Level 3 Mage Spells

Bloodrush
Level: 3
Casting Time: 2 rounds
Duration: 4 rounds
Range: 30 ft.
Area of Affect: 1 creature
Magic Resist: Soak
The mage causes the target’s blood vessels to randomly constrict and expand, starving some parts of their body of blood and flooding others. The gross disruption of bodily function that this spell inflicts causes 1d6 damage on each of the target’s turns for the duration, as well as imposing -20% to hit from the wild spasming of their circulatory system.

Blink
Level: 3
Casting Time: Instant
Duration: Instantaneous
Range: 30 ft.
Area of Affect: 1 creature or object
Magic Resist: Evade
The target instantly travels through the manastream, disappearing and reappearing at a spot up to 30 feet away from its starting location that the caster can see or has intimate knowledge of, without crossing the intervening space. The caster can use this to hop over a gap, pop into or out of a jail cell, fling an enemy 30 feet into the air, or to dodge an explosion or gout of flame. Any attempt to blink into a solid object, like a stone statue or the ground, fails, and the target is deposited next to the object, as near as possible to its starting location. If the caster uses this spell off-turn to attempt to dodge a sword stroke or fired arrow, it grants +20% evade against one attack as the caster attempts to teleport away before the blow lands.

Dispel Magic
Level: 3
Casting Time: 2 rounds
Duration: Instantaneous
Range: 20 ft.
Area of Affect: One standing magical effect within range
Magic Resist: Evade
The mage reaches out with his magical prowess, attempting to crush a spell or magical effect within range. The magical effect may roll spell resist, as the caster at the time of casting -10%, to resist this effect. Permanent enchantments attached to objects, like magic weapons and armor, cannot be permanently dispelled with this enchantment, but their glamour will be suppressed for 1 hour. Sentient objects find this spell extremely uncomfortable, but it has no effect on their sentience.

Fireball
Level: 3
Casting Time: 2 rounds
Duration: Instantaneous
Range: 40 ft.
Area of Affect: A 10’ radius sphere, centered on a point within range
Magic Resist: Soak
The area of effect explodes in a concussive blast of flame, inflicting 4d6 damage to everything in the area. The blast is quick and violent, and will light loose, combustible objects like paper and kindling aflame.

Gust of Wind
Level: 3
Casting Time: 1 round
Duration: 2 rounds
Range: 50 ft.
Area of Affect: A 10’ wide plane, extending directly from the caster to the maximum range
Magic Resist: Evade
Throwing his arms wide, the caster expels a harsh blast of wind, howling and slicing in its savagery. The wind causes no direct damage, instead pushing targets back 20 feet per round and preventing any forward movement for the duration. When the targets reach maximum range, they are pushed no further back, but they still cannot advance. Arrows, bolts, stones, and other missile weapons fired during the gust are shoved aside harmlessly, but siege weaponry is unaffected.

Ice Storm
Level: 3
Casting Time: 2 rounds
Duration: 4 rounds
Range: 30 ft.
Area of Affect: A cylinder, 20’ in radius and 40’ tall, with the base at a point within range
Magic Resist: Soak
The mage summons a storm of hail, ice, and sleet to pound down on the area of effect for the duration. All creatures within the area suffer 2d4 ice damage on each of their turns while the storm lasts, and movement in the storm is reduced by half. Visibility in the storm is severely impaired; anything outside of the storm is effectively invisible.

Invisibility Shroud
Level: 3
Casting Time: 2 rounds
Duration: 5 minutes
Range: 30 ft.
Area of Affect: Up to 5 creatures or objects within range, no two of which may be more than 15 ft. apart
Magic Resist: Evade (Helpful)
More advanced than the basic mantle of invisibility, the mage can draw a mystic shroud of mana over the targets, rendering them invisible. As long as none of the targets stray more than 15 feet apart, they will all be invisible. The shroud also muffles their sounds, inflicting a -2 penalty on any Intelligence check to hear them. If any target strays more than 15 feet away from any other target, they will become visible and cannot regain their invisibility. This spell will always choose the largest group of individuals to remain invisible; if all of the targets scatter, then the invisibility will end on all of them.

Mystic Binding
Level: 3
Casting Time: 1 round
Duration: 10 minutes
Range: 20 ft.
Area of Affect: Up to 2 creatures within range
Magic Resist: Evade
The mage summons magical chains, manacles, and bindings to restrict the targets. The chains tighten and loosen at the mage’s mental command, permitting him to bring any action by the target to a screeching halt as they attempt it. Whenever the mage wishes to halt a target’s actions, the target may roll magic resist to attempt to break the mystic chains. If they succeed, the spell ends on them. If they fail, their action is halted and the target spends their round struggling against the chains instead.

Phantom Steed
Level: 3
Casting Time: Instant
Duration: 6 hours
Range: 10 ft.
Area of Affect: 1 steed of the caster’s choosing
Magic Resist: N/A
The mage summons a phantasmal mount, complete with saddle and harness. The mount can be any creature that the caster can imagine, but the mount will not be able to fly and is unwilling to fight in combat. The caster, and only the caster, may mount and ride the steed, which travels as fast as a draft horse, and he may dismount and remount as often as he likes for the duration. The mount is hardy, and will not disobey the caster nor be spooked. The Mage does not require a riding skill for this mount. When the duration ends or the mount is killed, the mount disappears into pyreflies and mana, dropping the mage safely on the ground if he is still astride it.

Stinking Cloud
Level: 3
Casting Time: 1 round
Duration: 2 minutes
Range: 30 ft.
Area of Affect: A 20’ radius circle, centered on a point within range
Magic Resist: N/A
The mage conjures a cloud of acrid, stinking fumes, causing creatures within the area of effect to retch and weep. All creatures in the area of effect must pass a Constitution check to not spend a round vomiting from the horrendous smell, and most sane individuals will evacuate at their first opportunity. Anyone crazy or reckless enough to remain in the cloud suffers -10% to hit for the duration as their eyes water and cloud their vision. A strong gust of wind will disperse the cloud, ending the effect early. Half-ogres are completely and utterly immune to this spell.

Suggestion
Level: 3
Casting Time: 2 rounds
Duration: 10 minutes
Range: Touch
Area of Affect: One creature
Magic Resist: Evade
The mage leans in close and whispers a suggestion to the target, which takes root and plants itself in the creature’s mind. For the duration, the creature will interpret the suggestion as its own idea and not the mage’s, and will carry it out so long as it is safe to do so. What constitutes “safe” depends entirely on the creature and the suggestion, but it will not do anything blatantly suicidal. While this spell has numerous and sundry applications, using it to attempt to either directly forge love or to shatter a lovers' bond automatically fails. No one is entirely sure why.

When the spell’s duration ends, the creature forgets the suggestion entirely, believing its thoughts and actions to be its own idea. It may be confused as to why it wanted to do that, though. Should the spell fail altogether, of course, the creature will know that the mage tried to charm it, with potentially disastrous results.

Summon Anvil
Level: 3
Casting Time: 2 rounds
Duration: 10 minutes
Range: 25 ft.
Area of Affect: One anvil
Magic Resist: N/A
The mage summons an anvil. He may either summon the anvil in mid-air over a creature’s head, in which case it falls and inflicts 4d8 bludgeoning damage, or on the ground, in which case it can serve as an anvil for a blacksmith, etc. Once the anvil hits a creature, it will fall on the ground. If it can be stood on its base, it can be used as an anvil. When the duration expires, the anvil disappears into mana.

Water Breathing
Level: 3
Casting Time: 1 round
Duration: 1 hour
Range: 30 ft.
Area of Affect: Up to 10 creatures within range
Magic Resist: Evade (Helpful)
The mage grants all targets the ability to breathe water as well as air for the duration. This spell does not grant the creatures any extra ability to move or navigate through water, just the ability to not drown. This spell does not require any verbal component, and may be cast while the mage is already submerged.

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