The following third level spells are castable by a magic-user:
Description: Enables the recipient to scry into a selected area within the current location and determine what creatures, objects and exits exist within that area. Only one area can be reviewed per spell.
Duration: 60 rounds (+ 60 rounds/level)
Description: This spell enables all party heroes to see in the dark, negating the -4 'to hit' penalty invoked in lightless conditions. Note that the spell does NOT work in magical darkness!
Description: This powerful spell undoes ALL temporary magic within a given encounter area, such as another cast spell, the effects of a potion, magical effects placed upon a particular object or potentially even the entire area itself. The spell basically targets four groups of elements: All party heroes, all enemy combatants, all area objects and the area itself; if any temporary magic exists on any element, it is immediately removed and negated. Note that dispel magic does NOT work on curses.
Target: Half of Combatants
Description: Creates an explosion of flame that detonates with a low roar and deals 3d6 +3/level points of fire damage to roughly half of all enemies of the spellcaster. A save vs. Spells for half damage is allowed.
Duration: Instantaneous (+ 10 rounds/level)
Description: Similar to the Levitate spell, it allows the recipient to not just rise into the air but easily travel in three dimensions, moving about as easily as walking (and high enough to be out of physical range from most enemies). The spell can only be cast upon a willing participant; once airborne, attacks made against the flying creature incur a -4 penalty.
Duration: 2 rounds (+ 1 round/level)
Description: Accelerates the actions of one chosen creature each round, allowing the recipient to attack twice instead of once each round. Hasted creatures always attack first during a new combat round and then mid-way during the round.
Target: Selected Combatant
Description: Renders any living (not undead) human, demi-human or humanoid creature paralyzed. Targets of the spell are aware and breathe normally but cannot take any actions. A successful save negates the effect.
Duration: 1 round (+ 1 round/level)
Description: Confers invisibility on roughly half of all members of a group, rendering those allies completely invisible and therefore much harder to hit in combat (attacking enemies suffer a -4 on their "to hit" roll). Invisible characters can still attack as normal.
Target: Half of Combatants
Description: Releases a powerful stroke of electrical energy that deals 3d6 +3/level points of damage to roughly half of all encountered enemies. A save vs. Spells for half damage is allowed.
Duration: Instantaneous (+ 10 rounds/level)
Description: Completely protects the spellcaster from small sized, non-magical missile attacks. Hence, any number of normal (non-magical) arrows, sling bullets and crossbow bolts are automatically fended off and can never harm the spellcaster.
Target: Selected Combatant
Duration: 2 rounds (+ 1 round/level)
Description: Magically slows a target creature, causing it to miss every other combat round (and go last during the combat round it can take action in). A save vs. Spells is permitted to counter the effect.
Duration: Instantaneous (+ 120 rounds/level)
Description: Allows the entire adventuring party to freely breathe underwater, avoiding any associated drowning damage (1d6 per round).