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Spells :: Mage :: Level 3

Psych Map :: Spells Spells ::
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Psych Map :: Spells Level 3 ::
Dire Charm | Dispel Magic | Fireball | Flame Arrow | Ghost Armor | Haste | Hold Person | Icelance | Lance of Disruption* | Lightning Bolt | Monster Summoning I | Non-Detection | Protection From Normal Missiles | Skull Trap | Slow | Vampiric Touch

  • * Heart of Winter / Trials of the Luremaster
Dire Charm Dire CharmSCRL1S
This spell is similar to the Charm Person spell. However, the affected creature goes into a berserk state, wanting no one to harm his master (the spell caster). Thus, the creature will fight enemies of the caster, even former allies. The spell is limited in the same manner as Charm Person Spell. The spell can affect any bipedal human, demihuman, or humanoid of man-size or smaller, such as dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, lizard men, orcs, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. Enchantment/Charm
Range: Sight of Caster
Duration: 2 turns
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: Neg.
Dispel Magic Dispel MagicSCRL1E
A Dispel Magic spell removes magical effects upon anyone within the area of effect. This includes the effects of spells, potions and magical items. It does not, however, affect magical items themselves. Abjuration
Range: Sight of Caster
Duration: Instantaneous
Casting Time: 3
Area of Effect: 15-foot radius
Saving Throw: None
Fireball FireballSCRL1G
Fireball is one of the reasons that mages gained acceptance in the field of adventuring. To cast it, 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), delivering damage proportional to the level of the wizard who cast it: 1 – 6 points of damage for each level of the spellcaster (up to a maximum of 10 – 60). Those who roll successful saving throws manage to dodge, fall flat, or roll aside, taking only half damage. Evocation
Range: Sight of Caster
Duration: Instantaneous
Casting Time: 3
Area of Effect: 20-foot radius
Saving Throw: ½
Flame Arrow Flame ArrowSCRL1F
This spell enables the caster to hurl fiery arrows at his enemies. Each bolt inflicts 1 – 6 points of piercing damage, plus 4 – 24 points of fire damage. Only half of the fire damage is inflicted if the creature struck saves vs. spell. The caster can fire one bolt for every five experience levels (two bolts at 10th level, three at 15th level, etc.). Conjuration/Summoning
Range: Sight of Caster
Duration: 1 round
Casting Time: 3
Area of Effect: Special
Saving Throw: None
Ghost Armor Ghost ArmorSCRL1T
This spell creates a magical field of force with the strength of plate armor (AC 3). It is cumulative with Dexterity effects and, in the case of fighter/mages, with the shield bonus. The Ghost Armor spell does not hinder movement, adds no weight or encumbrance, nor does it prevent spellcasting. It lasts until dispelled or until the duration runs out. Conjuration/Summoning
Range: Touch
Duration: 1 round/level
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None
Haste HasteSCRL1H
Haste doubles the base movement and attack rates of all friendly creatures within the area of effect. (Spellcasting and spell effects are not sped up.) All affected by the Haste spell must be in the designated area of effect. Note that this spell negates the effects of a Slow spell. This spell is not cumulative with itself or with other similar magic. Anyone affected by Haste will suffer fatigue when the spell wears off. Alteration
Range: Sight of Caster
Duration: 3 rounds + 1 round/level
Casting Time: 3
Area of Effect: 20-foot radius
Saving Throw: None
Hold Person Hold PersonSCRL1I
This spell holds 1 – 4 humans, demihumans, or humanoid creatures immobile for five rounds or longer. The Hold Person spell affects any bipedal human, demihuman, or humanoid of man size or smaller, including dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, lizard men, orcs, troglodytes, and others. Thus, a 10th-level fighter could be held, while an ogre could not. The effect selects the enemies closest to the target and holds them. Enemies making 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 and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subject’s condition due to wounds, disease, or poison. Enchantment/Charm
Range: Sight of Caster
Duration: 2 rounds/level
Casting Time: 3
Area of Effect: Special
Saving Throw: Neg.
Icelance IcelanceSCRLICE
This spell fires a magical lance of ice at a target of the caster’s choosing. It automatically hits, inflicting 5 – 30 points of damage and forcing the target to make a saving throw vs. spell or be stunned for 1 – 4 rounds. Evocation
Range: Sight of Caster
Duration: Instantaneous
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: Special
Lance of Disruption* Lance of Disruption*SPWI319X
This spell creates a lance of force, extending from the caster to a specified point 60 feet in the distance. Any creatures in the lance’s path take 5d4 points of bludgeoning damage, +2 points of damage per level of the caster (maximum of +30). Victims can save vs. spell for half damage. Invocation
Range: 60 feet
Duration: Instantaneous
Casting Time: 3
Area of Effect: Special
Saving Throw: ½
Lightning Bolt Lightning BoltSCRL1K
Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1 – 6 points of damage per level of the spellcaster to each creature within its area of effect (maximum damage of 10 – 60). A successful saving throw vs. spell reduces this damage to half (round fractions down). When the lightning bolt intersects with a wall it will rebound until it reaches its full length – hitting the same enemy multiple times, or even members of your own party. Evocation
Range: Sight of Caster
Duration: Instantaneous
Casting Time: 3
Area of Effect: Special
Saving Throw: ½
Monster Summoning I Monster Summoning ISCRL1L
With the casting of this spell the wizard summons 2 – 6 1st level monsters. These appear within spell range and may be commanded to attack the caster’s opponents until the spell duration expires or the monsters are slain. Conjuration/Summoning
Range: 40 yards
Duration: 2 rounds + 1 round/level
Casting Time: 4
Area of Effect: Special
Saving Throw: None
Non-Detection Non-DetectionSCRL1M
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 spells that reveal a hidden or invisible (such as Detect Invisibility and Invisibility Purge) from working on the target. Abjuration
Range: Touch
Duration: 7 turns/level
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None
Protection From Normal Missiles Protection From Normal MissilesSCRL1N
This spell gives a target total invulnerability to hurled and projected missiles including arrows, axes, bolts, javelins, small stones, and spears. This spell does not provide protection from magical attacks such as Fireballs, Lightning Bolts, or Magic Missiles. Abjuration
Range: Touch
Duration: 1 turn/level
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None
Skull Trap Skull TrapSCRL1P
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 5 feet of it. When this happens the skull is triggered and explodes, damaging everyone within a 10-foot radius. The damage inflicted is equal to 1 – 6 hit points per level of the caster. When casting this spell it is wise to set it far away from the party, lest they set it off accidentally. Resting or leaving the area the Skull Trap is in will make it disappear harmlessly. Necromancy
Range: Sight of Caster
Duration: Special
Casting Time: 3
Area of Effect: Special
Saving Throw: ½
Slow SlowSCRL1O
Slow causes creatures to move and attack at ½ of their normal rates. It negates Haste, but does not otherwise affect magically speeded or slowed creatures. Slowed creatures gain +4 penalty to AC, and suffer a -4 to attack. To make matters worse, creatures save at -4 vs. this spell. Alteration
Range: Sight of Caster
Duration: 3 rounds + 1 round/level
Casting Time: 3
Area of Effect: 20-foot radius
Saving Throw: Neg.
Vampiric Touch Vampiric TouchSCRL1Q
When the caster successfully touches an opponent in melee, the opponent 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 total, with any hit points over the caster’s normal maximum total treated as temporary bonus hit points. The temporary hit points last for an hour. Necromancy
Range: Touch
Duration: Instantaneous
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None
  

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