Mage 3rd Level Spells
The spells below are presented in a uniform format, comprising key details that outline each spell's limitations. These particulars include the spell's range, specifying the maximum distance it can affect; its duration, indicating how long the spell's effects persist; the area of effect, defining the dimensions of its influence post-casting; the casting time, which tells you how quickly the spell can be prepared and unleashed, or "discharged"; any potential saving throws, which denote whether targets can resist the spell's effects and the consequences thereof; and a brief description summarizing the spell's magical attributes.
Should you seek more comprehensive information about a particular spell, you can find it by following the provided links. An asterisk (*) serves as a sign that a full explanation of the spell's intricacies necessitates more space than currently available.
Spell | Range | Duration | Area of Effect | Casting | Save | Description |
---|---|---|---|---|---|---|
blink | self | 1 blink/level* | transfer up to 20 ft. | 2 rounds | none | allows short teleportation jumps |
clairaudience | ||||||
clairvoyance | self | 6 rounds/level | one location | 2 rounds | none | visually surveys any location familiar to the caster. |
cloudburst | 20 ft./level | 10 rounds* | 15 ft. radius circle* | 2 rounds | none | creates a downburst of rain |
detect illusion | 10 ft./level | 20 rounds/level | 10 ft. path* | 1 round | none | discloses the true nature of illusions |
dispel magic | 60 ft. | permanent | 30 ft. diameter cube | 2 rounds | none | eliminates temporal magic in the form of spells and powers |
explosive runes | ||||||
feign death | touch | 10 +3 rounds/level | 1 creature | 1 action point | none | provides the semblance of being dead |
fireball | 10 +10 ft./level | instantaneous | 20 ft. radius sphere | 2 rounds | ½ damage | creates an explosive ball of fire that causes damage |
flame arrow | ||||||
fly | ||||||
gust of wind | ||||||
haste | 60 ft. | 1 round/level | 1 creature/3 levels | 2 rounds | none | doubles the movement speed of recipients |
hold person | 60 ft. | 4 +1 round/level | 3 humanoids | 1 round | none | paralyses persons so they cannot move |
infravision | ||||||
invisibility, 10 ft. radius |
self | special | 10 ft. radius* | 2 rounds | none | allows multiple persons to become invisible |
leomund's tiny hut | ||||||
lightning bolt | 40 +10 ft. per level | instantaneous | up to 3 targets | 2 rounds | ½ damage | evokes a powerful lightning strike on targets |
melf's minute meteors | 10 ft. per level | 1 round | 25 ft. circle; 1 meteor per level |
2 rounds | none | calls down a collection of meteors to hit targets inside the area of effect |
monster summoning I | self | 10 +1 round per level | 30 ft. radius* | 2 rounds | none | conjures monsters to act as slaves for the caster |
protection from malevolence, 15 ft. radius |
touch | 6 rounds/level | 15 ft. radius circle | 2 rounds | none | creates a circle of protection against magic and attacks |
protection from normal missiles | ||||||
slow | 90 +10 ft./level | 1 +1 round per level | 1 creature/3 levels | 2 rounds | none | halves the movement speed of creatures |
suggestion | 30 ft. | 6 +6 rounds/level | 1 creature | 2 rounds | negates* | plants the desire to perform an action in the recipient's mind |
tongues | self | 10 rounds | 30 ft. radius circle | 2 rounds | none* | enables comprehension and communication with languages |
water breathing | touch | 1 hour/level | 1 creature* | 2 rounds | none | enables the recipient to breathe underwater |
See also,
Mage
Magical Spell Acquisition
Magical Spell Tables