Here is another preview for the 101 Series Subscription this time for 101 3rd level Spells.

Beast’s Curse
School necromancy; Level brd 3,clr 3, drd 3, rgr 3, sor/wiz 3
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./level)
Target one creature
Duration permanent (D)
Saving Throw Will negates (object); Spell Resistance yes (object)
Beasts’s curse makes its target the victim of constant harassment by animals. Whenever a animal passes within either 30 ft. of the victim or scent range, that animal’s attitude immediately shifts to hostile. Animals are liable to attack or harass the character: birds fly around and peck at the character, cats trip him, and larger animals might do worse.
Bridge of Crystal
School conjuration (creation); Level clr 3, sor/wiz 3
Casting Time 1 minute
Components V, S, F (piece of crystal worth at least 20 gp)
Range medium (100 ft. + 10 ft/level)
Effect : a 6 foot wide bridge of crystal that is 10 ft/ level (see text)
Duration 1 min./level
Saving Throw none; Spell Resistance no
The caster of this spell creates a solid bridge of crystal that spans over any one gap. The bridge is always 5 ft wide and can span a gap of up to 10 ft per caster level. The bridge must connect to two solid surfaces or the spell does not work. The bridge itself can hold up to 2,000 pounds plus 100 pounds / caster level. Color and appearance of the bridge is determined by the caster when the spell is completed.
Companion’s Vengence
School transmutation; Level drd 3, rgr 3, pal 3
Casting Time 1 standard action
Components V, S, DF
Range personal and your animal companion
Target you and your animal companion
Duration 1 min./level (D)
When your animal companion suffers damage at the hands of your enemies, either you or your animal companion (your choice) receives a morale bonus to its next attack and damage roll against that specific foe based upon the figures provided in the following chart. The bonus to the damage roll is only applied to its or your next attack; therefore a miss provides no benefit.
|
Damage |
Morale bonus |
|
1-10 hp |
+1 |
|
11-20 hp |
+2 |
|
21-30 hp |
+3 |
|
31-40 hp |
+4 |
|
41+ hp |
+5 |
If more than one opponent hits your animal companion prior to its or your next attack roll, you can grant you and your animal companion the aforementioned morale bonus, but neither party can gain more than one morale bonus in a single round. If you voluntarily end the spell before its effects expire, your companion recovers one hit point of damage per caster level (up to a maximum of +20).
Crushing Pressure
School conjuration (creation); Level sor/wiz 3
Casting Time 1 standard action
Components: V, S, M (A stone from the ocean floor)
Range medium (100 ft. + 10 ft./level)
Target one creature
Duration 1 round/2 levels (max 8 rounds)
Saving Throw Fortitude partial (see text); Spell Resistance yes
This spell places a sheath of water around the torso of the target creature, Its pressure deals 1d6 points of damage to the target the first round. It deals an additional 1d6 point of damage each round after that (0n the fourth round you deal 4d6) and cannot cast spells with verbal component because of the constriction against their lungs. A successful save each round halves this damage and allows the creature to cast spells with verbal components. Creatures that are normally immune to pressure, such as those that dwell on the ocean floor, gain a +4 bonus to their Fortitude save.
Immobilize Object
School transmutation; Level sor/wiz 3
Casting Time 1 standard action
Components V, S, MF (a adamantine pin worth 10 gp)
Range medium (100 ft. + 10 ft./level)
Target one object or construct
Duration 1 round/level (D); see text
Saving Throw Will negates; see text; Spell Resistance yes
This spell causes the object or construct touched is Pinned in place, even defying gravity (Combat Maneuver and Escape Artist DC equal to your 10+your caster level + your relevant casting ability modifier). The object can hold up to 2,000 pounds plus 600 pounds per level (the spell ends if more weight is placed on the object). Similarly, a creature can end the spell by pushing against the target object with a successful Strength check (DC equal to the spells DC) .
A creature caught within immobilized armor is Entangled and Pinned until the armor is removed or they make a successful Combat Maneuver Check or Escape Artist check.

