rd level - Rust (Alteration)
Range: touch  Components: V,S,M  Duration: Instantaneous  Casting Time: 3  
Area of Effect: 1 metallic object, 1 square foot/level  Saving Throw: none
	This spell mimics the effects of a rust monster's metal devouring 
attack.  Any single metallic object touched by the caster of approximately 
1 cubic foot/level is instantly corroded, falling away into small pieces.  
Magical metals have a 20% chance to not be affected for each plus they 
possess.
	The material component for this spell is a piece of rust monster 
antennae.
 
3rd level - Sand Scourge (invocation)
Range: 0  Components: V,S,M  Duration: Instantaneous  Casting Time: 2  
Area of Effect: 1' X 20' X 5' cone  Saving throw: 1/2
	This spell causes a scouring blast of sand to originate from the 
casters outstretched hands.  This sand damages exposed tissue, causing 
1d4 damage per caster level (up to 10d4).  This spell can also be used 
for other purposes, such as cleaning.  This ability of the sand scourge 
spell allows the caster to remove particles that are toughly lodged on 
materials, particularly metals.  The spell can clean 10 square feet of 
the surface of such materials per level.  Sand scourge can be made to 
serve many purposes, such as shaping bone or quickening erosion.  The 
sand scourge is also acts as a gust of wind, grounding arial creatures 
of S size or smaller.  
	The material component for the spell is a pinch of sand which is 
blown towards the intended target.  This spell is also especially 
effective on creatures composed of liquids, acting to slow them.

3rd level - Mist Form (alteration, necromancy)
Range: 0  Components: S,M  Duration: 3 rounds/level  Casting Time: 1  
Area of Effect: the caster  Saving throw: none
	When this spell is cast, the caster and all their gear alters 
into a form of cohesive mist.  When in this form, the caster's armor 
class is reduced by five.  As mist, the caster can move with a base 
walking rate of 6.  While in this form, weapons cannot greatly affect 
the caster: piercing and bludgeoning weapons do no damage while slashing
weapons do but a single point.  Magical weapons do 1 damage for every 
magical plus, so a +3 slashing weapon would do 4 points of damage (3+1).  
Strength bonuses are not added when determining whether an individual can 
hit or do extra damage to the caster.  When in mist form, there is a 95% 
chance that the caster will be mistaken for normal mist, with a very 
slight green tinge.  If the spell is in effect while fog is present, the 
caster is effectively invisible, but with several special effects: the 
caster cannot be heard, smelt, or felt by any creature, making it nearly 
impossible to detect him.  Even creatures utilizing true seeing or like 
spells cannot detect the caster, because their material form has been 
converted into a dispersed liquid.  Casters in mist form suffer double 
damage from wind-based attacks.  They suffer normal damage from fire and 
lightning, but are not effect by any cold-based or poison attacks.  Because 
the caster in mist form has no visible eyes, they cannot be affected by 
gaze attacks.  Casters are also immune to petrification and paralysis, and 
cannot be damaged by falling (equivalent to a feather fall spell.)  
Casters can travel through the smallest hole or crack when in mist form.  
This spell is often used in conjunction with wall of fog or fog cloud. 
	When under the effects of this spell the caster cannot attempt 
any form of attack, except on other creatures in mist form or any other 
gaseous state, including vampires, mist dragons and the like.  No spells 
can be cast when in mist form, unless they have only somatic components.  
A successful dispel magic vs. the caster with a + 2 penalty modifier to 
level can force the caster out of mist form.  The caster can end the 
spell with a thought.
	The material components for this spell are a drop of water and 
a piece of coal.

3rd level - Elasticity (alteration)
Range: 0  Components: S,M  Duration: 1 turn + 1 round/level  Casting 
time: 3  Area of Effect: the caster  Saving throw: none 
     This spell gives the caster the ability to stretch their bodies to 
fantastic dimensions.  The spell allows the caster to elongate their 
limbs, bodies and other appendages to a length which relates directly to 
how many levels they have attained.  The caster can stretch any appendage, 
or body part 1 foot for every caster level.  Casters may attempt to 
entangle people or creatures, if they make a successful attack roll.  
Creatures affected thusly are entitled a bend bars/lift gates roll.  
Success means that the mage is cast off of the victim.  The elongated 
limbs have as many hit points as the caster currently does, and depletion 
of these means the limb is severed.  The caster may also elect to flatten 
their body to minimum dimensions of 1/16''.  This allows them to slip 
into cracks and under doors. 
     When the caster is affected by this spell they are immune to attacks 
from bludgeoning weapons, and they suffer half-damage from piercing and 
slashing weapons.  Bonuses for strength are halved due to the rubber 
quality the caster's body has assumed.  Piercing weapons include missile 
weapons, such as arrows and crossbow bolts.  The caster must trace several 
arcane runes in the air with their fingers to cast this spell, there are 
no verbal components.  The material components for this spell are a drop 
of the casters blood, which is mixed with natural rubber and a pinch of 
sulfur.  They are consumed with the casting of the spell.

3rd level - Thunderclap (invocation)
Range: 0  Components: V,S  Duration: Instantaneous  Casting time: 3  
Area of Effect: cone 3' X 60' X 20'  Saving throw: neg.
     This spell allows the mage to create a battering cone of force which 
is 3' feet wide at the base, 60' long and 20' at the apex.  The mage 
murmurs the spell and then claps their  hands.  An extremely loud boom, 
not unlike a thunderclap, erupts from the mages hands.  Any creature in 
the area of effect is deafened for 1 turn + 1 round per level.  They are 
also stunned for 1d6 rounds and thrown back 5d4 feet if they are L size 
or smaller.  Creatures larger than this are only deafened for 1d4 + 1 
rounds, and if they fail a save vs. paralyzation, they are knocked off 
their feet.  Creatures of gargantuan size are not affected by this spell.  
Any items exposed must make a save vs. crushing blow or be destroyed. 
     The deafening effects of this spell are not cumulative, but 
creatures are knocked back continuously until they come into contact with 
a solid impediment.

+ 3rd level - Icepool Scrying (Divination)
Range : touch  Components : V,S,M  Duration : 1 turn  Casting time : 3 
rounds  Area of Effect: Special  Saving throw : -
     With this spell, a mage can scry on actions using an ornate bowl 
and water.  This spell is similar to the fourth level spell magic mirror.  
Before the mage can cast this spell they must obtain a bowl made from 
any precious metal (5000 gp minimum value or equivalent).  Then they must 
get water blessed by a cleric of their own alignment.  The water is then 
placed into the bowl and the spell is cast, with the name or location to 
be scryed upon included in it.  The mage must have seen the person of 
location which they intend to scry on.  As soon as the last syllable is 
spoken, the water suddenly freezes to the bottom of the bowl.  The 
individual or location is shown in the frozen water, sounds cannot be 
heard through the connection; though anyone with the reading lips 
proficiency is allowed a proficiency check with a + 2 modifier to 
understand people who are speaking.  The mage cannot talk to the 
individuals they see in the bowl, nor can they cast any conventional 
spells through it.  They major difference between this spell and magic 
mirror is that any ice spell of 3rd level or lower can be cast through 
the bowl.  The ice acts as components for any of these spells which 
requires it.  The victim of these spells gains some forewarning though, 
because a two dimensional blueish-white disk appears in front of 
them.  This acts as a minor gate, and if the target is an ice mage, they 
may cast spells through it also.  After the turn duration is up, or 
after an ice spell is cast through the gate, the water evaporates into 
a cloud of steam, ending the spell.    

+ 3rd level - Icy Paralyzation (Necromancy, Alteration)
Range : 5 yards/level  Components : V,S  Duration : 2 rounds/level  
Casting time : 3  Area of Effect : one creature/3 levels  Saving 
throw : neg.
     With this spell the wizard can paralyze creatures with numbing cold.  
The mage can affect up to 1 creature per three levels gained.  The mage 
gestures toward the creatures to be affected and mutters the spell.  The 
victims must save vs. paralyzation or become paralyzed for 2 rounds per 
level the mage has gained.
     This spell also affects water elementals.  It the mage has more hit 
points that the elemental's current hit point total the creature is 
frozen solid, in effect, stopping it.  If the elemental has more hit 
points than the wizard it is slowed for 2 rounds, after which it attacks 
normally.

+ 3rd level - Snow Blindness (Illusion/Phantasm)
Range : 0  Components : V,S,M  Duration : Instantaneous  Casting 
time : 3  Area of Effect : the caster  Saving throw : neg.
     With this spell the caster duplicates the natural affect that the 
refracted light of the sun on snow has on creatures eyes: blindness.  
Anything within 75 feet of the caster looking in their general direction 
is affected by this spell.  Victims must make a save vs. spell.  Failure 
makes them effectively blind for 1d4 rounds + 1 round per level the 
caster has gained.  This spell differs from the second level spell 
blindness in that it affects all those looking in the direction of the 
caster, not one single victim.  Blinded victims suffer a - 4 modifier to 
attack rolls, and their opponents have a + 4 to hit.
     The material component for this spell is a small silver mirror of no 
less than 100gp worth.

+ 3rd level - Gloves of Cold Resistance (Alteration)
Range : touch  Components : V,S,M  Duration : 1 hour/level  Casting 
time : 5  Area of Effect : 1 pair of gloves  Saving throw : -
     The mage can make a pair of normal gloves into extremely cold 
resistant items.  With these gloves, the mage can handle any items 
whose temperatures are up to - 273 degrees (absolute zero).  These 
gloves are primarily used to handle the shards of para-elemental ice 
commonly used in more powerful ice spells.  

+ 3rd level - Part Snow (alteration)
Range: 0  Components: V  Duration: 1 hour/level  Casting time: 3  
Area of Effect: the caster  Saving throw: none
     This useful spell allows the wizard to travel over plains covered 
with several feet of snow.  The spell affects a path 5 feet wide, which 
opens and closes 10 feet in front and behind the wizard.  The spell 
affects snow which is as many feet deep as the mage has levels, though 
how much can be specified by the mage.  
     As the spell is cast, all snow in the area of effect temporarily 
disappears, and then reappears with the caster's passing.  It also 
prevents snow from falling into the area of effect, for the duration of 
the spell, which is 1 hour per level the mage has attained.  

+ 3rd level - Freeze (alteration)
Range: 5 yards/level  Components: V,S  Duration: 2 rounds + 1 
round/level  Casting time: 3  Area of Effect: special  Saving throw: -
     This spell reduces the external temperature of matter to -10 
degrees, below the freezing point.  It can be used to freeze inanimate 
matter, in most cases water.  With a successful casting of the spell, 
up to 5 cubic feet of water can be frozen solid per caster level.  This 
renders it into normal ice, which is susceptible to other ice spells.  
This spell can be used to create ice 3 inches thick on water which has a 
surface area of approximately 5 feet square per level of the mage.  
Items affected by this spell become bitterly cold to the touch.  Anyone 
touching them suffers 1d3 points of damage.
     If a creature is the recipient of a freeze spell they suffer 1d3 
points of damage per caster level (1d6 on fire-based creatures) to a 
maximum of 10d3 (10d6 on fire-based creatures).  One creature for 
every 3 levels the caster has attained can be affected.
     The reverse of this spell, melt, can be used to melt into water up 
to 5 cubic feet of ice per level.    

3rd level - Blowtorch (invocation/evocation)
Range: 0  Components: V,S,M  Duration: 1 round/3 levels Casting Time: 3  
Area of Effect: Cone 30' X 10' X 1"  Saving Throw: 1/2
	With this spell the mage opens a gate to the elemental plane of 
fire.  The component is a tempered steel tube, costing no less than 500 
gold pieces, inscribed with the runes for this spell.  The mage directs 
the end of the tube towards the target(s) and says the command words.  
When the spell is complete, a cone of flame expands outward from the 
tube, going to a distance of 30 feet.  The end is 5 feet across.  This 
flame lasts for 1 round per 3 levels of the mage, but can be stopped on 
command.  The flames are extremely hot, causing 1d4 + 2 points of damage 
per 2 levels of the mage each round (up to a maximum of 10d4 + 20).  Any 
combustibles are ignited by the blowtorch.
	The steel tube is not consumed with the casting of the spell, 
and can be used again in further castings of the spell.

3rd level - Dazzle (illusion/phantasm)
Range: 100 yards  Components: V,S  Duration: 1 round/level  
Area of Effect: 100 square feet/level  Saving Throw: neg.
	This spell allows the caster to create a dancing display of 
stars in the nigh sky, to confuse and bewilder thos who gazze upon it.  
This spell can only be cast under an open night sky, and stars must be 
visible (partial cloud cover will not adversely affect the success of 
the spell).  It affects an area in the sky approzimately 100 square feet 
per level the caster has gained (10' X 10').  Creatures standing under, 
or 10 feet to any side of the area are subject to the effects of this 
spell.  Any creature gazing at the sky must make a saving throw vs. 
spells or become dazzled.  Dazzled creatures become distracted, suffering 
a -2 to attack rolls and saving throws.  Thwy cannot concentrate on motor 
control, consequently they do not gain any bonuses for high dexterity to 
armor class.  A dazzled creature gains an additional -2 on saving throw 
vs. enchantment spells.  Any dazzled spellcasting creatures must make a 
saving throw vs. spell (with the -2 modifier) to gain sufficient 
concentration for spell casting each time they attempt to cast a spell 
(applies to creatures with spell-like abilitites also).  
	The chance that a creature will become dazzled from looking at 
the sky are only 10% if not directed or forced to look upward.  The 
casting wizard may cause some distraction and make the creatures look 
upward.  Nearsighted creatures are still affected, but blind creatures 
are not.  Nearsighted creatures gain a +2 to their initial save vs. spell 
to avoid all affects.  


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