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.
1 |
Blink |
PH |
2 |
Clairaudience |
PH |
3 |
Clairvoyance |
PH |
4 |
Cloudburst |
UA |
5 |
K & B |
|
6 |
Detect Illusion |
UA |
7 |
Dispel Magic |
PH |
8 |
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 |
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 |
K & B |
|
37 |
Tongues |
PH |
38 |
Water Breathing |
PH |
39 |
Wind Wall |
UA |
Following are spells created by the players of our campaigns.
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.
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.
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.
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