3rd Level


Acid Blast Invented by Hogan
(Invocation/Evocation)
Level		: 3rd (Wizard)
Range		: 10 yards/level
Components	: V, S, M
Duration	: Instantaneous
Casting Time	: 4
Area of Effect	: 20 feet radius
Saving Throw	: None
An Acid Blast is a 1 feet wide ball that is created between the hands of the wizard and can be send flying towards its target to explode in an acidy shower. This deadly rain is dealing 1d4 points of damage per achieved level of the caster, with a maximum of 12d4, to everyone within a 15 feet radius, with dire results for those who relay on regenerating powers. No saving throw is allowed except for those clad in metal armor or better which gains a saving throw vs. Breath Weapon for half damage, but must see their armor reduced with 1d3 points (or 10-30% of its armor points if that optional rule is used).
Further damage to possessions and surroundings are left to the DM, but the acidy effects disappear after the initial round, only leaving oozing wounds and smoldering items like greenery and other plants which doesn't take such damage lightly.
The material component of this spell is a small vial of citric acid and a fang from a spitting snake. Both are consumed.


Arms of Defense Invented by Hogan
(Conjuration)
Level		: 3rd (Wizard)
Range		: 0
Components	: S
Duration	: 2 rounds/level
Casting Time	: 3
Area of Effect	: The caster
Saving Throw	: None
The casting of this spell create a pair of invisible spectral arms as appendages to the wizard's body, placed just below and identical to his real arms. If the wizard happens to only have one arm, two arms will still appear.
The arms offer no encumbrance and will not hinder the wizard in any way. They will remain inactive and invisible until the wizard is under attack and chooses to cast a spell instead if taking up a weapon. At this point, the arms will snap into action and visibility, grapping the wizards weapon (if he hasn't got any, a spectral Quaterstaff is created), and provide him with the full benefit of an all-around defence, as described in the Player's Handbook (AC is bettered by 1 point per. two levels of experience of the wizard, rounded down). Loss of the dex-bonus due to spellcasting still applies though, but the arms will in no way hinder the casting of the spell.
When the caster is ready to take up arms again, the spectral arms deliver his weapon back and fades away to hang motionless and invisible again.
The arms cannot be severed or destroyed, only dispelled.


Compose Riddle Invented by Johnny Bremer
(Alteration, Divination) Reversible
Level		: 3rd (Wizard)
Range		: 0
Components	: V, S, M
Duration	: Permanent
Casting Time	: 1 turn
Area of Effect	: Special
Saving Throw	: None
This spell will construct a riddle and write it upon a sheet of paper, papyrus, parchment, or other surface that can hold writing. The riddle will be more or less difficult according to what material was used in the casting of the spell. The riddle will come without answer and will be written in any language know to the caster.
The reverse of this spell, Solve Riddle, will solve any riddle where the correct material is used. The solution will appear on a sheet of paper, papyrus, parchment or other surface that will hold writing and will be in any language known to the caster of the spell.
The material components of this spell are a sheet of paper, papyrus, parchment, etc. and the powder of a gem of a value mentioned in the table below. The powder is poured over the surface while casting the spell and will disappear as the writing appears.
Knowledge required to solve riddle	Cost of gem
Common knowledge			10 gp
Local knowledge				50 gp
Kingdom knowledge			100 gp
Realm knowledge				500 gp
Universal knowledge			1000 gp


Create Shadow Invented by Johnny Bremer
(Conjuration/Summoning)
Level		: 3rd (Wizard)
Range		: 10 foot + 1 foot/level
Components	: V, M
Duration	: 1 turn + 1 round/level
Casting Time	: 3
Area of Effect	: Special
Saving Throw	: None
Creates a shadow that is one foot long and one foot wide per experience level of the caster. The shadow is created by opening a pocket to the Demi-plane of Shadow, and drawing in material to the Prime Material plane. The shadow created using this spell is non-magical and will do nothing but remain in the location and shape the caster chooses at the time of casting.


Detect Life-force Invented by Johnny Bremer
(Divination)
Level		: 3rd (Wizard)
Range		: Touch
Components	: V, S
Duration	: Instantaneous
Casting Time	: 3
Area of Effect	: One creature
Saving Throw	: Neg.
With this spell, the caster is able to detect an individual's amount of life-force. The life-force detected is a direct effect of the number of hit-points left compared to the maximum number of hit-points for this individual. The spell is only able to detect whether it is above 1/4, 1/2, 3/4, or at maximum.


Electrify Invented by Esben Gad
(Evocation/Alteration)
Level		: 3rd (Wizard)
Range		: Touch
Components	: S
Duration	: 2d4 + 2 weeks
Casting Time	: 1 round
Area of Effect	: Special
Saving Throw	: None
With the help of this spell, the caster is able to electrify a metal object of no greater volume than a normal suit of plate mail.
In order to place the enchantment, the caster must touch the object while casting the spell. Thereby the caster will suffer 1d4+1 points of damage, unless protected against lightning or electricity, because it is his own body, which charges the object with its electricity.
Any creature who thereafter touches the object, takes 3d4+1 points of electrical damage + 1d4 for each level the casting wizard has achieved above 3rd level, to a max. of 10d4+1, unless he is properly protected.
As long as the creature stays in contact with an object once touched, no harm will come to that particular person again from this spell, but if the object is dropped and then picked up anew, damage applies once again unless the duration has expired.
Note : the caster himself is not immune to this spell.


Frostball Invented by Hogan
(Evocation)
Level		: 3rd (Wizard)
Range		: 20 yards + 5 yards/level
Components	: V, S, M
Duration	: Instantaneous
Casting Time	: 3
Area of Effect	: 15-feet radius
Saving Throw	: ½
Very similar to the all-popular spell of Fireball, the Frostball lets loose a scolding blast of pure cold which deals freezing damage to everyone caught in the blast. Like a Fireball, the Frostball deals 1d6 damage for each achieved level by the caster, up to a maximum of 10d6. The area of the Ball is a little bit shorter than the Fireball's, only having a 15 feet radius, but the cold is then so incredible intense that those struck must save vs. spells for half damage with a -2 to their save.
The area affected will be covered by ice for 1-4 rounds after the spell has been cast (depending on the weather forecast and the DM), duplicating and creating the effects of a Grease spell for that duration. If the spell is cast underwater, the blast of ice is hindered by the resistance of the water, causing it to give only half damage, with a save for one third.
The material component of Frostball is a crystal and some springwater. Both are consumed.


Frost Fire Invented by Odwin "Odds" Bodkin
(Alteration, Evocation)
Level		: 3rd (Wizard)
Range		: 10 sq.ft. + 10 sq.ft. per caster level beyond 3
Components	: V, S, M
Duration	: Special
Casting Time	: 1 round
Area of Effect	: Special
Saving Throw	: ½
This spell creates a magical fire that "burns" ice cold. It looks like a fire with bluish-white flames, but absorbs heat instead of producing it. It spreads very quickly over anything that is warmer, including water, until the object reaches 0 degree C. The fire otherwise lasts for 1 turn, but the wizard can also extinguish it at will. Ice walls and similar cold barriers will block the spread of the fire.
At third level, the initial area of effect is a square 10 sq ft (about a 3'x 3' area). For every level thereafter, the caster can increase the initial area of effect by another 10 sq ft.
Any creature caught in the flames takes 2d6 of cold damage and must make a saving throw versus Breath Weapon to avoid catching "on fire". If unsuccessful, the victim stays aflame taking 1d6 cold damage and suffering a -1 penalty to all attack rolls until his temperature reaches 0 degree C. For all heat- and fire-loving creatures, the effects, damage and penalties, are doubled. When hit points are reduced to zero, the victim is frozen solid and immobile.
The material component is a small handful of powdered magnesium to be thrown on the "area of ignition".


Grimskull's Shadowwalk Invented by Hogan
(Alteration)
Level		: 3rd (Wizard)
Range		: 5 yards
Components	: S, M
Duration	: 2 rounds/level
Casting Time	: 2
Area of Effect	: Special
Saving Throw	: None
By the help of this spell, the caster will be able to dive into one shadow and appear from another. The spell actually creates a temporary dimensional tunnel between the two shadows, so when the caster dives into one shadow, he will instantly drop out of the other.
Both shadows must be of a size fitting the caster's frame, hence he couldn't use the shadow of a mouse but he would be able to use that of a human or roughly his own size, a tree or a boulder. The shadow used for entrance can be anywhere, as long as it can be reached within spell duration. The exit shadow must be within 50 yards + 10 yards for each 2 levels achieved.
Any shadows can be used as long as there is sufficient like to make it.
To complete a Shadowwalk, the traveler must get completely through the passage. It is not possible to turn around halfway through. Hence one shadow must be completely exited before another can be entered. The caster of the spell will be able to enter and exit shadows any number of times within the spell's duration, though only one passage can be made each round. The caster can bring any number of items with him through the shadows, as long as he is able to carry them. Should he decide to bring another living being with him, he can take 1 man-sized being for every 6 levels of achievement, as long as contact is maintained during the passage. The shadows just have to be large enough to fit both the caster and his fellow traveller(s). The spell can also be cast on another willing being within range. In this case the spell only allows one travel through the shadows.
Note: Living shadows cannot be used for a shadowwalk.
The material component for this spell is a feather from a black swan.


Intelligent Animated Broom Invented by Hogan
(Conjuration/Summoning)
Level		: 3rd (Wizard)
Range		: 10 yards
Casting time	: 5
Components	: V, S, M
Duration	: 3 rounds/level
Area of Effect	: 1 broom per. 5 level
Saving Throw	: None
This spell is an improved version of the 2nd level Advanced Animated Broom-spell. As the former, the spell will animate a number of brooms, depending on the level of the caster. The result is an animated broom with arms as in the 2nd level spell, but unlike the brooms created with this, and those from the 1st level spell Animated Broom, these brooms are intelligent!
The brooms created by Intelligent Animated Broom, are in possession of a rudimentary intelligence, which makes it possible to give them more complex orders to follow. This eliminates the need for keeping an eye on the brooms while they tend to their tasks, but the orders must be worded carefully, as the brooms follow the orders to the letter. The order to completely clean the wizard's studying room could let them to throw away several half-crumbled tomes of high value, which they considered as trash.
Offensively, the brooms can be taught simple manoeuvres. Hence they can be set up to make an ambush where they attack should a pre-given situation take place, or they could be set to attack specific individuals. As advanced animated brooms, they fight with up to two attacks, 1d4 in clubbing damage, and/or with a smaller weapon. They have a thac0 of 18, an AC of 8 and 6 HP each.
The brooms will continue to attack until destroyed until another order is given, the spell runs out, or a pre-given situation happened (half of them are destroyed for example).
A broom can be animated at 5th level, 2 at 10th level, 3 at 15th level and so forth. The material component for this spell is the required number of brooms, plus a reusable piece of wood, which has been taken from a live Treant.


Invisible Light Invented by Hogan
(Alteration/Illusion/Phantasm)
Level		: 3rd (Wizard)
Range		: 5 yards/level
Components	: S
Duration	: Special
Casting Time	: 6
Area of Effect	: 1 light source
Saving Throw	: None
This spell causes a source of light and all light emitted from that source to become invisible, casting the before lightened area into darkness. The now invisible light will only be beneficial to those who were included in the spell at its casting. Up to 2 creatures pr. 5 levels can be thus included, and they must all be within 10 yards of the light source when the spell is cast.
At 5th level, a light source equal to a torch or lantern can be affected. At 10th level, a burning brazier or a small bonfire can be made invisible. At 15th level a standard bonfire can be affected, and at 20th level a burial pyre could be made to disappear. Magical light sources cannot be affected, and heat-sources are not disguised and can therefore still be felt, as can the fire that creates the heat.
The duration of the spell lasts for 1 turn per. level or until the light-source burns out/is extinguished, whatever comes first.


Kharasir's Wall of Bubbles Invented by Johnny Bremer
(Evocation)
Level		: 3rd (Wizard)
Range		: 5 yards/level
Components	: V, S, M
Duration	: 1 round/level
Casting Time	: 3
Area of Effect	: Special
Saving Throw	: None
By means of this spell the caster is able to create a wall of clear-white bubbles. The wall is 1 foot thick, 5 feet high, and can be as long as 5 feet per level. The wall will move if wind is applied. It will not prevent movement through the wall. Fire will create holes within the wall. Vision is blurred and spells requiring a visible target are off center by 5 feet. Weapons thrown through the wall are also 5 feet off center due to the displacement of vision due to the bubbles. The material components are a bar of soap and a cup of water. Both are consumed in the casting.


Kharasir's Wall of Water Invented by Johnny Bremer
(Evocation)
Level		: 3rd (Wizard)
Range		: 5 yards/level
Components	: V, S, M
Duration	: 1 round/level
Casting Time	: 3
Area of Effect	: Special
Saving Throw	: None
This spell creates a wall of waving, transparent water 1 foot thick per level of the caster, 10 feet high, and 5 feet long per level of the caster. The wall is immobile and cannot be moved after completion of the spell. The water restricts movement to half that of normal. Creatures needing to breathe air suffer one point of damage per round spent in the wall. Open flames and fires are extinguished once thrust into the wall of sand. Speech and spellcasting are impossible while within the wall. The wall blurs all vision through the water to areas beyond. Magic can pass through the water normally, though spells which require a visible target will not hit its target due to the blurred vision.
The caster can create a wall of water of smaller dimensions than those listed, but once cast, its dimensions cannot be changed. The caster can dispel the wall at will.
The material component of this spell is a small bottle of water.


Magical Entry Invented by Søren Surlykke
(Enchantment/Charm)
Level		: 3rd (Wizard)
Range		: 10 feet
Components	: V, S, M
Duration	: Instantaneous
Casting Time	: 7
Area of Effect	: one lock
Saving Throw	: None
As a form of magical dirk, the Magical Entry spell is mostly used by Thief/Mages wanting to break into the towers of rival mages.
The spell will call into being a magical force in the shape of a dirk, and tries to open the lock.
The spell actually makes a single Open Locks attempt at the lock at double the normal score for the Thief. The score is not modified for armor, but it is modified for discretionary points and uses intelligence as the number in which to figure the "dexterity" adjustment, as follows:
Int.:	Adjustment:
9 	-10%
10 	-5%
11-15 	--
16 	+5%
17 	+10%
18 	+15%
19 + 	+20%
The reason that this spell can be put into good use is that if the attempt fails, the wizard isn't affected if the trap doesn't affect a larger area and as so the spot where he stands.
The material component, a dirk, is not consumed in the casting.


Reduce Shadow Invented by Johnny Bremer
(Alteration) Reversible
Level		: 3rd (Wizard)
Range		: 1 foot + 1 foot/level
Components	: V, S
Duration	: 1 turn + 1 turn/level
Casting Time	: 3
Area of Effect	: One shadow
Saving Throw	: None
By means of this spell, the caster is able to reduce the size of a shadow by one cubic feet per experience level of the caster. The reverse Increase Shadow will add one cubic feet to the size of a shadow per experience level of the caster. This spell cannot be used to alter the size of shadow monsters.


Shadow Talk Invented by Johnny Bremer
(Alteration)
Level		: 3rd (Wizard)
Range		: 10 feet
Components	: V, S
Duration	: 1 round
Casting Time	: 3
Area of Effect	: Special
Saving Throw	: None
This spell enables the caster to transfer his voice to a remote location using the Demi-plane of Shadows. The caster speaks into a shadow within the range of the spell. The voice is then spoken out of the chosen shadow.


Treejump Invented by Hogan
(Alteration)
Level		: 3rd (Wizard)
Range		: 0
Components	: V, S, M
Duration	: 1 round/level
Casting Time	: 3
Area of Effect	: Special
Saving Throw	: None
Invented as a variation of a few druidic prayers, the Treejump spell was created by a slightly crazy mage who set out to "protect" a stretch of forest from all living creatures, including most forms of animals and other nature dwelling beings!
When the spell is first cast, the caster will be able to step into the tree nearest to him tree and then, in the beginning of the next round, be able to step out of a pre-chosen tree within a 30 yard distance of the one he entered, ready to participate in any initiative. The wizard can, if he choose to do so, jump out of the tree in the beginning of a round, launch an attack or participate in any other action, and then enter the three immediately afterwards, making another jump to another tree. If he wins his initiative with more than 4 points he will be able to take action and enter the tree before the opponent(s) can retaliate. Attack launched in his direction would hit the tree instead.
For as long as the duration lasts, the wizard can make jumps from tree to tree, one each round, for as long as there are trees within range to be used for destination. Any tree used for such jump has to be at least high and wide enough to fit the wizard and any equipment he may carry, plus a little to spare. No sentient trees can be used for such jumps.
The Material component of the spell is a small wreath, woven of plant materials from all those sorts of trees the wizard wants to be able to use as recipients in the spell.


Undead Intelligence Invented by Hogan
(Invocation/Evocation)
Level		: 3rd (Wizard)
Range		: 0
Components	: V, M
Duration	: 1 hour/level
Casting Time	: 1 round
Area of Effect	: 1 undead/2 levels
Saving Throw	: None
This spell was designed by inventive necromancers in order to give their otherwise undead mindless forces, intelligence to think for themselves in combat, thereby minimizing the necessary interventions by their creator and making them much more dangerous to opponents.
The spell gives unintelligent undead creatures (basically Skeletons and Zombies) a rudimentary intelligence, allowing them to act on their own and improvise in order to complete their assigned mission. The granted basically intelligence of 8 doesn't allow for communication and it will however never let them turn upon their creator and master, as the bonding magic of the creation is strongest.
All undead to be affected must be within a 10 yards radius of the caster when the spell is cast. Later on they are free to move independent of each other, but when the duration of the spell runs out, they are once against mindless individuals that continue on their given mission, with no trace of neither grace or intelligence in their moves and tactics anymore.
The material component is a piece of bone from a Greater Skeleton, which is reuseable.


Woodguard Invented by Hogan
(Abjuration/Alteration)
Level		: 3rd (Wizard)
Range		: Touch
Components	: V, S, M
Duration	: 2 rounds/level
Casting Time	: 3
Area of Effect	: One creature
Saving Throw	: None
A lesser version of the powerful protection spell of Ironguard, Woodguard will cause any kind of wood to pass right through the subject as if he wasn't there. This protection also extends to all none sentient organic materials like plants and their like, so the caster could run through a forest without getting tangled in anything. Its a fact that the spell doesn't adhere to items carried by hand, only things worn, like clothing is unaffected or else clothing, as most of it is organic in nature, would drop right of him when the spell takes effect.
Weapons made out of wood is also put under the effect of this spell, though those carrying magical enchantments will deal damage equal to their number of plusses. Wooden weapon with steel or stone components (like spears and arrows) still deal damage as normal Should the spell run out while the subject is in middle of passing through some matter, he is instantly killed. Needless to say, this spell is much appreciated by Vampire Mages. The Material component for the spell is a piece of oaken wood and a piece of gum Arabic.