The Apprentice’s Companion III
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style="color: rgb(154, 185, 124);">Third Level Arcana
By Darkgolem
Updated 11/21/06
Third level spells are the first
spells a wizard and sorcerer get that really have powerful area
effects.
Author’s Note: While the information here is as accurate as possible,
distance, casting time, and damage had to be estimated through
experiment. Several tests of each spell were done before any
conclusion was made. It is possible that some spells are slightly
different than results showed, but all should be very close to exact.
Wizard and sorcerer ratings are a gauge (on a scale of 1-5) of how
worthwhile that spell might be for that class to take.
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style="font-weight: bold;">Deep Slumber
Cool down (seconds): Wizard 6 Sorcerer 3
Casting Time: short
School: enchantment
Range: medium
Components: material, somatic, verbal
Duration: 1 minute/level (extendable)
Save: will to avoid
Target: foe, positional
Area: 10’ radius circle
Notes: “Induces a magical slumber to come upon targets, rendering
them helpless until attacked. Ineffective on undead or
constructs.” This spell has the same problem that the original
Sleep spell has, in that enemies will outrun the effect. Fortunately,
the area is substantially larger, making it more reliable.
Wizard Rating: 4
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Sorcerer Rating: 2
Dispel
Magic
Cool down (seconds): Wizard 6 Sorcerer 3
Casting Time: medium
School: abjuration
Range: medium
Components: material, somatic, verbal
Duration: instant
Target: friend, self, foe
Notes: “Removes ongoing spells that have been cast on a target.”
It is difficult to tell when this spell is useful to cast upon
opponents, unless they are inspected before combat to see if they have
spell effects upon them. It is very useful to remove charms and similar
effect upon creatures, or many effects found on allies.
Wizard
Rating: 5
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Sorcerer
Rating: 3
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style="font-weight: bold;">Displacement
Cool down (seconds): Wizard 6 Sorcerer 3
Casting Time: short
School: Illusion
Range: medium
Components: verbal, material
Duration: 6 seconds/level (extendable)
Target: friend, self
Notes: “An allies outline becomes blurred, granting a 50% miss
chance.” While an excellent spell, the duration is prohibitive in
the less difficult combats.
Wizard Rating: 3
style="font-weight: bold;">
Sorcerer Rating: 3
Fireball
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Cool down (seconds): Wizard 6 Sorcerer 3
Casting Time: medium
School: evocation
Range: medium
Components: material, somatic, verbal
Duration: instant
Damage: (1d3+3)/level, max 10d3+30
Save: reflex for 1/2
Target: foe, directional, breakable
Notes: “Creates a ball of fire that detonates on impact, causing an
explosion of flame that damages targets around it.” The first
true large scale damage spell available. It often is a good idea
to aim at the floor by your targets rather than your targets. If
it misses your target, it will continue onward, outside of the area you
wish to affect.
Wizard
Rating: 5
style="font-weight: bold; color: rgb(154, 185, 124);">
Sorcerer
Rating: 5
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style="font-weight: bold;">Flame Arrow
Cool down (seconds): Wizard 6 Sorcerer 3
Casting Time: medium
School: evocation
Components: material (1 normal arrow), somatic, verbal
Duration: special
Target: self
Notes: “Creates 50 flaming arrows within your inventory.” It can
only be cast within an adventure, and arrows produced will remain in
the adventure when it is exited. Flaming arrows do 1d6 fire
damage in addition to normal damage.
Wizard Rating: 3
Sorcerer Rating: 2
Halt
Undead
Cool down (seconds): Wizard 6 Sorcerer 3
Casting Time: medium
School: necromancy
Range: medium
Components: material, somatic, verbal
Duration: 6 seconds/level (extendable)
Save: will to avoid
Target: foe, positional
Notes: “Renders undead targets in range immobile.” Unlike
command undead, mindless undead can save versus this affect. This is
only useful in a practical sense versus mindless undead.
Attacking the immobile undead does not break the affect.
Wizard
Rating: 3
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Sorcerer Rating: 2
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style="font-weight: bold;">Haste
Cool down (seconds): Wizard 6 Sorcerer 3
Casting Time: medium
School: transmutation
Range: medium
Components: material, somatic, verbal,
Duration: 6 seconds/level (extendable)
Target: friend, self, positional
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Notes: “Quickens allies, causing them to move and attack faster than
normal.” This provides +1 ac (dodge), +1 reflex save, +1 to hit,
+25% movement. Stacks with Heroism, and the ability score buffs
such as Cat’s Grace. This spell is an area effect centered on
your target, so gather your allies when you cast it.
Wizard Rating: 5
Sorcerer Rating: 4
Heroism
Cool down (seconds): Wizard 6 Sorcerer 3
Casting Time: short
School: enchantment
Range: medium
Components: somatic, verbal
Duration: 1 minute/level (extendable)
Target: friend, self
Notes: “Imbues a single ally with great bravery and morale in battle,
gaining a bonus on attacks, saves and skill checks.” Stacks with
items such as Cloak of Fortitude, and so on. This provides a +2
to hit, +2 to all saves (it does not stack with other will saves), and
a +2 to skills. With its long duration, this is an outstanding buff to
use upon your allies. This stacks with all other buffs, such as
the stat buff spells, rage, and haste (excepting, again, will saves).
Wizard Rating: 4
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Sorcerer Rating: 3
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style="font-weight: bold;">Hold Person
Cool down (seconds): Wizard 6 Sorcerer 3
Casting Time: medium
School: enchantment
Range: medium
Components: focus, somatic, verbal
Duration: special (save every 15 seconds) (extendable)
Save: will to avoid
Target: foe
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Notes: “The enemy becomes paralyzed and freezes in place, it is
aware, but can take no actions.” Held enemies are subject to
critical hits with each hit, regardless of the roll the attacking hero
makes. This only affects humanoids creature types.
Wizard Rating: 4
Sorcerer Rating: 2
Lightning
Bolt
Cool down (seconds): Wizard 6 Sorcerer 3
Casting Time: medium
School: evocation
Range: medium
Components: material, somatic, verbal
Duration: instant
Damage: (1d3 + 3)/level, max 10d6
Target: foe, directional, breakable
Save: reflex for 1/2
Notes: “A powerful stroke of electrical energy damages targets in its
path.” This spell is enlargeable.
Wizard Rating: 4
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Sorcerer Rating: 4
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style="font-weight: bold;">Protection from Energy
Cool down (seconds): Wizard 6 Sorcerer 3
Casting Time: short
School: abjuration
Range: medium
Components: focus, somatic, verbal
Duration: 1 minute per level, max 10 minutes (extendable)
Target: friend, self
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Notes: “Grants temporary immunity to a form of energy for 10 minutes
per caster level, or until 12 points per caster level has been
absorbed.” This spell acts like a buffer, not damage reduction,
absorbing all damage until its reservoir of points are used.
Wizard Rating: 3
style="font-weight: bold;">
Sorcerer Rating: 3
Rage
Cool down (seconds): Wizard 6 Sorcerer 3
Casting Time: short
School: enchantment
Range: medium
Components: somatic, verbal
Duration: 1 minute + (6 seconds/level) (extendable)
Target: friend, self
style="font-weight: bold;">
Notes: “Causes target for fly into a screaming block frenzy, gaining
phenomenal strength and durability, but becoming reckless. Grants a
bonus to strength, constitution and will saves, but causes target to
take a penalty to armor.” Grants +2 str, +2 con –2 dex +1 will
save. Can cast, can sneak, while under this effect, unlike barbarian
rages. Stacks with Haste, ability buffs such as Bull’s Strength, and
Heroism, except the will save will not stack with Heroism. A fine spell
for the wizard whose allies are warriors.
Wizard Rating: 4
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Sorcerer Rating: 2
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style="font-weight: bold;">Ray of Exhaustion
Cool down (seconds): Wizard 6 Sorcerer 3
Casting Time: medium
School: necromancy
Range: medium
Components: material, somatic, verbal
Duration: permanent
Save: none
Target: foe, directional
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Notes: “A ray projects toward the target, causing it to immediately
become exhausted.” This is an excellent debuff for melee
combatants. This does not slow rate of attack, nor spell casting or
missile use, but does slow movement and reduce damage.
Wizard Rating: 3
Sorcerer Rating: 3
Repair
Serious Damage
Cool down (seconds): Wizard 6 Sorcerer 3
Casting Time: medium
School: transmutation
Range: medium
Components: somatic, verbal
Duration: permanent
Target: friend, self
Save: n/a
style="font-weight: bold; color: rgb(154, 185, 124);">
Notes: “Transmutes the structure of a living construct ally to repair
serious damage.” 3d8 + 1/level (max +15).
Wizard Rating: 4
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Sorcerer Rating: 2
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style="font-weight: bold;">Sleet Storm
Cool down (seconds): Wizard 6 Sorcerer 3
Casting Time: medium
School: conjuration
Range: short
Area: 10’ radius sphere
Components: material, somatic, verbal
Duration: 6 seconds/ level (extendable)
Save: reflex 12 save to avoid falling
Target: foe, positional, breakable
style="font-weight: bold;">
Notes: “Driving sleet blocks all sight and causes the ground
around targets to become icy, slowing targets within it.” This has a 12
reflex save, with no modifications for caster primary statistic or
feats. This is essentially a large grease and fog cloud spell
combined.
Wizard Rating: 2
Sorcerer Rating: 1
Slow
Cool down (seconds): Wizard 6 Sorcerer 3
Casting Time: fast
School: transmutation
Range: medium
Area: 10’ radius circle
Components: material, somatic, verbal
Duration: 6 seconds/level (extendable)
Target: foe, positional
Save: will to avoid
style="font-weight: bold;">
Notes: “Causes enemy to move and attack at a drastically slower
rate.” Slows attack rate by 30%, movement by 50%. This spell is
useful for large crowds of fast opponents. It is difficult to
place, in a similar manner to Deep Slumber or Sleep.
Wizard Rating: 4
style="font-weight: bold; color: rgb(154, 185, 124);">
Sorcerer Rating: 2
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Stinking Cloud
Cool down (seconds): Wizard 6 Sorcerer 3
Casting Time: medium
School: conjuration
Range: medium
Components: focus, material, somatic, verbal
Duration: 6seconds/level (extendable)
Target: foe, positional, breakable
Save: fort to avoid
style="font-weight: bold;">
Notes: “Causes a bank of fog that nauseates living targets. This spell
can be a bit difficult to use well.” It does not hinder attackers
from exiting the cloud, but if fought while in the cloud, it will
prevent them from attacking or casting unless they fail a save.
Best against spell casters (with poor fortitude saves) and enclosed
areas (so they cannot exit the cloud).
Wizard Rating: 3
Sorcerer Rating: 2
Suggestion
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Cool down (seconds): Wizard 24 Sorcerer 12
Casting Time: short
School: enchantment
Range: medium
Components: Verbal
Duration: 6 seconds/level (extendable)
Target: foe
Save: will to avoid
style="font-weight: bold; color: rgb(154, 185, 124);">
Notes: “Influences the actions of an enemy, allowing you to suggest it
to fight.” The duration of this spell makes it difficult to
use. Subjects who fail their save have a set period of time
before they will fight nearby opponents; they need time to perceive
them as enemies. As such, the spell often is near expiration
before they will fight at all. On the other hand, this spell
affects all creature types except constructs, undead and vermin.
Wizard Rating: 4
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Sorcerer Rating: 1
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style="font-weight: bold;">Summon Monster III
Cool down (seconds): Wizard 180 Sorcerer 90
Casting Time: long
School: conjuration
Range: medium
Components: material, somatic, verbal
Duration: 3 minutes
Target: self, directional
style="font-weight: bold;">
Notes: “Summons a hell hound to fight for you for a brief time.
Casting this spell locks out casting any other summon monster spell for
3 minutes.” This is lengthy enough to be useful, but hell hounds
are overall fragile creatures. Because they are able to hide, if
they get confused or caught on a terrain feature, one will not see that
they have been left behind.
Wizard Rating: 4
Sorcerer Rating: 2
Water
Breathing
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Cool down (seconds): Wizard 6 Sorcerer 3
Casting Time: medium
School: transmutation
Range: medium
Components: focus, material, somatic, verbal
Duration: 1 minute + 6 seconds/level (extendable)
Target: friend, self
Area: 5’ radius circle
style="color: rgb(154, 185, 124); font-weight: bold;">
Notes: “Grants the ability to breath water to you and your
allies.” While not by any means a must have, the benefit of
avoiding the possibility of drowning is quite useful on occasion.
Wizard Rating: 4
style="color: rgb(154, 185, 124); font-weight: bold;">
Sorcerer Rating: 2
style="font-weight: bold; color: rgb(154, 185, 124);">
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