Fireball
Evocation [Fire]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Long (400 ft.+40 ft./level)
Area: A 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
A fireball is a burst of flame that detonates with a low roar and inflicts 1d6 points of damage per caster level (maximum of 10d6) to all creatures within the area. Unattended objects also take damage. The explosion creates almost no pressure.
You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball (an early impact results in an early detonation). If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack or else the bead strikes the barrier and detonates prematurely.
The fireball sets fire to combustibles and damages objects in the area. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.
Arcane Material Component: A tiny ball of bat guano and sulfur.
Fly
Transmutation
Level: Sor/Wiz 3, Travel 3
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: Yes (harmless)
The spell’s subject can fly with a speed of 90 feet (60 feet if the creature wears medium or heavy armor). The subject can fly up at half speed and descend at double speed. The flying subject’s maneuverability rating is good. Using the fly spell requires as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and he cannot carry aloft more weight than his heavy load weight (see page @@), plus any armor he wears.
Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject drops 60 feet per round for 1d6 rounds. If he reaches the ground, he is safe. If not, he falls the rest of the distance (falling damage is 1d6 per 10 feet of fall). Since dispelling a spell effectively ends it, the subject also falls in this way if the fly spell is dispelled.
Arcane Material Component: A wing feather from any bird.
Tongues
Divination
Level: Brd 2, Clr 4, Sor/Wiz 3
Components: V, M/DF
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
This spell grants the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. Naturally, the subject can only speak one language at a time, although she may be able to understand several languages. Tongues does not enable the subject to speak with creatures that don’t speak. The subject can make herself understood as far as her voice carries. This spell does not predispose any creature addressed toward the subject in any way.
Arcane Material Component: A small clay model of a ziggurat, which shatters when the spell is pronounced.
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.