by Tim Wallace
This is my last post for 2013. I will be taking the next week off. Then I will start off the new year with Multi-Variable Spells: 0-2nd Level Spells Beginning with SA-SL on Tuesday, January 7, 2013.
Qualm
School enchantment (compulsion)
[mind-affecting]; Level bard 2, inquisitor 2, sorcerer/wizard
2, witch 2
Casting Time 1 standard
action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 minute/level or until
discharged
Saving Throw Will
negates; Spell Resistance yes
The target is
suddenly beset with unexplainable doubts about the effectiveness of its actions
and the righteousness of its cause. The creature takes a –10 penalty on its
ability checks, skill checks, and concentration checks, until the duration
ends, or until it spends its entire turn doing absolutely nothing (it spends a
full-round action gaining focus). Spending an entire turn doing nothing
discharges the spell.
Diminished
Effects:
The spell’s range is reduced to touch, and you must make a ranged touch attack
against the target.
Heightened
Effects:
The spell cannot be discharged by the target.
Rage
School
enchantment (compulsion) [emotion, mind-affecting]; Level
alchemist 3, bard 2, sorcerer/wizard 3, summoner 3, witch 3
Casting Time 1 standard
action
Components V, S
Range medium (100 ft. + 10 ft./level)
Targets one willing living creature per
three levels, no two of which may be more than 30 ft. apart
Duration concentration + 1 round/level
(D)
Saving Throw none; Spell
Resistance yes
Each affected
creature gains a +2 morale bonus to Strength and Constitution, a
+1 morale bonus on Will saves, and a –2 penalty to AC. The
effect is otherwise identical with a barbarian's rage except that the subjects
aren't fatigued at the end of the rage.
Diminished
Effects:
The spell may only target one creature.
Heightened
Effects:
The spell’s duration increases to 1 minute + 1 round/level, and you no longer
need to concentrate to maintain the spell.
Rally Point
School enchantment (compulsion) [emotion,
good, mind-affecting]; Level paladin 1
Casting Time 1 standard
action
Components V, S, DF
Range 5 ft.
Area one 5-ft. square
Duration 1 minute/level (D)
Saving Throw Will negates
(harmless); Spell Resistance yes (harmless)
You create a spot
that has the power to briefly hearten any good creature who comes into contact
with it. A good creature who enters this square (even if simply as part of its
normal move) gains a +2 morale bonus on attacks, saving throws, and 2 temporary
hit points per caster level for 1 round. Nongood creatures gain no benefit from
this spell. A creature cannot benefit more than once from the same casting of
this spell.
Heightened
Effects:
A good creature who enters this square (even if simply as part of its normal
move) gains a +2 morale bonus on attacks, saving throws, and 2 temporary hit
points per caster level for 1 round/level.
Ray of Enfeeblement
School necromancy; Level magus
1, sorcerer/wizard 1, witch 1
Casting Time 1 standard
action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect ray
Duration 1 round/level
Saving Throw Fortitude half; Spell
Resistance yes
A coruscating ray
springs from your hand. You must succeed on a ranged touch attack to strike a
target. The subject takes a penalty to Strength equal to 1d6+1 per
two caster levels (maximum 1d6+5). The subject's Strength score
cannot drop below 1. A successful Fortitude save reduces this penalty
by half. This penalty does not stack with itself. Apply the highest penalty
instead.
Diminished
Effects:
The spell’s duration is reduced to 1 round, and the subject only takes a
penalty to Strength equal to 1d4.
Heightened
Effects:
You gain a +2 competence bonus on your ranged touch attack.
Ray of Frost
School evocation [cold]; Level magus
0, sorcerer/wizard 0
Casting Time 1 standard
action
Components V, S
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 your pointing finger. You must succeed on a ranged touch
attack with the ray to deal damage to a target. The ray deals 1d3 points of
cold damage.
Heightened
Effects:
The ray deals 1d6 points of cold damage per two caster levels (maximum 5d6).
Ray of Sickening
School necromancy; Level cleric/oracle
1, druid 1, sorcerer/wizard 1, summoner 1, witch 1
Casting Time 1 standard
action
Components V, S, M (a drop of sweat)
Range close (25 ft. + 5 ft./2 levels)
Effect ray
Duration 1 min./level
Saving Throw Fortitude partial;
see text; Spell Resistance yes
A black ray projects
from your pointing finger. You must succeed on a ranged touch attack with the
ray to strike a target.
The subject is
immediately sickened for the spell's
duration. A successful Fortitude save means the creature is unaffected.
Diminished
Effects:
The spell’s duration is reduced to 1d12 rounds.
Heightened
Effects:
You gain a +2 competence bonus on your ranged touch attack.
Read Magic
School divination; Level antipaladin
1, bard 0, cleric/oracle 0, druid 0, inquisitor 0, magus 0, paladin 1, ranger
1, sorcerer/wizard 0, summoner 0, witch 0
Casting Time 1 standard
action
Components V, S, F (a clear crystal or
mineral prism)
Range personal
Target you
Duration 10 min./level
You can decipher
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
or trapped scroll. Furthermore, once the spell is cast and you have read the
magical inscription, you are thereafter able to read that particular writing
without recourse to the use of read magic. You can read at the
rate of one page (250 words) per minute. The spell allows you to identify
a glyph of warding with a
DC 13 Spellcraft check, a greater glyph of warding with a DC
16 Spellcraft check, or any symbol spell with a Spellcraft
check (DC 10 + spell level).
Read magic can be made permanent
with a permanency spell.
Heightened
Effects:
The spell’s duration is increased to 1 hour/level
Recoil Fire
School transmutation; Level sorcerer/wizard
2, witch 2
Casting Time 1 standard
action
Components V, S, M (hoof shavings from a
mule)
Range close (25 ft. + 5 ft./2 levels)
Target 1 firearm
Duration instantaneous
Saving Throw Will negates
(object); Spell Resistance yes (object)
The target firearm
suddenly fires of its own volition, even if it is unloaded, generating a recoil
so great that the wielder or carrier of the firearm must scramble to hold onto
it and becomes flat-footed until the start of
his next turn. If the wielder is already flat-footed, he is instead knocked
prone. If the firearm was loaded, that ammunition is wasted.
Diminished
Effects:
Instead becoming flat-footed, the wielder only cannot make attacks of
opportunity, unless he has the Combat Reflexes feat.
Heightened
Effects:
Instead becoming flat-footed, the wielder is knocked prone.
Reduce Animal
School transmutation; Level druid
2, ranger 3
Casting Time 1 standard
action
Components V, S
Range touch
Target one willing animal of Small, Medium,
Large, or Huge size
Duration 1 hour/level (D)
Saving Throw none; Spell
Resistance no
This spell functions
like reduce person, except that it affects a single willing
animal. Reduce the damage dealt by the animal's natural attacks as appropriate for its new size.
Diminished
Effects:
The spell’s casting time is increased to 1 round and its duration is reduced to
1 minute/level.
Heightened
Effects:
The spell’s range is increased to close (25 ft. + 5 ft./2 levels).
Reduce Person
School transmutation; Level alchemist
1, magus 1, sorcerer/wizard 1, summoner 1, witch 1
Casting Time 1 round
Components V, S, M (a pinch of powdered
iron)
Range close (25 ft. + 5 ft./2 levels)
Target one humanoid creature
Duration 1 min./level (D)
Saving Throw Fortitude negates; Spell
Resistance yes
This spell causes
instant diminution of a humanoid creature, halving its height, length, and
width and dividing its weight by 8. This decrease changes the creature's size
category to the next smaller one. The target gains a +2 size bonus to Dexterity,
a –2 size penalty to Strength (to a minimum of 1), and a +1 bonus on
attack rolls and AC due to its reduced size.
A Small humanoid
creature whose size decreases to Tiny has a space of 2-1/2 feet and a natural
reach of 0 feet (meaning that it must enter an opponent's square to attack). A
Large humanoid creature whose size decreases to Medium has a space of 5 feet
and a natural reach of 5 feet. This spell doesn't change the target's speed.
All equipment worn or
carried by a creature is similarly reduced by the spell.
Melee and projectile
weapons deal less damage. Other magical properties are not affected by this
spell. Any reduced item that leaves the reduced creature's
possession (including a projectile or thrown weapon) instantly returns to its
normal size. This means that thrown weapons deal their normal damage
(projectiles deal damage based on the size of the weapon that fired them).
Multiple magical
effects that reduce size do not stack. Reduce person counters
and dispels enlarge person.
Reduce person can be made permanent
with a permanency spell.
Diminished
Effects:
The spell’s range is reduced to touch.
Heightened
Effects:
The spell’s casting time is reduced to 1 standard action and its range is
increased to medium (100 ft. + 10 ft./level) .
Reinforce Armaments
School transmutation; Level cleric/oracle
1, magus 1, sorcerer/wizard 1, witch 1
Casting Time 1 standard
action
Components V, S, M/DF
(a metal pin)
(a metal pin)
Range touch
Target one armor suit or weapon touched
Duration 10 minutes/level
Saving Throw Will negates
(harmless, object);
Spell Resistance yes (harmless, object)
Spell Resistance yes (harmless, object)
You reinforce a
weapon or armor suit to give it a temporarily upgrade or mitigate the fragile
quality. A suit of armor or weapon touched that has the fragile quality is not
considered to have the fragile quality for the spell's duration. Normal armor
suits or weapons subjected to this spell instead gain the masterwork quality
for the spell's duration and their hardness is doubled. If this spell is cast
on masterwork or magical armor or weapons, their hardness is doubled for the
duration of the spell.
Diminished
Effects:
The spell’s duration is reduced to 1 round/level.
Heightened
Effects:
The spell’s target becomes suits or armor or weapons touched, and you divide
the duration in 10-minute intervals among the objects touched.
Note: This spell combines
the effects of the following spells: communal
reinforce armaments and reinforce
armaments.
Rejuvenate Eidolon
School conjuration (healing); Level summoner
2
Casting Time 1 standard
action
Components V, S, M (a drop of your blood)
Range touch
Target eidolon touched
Duration instantaneous
Saving Throw none; Spell Resistance no
By laying your hand upon an eidolon, you cause its wounds
to close and its form to solidify. This spell cures 2d10 points of damage +1
point per caster level (maximum +7).
Diminished Effects: The spell only cures 1d10 points of damage +1 point per
caster level (maximum +5).
Heightened Effects: The spell cures 2d10 points of damage +1 point per
caster level (maximum +10).
Note: This spell
combines the effects of the following spells: lesser rejuvenate eidolon and rejuvenate
eidolon.
Reloading Hands
School conjuration (creation); Level magus
2, ranger 2, sorcerer/wizard 2
Casting time 1 standard
action
Components V, S
Range touch
Target projectile weapon touched
Duration 1 round/caster level (D)
Saving throw Will negates
(object, harmless); Spell Resistance yes (object, harmless)
Once per round,
phantom hands load a single ranged weapon or firearm with conjured ammunition.
This ammunition counts as magical for overcoming damage reduction and attacking
incorporeal creatures, but is the standard for its type (a normal bullet or pellets
and black powder in the case of firearms). Conjured ammunition ceases to exist
1 round after it is removed from the weapon, or at the end of the duration,
whichever comes first.
Diminished
Effects:
This conjured ammunition counts as mundane, not magical, for overcoming damage
reduction and attacking incorporeal creatures.
Heightened
Effects:
The conjured ammunition gains a +1 enhancement bonus on attack and damage
rolls.
Remove Fear
School abjuration; Level bard
1, cleric/oracle 1, inquisitor 1
Casting Time 1 standard
action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Targets one creature plus one additional
creature per four levels, no two of which can be more than 30 ft. apart
Duration 10 minutes; see text
Saving Throw Will negates (harmless); Spell
Resistance yes (harmless)
You instill courage
in the subject, granting it a +4 morale bonus against fear effects for 10
minutes. If the subject is under the influence of a fear effect when receiving
the spell, that effect is suppressed for the duration of the spell.
Remove fear counters and
dispels cause fear.
Diminished
Effects:
The spell range is reduced to creatures touched.
Heightened
Effects:
The targets are granted a +6 morale bonus against fear effects and a +1 morale
bonus on all other Will saves.
Remove Paralysis
School conjuration (healing); Level cleric/oracle
2, inquisitor 2, paladin 2
Casting Time 1 standard
action
Components V, S
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)
You can free one or
more creatures from the effects of temporary paralysis or related magic,
including spells and effects that cause a creature to gain the staggered condition. If the
spell is cast on one creature, the paralysis is negated. If cast on two
creatures, each receives another save with a +4 resistance bonus against the
effect that afflicts it. 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 drain.
Diminished
Effects:
The spell’s range is reduced to touch and its target is changed to creatures
touched.
Heightened
Effects:
The paralysis is negated in all targeted creatures.
Remove Sickness
School conjuration (healing); Level cleric/oracle
1, druid 1, witch 1
Casting Time 1 standard
action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Targets one creature
Duration 10 minutes/level; see text
Saving Throw Fortitude
negates (harmless); Spell Resistance yes (harmless)
You quell feelings of
illness and nausea in the target, giving it a +4 morale bonus on saving throws against
disease, nausea, and sickened effects. If the subject is already under the
influence of one of these effects when receiving the spell, that effect is
suppressed for the duration of the spell.
Diminished
Effects:
The spell’s range is reduced to touch.
Heightened
Effects:
The spell’s range is reduced to touch, and one disease, nausea, or sickened
effect (your choice) is removed from the target. You must make a caster level
check (1d20 + caster level) against the DC of the disease, nausea, or sickened
effect.
Residual Tracking
School divination; Level ranger
1
Casting Time 1 minute
Components V, S, M (a bit of plaster)
Range touch
Target footprint touched
Duration instantaneous
Saving Throw none; Spell
Resistance no
By touching a
footprint, you receive a clear mental image of the person or creature that made
it. The image has the exact same appearance as the creature that made the
footprint at the moment it made the imprint, including any telling features or
expressions, any gear or equipment, or anything else the creature was carrying
at the time. For example, the footprint of a horse would reveal both the horse
and any creature riding it when it made the footprint.
Heightened
Effects:
You gain a competence bonus equal to half your caster level (minimum 1)
to Survival skill checks made to follow the tracks of the person
or creature who made the footprint. This bonus lasts for a duration of10 minutes/level.
Resist Energy
School abjuration; Level alchemist
2, cleric/oracle 2, druid 2, inquisitor 2, paladin 2, ranger 1, sorcerer/wizard
2, summoner 2
Casting Time 1 standard
action
Components V, S, DF
Range touch
Target creature touched
Duration 10 min./level
Saving Throw Fortitude negates
(harmless); Spell Resistance yes (harmless)
This abjuration
grants a creature limited protection from damage of whichever one of five
energy types you select: acid, cold, electricity, fire, or sonic. The subject
gains resist energy 10 against the energy type chosen, meaning that each time
the creature is subjected to such damage (whether from a natural or magical
source), that damage is reduced by 10 points before being applied to the
creature's hit points. The value of the energy resistance granted
increases to 20 points at 7th level and to a maximum of 30 points at 11th
level. The spell protects the recipient's equipment as well.
Resist energy absorbs only damage.
The subject could still suffer unfortunate side effects.
Resist energy overlaps (and does
not stack with) protection from energy. If a character is
warded by protection from energy and resist
energy, the protection spell absorbs damage until its
power is exhausted.
Diminished
Effects:
The spell’s range is reduced to personal.
Heightened
Effects:
The spell’s target changes to creatures touched and you divide the duration in
10-minute intervals among the creatures touched.
Note: This spell combines
the effects of the following spells: communal
resist energy and resist energy.
Resistance
School abjuration; Level bard
0, cleric/oracle 0, druid 0, inquisitor 0, paladin 1, sorcerer/wizard 0,
summoner 0, witch 0
Casting Time 1 standard
action
Components V, S, M/DF (a miniature cloak)
Range touch
Target creature touched
Duration 1 minute
Saving Throw Will negates
(harmless); Spell Resistance yes (harmless)
You imbue the subject
with magical energy that protects it from harm, granting it a +1 resistance
bonus on saves.
Resistance can be made permanent
with a permanency spell.
Heightened
Effects:
The spell’s duration increases to 10 minutes/level.
Restful Sleep
School necromancy; Level bard
1
Casting Time 10 minutes
Components V, S, M (a pinch of sand)
Range close (25 ft. + 5 ft./2 levels)
Target one creature/level, no two of which can
be more than 30 ft. apart
Duration 8 hours or 24 hours; see text
Saving Throw Fortitude negates
(harmless); Spell Resistance yes (harmless)
You cast this spell
immediately prior to resting. While under the effects of this spell, you and
your allies enjoy a restful night's sleep. If a subject completes a full
night's rest, it regains hit points as if it had undergone a full day of bed
rest (regaining twice its character level in hit points). If a subject
completes a full day's rest, it regains three times its character level in hit
points. Any significant interruption during the rest (such as being awoken)
prevents any healing that night and ends the effect of this spell on the
awakened subject. Any healing acquired while under the effects of restful
sleep is considered natural healing, and has no affect on effects
requiring magical healing to cure.
Diminished
Effects:
The spell’s range is reduced to touch, and it can only target one creature.
Heightened
Effects:
If a subject completes a full night's rest, it regains two times its character
level in hit points and 2 points of temporary ability damage for each affected
ability score. If a subject completes a full day's rest, it regains three times
its character level in hit points and 3 points of temporary ability damage for
each affected ability score.
Restoration
School conjuration (healing); Level alchemist
3, cleric/oracle 3, druid 3, inquisitor 3, paladin 2
Casting Time 3 rounds
Components V, S, M (diamond dust worth 100 gp)
Range touch
Target creature
touched
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes
(harmless)
Restoration cures all
temporary ability damage, and it restores all points permanently drained from a
single ability score (your choice if more than one is drained). It also
eliminates any fatigue or exhaustion suffered by the target.
Diminished
Effects:
The spell does not require a material component. It dispels any magical effects
reducing one of the subject's ability scores or cures 1d4 points of temporary
ability damage to one of the subject's ability scores. It also eliminates any
fatigue suffered by the character, and improves an exhausted condition
to fatigued. It does not restore permanent ability drain.
Heightened
Effects:
The spell also dispels temporary negative levels or one
permanent negative level. If this spell is used to dispel a permanent negative
level, it has a material component of diamond dust worth 1,000 gp. This spell
cannot be used to dispel more than one permanent negative
level possessed by a target in a 1-week period.
Note: This spell combines
the effects of the following spells: lesser
restoration and restoration.
Restore Corpse
School necromancy; Level cleric/oracle
1, druid 1, sorcerer/wizard 1, witch 1
Casting Time 1 standard
action
Components V, S
Range touch
Target corpse touched
Duration instantaneous
Saving Throw none; Spell
Resistance no
You grow flesh on a
decomposed or skeletonized corpse of a Medium or smaller creature, providing it
with sufficient flesh that it can be animated as a zombie rather than a
skeleton. The corpse looks as it did when the creature died. The new flesh is
somewhat rotted and not fit for eating.
Diminished
Effects:
N/A.
Heightened
Effects:
You can grow flesh on a decomposed or skeletonized corpse of any size creature.
Restore Eidolon
School conjuration (healing); Level summoner
3
Casting Time 3 rounds
Components V, S
Range touch
Target eidolon touched
Duration instantaneous
Saving Throw Will negates
(harmless); Spell Resistance yes (harmless)
This spell functions
as restoration, except it only affects an eidolon.
Note: This spell combines
the effects of the following spells: lesser
restore eidolon and restore eidolon.
Returning Weapon
School conjuration
(teleportation); Level bard 2, cleric/oracle 2, inquisitor 1,
magus 1, ranger 1, sorcerer/wizard 2, witch 2
Casting Time 1 standard
action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one weapon that can be thrown
Duration 1 minute/level
Saving Throw Will negates
(harmless, object); Spell Resistance yes (harmless, object)
For the duration of
the spell, the target weapon acts as if it had the returning weapon
special ability.
This spell can be
used as the prerequisite for the returning weapon special
ability.
Diminished
Effects:
The spell’s range is reduced to touch.
Heightened
Effects:
The spell’s target changes to weapons touched and you divide the duration in
1-minute intervals among the weapons touched.
Note: This spell combines
the effects of the following spells: communal
returning weapon and returning weapon.
Ricochet Shot
School evocation; Level ranger
2, sorcerer/wizard 2
Casting Time 1 standard
action
Components V, S, M (a wishbone)
Range close (25 ft. + 5 ft./2 levels)
Target one projectile weapon
Duration 1 round/level or until
discharged
Saving Throw Will negates
(harmless, object); Spell Resistance yes (harmless, object)
You imbue a
projectile weapon with the ability to ricochet any projectiles that hit one
target so that they also hit another. When the wielder ricochets a projectile,
she selects a primary target to attack. If she hits the primary target, the
projectile ricochets instead of being destroyed. The wielder can then select a
secondary target that is within 20 feet of the primary target. She makes an
attack roll against the secondary target at the same base attack bonus, but
does not gain the benefit from any enhancement bonuses or magic qualities on
the projectile. If the shot comes from a firearm, the ricochet targets normal
AC rather than touch AC.
While the spell
lasts, the target weapon's wielder can ricochet one projectile per three caster
levels you possess, to a maximum of six at caster level 18th. Once the target
weapon's wielder ricochets that many shots, the spell is discharged. If the
weapon's wielder fails to use all the ricochets before the spell end, those ricochets
are wasted.
Diminished
Effects:
The spell’s range is reduced to touch, and the target weapon's wielder can only
ricochet one projectile per four caster levels you possess, to a maximum of
three at caster level 12th.
Heightened
Effects:
The target weapon's wielder can ricochet one projectile per two caster levels
you possess, to a maximum of ten at caster level 20th.
Righteous Vigor
School enchantment (compulsion)
[mind-affecting]; Level inquisitor 3, paladin 2
Casting Time 1 standard
action
Components V, S, DF
Range touch
Target creature touched
Duration 1 round/level
Saving Throw Will negates
(harmless); Spell Resistance yes (harmless)
Infusing the target
with a surge of furious divine energy, you enhance a creature's ability to hit
an opponent based on the number of times it has already hit that opponent with
a successful attack. Each time the subject successfully strikes an opponent
with a successful melee attack, the subject gains a cumulative +1 morale bonus on attack rolls (maximum +4
bonus) and gains 1d8 temporary hit points (to a maximum of 20 temporary hit
points). If an attack misses, the attack bonus resets to +0 but any accumulated
temporary hit points remain. The temporary hit points disappear at the end of
the spell's duration.
Diminished Effects: The spell’s range becomes personal.
Heightened Effects: Each time the subject successfully strikes an opponent
with a successful melee attack, the subject gains a cumulative +1 morale bonus
on attack rolls (maximum +5 bonus) and gains 1d10 temporary hit points (to a
maximum of 40 temporary hit points).
Rope Trick
School transmutation; Level sorcerer/wizard
2
Casting Time 1 standard
action
Components V, S, M (powdered corn and a
twisted loop of parchment)
Range touch
Target one touched piece of rope from 5 ft. 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 to the ground, as if
affixed at the upper end. The upper end is, in fact, fastened to an
extradimensional space that is outside the usual multiverse of extradimensional
spaces. Creatures in the extradimensional space are hidden, beyond the reach of
spells (including divinations), unless those spells work across planes. The
space holds as many as eight creatures (of any size). The rope cannot be
removed or hidden. The rope can support up to 16,000 pounds. A weight greater
than that can pull the rope free.
Spells cannot be cast
across the extradimensional 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. The window is invisible, and even creatures
that can see the window can't see through it. 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.
Diminished
Effects:
The space can only hold up to four creatures (of any size). The rope can only
support up to 8,000 pounds.
Heightened
Effects:
The spell’s duration is increased to 2 hours/level. The space holds as many as
twelve creatures (of any size). The rope can support up to 24,000 pounds.
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