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'New' Third Level Spells

by Colin Davidson

Now, a brief word of explanation for some of these spells. Several of them are direct damage, single target spells, and they seem to be pretty damned devastating. Well, essentially, yes, they can be, but I stand by the years of play testing they've had. I can safely say that what they gain in specificity they more than lose in being ineffective against multiple foes. There are so many different forms of this type of spell in my campaign because that's how it goes with mages; they all want to do things their own way when developing spells! So the first four spells presented here are all basically the same, they just do different sorts of damage. There's another four or five variants in my spell notepad, though!

Firebolt
Range: 240'
Duration: Instant
Effect: 1" bolt of fire
This spell creates a 1" bolt of hot, burning gas that instantly flies from the casters hand to a chosen target. Only one individual target or creature can be struck, and the caster must have a clear line of site to any foe. Damage inflicted is 1d6 per level of experience of the caster (fire damage), to a maximum of 20d6, but the victim may save versus spells for half damage.

Frostbite
Range: 240'
Duration: Instant
Effect: 1" bolt freezing ice
This spell creates a 1" intense cold blast that instantly flies from the casters hand to a chosen target. Only one individual target or creature can be struck, and the caster must have a clear line of site to any foe. Damage inflicted is 1d6 per level of experience of the caster (cold damage), to a maximum of 20d6, but the victim may save versus spells for half damage.

Obsidians Shard
Range: 240'
Duration: Instant
Effect: 1 Shard of crystal
This spell creates a small shard of sharp, black crystal that flies from the casters hand to a chosen target. Only one individual target or creature can be struck, and the caster must have a clear line of site to any foe. Damage inflicted is 1d6 per level of experience of the caster (puncturing damage), to a maximum of 20d6, but the victim may save versus spells for half damage.

Spark
Range: 240'
Duration: Instant
Effect: 1 Electric Spark
This spell creates a spark that flies from the casters hand to a chosen target. Only one individual target or creature can be struck, and the caster must have a clear line of site to any foe. Damage inflicted is 1d6 per level of experience of the caster (electrical damage), to a maximum of 20d6, but the victim may save versus spells for half damage.

Quench
Range: 120'
Duration: 4 rounds
Effect: 40 radius
This handy utility spell will instantly douse all non-magical fires in its area of effect (anything less than a bonfire), and for the duration of the spell will prevent such fires from re-starting.

Cardiac Arrest
Range: 120'
Duration: Instant
Effect: 1 Creature
The unfortunate recipient of this spell must make a saving throw versus spells or immediately have their heart stop. Death will occur in 2d4 rounds, unless healing is applied (dispel magic, cure serious wounds or more potent healing magic will save the victim; cure light wounds will not be effective). A successful saving throw versus spells will allow the victim to escape with a little light heartburn; for each HD or level of the victim above 1 a +1 bonus to the saving throw applies. No victim of above 6HD can be affected.

Batsight
Range: Touch
Duration: 1 Day
Effect: One recipient
Upon casting, a willing recipient will become able to emit and perceive ultrasound for one day. Effectively this gives the recipient the same capacity to use ultrasound as a bat, with a range of 120'. Areas of magical silence are impenetrable to this spell.

Summon Gremlin 2 (Giggling Menace)
Range: 60'
Duration: 1 tun per level of the caster
Effect: Summons one determined gremlin
This annoying spell calls into existence a gremlin (see RCor Companion Rules). Said gremlin will then amuse itself at the expense of the casters stated target (who may save versus spells to avoid the effect) until the duration ends or (more likely) the gremlin is killed.

Acid Gob
Range: 180'
Duration: Instant (1 round per 3 caster levels)
Effect: 1 acid gob
Upon casting this spell, a bolt of acid is fired at a stated foe. The bolt will do 2d4 damage to the foe in the first round, and each round thereafter will continue to do 2d4 damage. Each round after the first, the foe may make a save versus spells, the first effective save neutralising the acid.

Wind Blast
Range: 180' + 20' throw
Duration: Instant
Effect: 1 blast of air
The caster of this spell creates a ball of hard, compressed air which travels at speed to one target. If said target is ogre sized or smaller, it must make a save versus spells or be flung backwards 20'. If said victim hits a hard, vertical surface then it will take 1d6 damage per caster level (up to 20d6) saving versus spells for half. If not, half of this damage is taken (save for 1/4).
This handy combat spell is also invaluable for opening doors, knocking over bookshelves, etc.

Peril Pitstop
Range: Caster
Duration: 1 Round per level of the caster
Effect: Caster Only
Upon casting this spell, the caster brings into effect an invisible barrier one inch from his body. This barrier will block the first 2d6+1 per caster level points of magical damage directed towards the caster. For example, a 9th level magic user casts this spell and rolls 7 on 2d6, giving him a barrier of 16 (7+9) points. He is then hit by a magic missile for 6 points of damage, reducing the shield to 10. He is then hit by a fighter wielding a two handed sword +3, for 11 points of damage, but takes only 8 due to the 3 points of magical damage absorbed by the shield.
This spell does not provide a complete barrier against non-damage inflicting combat spells, but it does provide a +2 bonus to saving throws against such spells. If the save against such magic succeeds, then the shield will lose twice as many points as spell levels absorbed. In the case of spell like effects, the DM must adjudicate an effective spell level.

Diana's Defence
Range: 0
Effect: Caster Only
Duration: 4 turns
Effectively a more powerful version of Shield, this spell bestows an armour class of 2 versus hand held attacks, and 4 versus all others. Immunity to Magic Missile spells is also granted

Water Sphere
Range: 10'
Duration: 6 turns
Effect: 1 water sphere
This spell creates a floating sphere of water, up to 6 inches in diameter per level of the caster. The caster can move the sphere by concentration, at walking pace.
If sufficient water was present when the spell is cast, then the caster can choose to use the water already present. At the end of the spells duration, said water falls to ground wherever the sphere is. If no water is available, of if the caster chooses, water is created by the spell. Said water disappears at the end of the spells duration, and is therefore unsuitable for drinking. Fish and aquatic plants can be accommodated by the sphere, and the spell can be bade permanent.

Assassins Arrow
Range: 240'
Duration: Instant (and see below)
Effect: Creates one magical, poisoned missile Upon completion of this spell, a magical dart flies from the casters hand to a stated target within range. The victim will take 1d3 damage per casters level, save versus spells for half damage. In the next round, the victim will take half of this damage again, and in the third round a further quarter (saving for half each time). In the first round the victim (if of lower level or having less HD than the caster) must also make a save versus poison or be paralysed for 2d6 turns. A neutralise poison spell will prevent any further damage, and remove the paralysis effect.

Come Not Hither!
Range: 60'
Duration: 6 Turns
Effect: 10'x10'x1'
This spell creates a vaguely purple area of air which crackles audibly. Any creature passing through said barrier will suffer immense pain, take 1d10 points of damage, and suffer a -2 to hit, damage and skill checks for 1 turn (no saving throw).