Advanced Level Skill/Spells Third Level
Clairaudience/Clairvoyance:
Clairaudience/clairvoyance enables you to consentrate upon some locale and hear or see (your choice) almost as if you were there. Distance is not a factor, but the locale must be known-- a place familior to you or an obvious one (such as behind a door, around a corner, or in a grove of trees). The spell does not allow magically enhanced sences to work through it. If the chosen locale is magically dark you see nothing, If its naturally  pitch black, you can see in a 10-foot radius around the center of the spell's effect. Lead sheeting or magical protection ( such as antimagic field, mind blank, or nondetection ) blocks the spell, and you sence that the spell is so blocked.The spell creates an invisible  sensor, similor to that created by a scrying spell, that can be dispelled. The spell funtions only on the plane of existence you are currently occupying.
Dispell Magic:
Becouse magic is powerful, so, too, is the ability to dispell magic. You can use dispell magic to end ongoing spells that have been cast upon a creature or object, to temporarily supress the magical abilities of a magic item, to end ongoing spells(or at least their effects) within an area, or to counter another spellcaster's spell.  A dispelled spell ends as if its duration expired. Some spells, as is detailed in there discriptions cannot be defeated by dispell magic. Dispell magic can dispel ( but not counter) the ongoing effects of supernatural abilities as well as spells. Dispell magic affects spell-like effects just as it does spells.
Explosive Runes:
By tracing these mystic runes upon a book, map, scroll, or similar object bearing written information, the wizard prevents unauthorized persons from reading his material. The explosive runes are difficult to detect--5% chance per level of magic use experience of the reader; thieves have only a 5% chance. But trap detection by spell or magical device always finds these runes. When read, the explosive runes detonate, delivering 6d4+6 points of damage to the reader, who gets no saving throw. A like amount, or half that if saving throws are made, is suffered by each creature within the blast radius. The wizard who cast the spell, as well as any he instructs, can read the protected writing without triggering the runes. Likewise, the wizard can remove the runes whenever desired. Others can remove them only with a successful dispel magic or erase spell. Explosive runes otherwise last until the spell is triggered. The item upon which the runes are placed is destroyed when the explosion takes place, unless it is not normally subject to destruction by magical fire (see the item saving throws in Chapter 6 of the Dungeon Master Guide).
Fire Ball:
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 burst of the fireball creates little pressure and generally conforms to the shape of the area in which it occurs. The fireball fills an area equal to its normal spherical volume (roughly 33,000 cubic feet--thirty-three 10-foot x 10-foot x 10-foot cubes). Besides causing damage to creatures, the fireball ignites all combustible materials within its burst radius, and the heat of the fireball melts soft metals such as gold, copper, silver, etc. Exposed items require saving throws vs. magical fire to determine if they are affected, but items in the possession of a creature that rolls a successful saving throw are unaffected by the fireball.
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 damage (the DM rolls the damage and each affected creature suffers either full damage or half damage [round fractions down], depending on whether the creature saved or not).
Hold Person:
This spell holds 1d4 humans, demihumans, or humanoid creatures rigidly immobile for five or more rounds.
The hold person spell affects any bipedal human, demihuman or humanoid of man size or smaller, including brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others.
The spell is centered on a point selected by the caster; it affects persons selected by the caster within the area of effect. If the spell is cast at three or four people, each gets an unmodified saving throw. If only two people are being enspelled, each makes his saving throw with a -1 penalty. If the spell is cast at only one person, the saving throw suffers a -3 penalty. Saving throws are adjusted for Wisdom. Those succeeding on their saving throws are unaffected by the spell. Undead creatures cannot be held.
Held beings 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, disease, or poison. The caster can end the spell with a single utterance at any time; otherwise, the duration is 10 rounds at 5th level, 12 rounds at 6th level, 14 rounds at 7th level, etc.
Halt Undead:
This spell renders up to three undead creatures immoble. Nonintelligent undead ( such as skeletons and zombie) get no saving throw; intelligent undead do. If the spell is successful, it renders the undead immoble for the duration of the spell ( similar to the effect of
hold person on a living creature). The effect is broken if the halted creatures are attacked or take damage.
Lightning Bolt:
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 per level 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 (for example, if a 40-foot bolt was started at 180 feet from the wizard, the far end of the bolt would reach 220 feet (180 + 40). The lightning bolt may set fire to combustibles, sunder wooden doors, splinter up to a half-foot thickness of stone, and melt metals with a low melting point (lead, gold, copper, silver, bronze). Saving throws must be rolled for objects that withstand the full force of a stroke (see the fireball spell). If the damage caused to an interposing barrier shatters or breaks through it (i.e., the saving throw fails), the bolt continues. A bolt can breach 1 inch of wood or half an inch of stone per caster level, up to a maximum of 1 foot of wood or half a foot of stone. The lightning bolt's area of effect is chosen by the spellcaster: either a forked bolt 10 feet wide and 40 feet long or a single bolt 5 feet wide and 80 feet long. If a bolt cannot reach its full length, because of an unyielding barrier (such as a stone wall), the lightning bolt rebounds from the barrier toward its caster, ending only when it reaches its full length. For example: An 80-foot-long stroke is begun at a range of 40 feet, but it hits a stone wall at 50 feet. The bolt travels 10 feet, hits the wall, and rebounds for 70 feet back toward its creator (who is only 50 feet from the wall, and so is caught in his own lightning bolt!). The DM might allow reflecting bolts. When this type of lightning bolt strikes a solid surface, the bolt reflects from the surface at an angle equal to the angle of incidence (like light off a mirror). A creature crossed more than once by the bolt must roll a saving throw for every time it is crossed, but it still suffers either full damage (if one saving throw is missed) or half damage (if all saving throws are made).
Nondetection:
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. It also prevents location by such magical items as crystal balls and ESP medallions. It does not affect the know alignment spell or the ability of intelligent or high-level beings to detect invisible creatures. If a divination is attempted, the nondetection caster must roll a saving throw vs. spell. If this is successful, the divination fails.
Summon Monster III:
(Effect)same as Summon Monster II,As summon monster I, except you can summon one creature from the 3rd level list, 1d3 creatures of the same type form the 3nd level list, or 1d4 + 1 creatures of the same type from the 1st level list

3rd level monsters summon
Celestial black bear (animal) LG
Celestial bison (animal) NG
Celestial dire badger CG
Fiendish dire weasel LE
Fiendish gorilla (animal) LE
Fiendish snake, constrictor (animal) LE
fiendish dire bat NE
fiendish boar (?) NE
Fiendish Lizard, giant (animal) NE
fiendish shark, large (animal) NE
Fiendish viper, small snake (animal) CE
Fiendish crocodile (animal) CE
fiendish leopard (animal) CE
fiendish wolverine (animal) CE
Tongues:
This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is racial tongue or a regional dialect. Naturally, the subject can speak only one language at a time, although he may be able to understand several languages. Tongues does not enable the subject to speak with creatures who do not speak. The subject can make himself understood as far as his voice carries. This spell does not predispose any creature addressed toward the subject in any way.
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