Quench
Transmutation
Level: Drd 4
Components: V, S, DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area or Target: One 20-ft. cube/level (S) or one fire-based magic item
Duration: Instantaneous
Saving Throw: None or Will negates
(object)
Spell Resistance: No or Yes (object)
Quench is often used to put out forest fires and other conflagrations. It
extinguishes all nonmagical fires in its area. The spell also dispels fire
spells in the area, though the character must succeed at a dispel check of
1d20
+1 per caster level (maximum +15) against each spell to dispel it. The DC
to
dispel such spells is 11 + the caster level of the fire spell. Fire-based
creatures within the area take 1d6 points of damage per caster level from
the
spell (maximum 15d6, no save allowed).
Alternatively, the character can target the spell on a single magic item that
creates or controls flame, such as a wand of fireball or a flame tongue sword.
The item loses all its fire-based magical abilities permanently unless it
succeeds at a Will save. (Artifacts are immune to this effect.)
Rainbow Pattern
Illusion (Pattern) [Mind-Affecting]
Level: Brd 4, Sor/Wiz 4
Components: (V), S, M, F (see text)
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Colorful lights with a 15-ft.-radius spread
Duration: Concentration+1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
A glowing, rainbow-hued pattern of interweaving colors captivates those within
it. Rainbow pattern captivates a maximum of 24 HD of creatures. Creatures
with
the fewest HD are affected first. Among creatures with equal HD, those who
are
closest to the spell’s point of origin are affected first. Affected
creatures
who fail their saves are captivated by the pattern. Captivated creatures cannot
move away from the pattern, nor can they take actions other than to defend
themselves. Thus, a captivated fighter cannot run away or attack but suffers
no
penalties when attacked. An attack on a captivated creature frees it from
the
spell immediately.
With a simple gesture (a free action), the character can make the rainbow
pattern move up to 30 feet per round (moving its effective point of origin).
All
captivated creatures follow the moving rainbow of light, trying to get or
remain
within the effect. Captivated creatures who are restrained and removed from
the
pattern still try to follow it. If the pattern leads its subjects into a
dangerous area (through flame, off a cliff, etc.), each captivated creature
gets
a second save. If the view of the lights is completely blocked (by an obscuring
mist spell, for instance), creatures who can’t see them are no longer
affected.
The spell does not affect sightless creatures.
Verbal Component: A wizard or sorcerer need not utter a sound to cast this
spell, but a bard must sing, play music, or recite a rhyme as a verbal
component.
Raise Dead
Conjuration (Healing)
Level: Clr 5
Components: V, S, M, DF
Casting Time: 1 minute
Range: Touch
Target: Dead creature touched
Duration: Instantaneous
Saving Throw: None (see text)
Spell Resistance: Yes (harmless)
The cleric restores life to a deceased creature. The cleric can raise creatures
who have been dead only up to 1 day per caster level. In addition, the subject’s
soul must be free and willing to return. If the subject’s soul is
not willing to
return, the spell does not work; therefore, subjects who want to return receive
no saving throw. The subject loses a level (or 1 Constitution point, if she’s
1st level) when raised.
Raise dead cures hit point damage up to a total of 1 hit point per Hit Die.
Any
ability scores damaged to 0 are raised to 1. Normal poison and normal disease
are cured in the process of raising the subject, but magical diseases and
curses
are not undone. While the spell closes mortal wounds and repairs lethal damage
of most kinds, the body of the creature to be raised must be whole. Otherwise,
missing parts are still missing when the creature is brought back to life.
None
of the dead creature’s equipment or possessions are affected in
any way by this
spell.
A creature who has been turned into an undead creature or killed by a death
effect can’t be raised by this spell. Constructs, elementals, outsiders,
and
undead creatures can’t be raised. The spell cannot bring back a
creature who has
died of old age.
Coming back from the dead is an ordeal. The subject of the spell loses one
level
when it is raised, just as if it had lost a level to an energy-draining
creature. This level loss cannot be repaired by any spell. If the subject
is 1st
level, it loses 1 point of Constitution instead. A character who died with
spells prepared has a 50% chance of losing any given spell upon being raised,
in
addition to losing spells for losing a level. A character with spellcasting
capacity (such as a sorcerer) has a 50% chance of losing any given spell slot,
in addition to losing spell slots for losing a level.
Material Component: Worth at least 500 gp.
Random Action
Enchantment (Compulsion) [Mind-Affecting]
Level: Clr 1
Components: V, S, DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes
The enchanted creature is compelled to act randomly for 1 round. Rather than
deciding its action for itself, the subject of the spell takes an action
determined randomly on the following table:
1d8 Action
--- ------
1 Attack self (succeed on any roll other than a natural 1).
2 Attack nearest being (for this purpose, a familiar counts as part of the
subject’s "self").
3 Flee away from caster at top possible speed.
4 Drop anything held.
5 Stand motionless (as if stunned).
6 Do nothing but defend (total defense).
7 Speak (in the subject’s native tongue, usually regarding surface
thoughts) or make noises (if not capable of speech).
8 Attack caster with melee or ranged weapons (or close with caster if attacking
is not possible).
Nothing can affect this die roll in any way. It is always entirely random.
Rary’s Mnemonic Enhancer
Transmutation
Level: Wiz 4
Components: V, S, M, F
Casting Time: 10 minutes
Range: Personal
Target: The character
Duration: Instantaneous
The character prepares or retains additional spells. In either event, the
spell
or spells prepared or retained fade after 24 hours (if not cast).
Pick one of these two versions:
Prepare: the character prepares up to three additional levels of spells (such
as three 1st-level spells, a 2nd-level and a 1st-level spell, or a 3rd-level
spell). A cantrip counts as one-half level for these purposes. The character
prepare and cast these spells normally.
Retain: the character retains any spell up to 3rd level that the character
had
cast up to 1 round before the character started casting the mnemonic enhancer.
This restores the previously cast spell to the character's mind.
Focus: Worth at least 50 gp.
Rarys Telepathic Bond
Divination
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/three levels, no two of which can be more than 30 ft.
apart
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
The character forges a telepathic bond among creatures, each of which must
have
an Intelligence score of 6 or higher. Each creature included in the link is
linked to all the others. The bond can be established only among willing
subjects, which therefore receive no saving throw or SR. The creatures can
communicate telepathically through the bond regardless of language. No special
power or influence is established as a result of the bond. Once the bond is
formed, it works over any distance (although not from one plane to another).
A wish spell can make a Rary’s telepathic bond permanent, but it
can bond only
two people per wish.
Ray of Enfeeblement
Necromancy
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 minute/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
A coruscating ray springs from the character's hand. The character must succeed
at a ranged touch attack to strike a target. The subject suffers a 1d6
enhancement penalty to Strength, with an additional 1 per two caster levels
(maximum additional penalty of 5). The subjects Strength score cannot drop
below 1.
Ray of Frost
Conjuration (Creation) [Cold]
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A ray of freezing air and ice projects from the character's pointing finger.
The
character must succeed at a ranged touch attack with the ray to deal damage
to a
target. The ray deals 1d3 points of cold damage.
Read Magic
Universal
Level: Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0
Components: V, S, F
Casting Time: 1 action
Range: Personal
Target: The character
Duration: 10 minutes/level
By means of read magic, the character can read magical inscriptions on
objects—books, scrolls, weapons, and the like—that would
otherwise be
unintelligible. This deciphering does not normally invoke the magic contained
in
the writing, although it may do so in the case of a cursed scroll. Furthermore,
once the spell is cast and the character has read the magical inscription,
the
character is thereafter able to read that particular writing without recourse
to
the use of read magic. The character can read at the rate of one page (250
words) per minute. The spell allows the character to identify a glyph of warding
with a successful Spellcraft check against DC 13 or a symbol with a successful
Spellcraft check against DC 19.
Reduce
Transmutation
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature or object of up to 10 cu. ft./caster level
Duration: 1 minute/level
Saving Throw: Fortitude negates (object)
Spell Resistance: Yes (object)
This spell causes instant diminution of a creature or object, decreasing its
size and weight. Its height shrinks by up to 10% per caster level, to a maximum
reduction of 50%. The reduced weight is proportional to the cube of the new
height, as follows:
Height Decrease Weight Decrease
--------------- ---------------
10% (x 0.9) 30% (x 0.7)
20% (x 0.8) 50% (x 0.5)
30% (x 0.7) 60% (x 0.4)
40% (x 0.6) 80% (x 0.2)
50% (x 0.5) 90% (x 0.1)
All equipment worn or carried by a creature is reduced by the spell. Magical
properties are not decreased by this spell—a smaller +3 sword is
still +3, a
smaller wand is still capable of its normal functions, and a smaller dose
of a
potion still has its normal effects. Weight, mass, and strength are affected,
though. Thus, a hurled stone would have less mass (and cause less damage),
chains would be easier to burst, a rope made thinner and easier to sever,
and so
on. A creature’s hit points, Armor Class, and attack rolls do not
change, but
Strength decreases with size. For every 10% of reduction, a creature’s
Strength
score suffers an enlargement penalty of –1, to a minimum score of
1.
A shrinking object may damage weaker materials affixed to it, but a reduced
object shrinks only as long as the object itself is not damaged.
Multiple magical effects that reduce size do not stack.
Reduce counters and dispels enlarge.
Refuge
Transmutation [Teleportation]
Level: Clr 7, Sor/Wiz 9
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: Object touched
Duration: Permanent until discharged
Saving Throw: None
Spell Resistance: No
The character creates powerful magic in some specially prepared object—a
statuette, a jeweled rod, a gem, etc. This object contains the power to
instantaneously transport its possessor across any distance within the same
plane to the character's abode. Once the item is transmuted, the character
must
give it willingly to an individual and at the same time inform him of a command
word to be spoken when the item is to be used. To make use of the item, the
subject speaks the command word at the same time that he rends or breaks the
item (a standard action). When this is done, the individual and all that he
is
wearing and carrying (up to a maximum of 50 lb./level) are instantaneously
transported to the character's abode. No other creatures are affected (aside
from a familiar that is touching the subject).
The character can alter the spell when casting it so that it transports the
character to within 10 feet of the possessor of the item when it is broken
and
the command word spoken. The character will have a general idea of the location
and situation of the item possessor at the time the refuge spell is discharged,
but once deciding to alter the spell in this fashion the character has no
choice
whether or not to be transported.
Material Component: Worth 1,500 gp.
Regenerate
Conjuration (Healing)
Level: Clr 7, Healing 7
Components: V, S, DF
Casting Time: 3 full rounds
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
The subject’s severed body members (fingers, toes, hands, feet,
arms, legs,
tails, or even heads of multiheaded creatures), broken bones, and ruined organs
grow back. After the spell is cast, the physical regeneration is complete
in 1
round if the severed members are present and touching the creature. It takes
2d10 rounds otherwise. Regenerate also cures 1d8 points of damage +1 point
per
caster level (up to +20).
Reincarnate
Transmutation
Level: Drd 4
Components: V, S, DF
Casting Time: 10 minutes
Range: Touch
Target: Dead creature touched
Duration: Instantaneous
Saving Throw: None (see text)
Spell Resistance: Yes (harmless)
With this spell, the character brings back a dead creature in another body,
provided death occurred no more than 1 week before the casting of the spell
and
the subject’s soul is free and willing to return. If the subject’s
soul is not
willing to return, the spell does not work; therefore, subjects who want to
return receive no saving throw. Since the dead creature is returning in a
new
body, all physical ills and afflictions are repaired. The magic of the spell
creates an entirely new young adult body for the soul to inhabit from the
natural elements at hand. This process requires 1 hour to complete. When the
body is ready, the subject is reincarnated.
A character reincarnated recalls the majority of his former life and form.
He
retains his Intelligence, Wisdom, and Charisma scores, as well as any class
abilities or skills he formerly possessed. His class, base attack bonus, base
save bonuses, and hit points are unchanged. Strength, Dexterity, and
Constitution scores depend partly on his new body. First eliminate the
character’s racial adjustments (since he is no longer of his previous
race) and
then apply the adjustments found below. The character’s level is
reduced by 1.
(If the character was 1st level, his new Constitution score is reduced by
1.)
It’s quite possible for the change in the character’s
ability scores to make it
difficult for him to pursue his previous character class. If this happens,
the
character is well advised to become a multiclass character.
The new incarnation is determined on the following table or by DM choice.
d% Incarnation Str Dex Con
-- ----------- --- --- ---
03 Badger +4 +8 +4
09 Bear, black +8 +2 +4
13 Bear, brown +15 +2 +8
17 Boar +4 0 +6
25 Centaur +8 +4 +4
28 Dryad 0 +4 0
32 Eagle 0 +4 +2
42 Elf 0 +2 2
46 Gnome 2 0 +2
48 Hawk 4 +6 0
58 Halfling 2 +2 0
78 Human 0 0 0
80 Leopard +6 +8 +4
82 Owl 4 +6 0
85 Pixie 4 +8 0
88 Satyr 0 +2 +2
90 Sprite 4 +6 0
96 Wolf +2 +4 +4
99 Wolverine +10 +8 +8
100 Other ? ? ? (DMs choice)
Some bodies may make it impossible for the reincarnated character to use some
of
his class abilities. For example, a caster reincarnated as a hawk can’t
cast
spells with somatic components because he doesn’t have hands. The
reincarnated
character does gain any powers or abilities associated with his new form,
including forms of movement and speeds, natural armor, natural attacks, etc.
A
humanoid reincarnated into an animal body can speak the languages it formerly
knew and is a magical beast.
A wish spell can restore a reincarnated character to his original form.
Remove Blindness/Deafness
Conjuration (Healing)
Level: Clr 3, Pal 3
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
Remove blindness/deafness cures blindness or deafness (caster’s
choice), whether
the effect is normal or magical. The spell does not restore ears or eyes that
have been lost, but it repairs them if they are damaged.
Remove blindness/deafness counters and dispels
blindness/deafness.
Remove Curse
Abjuration
Level: Brd 3, Clr 3, Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Creature or item touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Remove curse instantaneously removes all curses on an object or a person.
Remove
curse does not remove the curse from a cursed shield, weapon, or suit of armor,
although the spell typically enables the person afflicted with any such cursed
item to remove and get rid of it. Certain special curses may not be countered
by
this spell or may be countered only by a caster of a certain level or higher.
Remove curse counters and dispels bestow curse.
Remove Disease
Conjuration (Healing)
Level: Brd 3, Clr 3, Drd 3, Rgr 3
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
Remove disease cures all diseases that the subject is suffering from. The
spell
also kills parasites, including green slime, rot grubs, and others.
Note: Since the spell’s duration is instantaneous, it does not prevent
reinfection after a new exposure to the same disease at a later date.
Remove Fear
Abjuration
Level: Clr 1
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature plus one additional creature/four levels, no two of
which
can be more than 30 ft. apart
Duration: 10 minutes and see text
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The character instill courage in the subject, granting the creature a +4 morale
bonus against fear effects for 10 minutes. If the subject is suffering from
a
fear effect when receiving the spell, it gets a new save with a +4 morale
bonus.
Remove fear counters and dispels cause fear.
Remove Paralysis
Conjuration (Healing)
Level: Clr 2, Pal 2
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Up to four creatures, no two of which can be more than 30 ft. apart
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The character can free one or more creatures from the effects of any temporary
paralysis or from related magic, including a ghoul’s touch, a hold
spell, or a
slow spell. If the spell is cast on one creature, the paralysis is negated.
If
cast on two creatures, each receives another save against the effect that
afflicts it with a +4 resistance bonus. If cast on three or four creatures,
each
receives another save with a +2 resistance bonus.
The spell does not restore ability scores reduced by penalties, damage, or
loss.
Repel Metal or Stone
Abjuration
Level: Drd 8
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: Path 120 ft. wide and 10 ft. high, emanating from the character
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
Like repel wood, this spell creates waves of invisible and intangible energy
that roll forth from the character. All metal or stone objects in the path
of
the spell are pushed away from the character to the limit of the range. Fixed
metal or stone objects larger than 3 inches in diameter and loose objects
weighing more than 500 pounds are not affected. Anything else, including
animated objects, small boulders, and creatures in metal armor, moves back.
Fixed objects 3 inches in diameter or smaller bend or break, and the pieces
move
with the wave of energy. Objects affected by the spell are repelled at the
rate
of 40 feet per round.
Objects such as metal armor, swords, etc. are pushed back, dragging their
bearers with them. Even magic items with metal components are repelled, although
an antimagic field blocks the effects.
The waves of energy continue to sweep down the set path for the spell’s
duration. After casting the spell, the path is set, and the character can
then
do other things or go elsewhere without affecting the spell’s power.
Repel Vermin
Abjuration
Level: Animal 4, Clr 4, Drd 4
Components: V, S, DF
Casting Time: 1 action
Range: 10 ft.
Area: 10-ft.-radius emanation centered on the character
Duration: 10 minutes/level
Saving Throw: None or Will negates (see text)
Spell Resistance: Yes
An invisible barrier holds back vermin. A vermin with less than one-third
the
character's level in HD cannot penetrate the barrier. A vermin with at least
one-third the character's level in HD can penetrate the barrier if it succeeds
at a Will save. Even so, crossing the barrier deals the vermin 2d6 points
of
damage, and pressing against the barrier causes pain, which deters less
aggressive vermin.
Repel Wood
Transmutation
Level: Drd 6, Plant 6
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: Path 120 ft. wide and 10 ft. high, emanating from the character
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
Waves of energy roll forth from the character, moving in the direction that
the
character determines, causing all wooden objects in the path of the spell
to be
pushed away from the character to the limit of the range. Wooden objects larger
than 3 inches in diameter that are fixed firmly are not affected, but loose
objects (barrels, siege towers, etc.) are. Objects 3 inches in diameter or
smaller that are fixed in place splinter and break, and the pieces move with
the
wave of energy. Objects affected by the spell are repelled at the rate of
40
feet per round.
Objects such as wooden shields, spears, wooden weapon shafts and hafts, and
arrows and bolts are pushed back, dragging those carrying them with them.
(A
creature being dragged by an item it is carrying can let go. A creature being
dragged by a shield can unlimber it as a move-equivalent action.) If a spear
is
planted (set) to prevent this forced movement, it splinters. Even magic items
with wooden sections are repelled, although an antimagic field blocks the
effects.
The waves of energy continue to sweep down the set path for the spell’s
duration. After casting the spell, the path is set, and the character can
then
do other things or go elsewhere without affecting the spell’s power.
Repulsion
Abjuration
Level: Brd 6, Clr 7, Protection 7, Sor/
Wiz 6
Components: V, S, F/DF
Casting Time: 1 action
Range: Up to 10 ft./level
Area: Up to 10-ft.-radius/level emanation centered on the character
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
An invisible, mobile field surrounds the character and prevents creatures
from
approaching the character. The character decides how big the field is at the
time of casting (up to the limit the character's level allows). Creatures
within
or entering the field must attempt saves. If they fail, they become unable
to
move toward the character for the duration of the spell. Repelled creatures’
actions are not otherwise restricted. They can fight other creatures and can
cast spells and attack the character with ranged weapons. If the character
moves
closer to an affected creature, nothing happens. (The creature is not forced
back.) The creature is free to make melee attacks against the character if
the
character comes within reach. If a repelled creature moves away from the
character and then tries to turn back toward the character, it cannot move
any
closer if it is still within the spell’s area.
Resistance
Abjuration
Level: Brd 0, Clr 0, Drd 0, Pal 1, Sor/Wiz 0
Components: V, S, M/DF
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 minute
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The character imbues the subject with magical energy that protects her from
harm, granting her a +1 resistance bonus on saves.
Resist Elements
Abjuration
Level: Clr 2, Drd 2, Fire 3, Pal 2, Rgr 1, Sor/Wiz 2
Components: V, S, DF
Casting Time: 1 action
Duration: 1 minute/level
As endure elements, except resist elements absorbs the first 12 points of
damage
each round.
Note: Resist elements overlaps (and does not stack with) endure elements and
protection from elements. If a character is warded by protection from elements
and one or both of the other spells, the protection spell absorbs damage until
it is exhausted. If a character is warded by resist elements and endure elements
at the same time, the resist spell absorbs damage but the endure spell does
not.
Restoration
Conjuration (Healing)
Level: Clr 4
Components: V, S, M
As lesser restoration, except the spell also dispels negative energy levels
and
restores one experience level to a creature who has had a level drained. The
drained level is restored only if the time since the creature lost the level
is
equal to or less than 1 day per caster level.
Restoration cures all temporary ability damage, and it restores all points
permanently drained from a single ability score (caster’s choice
if more than
one is drained).
Restoration does not restore levels or Constitution points lost due to death.
Material Component: Worth 100 gp.
Resurrection
Conjuration (Healing)
Level: Clr 7
Casting Time: 10 minutes
As raise dead, except the character is able to restore life and complete
strength to any deceased creature. The condition of the remains is not a factor.
So long as some small portion of the creature’s body still exists,
it can be
resurrected, but the portion receiving the spell must have been part of the
creature’s body at the time of death. (The remains of a creature
hit by a
disintegrate spell count as a small portion of its body.) The creature can
have
been dead no longer than 10 years per caster level.
Upon completion of the spell, the creature is immediately restored to full
hit
points, vigor, and health, with no loss of prepared spells. However, the subject
loses one level (or 1 point of Constitution if the subject was 1st level).
The character can revive someone killed by a death effect or someone who has
been turned into an undead creature and then destroyed. The character cannot
revive someone who has died of old age.
Material Components: Worth at least 500 gp.
Reverse Gravity
Transmutation
Level: Drd 8, Sor/Wiz 7
Components: V, S, M/DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: Up to one 10-ft. cube/2 levels (S)
Duration: 1 round/level (D)
Saving Throw: None (see text)
Spell Resistance: No
This spell reverses gravity in the spell’s area, causing all unattached
objects
and creatures within it to fall upward and reach the top of the area in 1
round.
If some solid object (such as a ceiling) is encountered in this fall, falling
objects and creatures strike it in the same manner as they would during a
normal
downward fall. If an object or creature reaches the top of the area without
striking anything, it remains there, oscillating slightly, until the spell
ends.
At the end of the spell duration, affected objects and creatures fall downward.
Provided there’s something for them to hold onto, creatures caught
in the area
can attempt Reflex saves to secure themselves when the spell strikes. Creatures
who can fly or levitate can keep themselves from falling.
Righteous Might
Transmutation
Level: Clr 5, Strength 5
Components: V, S, DF
Casting Time: 1 action
Range: Personal
Target: The character
Duration: 1 round/level
The character grows to double the character's height, and the character's
gear
grows proportionally. This increase has the following effects:
the character gains a +4 enlargement bonus to Strength.
the character's size becomes one step larger.
Mass increases by a factor of eight.
Weapons increase in size one step, increasing their damage as shown below.
Old Damage New Damage
---------- ----------
1d2 1d3
1d3 1d4
1d4 1d6
1d6 1d8
1d8 2d6
1d10 2d6
1d12 2d8
Magical properties of magic items that get bigger do not change.
Rope Trick
Transmutation
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: One touched piece of rope from 5 to 30 ft. long
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No
When this spell is cast upon a piece of rope from 5 to 30 feet long, one end
of
the rope rises into the air until the whole rope hangs perpendicular, as if
affixed at the upper end. The upper end is, in fact, fastened to an
extradimensional space that is outside the multiverse of extradimensional
spaces
("planes"). The character and up to seven others can climb up the
rope and
disappear into this place of safety where no creature can find the character.
Climbing the rope counts as climbing a knotted rope, which requires a Climb
check against DC 5. The rope can be taken into the extradimensional space
if
fewer than eight persons have climbed it; otherwise, it simply stays hanging
in
the air. Pulling the rope free requires succeeding at a Strength check (DC
30).
Spells cannot be cast across the interdimensional interface, nor can area
effects cross it. Those in the extradimensional space can see out of it as
if a
3-foot-by-5-foot window were centered on the rope. Anything inside the
extradimensional space drops out when the spell ends. The rope can be climbed
by
only one person at a time. The rope trick spell enables climbers to reach
a
normal place if they do not climb all the way to the extradimensional space.
Note: Creating an extradimensional space within or taking an extradimensional
space into an existing extradimensional space is hazardous.
Rusting Grasp
Transmutation
Level: Drd 4
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Target: One nonmagical ferrous object (or the volume of the object within
3 ft. of the touched point) or one ferrous creature
Duration: See text
Saving Throw: None
Spell Resistance: No
The character corrodes iron and iron alloys at a touch. Any iron or iron alloy
item the character touches becomes instantaneously rusted, pitted, and
worthless, effectively destroyed. If the item is so large that it cannot fit
within a 3-foot radius (a large iron door or a wall of iron), a 3-foot-radius
volume of the metal is rusted and destroyed. Magical metal items are immune
to
this spell.
The character may employ rusting grasp in combat with a successful melee touch
attack. Rusting grasp used in this way instantaneously destroys 1d6 points
of
Armor Class gained from metal armor (up to the maximum amount of protection
the
armor offered) through corrosion. For example, full plate armor (AC +8) could
be
reduced to +7 or as low as +2 in protection, depending on the die roll.
Weapons in use by an opponent targeted by the spell are more difficult to
grasp.
The character must succeed at a melee touch attack against the weapon. A metal
weapon that is hit is instantaneously destroyed. Note: Striking at an opponent’s
weapon provokes an attack of opportunity. Also, the character must touch the
weapon and not the other way around.
Against ferrous creatures, rusting grasp instantaneously deals 3d6 points
of
damage +1 per caster level (maximum +15) per successful attack. The spell
lasts
for 1 round per level, and the character can make one melee touch attack per
round.