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Five 3rd Level Spells
By Rite Publishing | July 05, 2010 at 05:46 AM EDT | No Comments

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



Illustration by Arthur Rackham

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.

The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment,  limited wish, miracle, remove curse, or wish spell. It can also be removed with a successful wild empathy check (DC 15 + your caster level). 

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.

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