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Level 3 Wizard Spells
Aura Vision  Close path  Disrupt Mystic  Malta's Pattern Transport  Mind Haste  Out of Mind  Reality Ripple  Sensitive 
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Aura Vision (Divination, Psionics)
Range:			0
Components:		V, S
Duration:		1 round/level
Casting Time:		3
Area of Effect:		The caster
Saving Throw:		None
Source:  Unearthed Arcania Netbook

a bloody when using this spell, the caster's eyes glow green, and he is able to see the psionic auras of psionicists, psionic creatures, and psionically empowered objects. Only the auras of those things normally visible to the caster are seen; this spell does not grant the wizard the ability to see invisible objects. This spell does not reveal the presence of good or evil, or reveal alignment.
While aura vision is in effect, a wizard is able to see whether someone is psionic and whether that person is a psionicist, wild talent, or naturally psionic creature. He can sense whether a non-psionic has the potential to learn and use psionic powers (e.g., whether a fighter will someday gain wild talents or other psionic powers).
Although a psionicist's level cannot be discerned, the wizard can see the intensity of a psionic creature's aura and guess at the individual's power level (e.g., dim, faint, moderate, strong, overwhelming). This can be extremely ambiguous even when a wizard has some method of comparison. The DM may announce that a subject's intensity is roughly equivalent to that of a companion, or he may announce that a subject's aura is the strongest the wizard has ever encountered.
An object's psionic abilities cannot be discerned by this spell, although the fact that it is psionically empowered and the discipline of psionics can be determined. The wizard can see the intensity of an item's psionic aura and guess at its power, but cannot tell whether a psionic item is cursed.

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Close path (Abjuration)


Range: 10'/level
Components: V, S, M
Duration: 1 day
Casting Time: 3
Area of Effect: l wizard
Saving Throw: Neg.
Author: Wolfgang Baur & Steve Kurtz

a bloody this lesser magic closes a mage's access to a path he normally can follow. This bars his access to one path (chosen randomly), for the remainder of the day. Spells already memorized are not forgotten; the wizard simply can't access them. The caster does not know which spell or spells are barred from the target (if any). After 24 hours pass, the target may memorize and cast spells of the closed path again normally.
The material component of the c1ose path spell is a small silver key worth at least 50 GP, which must be broken during the casting.
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Disrupt Mystic (Enchantment/Charm, Psionics)
Range:			15'/level
Components:		V, S, M
Duration:		2d4 rounds
Casting Time:		3
Area of Effect:		One psionic creature
Saving Throw:		Neg.
Source:  Unearthed Arcania Netbook

a bloody this spell makes the victim incapable of using psionic powers for 2d4 rounds if he fails a saving throw versus death magic. This spell actually makes psionics impossible for the target by disrupting the "ley" energy of the caster, making it impossible to expend PSPs. The victim could still use a power derived from an item. Psionic powers that require no PSP expenditure are not affected. The material component for this spell is a silken cord, which must be tied in a knot during casting. The component is consumed in the casting.

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Malta's Pattern Transport (Alteration)

Range:  0
Components:  V, S
Duration:  Instantaneous
Casting Time:  1 turn
Area of Effect:  Special
Saving Throw:  None
Author:  Unknown
Source: Great Net Spellbook

a bloody with this spell, the wizard can move himself and other materials from one pattern to another pattern. The two patterns must have the same image and the destination pattern must be at least as big in radius as the source pattern. Both patterns must be known to the wizard (current locations) and they must be laid flat. The destination pattern must not be supporting any object (even partially). The destination pattern must also be uncovered such that there is room for the incoming creatures or objects.

If all of the above conditions exist, then casting the spell will transport the wizard and any objects or creatures which are completely supported by the source pattern to the destination pattern. All objects transported will end up on the destination pattern at the same ratio of distance to the edge as on the source pattern. That is, if an object is halfway from the centre to the edge on the source pattern, then it will be halfway from the centre to the edge on the destination pattern (regardless of the size of the destination pattern).

An object is considered to be completely supported by the pattern when its weight is supported by the material inscribed in the outer circle of the pattern or by something which is itself completely supported. That means that a person held in the air by another will be transported only if the holder is completely supported. Flying creatures must not be flying at the time of transport.

To cast the spell, the wizard must stand in the centre of an undamaged pattern and cast the spell. In the first round of the casting, the pattern will begin to glow (each colour of the pattern will emit its own colour). Over the next eight rounds, the pattern brightness will increase to approximately the same as outside on a sunny day. As the last word of the spell is stated, the brightness of the pattern doubles and all completely supported objects or creatures are transported to the destination pattern. If the destination pattern is not available (see above), then the transported objects or creatures are returned to the source pattern after one second (and the source pattern's saving throw is at -4). The source pattern is subjected to some heat and other energies in the course of the transport. These energies cause the source pattern to make a saving throw or be damaged (a single crack or burn mark will alter the pattern and render it unusable). The destination pattern is not subjected to the same amount of energy, so it does not need to make a saving throw.

The lighting conditions at the destination pattern do not change, so the transported creatures will have to adjust to the current lighting (1d2 rounds, depending on lighting).

Some notes:

Tossing a rug over an inlaid pattern prevents incoming transports.

Rolling up a rug or cloth pattern prevents incoming and makes it easier to transport the pattern.

The only bi-directional patterns are exactly the same size (hence the Pattern Image spell).

The wizard must remain in the middle for all of the casting, but creatures or objects also transported only have to be on the pattern in the last seconds.

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Mind Haste (Alteration, Psionics)
Range:			180'
Components:		V, S, M
Duration:		3 rounds + 1 round/level
Casting Time:		3
Area of Effect:		1 creature
Saving Throw:		None
Source:  Unearthed Arcania Netbook

a bloody when this spell is cast, an affected creature uses psionic powers at double its normal rate. A mind-hasted creature gains a -2 initiative bonus to psionic powers. Thus, a creature that normally uses 1 psionic attack per round would be allowed 2 such attacks per round. However, all psionic powers maintained by a psionic creature under the effects of this spell must have their maintenance costs paid twice per round as well. Spellcasting and movement are not sped up. This spell is not cumulative with itself or with other similar magic.
The material component for this spell is a fine chain of polished gold worth no less than 500 gp. It is consumed by the spell.

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Out of Mind (Abjuration, Psionics)
Range:			Touch
Components:		V, S, M
Duration:		1 hour/level
Casting Time:		3
Area of Effect:		1 creature or item
Saving Throw:		None
Source:  Unearthed Arcania Netbook

a bloody t his spell makes the creature or object touched undetectable by psionic powers, such as clairaudience, clairvoyance, aura sight, and other clairsentient powers. It also prevents readings by such telepathic powers as ESP, empathy, and probe. It does not affect detection by senses heightened by psychometabolic powers, or telepathic attacks.
The material component for this spell is a blindfold lined with lead threads, which must be carried by the creature or object protected by this spell. The component is not consumed by casting.

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Reality Ripple (Alteration)
Range: 10 yards/level
Duration: 1 rnd
Casting Time: 3
Area of Effect: 10' x 10' cube
Saving Throw: NEG
Components=V,S
Discover: Renrac Kered
a bloody all living things within the area of effect must make a saving throw or suffer 3d6+1/per level of the caster (max. 10 dam. at 10th lvl) as well as be stunned and unable to act for 1 rnd. The spells effect is slightly noticeable. Any being walking into the area of affect is subject to the spell's properties.
History: This spell was discovered by the Planes Walker Mage Zorkathum. In an early attempt to create a stable portal between the Planes Zorkathum discovered strange dimensional energies. Experimenting with various items and test subjects he was able to craft many new and various spells.
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Sensitive (Divination, Psionics)
Range:			0
Components:		V, S, M
Duration:		4 hours + 1 turn/level
Casting Time:		1 round
Area of Effect:		10-foot radius/level
Saving Throw:		None
Source:  Unearthed Arcania Netbook

a bloody u pon casting this spell, the wizard, while remaining awake and alert, will be made aware of any psionic powers used within the spell's area. The area is not mobile, and the caster must be within it for this spell to function. The particular power used is not made known, but the location of the power is. If a power is used within the area by a creature outside of it, this spell will indicate the location at which the psionic power entered. This spell will detect active, pre-activated powers that enter its area if PSPs are being used to maintain them.
The material component for this spell is a large bag of powdered lead. The lead must be sprinkled in a circle at the outer edge of the spell's area. The material is not consumed by the casting, but may be difficult to recover.

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Under Construction!
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