Bryan's Players Handbook Supplement
Magic User Spells -- Third Level

This page lists all 3rd level Magic User spells that can be used in my campaigns. Most are from the 1st Edition AD&D Players Handbook or Unearthed Arcana, some are from Dragon Magazine, and the remainder were created by players in my or my brother Kevin's campaigns.


Complete Spell Listing

1

Blink

PH

2

Clairaudience

PH

3

Clairvoyance

PH

4

Cloudburst

UA

5

Crystal Spray

K & B

6

Detect Illusion

UA

7

Dispel Magic

PH

8

Dumbowski's Stutter Missile

K & B

9

Enchanted Torch

DM 123

10

Explosive Runes

PH

11

Feign Death

PH

12

Fire Phantom

DM 123

13

Fireball

PH

14

Flame Arrow

PH

15

Fly

PH

16

Gust Of Wind

PH

17

Haste

PH

18

Hold Person

PH

19

Improved Sleep

K & B

20

Infravision

PH

21

Invisibility 10' Radius

PH

22

Item

UA

23

Leomund's Tiny Hut

PH

24

Lightning Bolt

PH

25

Material

UA

26

Melf's Minute Meteor

UA

27

Mellix's Fire Mouth

DM 123

28

Monster Summoning I

PH

29

Phantasmal Force

PH

30

Protection From Evil 10' Radius

PH

31

Protection From Normal Missiles

PH

32

Secret Page

UA

33

Sepia Snake Sigil

UA

34

Slow

PH

35

Suggestion

PH

36

Sunburst

K & B

37

Tongues

PH

38

Water Breathing

PH

39

Wind Wall

UA


Home-Built Spells

Following are spells created by the players of our campaigns.


Crystal Spray

Author: Kevin

Level

3

Type

evocation

Reversible

N/A

Range

0

Duration

instantaneous

Area of Effect

special

Components

V, S, M

Casting Time

3 segments

Saving Throw

half damage

As this spell is cast the spell caster holds two 100 gold piece value gems of the same type, 1 in each hand. Upon completion of the spell the gems explode outward in a cone 40' long, with a 5' diameter base and 20' end diameter. Any creature in the area of effect sustains 1d6 points per level of the caster. Any creature immune to blunt or sharp weapons will suffer only half damage.


Dumbowski's Stutter Missile

Author: ???

Level

3

Type

evocation

Reversible

N/A

Range

10'/level

Duration

special

Area of Effect

1 creature

Components

V, M

Casting Time

1 segment

Saving Throw

none

The bane of spell casters, this spell is a variation of the 1st level Magic Missile spell. A diamond of at least 500 gp value is the material component. The caster incants the spell and then drops the diamond, from which flashes a missile to strike the opponent. Then, for every 4 levels of the caster, another missile strikes, with a time lag in between of 1d6 segments. The number of missiles in each strike is equal to the number of additional strikes. The missiles will continue to strike the target even if the creature is killed, and the spell can be disrupted only by moving out of range or by destroying the diamond. If the opponent has magic resistance the resistance must be checked for each strike. Any successes do not disrupt the spell, only negate that particular strike.

For example, a 12th level caster uses the spell. A strike of 3 missiles hits the opponent. One to six segments later another strike of 3 missiles flashes from the diamond to strike the opponent. This will happen twice more. Hits disrupt enemy spell casters and allow the caster to move away and cast other spells.


Improved Sleep

Author: Bryan

Level

3

Type

enchantment/charm

Reversible

N/A

Range

30' + 10'/level

Duration

5 rounds/level

Area of Effect

40'x40' area

Components

V, S, M

Casting Time

3 segments

Saving Throw

Negates

This is a slightly improved version of the Sleep spell. The difference is that the number of creatures affected is not limited but a saving throw is allowed to counter the effect. The save is modified according to the hit dice of the creature affected:

Hit Dice

Modifier

up to 2+1

-4

2+1 to 4

-1

4+1 to 6

+0

6+1 to 8

+2

8+1 & up

+4

Except as noted above this spell has the same conditions as the 1st level version.


Sunburst

Author: ???

Level

3

Type

alteration, evocation

Reversible

N/A

Range

12"

Duration

instantaneous

Area of Effect

40' diameter

Components

V, S, M

Casting Time

3 segments

Saving Throw

special

This spell creates a globe of pure white light, and all in the area or those facing it within 12" must save or be blinded for 3d6 segments. In addition, all undead in the area suffer 6d6 points of damage with no save allowed. All undead within 60' of the area suffer 2d6 points of damage, and intelligent undead are allowed a saving throw for half damage. The material component is a few drops of honey or half an ear of corn.


Copyright 2008 Bryan Fazekas