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Level 3 Burning Dawn Spells

Chain of Eyes

School: Divination
Level: 3
Components: V S
Casting Time: 1 Standard Action
Range: Touch
Target: Living Creature Touched
Duration: 1 hour per level
Saving Throw: Will Neg
Spell Resistance Yes
With the creature's will to resist brushed aside you gaze out from its eyes to see your own satisfied smile. You can use another creature's vision instead of your own. While this spell gives you no control over the subject each time it comes into physical contact with another living being you can choose to transfer your sensor to the new creature. During your turn in a round you can use a free action to switch from seeing through the current creature's eyes to seeing normally or back again. Each transfer attempt allows the new target a saving throw and spell resistance. If a target resists the spell ends.

Cure Serious Wounds

School: Conjuration
Level: 3
Components: V S
Casting Time: 1 Standard Action
Range: Touch
Target: Creature Touched
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance Yes
When laying your hand upon a living creature you channel positive energy that cures 3d8+1 point per caster leel maximum +15)

Magical Vestment

School: Transmutaion
Level: 3
Components: V S DF
Casting Time: 1 Standard Action
Range: Touch
Target: Armor or Shield Touched
Duration: 1 hour per level
Saving Throw: Will Neg
Spell Resistance Yes
You imbue a suit of armor or a shield with an enhancement bonus of +1 per four levels of the caster. (maximum +5 at 20th level). An outfit of regular clothing counts as armor that grants no AC bonus for the purpose of this spell.

Mass Lesser Vigor

School: Conjuration
Level: 3
Components: V S
Casting Time: 1 Standard Action
Range: 20 feet
Target: one creature per 2 levels must be within 30 feet
Duration: 10 rounds +1 per level (25 max)
Saving Throw: Will Neg
Spell Resistance Yes
The subject gains fast healing 1 enabling it to heal 1 hit point per round until the spell ends and automatically becoming stabilized if it begins dying from hit point loss during that time. Lesser vigor does not restore hit points lost from starvation thirst or suffocation nor does it allow a creature to regrow or attach lost body parts. The effects of multiple vigor spells do not stack; only the highest-level effect applies.

Memory Read

School: Divination
Level: 3
Components: V S M
Casting Time: 1 Standard Action
Range: 20 feet
Target: one creature per 2 levels must be within 30 feet
Duration: 1 minute per level
Saving Throw: Will Neg
Spell Resistance Yes
This spell allows the caster to read the memory of a single creature. The caster experiences the memory with the same intensity as the subject. The time to view the memory is one sixth the actual time the memory covers. Therefore the caster can experience an hour of a memory in 10 minutes time. The subject must have an intelligence of 5 or more and must remain in the range throughout the spell. Material Component is a piece of linen cloth with threads of gold interspersed throughout the weave.

Non-Detection

School: Abjuration
Level: 3
Components: V S M
Casting Time: 1 Standard Action
Range: Touch
Target: Creature or Object Touched
Duration: 1 hour per level
Saving Throw: Will Neg
Spell Resistance Yes
The warded creature or object becomes difficult to detect by divination spells such as clairaudiance locate object and detect spells. This spell also prevents location by such magic items as crystal balls.

Payer

School: Enchantment
Level: 3
Components: V S DF
Casting Time: 1 Standard Action
Range: 40 feet
Target: All allies within a 40 foot radius
Duration: 1 round per level
Saving Throw: None
Spell Resistance Yes
You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls weapon damage rolls saves and skill checks while each of your foes takes a -1 penalty on such rolls.

Remove Blindness

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Remove Curse

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Remove Disease

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Searing Light

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Strength of One

School: Alteration
Level: 3
Components: V S
Casting Time: 1 Standard Action
Range: 10 yards
Target: 1 creaure plus one creature per 2 levels
Duration: 2d6 minutes
Saving Throw: None
Spell Resistance No
Casting this spell on a group of Lawful Creatures the caster imbues eacg creature with a strength bonus equal to the strongest individual. At the time of casting each member of the group must touch the caster hand. Only Human demi-human and humanoid creatures of man-sized or smaller are affected. Magical bonus are not added to the strongest member only the natural strength is used.