The Compiled Grimoire, 3 rd level Wizard spells

Chain Invisibility
(Alteration)

Range:
20 yards / level
Components:
V, S, M
Duration:
30 rounds / level
Casting Time:
3
Area of Effect:
10' cube / level
Saving Throw:
None
Dragon Magazine #260, p. 90
This spell is used primarily as a distraction in battle. When cast, a number of individual, nonliving items are made invisible in sequence. Dragonslayers inevitably use chain invisibility on the individual components of a dragon's treauser hoard, causing them to apparently disappear. In fact, they merely become temporarily invisible, but the effect is very disconcerting to a hoard-greedy dragon.

The chain invisibility spell only works when cast upon a pile of loose, stationary objects - it cannot be used to turn a party of adventurers invisible. (The spell has no effect upon living creatures in any casy.) As far as illusions go, this one is rather convincing - instead of the entire treasure pile vanishing all at once, the individual items wink away one at a time, and the effect spreads quickly like a runaway virus.

Even a dragon in the heat of battle might become distracted by the disappearance of its precious treasure hoard. Depending upon the individual (and the DM's assessment), the dragon might automatically lose initiative for a few rounds, turn its back on its attackers in an attempt to save its treasure, or attack everyone in sight in a berserker fury.

Of course, dragons are able to disbelieve the illusion. Intelligent dragons might even ignore it and worry about it later, after the attacking party has been dealt with. A dragon attempting to disbelieve the chain invisibility makes an Intelligence check with success indicating he realizes that his treausre is still there. (The check is made with a +2 bonus if he takes the time to check on his treasure - while invisible, it can still be felt if touched.) Disbelieving the spell takes an entire round, during which time the dragon's opponents can attack it without retaliation.

Chain invisibility has other uses beyond distracting dragons in battle. Casting the spell on a pile of dry leaves strewn upon the floor creates a simple alarm system: Anyone trying to sneak into the room during the spell's duration causes the invisible leaves to crunch noisily unless the intruder can detect invisible objects. Casting the spell on a pile of caltrops, nails, or broken glass provides an even bigger surprise for anyone unknowingly treading into the area.

The material component for this spell is an eyelash encased in gum arabic, the same as for the spells invisibility and invisibility 10' radius.

Cloak of Adeamozs
(Abjuration)

Range:
Touch
Components:
V, S, M
Duration:
1 round / level
Casting Time:
3
Area of Effect:
1 being
Saving Throw:
None
The Seven Sisters, p. 72
This spell protects the caster, or a single spell recipient being touched during casting, against spells of 3rd level or less and equivalent magical item discharges. It does not prevent such magics from reaching or affecting the protected being (having no effect on saving throws and the like), but lessens damage done by such attacks.

For spells that inflict random damage, a cloak of Adeamozs reduces their harm by 3 points of damage per die for 1st level spells, 2 points per die for 2nd level spells, and 1 point per die for 3rd level spells. For spells that cause a set amount of damage or a certain base amount augmentet by a number of points per level of the caster, a cloak of Adeamozs reduces the damage by 12 points for 1st level spells, 8 points for 2nd level spells, and 4 points for 3rd level spells.

The material components of this spell are a handful of iron filings from metal that was once part of a plate worn as body armor and a scrap of cobweb.

Fizzlebreath
(Alteration)

Range:
10 feet / level
Components:
V, S
Duration:
Special
Casting Time:
3
Area of Effect:
One creature
Saving Throw:
Special
Dragon Magazine #260, p. 90
The fizzlebreath spell was specifically designed to combat creatures with breath weapons. It affects a single creature with each casting of the spell. There is no initial saving throw; the next time the creature attempts to use its breath weapon, nothing happens (it 'fizzles'). Note that the creature has no advance notice that there's something 'wrong' with its breath weapon - it first learns of the spell's effect when its breath weapon fails. However, the creature can attempt to use its breath weapon on subsequent rounds; fizzled breath weapon attacks don't count as a use of the breath weapon. For each attempted use of its breath weapon after the initial one, the creature can make a successful saving throw vs. spell to determine whether the breath weapon works. The first save is made normally, and subsequent saves are made at a cumulative +1 until a save is successful, at which time the fizzlebreath is broken.

Fizzlebreath spells are not cumulative; multiple castings of the spell are ineffective against a single target. Only when the original fizzlebreath spell has been broken by a successful use of the breath weapon is the creature vulnerable to further castings of the spell.

The purpose of fizzlebreath is to give dragonslayers a chance to do some heavy damage to the dragon before it brings its most powerful weapon into play. Although designed for use against dragons, the spell works equally well on winter wolves, hell hounds, fire toads, and the like.

Fleet Feet
(Alteration)
(Reversible)

Range:
Touch
Components:
V, S, M
Duration:
1 day / 5 levels
Casting Time:
3
Area of Effect:
one individual
Saving Throw:
Neg.
Dark Sun Rules Book, p. 91
This spell allows an individual to move more quickly. The person affected can take very large strides, as if his feet and legs weighed far less than they actually do. For purposes of cross country movement, an affected character can travel double his normal movement rate (and may still force march beyond that, though he is still subject to those effects).

The character's movement rate is doubled in combat situations as well, but his balance and inertia make it difficult to maneuver. If he moves greater than his normal movement rate and attempts to turn in any way, such as to round a corner or to avoid an obstacle, he must make a successful Dexterity check to avoid falling (ending his movement for the round and making him prone).

The reverse of this spell, stone feet, makes the affected character's legs feel as heavy as rock, slowing his movement to half. The character's balance is unaffected. A successful saving throw negates this effect.

The material component for this spell is a feather from a flightless bird, and for the reverse a bit of the hide of a slow, heavy animal is needed.

Steeldance
(Evocation)

Range:
10 feet / level
Components:
V, S, M
Duration:
2 rounds
Casting Time:
3
Area of Effect:
60 foot radius sphere
Saving Throw:
None
The Seven Sisters, p. 74
This spell causes four whirling long swords or scimitars to appear out of thin air and fly about inside the area of effect at MV 18 (A), striking at foes for two rounds before vanishing again. Each blade strikes at a THAC0 of 6 and does 6 points of damage per successful attack. For purposes of determining what they can hit, they are considered +4 magical weapons, but they gain no bonuses atop the previously stated THAC0 and damage. Each blade is AC -3 and has 12 hp. If a foe hits a blade for more than that amount of damage during its brief existence, it winks out immediately. The blades are subject to spell damage if magic is used against them.

The blades strike at up to four targets chosen by the caster, but the spell's area of effect is stationary. If the target or targets flee out of the spell's reach, the blades cannot follow.

The material components of a steeldance spell are four bladed weapons of any size from as long as the caster's forearm to tiny replicas. Knives or daggers are commonly used. The components are not consumed by the spell and can be reused.

Wizard Sight
(Divination)

Range:
0
Components:
V, S
Duration:
1 round / level
Casting Time:
3
Area of Effect:
The caster
Saving Throw:
None
Tome of Magic, p. 28
Upon completion of this spell, the caster's eyes glow blue and he is able to see the magical auras of spellcasters and enchanted objects. Only the auras of those things normally visible to the caster are seen; this spell does not grant the wizard the ability to see invisible objects, nor does it give him X-ray vision. This spell does not reveal the presence of good or evil or reveal alignment.

While wizard sight is in effect, a wizard is able to see whether someone is a spellcaster and whether that person is a priest or a wizard (and what type of specialist, if any). He can sense if a nonspellcaster has the potential to learn and cast wizard spells (e.g., whether a fighter will someday gain the ability to cast a spell).

Although a spellcaster's level cannot be discerned, the wizard can see the intensity of a spellcaster's aura and guess at the individual's magical power (dim, faint, moderate, strong, overwhelming). This can be extremely ambiguous even when a wizard has some method of comparison; the DM might announce that a subject's intensity is roughly equivalent to that of a companion, or he might announce that a subject's aura is the strongest the wizard has ever encountered.

An object's magical abilities cannot be discerned. The fact that it is magical and the type of magic (abjuration, alteration, etc.) are obvious. The wizard can see the intensity of an item's magical aura and guess at its power, but cannot tell whether a magical item is cursed.