Charm Monster

Enchantment (Charm) [Mind-Affecting]

Level: Brd 3, Sor/Wiz 4

Components: V, S

Casting Time: 1 action

Range: Close (25 ft.+5 ft./2 levels)

Target: One living creature

Duration: 1 day/level

Saving Throw: Will negates

Spell Resistance: Yes

As charm person, except that the spell is not restricted by creature type or size.

Cure Serious Wounds

Conjuration (Healing)

Level: Brd 3, Clr 3, Drd 4, Pal 4, Rgr 4, Healing 3

As cure light wounds, except cure moderate wounds cures 3d8 points of damage plus 1 point per caster level (up to +15).

Dispel Magic

Abjuration

Level: Brd 3, Clr 3, Drd 4, Magic 3, Pal 3, Sor/Wiz 3

Components: V, S

Casting Time: 1 action

Range: Medium (100 ft.+10 ft./level)

Target or Area: One spellcaster, creature, or object/a 30-ft.-radius burst

Duration: Instantaneous

Saving Throw: None

Spell Resistance: No

Because magic is powerful, so, too, is the ability to dispel magic. You can use dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magic abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster’s spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can’t be defeated by dispel magic. Dispel magic can dispel (but not counter) the ongoing effects of supernatural abilities as well as spells. Dispel magic affects spell-like effects just as it affects spells.

Note: The effects of spells with instantaneous duration can’t be dispelled because the magic effect is already over before the dispel magic can take effect. Thus, you can’t use dispel magic to repair fire damage caused by a fireball or to turn a petrified character back to flesh. (The magic has departed, leaving only perfectly normal stone or burnt flesh in its wake.)

You choose to use dispel magic in one of three ways: a targeted dispel, an area dispel, or a counterspell:

Targeted Dispel: One object, creature, or spell is the target of the spell. You make a dispel check against the spell or against each ongoing spell currently in effect on the object or creature. A dispel check is 1d20 plus 1 per caster level (maximum +10) with a DC of 11 plus the spell’s caster level.

For example Mialee, at 5th level, targets dispel magic on a hasted, mage armored, strengthened drow. All three spells were cast on the drow by a 7th-level wizard. Mialee makes a dispel check (1d20+5 against DC 18) three times, once each for the haste, mage armor, and strength. If she succeeds at a particular check, that spell is dispelled (the drow’s SR doesn’t help him); if she fails, that spell remains in effect.

If the spellcaster targets an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning), she makes a dispel check to end the spell that conjured the object or creature. Certain spells, such as bestow curse, can’t be dispelled, as stated in their spell descriptions.

If the object that you target is a magic item, you make a dispel check against the item’s caster level. If you succeed, all the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface (such as a bag of holding) is temporarily closed. Remember that a magic item’s physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts, relics, and creatures of demigod or higher status are unaffected by mortal magic such as this.

You automatically succeed in your dispel check against any spell that your cast yourself.

Area Dispel: The spell affects everything within a 30-foot radius.

For each creature that is the target of one or more spells, you make a dispel check against the spell with the highest caster level. If that fails, you make dispel checks against progressively weaker spells until you dispel one spell (which discharges the dispel so far as that target is concerned) or fail all your checks. The creature’s magic items are not affected.

For each object that is the target of one or more spells, you make dispel checks as with creatures. Magic items are not affected by area dispels.

For each ongoing area or effect spell centered within the dispel magic’s target area, you make a dispel check to dispel the spell.

For each ongoing spell whose area overlaps with that of the dispel, you make a dispel check to end the effect, but only within the area of the dispel magic.

If an object or creature that is the effect of an ongoing spell, such as a monster summoned by monster summoning, is in the area, you make a dispel check to end the spell that conjured the object or creature (returning them whence they came) in addition to attempting to dispel spells targeting the creature or object.

You may choose to automatically succeed in dispel checks against any spell that you yourself have cast.

Counterspell: The spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work. You must make a dispel check to counter the other spellcaster’s spell.

Invisibility Sphere

Illusion (Glamer)

Level: Brd 3, Sor/Wiz 3

Components: V, S, M

Area: A 10-foot radius sphere around the creature or object touched

As invisibility, except this spell confers invisibility upon all creatures within 10 feet of the recipient. The center of the effect is mobile with the recipient.

Those affected by this spell cannot see each other but can see themselves. Any affected creature moving out of the area becomes visible, but creatures moving into the area after the spell is cast do not become invisible. Affected creatures (other than the recipient) who attack negate the invisibility only for themselves. If the spell recipient attacks, the invisibility sphere ends.