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Sorcerer Spells - Third Level
Blink

Level: Sor 3
Range: Personal
Duration: 1 round/level
Target: The caster

This spell causes the caster to "blink" back and forth between the Prime Material and the Ethereal planes. Blinking confers the following abilities to the player: Physical attacks suffer a 50% miss chance, the caster suffers only half damage from area-effect attacks, and strikes as an invisible creature (+2 attack, denying her target any positive Dexterity bonus to AC).


Dispel Magic

Level: Clr 3, Pal 3, Sor 3
Range: Medium (100' + 10'/level)
Duration: Instantaneous
Area: 30' radius burst
Saving Throw: None
Spell Resistance: No

Because magic is powerful, so, too, is the ability to dispel magic. A spellcaster can use dispel magic to end ongoing spells ("dispel" them) that have been cast on a creature or object or within an area. A dispelled spell ends as if its duration had expired.


Displacement

Level: Sor 3
Range: Touch
Duration: 1 round/level
Target: Creature touched
Saving Throw: None
Spell Resistance: No

Emulating the natural ability of the displacer beast, the caster appears to be about 2 feet away from her true location. The subject benefits from a 50% miss chance as if she had full concealment. (Unlike actual full concealment, displacement doesn't prevent enemies from targeting the subject normally.) True seeing reveals the subject's true location.


Fireball

Level: Sor 3
Range: Long (400' + 40'/level)
Duration: Instantaneous
Area: 20' radius
Saving Throw: Reflex halves
Spell Resistance: Yes

A fireball is a burst of flame that detonates with a low roar and inflicts 1d6 damage per caster level (maximum of 10d6) to all creatures within it. Unattended objects also take this damage. The burst creates almost no pressure.


Halt Undead

Level: Sor 3
Range: Medium (100' + 10'/level)
Duration: 1 round/level
Target: Up to 3 undead, no 2 of which are more than 30' apart
Saving Throw: See text
Spell Resistance: Yes

When cast, this spell renders immobile up to 3 undead creatures. The spell affects any 3 undead that are within the field of vision and spell range of the caster. Undead of a mindless nature (skeletons and zombies) are automatically affected. Other forms of undead are allowed a Will saving throw to negate the effect.


Haste

Level: Sor 3
Range: Close (25' + 5'/2 levels)
Duration: 1 round/level
Target: One creature
Saving Throw: None
Spell Resistance: No

The altered creatures move and act more quickly than normal. This extra speed has several effects. All hasted creatures may take one extra partial action during their turn. The hasted creatures act in initiative order. Hasted creatures gain a +4 haste bonus to AC. The creatures lose this bonus whenever they would lose a dodge bonus. Haste counters the Slow spell.


Hold Person

Level: Clr 2, Sor 3
Range: Medium (100' + 10'/level)
Duration: 1 round/level
Target: One humanoid of Medium-size or smaller
Saving Throw: Will negates
Spell Resistance: Yes

The target freezes in place, standing helpless. He is aware and breathes normally but cannot take any physical actions, even speech.


Invisibility Sphere

Level: Sor 3
Range: Touch
Duration: 10 minutes/level
Area: 10-foot radius around creature touched
Saving Throw: None
Spell Resistance: No

This spell confers invisibility (as the spell invisibility) upon all creatures within 10 feet of the recipient. The center of the effect is mobile with the recipient. Any affected creature moving out of the area becomes visible, but creatures moving into the area after the spell is cast do not become invisible. Affected creatures (other than the recipient) that attack negate the invisibility only for themselves. If the spell recipient attacks, the invisibility sphere ends.


Lightning Bolt

Level: Sor 3
Range: Medium (100' + 10'/level)
Duration: Instantaneous
Area: 5' by 100'
Saving Throw: Reflex halves
Spell Resistance: Yes

The caster releases a powerful stroke of electrical energy that inflicts 1d6 damage per caster level (maximum 10d6) to each creature within its area of effect. The bolt begins at the caster's fingertips. The caster can project a bolt five feet wide and a hundred feet long.


Slow

Level: Sor 3
Range: Close (25' + 5'/2 levels)
Duration: 1 round/level
Target: One creature/level, no two of which can be more than 30' apart
Saving Throw: Will negates
Spell Resistance: Yes

Affected creatures move and attack at a drastically slowed rate. Slowed creatures can only take a partial action each turn. Additionally, they suffer -2 penalties on AC, melee attack rolls, melee damage rolls, and Reflex saves. Slow dispels the haste spell.


Stinking Cloud

Level: Sor 3
Range: Medium (100' + 10'/level)
Duration: 1 round/level
Effect: Spreads 30' radius by 20' high
Saving Throw: Fortitude negates (see text)
Spell Resistance: Yes

Stinking cloud creates a billowing mass of poisonous, nauseating vapors that incapacitate those caught in the cloud. Creatures who fail their saving throw in the cloud are unable to attack, cast spells, concentrate on spells, and so on. The only action the nauseated character can take is a single move per turn. These effects last as long as the character is in the cloud.


Vampiric Touch

Level: Sor 3
Range: Touch
Duration: Instantaneous/2 hours (see text)
Target: One living creature
Saving Throw: None
Spell Resistance: Yes

The caster's touch deals 1d6 damage per 2 caster levels (maximum 10d6) on a successful melee touch attack roll. The caster gains temporary hit points equal to the damage she inflicts. (The caster, however, can't gain more than the target's current hit points + 10, enough to kill the target.) The temporary hit points disappear 2 hours later.