AMZN_Banner

Tuesday, June 24, 2014

Multi-Variable Spells – 3rd-5th Level Spells Beginning with Q & R

by Tim Wallace

QUENCH
School transmutation; Level druid 3
Casting Time 1 standard action
Components V, S, DF
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 any fire spells in its area, though you must succeed on a dispel check (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.
Each creature with the fire subtype within the area of a quench spell takes 1d6 points of damage per caster level (maximum 10d6, no save allowed).
Alternatively, you can target the spell on a single magic item that creates or controls flame. The item loses all its fire-based magical abilities for 1d4 hours unless it succeeds on a Will save. Artifacts are immune to this effect.
Diminished Effects The spell’s area is reduced to one 20-foot cube, and each creature with the fire subtype within the area of the spell may attempt a Fortitude save to reduce the damage by half.
Heightened Effects Each creature with the fire subtype (and not the extraplanar subtype) within the area of the spell takes 1d6 points of damage per caster level (maximum 15d6, no save allowed). Creatures with the extraplanar and fire subtypes within the area of the spell must make Will saves. If they fail the Will save, they take no damage but are forced back to their proper plane. If they succeed on the Will save, they remain on this plane but take the same damage as creatures with the fire subtype (and not the extraplanar subtype).

RAIN OF FROGS
School conjuration (summoning); Level bard 3, druid 3, sorcerer/wizard 3, summoner 3, witch 3
Casting Time 1 round
Components V, S, M/DF (a square of red cloth)
Range close (25 ft. + 5 ft./2 levels)
Effect one swarm of poisonous frogs
Duration concentration + 2 rounds
Saving Throw none; Spell Resistance no
You summon a swarm of poisonous frogs (see below), which attacks all other creatures within its area. (You may summon the swarm so that it shares the area of other creatures.) If no living creatures are within its area, the swarm attacks or pursues the nearest creature as best it can. The caster has no control over its target or direction of travel.
Diminished Effects The swarm’s poison special attack deals Dexterity damage instead of Constitution damage.
Heightened Effects The summoned swarm has maximum hit points and lasts for 1d6+2 rounds after you are done concentrating.

POISONOUS FROG SWARM       CR 4
XP 1,200
N Diminutive animal (swarm)
Init +4; Senses low-light vision, tremorsense 30 ft.; Perception +4
DEFENSE
AC 18, touch 18, flat-footed 14 (+4 Dex, +4 size)
hp 31 (9d8–9)
Fort +5, Ref +10, Will +3
Defensive Abilities swarm traits; Immune weapon damage
OFFENSE
Speed 30 ft., climb 30 ft.
Melee swarm (2d6 plus poison)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 13), poison
STATISTICS
Str 1, Dex 19, Con 8, Int 1, Wis 10, Cha 2
Base Atk +6; CMB —; CMD —
Feats Weapon FinesseB
Skills Climb +12, Perception +4; Racial Modifiers +4 Perception
SPECIAL ABILITIES
Poison (Ex) Injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d4 Con damage; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.

RAINBOW PATTERN
School illusion (pattern) [mind-affecting]; Level bard 4, sorcerer/wizard 4
Casting Time 1 standard action
Components V (bard only), S, M (a piece of phosphor), F (a crystal prism); see text
Range medium (100 ft. + 10 ft./level)
Effect colorful lights with a 20-ft.-radius spread
Duration Concentration +1 round/level (D)
Saving Throw Will negates; Spell Resistance yes
A glowing, rainbow-hued pattern of interweaving colors fascinates those within it. Rainbow pattern fascinates 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. An affected creature that fails its saves is fascinated by the pattern.
With a simple gesture (a free action), you can make the rainbow pattern move up to 30 feet per round (moving its effective point of origin). All fascinated creatures follow the moving rainbow of light, trying to remain within the effect. Fascinated creatures who are restrained and removed from the pattern still try to follow it. If the pattern leads its subjects into a dangerous area, each fascinated creature gets a second save. If the view of the lights is completely blocked, creatures who can't see them are no longer affected.
The spell does not affect sightless creatures.
Diminished Effects The spell’s range is reduced to close (25 ft. + 5 ft./2 levels), and can only affect a maximum of 18 HD of creatures.
Heightened Effects The spell can affect up to 30 HD of creatures. In addition, a creatures who are no longer affected by the spell (due to the spell ending, a creature succeeding at a secondary save due to danger, or its view of the lights being completely blocked) are subsequently shaken for 1d3 rounds.

RAISE ANIMAL COMPANION
School conjuration (healing); Level druid 5, paladin 4, ranger 4
Casting Time 1 minute
Components V, S, M (a diamond worth 1,000 gp)
Range touch
Target dead animal companion or bonded mount
Duration instantaneous
Saving Throw none, see text; Spell Resistance yes (harmless)
This spell functions as raise dead, but it only affects an animal companion, familiar, or paladin's bonded mount.
Diminished Effects The spell has a 50% chance of failure, even if the subject’s soul is willing to return.
Heightened Effects The spell’s material component becomes a diamond worth 2,000 gp. The subject only gains one permanent negative level when it is raised. If the subject is 1st level, it takes 1 point of Constitution drain instead. A raised creature has a number of hit points equal to twice its current HD. Any ability scores damaged to 0 are raised to 2.

RAISE DEAD
School conjuration (healing); Level cleric/oracle 5, witch 6
Casting Time 1 minute
Components V, S, M (diamond worth 5,000 gp), DF
Range touch
Target dead creature touched
Duration instantaneous
Saving Throw none, see text; Spell Resistance yes (harmless)
You restore life to a deceased creature. You can raise a creature that has been dead for no longer than 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, a subject that wants to return receives no saving throw.
Coming back from the dead is an ordeal. The subject of the spell gains two permanent negative levels when it is raised, just as if it had been hit by an energy-draining creature. If the subject is 1st level, it takes 2 points of Constitution drain instead (if this would reduce its Constitution to 0 or less, it can't be raised). A character who died with spells prepared has a 50% chance of losing any given spell upon being raised. A spellcasting creature that doesn't prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell.
A raised creature has a number of hit points equal to its current HD. 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 that has died of old age.
Diminished Effects The spell’s target becomes one humanoid creature. In addition, the spell has a 50% chance of failure, even if the subject’s soul is willing to return.
Heightened Effects The spell’s material component becomes a diamond worth 10,000 gp. The subject only gains one permanent negative level when it is raised. If the subject is 1st level, it takes 1 point of Constitution drain instead. A raised creature has a number of hit points equal to twice its current HD. Any ability scores damaged to 0 are raised to 2.

RAPID REPAIR
School transmutation; Level cleric/oracle 5, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S, DF
Range touch
Target construct touched
Duration 1 round/level
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)
The targeted construct gains fast healing 5. This does not stack with any fast healing the construct already has. Fast healing has no effect on a construct that has been brought to 0 hit points or destroyed.
Diminished Effects The targeted construct only gains fast healing 2.
Heightened Effects The spell’s casting time increases to 1 minute. By providing the special materials used in creating the construct as a spell component (for example, a clay golem requires rare oils and powders worth 1,500 gp), the spell can repair a construct that has been brought to 0 hit points or destroyed. The body of the construct to be repaired must be whole. Otherwise, missing parts are still missing when the construct is repaired. If mindless, the construct will treat you as its creator after it has been repaired in this manner.

RAY OF EXHAUSTION
School necromancy; Level magus 3, sorcerer/wizard 3, witch 3; Bloodline accursed 3
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 exhausted for the spell's duration. A successful Fortitude save means the creature is only fatigued.
A character that is already fatigued instead becomes exhausted.
This spell has no effect on a creature that is already exhausted. Unlike normal exhaustion or fatigue, the effect ends as soon as the spell's duration expires.
Diminished Effects The spell duration is reduced to 1 round per caster level.
Heightened Effects You gain a +2 competence bonus on your ranged touch attack roll.

REBUKE
School evocation [sonic]; Level inquisitor 4
Casting Time 1 standard action
Components V, S, DF
Range 20 ft.
Area 20-ft.-radius burst centered on you
Duration instantaneous
Saving Throw Fortitude partial; Spell Resistance yes
Your wrathful words cause physical harm to your enemies. Your enemies take 1d8 points of damage per two caster levels (maximum 5d8) and are staggered for 1 round. Half of this damage is sonic damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to sonic-based attacks. Rebuke is especially devastating to foes who worship your god, inflicting 1d6 points of damage per caster level (maximum 10d6) and stunning them for 1d4 rounds. A successful Fortitude save halves the damage and negates the staggering or stunning effect.
Enemies do not need to hear a rebuke to be harmed by it, but it is negated by magical silence.
Diminished Effects The spell’s range and area are reduced to a 10-foot-radius burst centered on you. Your enemies only suffer damage (not staggering) on a failed Fortitude save, and foes who worship your god suffer damage and are staggered for 1 round (not stunned).
Heightened Effects Your enemies take 1d10 points of damage per two caster levels (maximum 5d10) and are staggered for 1d4 rounds. Foes who worship your god take 1d8 points of damage per caster level (maximum 10d8) and are stunned for 1d6 rounds. In addition, heightened rebuke can be used to counter or dispel any silence spell of equal or lower spell level.

REDUCE PERSON, MASS
School transmutation; Level magus 4, sorcerer/wizard 4, summoner 3
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/level, no two of which can be more than 30 ft. apart
Duration 1 min./level (D)
Saving Throw Fortitude negates; Spell Resistance yes
This spell causes instant diminution of humanoid creatures, halving their height, length, and width and dividing its weight by 8. This decrease changes the creatures’ size category to the next smaller one. The targets gain 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.
Diminished Effects The spell’s duration is reduced to 1 round/level.
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) .

REINCARNATE
School transmutation; Level druid 4, witch 5
Casting Time 10 minutes
Components V, S, M, DF (oils worth 1,000 gp)
Range touch
Target dead creature touched
Duration instantaneous
Saving Throw none, see text; Spell Resistance yes (harmless)
With this spell, you bring back a dead creature in another body, provided that its 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, a subject that wants to return receives no saving throw.
Since the dead creature is returning in a new body, all physical ills and afflictions are repaired. 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 reincarnated, but the portion receiving the spell must have been part of the creature's body at the time of death. 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 takes 1 hour to complete. When the body is ready, the subject is reincarnated.
A reincarnated creature recalls the majority of its former life and form. It retains any class abilities, feats, or skill ranks it formerly possessed. Its class, base attack bonus, base save bonuses, and hit points are unchanged. Strength, Dexterity, and Constitution scores depend partly on the new body. First eliminate the subject's racial adjustments (since it is no longer necessarily of his previous race) and then apply the adjustments found below to its remaining ability scores. The subject of the spell gains two permanent negative levels when it is reincarnated. If the subject is 1st level, it takes 2 points of Constitution drain instead (if this would reduce its Constitution to 0 or less, it can't be reincarnated). A character who died with spells prepared has a 50% chance of losing any given spell upon being reincarnated. A spellcasting creature that doesn't prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell.
It's possible for the change in the subject's ability scores to make it difficult for it to pursue its previous character class. If this is the case, the subject is advised to become a multiclass character.
For a humanoid creature, the new incarnation is determined using the table below. For nonhumanoid creatures, a similar table of creatures of the same type should be created.
A creature that has been turned into an undead creature or killed by a death effect can't be returned to life by this spell. Constructs, elementals, outsiders, and undead creatures can't be reincarnated. The spell can bring back a creature that has died of old age.
d%
Incarnation
Str
Dex
Con
1
Bugbear
+4
+2
+2
02–13
Dwarf
+0
+0
+2
14–25
Elf
+0
+2
–2
26
Gnoll
+4
+0
+2
27–38
Gnome
–2
+0
+2
39–42
Goblin
–2
+2
+0
43–52
Half-elf
+0
+2
+0
53–62
Half-orc
+2
+0
+0
63–74
Halfling
–2
+2
+0
75–89
Human
+0
+0
+2
90–93
Kobold
–4
+2
–2
94
Lizardfolk
+2
+0
+2
95–98
Orc
+4
+0
+0
99
Troglodyte
+0
–2
+4
100
Other (GM's choice)
?
?
?
The reincarnated creature gains all abilities associated with its new form, including forms of movement and speeds, natural armor, natural attacks, extraordinary abilities, and the like, but it doesn't automatically speak the language of the new form.
A wish or a miracle spell can restore a reincarnated character to his or her original form.
Diminished Effects The spell’s target becomes one humanoid creature. In addition, the spell has a 50% chance of failure, even if the subject’s soul is willing to return.
Heightened Effects The spell’s material component becomes oils worth 2,000 gp. The subject only gains one permanent negative level when it is reincarnated. If the subject is 1st level, it takes 1 point of Constitution drain instead.

REJUVENATE EIDOLON, GREATER
School conjuration (healing); Level summoner 5
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 5d10 points of damage +1 point per caster level (maximum +20).
Diminished Effects The spell only cures 4d10 points of damage +1 point per caster level (maximum +15).
Heightened Effects The spell cures 6d10 points of damage +1 point per caster level (maximum +25).

REMOVE BLINDNESS/DEAFNESS
School conjuration (healing); Level alchemist 3, cleric/oracle 3, paladin 3, witch 3; Domain purity 3
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)
Remove blindness/deafness cures blindness or deafness (your choice), whether the effect is normal or magical in nature. 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.
Diminished Effects The blindness or deafness is not healed, it is only suppressed for 1 hour per caster level.
Heightened Effects The spell cures both blindness and deafness.

REMOVE CURSE
School abjuration; Level bard 3, cleric/oracle 3, inquisitor 3, paladin 3, sorcerer/wizard 4, witch 3; Domain liberation 3
Casting Time 1 standard action
Components V, S
Range touch
Target creature or object touched
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Remove curse can remove all curses on an object or a creature. If the target is a creature, you must make a caster level check (1d20 + caster level) against the DC of each curse affecting the target. Success means that the curse is removed. Remove curse does not remove the curse from a cursed shield, weapon, or suit of armor, although a successful caster level check enables the creature afflicted with any such cursed item to remove and get rid of it.
Remove curse counters and dispels bestow curse.
Diminished Effects The curse is not removed, it is only suppressed for one hour per caster level.
Heightened Effects You gain +5 bonus on your caster level checks.

REMOVE DISEASE
School conjuration (healing); Level alchemist 3, cleric/oracle 3, inquisitor 3, druid 3, ranger 3, witch 3; Domain restoration 2
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)
Remove disease can cure all diseases from which the subject is suffering. You must make a caster level check (1d20 + caster level) against the DC of each disease affecting the target. Success means that the disease is cured. The spell also kills some hazards and parasites, including green slime and others.
Since the spell's duration is instantaneous, it does not prevent reinfection after a new exposure to the same disease at a later date.
Diminished Effects The disease is not removed, it is only suppressed for one hour per caster level.
Heightened Effects The spell also heals 1d4 points of ability damage per caster level (maximum 5d4) caused by disease.

REPEL VERMIN
School abjuration [pain]; Level bard 4, cleric/oracle 4, druid 4, ranger 3
Casting Time 1 standard action
Components V, S, DF
Range 10 ft.
Area 10-ft.-radius emanation centered on you
Duration 10 min./level (D)
Saving Throw none or Will negates; see text; Spell Resistance yes
An invisible barrier holds back vermin. A vermin with HD of less than one-third your level cannot penetrate the barrier.
A vermin with HD of one-third your level or more can penetrate the barrier if it succeeds on a Will save. Even so, crossing the barrier deals the vermin 2d6 points of damage, and pressing against the barrier causes pain, which deters most vermin.
Diminished Effects A vermin with HD of one-fourth your level or more can penetrate the barrier of it succeeds on a Will save.
Heightened Effects In addition to taking damage, vermin crossing the barrier gain a negative level while in the area of the spell. This may reduce the vermin to a level where it can be repelled by the spell effect.

REPROBATION
School transmutation [curse, see text]; Level cleric/oracle 5, druid 5, inquisitor 4, paladin 4
Components V, S, DF
Casting Time 1 minute
Range close (25 ft. + 5 ft./2 levels)
Target one creature of your faith
Duration permanent
Saving Throw none; Spell Resistance yes
You cast the target out of your religion as a curse and punishment for acts or misdeeds against the tenets of your faith. This has three effects.
First, the target is marked with a magical symbol visible only to members of your faith. This symbol indicates that the target has transgressed and that the faithful should not help it. Likewise, the target is not to be persecuted because of the mark (though this would not keep members of a lawful faith from imprisoning a known criminal if these crimes were known to have taken place after he gained the mark).
Second, the target is no longer affected by helpful spells cast by the faithful and is always treated as an enemy for the purpose of other spells cast by those of your faith. For example, cure light wounds cast by a member of your faith has no effect on the target. If the target were traveling with a cleric/oracle of your faith who cast prayer, that spell would penalize rather than aid the target, despite the target's friendship with the cleric.
Third, if the target is a divine spellcaster, a member of a prestige class of your faith, or otherwise has some ability because the target belongs to your faith, it cannot use those abilities while the mark remains in place. For example, a paladin of your faith would be unable to cast paladin spells or use lay on hands or other class abilities. The target can join another faith to regain the use of these abilities, but the mark remains visible to those of your faith, even if those of the new faith accept the target.
This powerful spell with no saving throw is used to punish severe transgressions that do not deserve death or when you prefer to be merciful rather than meting out a more severe punishment. However, the spell has one drawback that prevents it from being overused. If the target did not commit any acts or misdeeds against your faith, the spell does not affect it but affects you instead, even if you are innocent of the charges. This potential backlash prevents inquisitions run by corrupt members of the faith, and it means that most accusations of misconduct are carefully investigated (and usually verified with magic) before this sentence is handed down.
This mark can be removed like any other curse effect. In addition, a member of your faith can use atonement to break the curse if he makes a caster level check against your caster level; remove curse also requires a caster of your faith and a caster level check to end the reprobation.
Diminished Effects The spell’s range is reduced to touch, and you must make a melee touch attack at some point during the casting time.
Heightened Effects The spell’s casting time is reduced to 1 round.

RESILIENT SPHERE
Notes Resilient sphere will be incorporated into wall of force.

RESINOUS SKIN
School transmutation; Level alchemist 3, druid 3, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 10 minutes/level
Saving Throw see text; Spell Resistance no
You coat your body with a resinous substance, protecting you from attacks and binding weapons that strike you. You gain DR 5/piercing, as well as a +4 circumstance bonus to your CMD against disarm attempts and on saving throws against effects that cause you to drop something you are holding. Additionally, you gain a +2 circumstance bonus on combat maneuver checks to initiate a grapple, maintain a grapple, and pin a foe. Any enemy you grapple takes a –2 penalty on attempts to break the grapple and to escape the grapple using Escape Artist. Any weapon that strikes you becomes stuck unless its wielder succeeds at a Reflex saving throw. Such a weapon can be pulled free of you only with a successful Strength check (DC = your saving throw DC for this spell). This spell has no effect on unarmed strikes or natural weapons.
Diminished Effects . You gain DR 2/piercing, as well as a +2 circumstance bonus to your CMD against disarm attempts and on saving throws against effects that cause you to drop something you are holding. Additionally, you gain a +1 circumstance bonus on combat maneuver checks to initiate a grapple, maintain a grapple, and pin a foe. Any enemy you grapple takes a –1 penalty on attempts to break the grapple and to escape the grapple using Escape Artist.
Heightened Effects You gain DR 5/magic, as well as a +6 circumstance bonus to your CMD against disarm attempts and on saving throws against effects that cause you to drop something you are holding. Additionally, you gain a +3 circumstance bonus on combat maneuver checks to initiate a grapple, maintain a grapple, and pin a foe. Any enemy you grapple takes a –3 penalty on attempts to break the grapple and to escape the grapple using Escape Artist.

RESONATING WORD
School transmutation [sonic]; Level bard 5, sorcerer/wizard 7
Casting Time 1 standard action
Components V
Range medium (100 ft. + 10 ft./level)
Target one creature
Duration 3 rounds
Saving Throw Fortitude partial; Spell Resistance yes
You speak a terrible word of power, setting up potentially lethal vibrations in the chosen target. The target must save once each round on your turn, and the effects grow stronger for each saving throw the creature fails.
On the first round, the target takes 5d6 points of sonic damage and is staggered for 1 round. A successful save halves the damage and negates the staggered effect.
On the second round, the target takes 5d6 points of damage and is stunned for 1 round. A successful save halves the damage and negates the stunning effect.
On the third round, the target takes 10d6 points of damage and is stunned for 1d4+1 rounds. A successful save halves the damage and negates the stunning effect.
The resonating word has no power after the third round, even if the spell's duration is increased.
Diminished Effects The spell’s range is recued to close (25 ft. + 5 ft./2 levels), and its duration is reduced to 2 rounds Therefore the resonating word has no power after the second round.
Heightened Effects The spell affects all creatures in a 10-foot-radius burst from the target creature (including the target creature).

RESOUNDING BLOW
School evocation [sonic]; Level antipaladin 4, inquisitor 5, paladin 4
Casting Time 1 swift action
Components V
Range personal
Target you
Duration 1 round/level
Saving Throw Fortitude partial; see text; Spell Resistance no
You must have a melee weapon in hand to cast this spell. On a successful melee attack, your weapon resounds with a thunderous clash. The target takes 1d6 points of sonic damage. Your weapon is not harmed by this attack.
If you are using your judgment ability or smite ability against the target, it is staggered for 1 round on a successful attack. A successful Fortitude save negates the staggering effect.
On a successful critical hit, the target is stunned for 1 round and deafened for 1d6 rounds. A successful Fortitude save negates the stunning and deafening effects. If you are also using judgment or smite, your foe makes only a single save against all effects.
This spell immediately ends if your weapon leaves your hand. Resounding blow stacks with the thundering weapon property.
Diminished Effects The spell’s duration is reduced to 1 round.
Heightened Effects On a successful melee attack, the target takes 1d8 points of sonic damage. If you are using your judgment ability or smite ability against the target, it is staggered for 1d4 rounds. a successful critical hit, the target is stunned for 1d4 rounds and deafened for 1d8 rounds.

REST ETERNAL
School necromancy [curse]; Level cleric/oracle 4, druid 5, witch 5; Domain ancestors 4
Casting Time 1 round
Components V, S, M/DF (ashes and a vial of holy or unholy water)
Range touch
Target one dead creature touched
Duration permanent
Saving Throw none; Spell Resistance no
You place a curse upon a dead creature that bars its spirit from returning. Anyone casting a spell that would communicate with the dead creature, return it to life, or turn it into an undead creature must succeed on a caster level check with a DC of 11 plus your caster level. Rest eternal cannot be dispelled, but it can be negated with remove curse or break enchantment.
Diminished Effects The spell’s duration becomes 1 day per caster level. After the spell expires, spells that target dead creatures function normally (though spells that require the creature to have been dead a short period of time, such as breath of life, do not function due to the time that has passed).
Heightened Effects Anyone casting a spell that targets a dead creature must succeed on a caster level check with a DC of 16 plus your caster level.

RESURGENT TRANSFORMATION
School conjuration (healing); Level alchemist 5
Casting Time 1 standard action
Components V, S, M (a pinch of meteoric iron worth 100 gp)
Range personal
Target you
Duration 1 hour/level or until triggered, then 1 round/level
Resurgent transformation grants you the ability to recover from deadly wounds with restored vitality and a will to fight, but at a price. Once cast, resurgent transformation lies dormant for up to 1 hour per level until you are reduced to one-quarter hit points or less. Once triggered, you immediately gain a +4 enhancement bonus to Constitution and Strength, damage reduction 5/—, and the benefits of a haste spell. In addition, you heal 4d8 points of damage + 1 point per caster level (maximum +25). Resurgent transformation can even save you from death by healing the damage from an otherwise mortal wound, though it does not prevent death from massive damage or from causes other than hit point loss. Your mental faculties are impaired by this magical transformation, however, causing 1d4 points of Intelligence and Wisdom damage.
The advantages from your transformation persist for 1 round per caster level after the spell is triggered. Once the spell ends, it takes a heavy toll, leaving you exhausted and inflicting 1d4 points of Constitution damage. Utilizing more than one resurgent transformation in a day is particularly risky. The expiration of a second resurgent transformation in a 24-hour period inflicts an additional 1d4 points of Constitution damage and results in death from system shock unless you succeed at a DC 15 Fortitude save, made after the Constitution damage has been applied.
If the spell expires or is dispelled before the transformation has been triggered, no adverse effects result.
Diminished Effects Once triggered, you do not gain the benefits of a haste spell, and you only heal 3d8 points of damage + 1 point per caster level (maximum +20). The magical transformation causes 1d4 points of Intelligence, Wisdom, and Charisma damage. In addition to inflicting Constitution damage, the expiration of a second resurgent transformation in a 24-hour period results in death unless you succeed at a DC 17 Fortitude save.
Heightened Effects Once triggered, you immediately gain a +6 enhancement bonus to Constitution and Strength, and heal 5d8 points of damage + 1 point per caster level (maximum +30).

RETRIBUTION
School necromancy [evil; pain]; Level inquisitor 3
Casting Time 1 standard action
Components V
Range close (25 ft. + 5 ft./2 levels)
Target one creature who has just struck you with an attack
Duration 1 round/level
Saving Throw Fortitude partial; Spell Resistance yes
Retribution blasts those who have the temerity to assault your person. You may target anyone who has just struck you with an attack within the previous round, whether with a melee, ranged, or natural weapon, or a spell that requires an attack roll. The target is wracked with shooting pains that impose a –4 penalty on attack rolls, skills checks, and ability checks. On a successful Fortitude save, the penalty only lasts for 1 round. A target who worships the same god as you takes a –2 penalty on its saving throw.
Diminished Effects The target is wracked with shooting pains that impose a –2 penalty on attack rolls, skills checks, and ability checks. On a successful Fortitude save, the penalty is negated.
Heightened Effects The target does not receive a Fortitude save, but you must still overcome its spell resistance.

REVIVING FINALE
School conjuration (healing); Level bard 3
Casting Time 1 swift action
Components V, S
Range 20 ft.
Area a 20-ft.-radius burst centered on you
Duration instantaneous
Saving Throw Will half (harmless); Spell Resistance yes (harmless)
You must have a bardic performance in effect to cast this spell. With a flourish, you immediately end your bardic performance, and allies within the area of the spell regain 2d6 hit points. This spell has no effect on undead creatures.
Diminished Effects Allies within the area of the spell only regain 1d6 hit points.
Heightened Effects Allies within the area of the spell only regain 3d6 hit points.

RIDE THE WAVES
School transmutation [water]; Level cleric/oracle 4, druid 4, sorcerer/wizard 4, witch 4
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration 1 hour/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
The target gains the ability to breathe water and a swim speed of 30 feet. This swim speed means the target also gains the standard +8 bonus on Swim checks and the ability to take 10 on Swim checks even while distracted or endangered. The target can use the run action while swimming, provided it swims in a straight line. The spell does not make the target unable to breathe air.
Diminished Effects The target does not gain the ability to breathe water.
Heightened Effects The target gains a swim speed of 60 feet.

RIGHTEOUS MIGHT
School transmutation; Level cleric/oracle 5, inquisitor 5; Domain glory 5, growth 5, strength 5
Casting Time 1 standard action
Components V, S, DF
Range personal
Target you
Duration 1 round/level (D)
Your height immediately doubles, and your weight increases by a factor of eight. This increase changes your size category to the next larger one. You gain a +4 size bonus to Strength and Constitution and take a –2 penalty to your Dexterity. You gain a +2 enhancement bonus to your natural armor. You gain DR 5/evil (if you normally channel positive energy) or DR 5/good (if you normally channel negative energy). At 15th level, this DR becomes 10/evil or 10/good (the maximum). Your size modifier for AC and attacks changes as appropriate to your new size category. This spell doesn't change your speed. Determine space and reach as appropriate to your new size.
If insufficient room is available for the desired growth, you attain the maximum possible size and may make a Strength check (using your increased Strength) to burst any enclosures in the process (see Additional Rules for rules on breaking objects). If you fail, you are constrained without harm by the materials enclosing you—the spell cannot crush you by increasing your size.
All equipment you wear or carry is similarly enlarged by the spell. Melee weapons deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical effects that increase size do not stack.
Diminished Effects You gain a +2 size bonus to Strength and Constitution, and a +1 enhancement bonus to your natural armor. You only gain DR 5/magic. At 15th level, this DR becomes 5/evil or 5/good.
Heightened Effects The spell’s range becomes touch and its target becomes one creature.

RIVER OF WIND
School evocation [air]; Level druid 4, magus 4, sorcerer/wizard 4
Casting Time 1 standard action
Components V, S
Range 120 ft.
Area 120-ft. line
Duration 1 round/level
Saving Throw Fortitude partial; Spell Resistance yes
Summoning up the power of the tempest, you direct a current of forceful winds where you please. This spell creates a 5-foot-diameter line of wind—the direction of the wind is away from your location when you cast the spell, and remains constant in that direction for the spell duration. Creatures caught in a river of wind take 4d6 nonlethal damage and are knocked prone. A successful Fortitude save halves the damage and prevents being knocked prone.
A creature that begins its turn wholly or partially within a river of wind must make a Fortitude save or be pushed 20 feet in the wind's direction of flow, take 2d6 nonlethal damage, and be knocked prone—a successful Fortitude save means the creature merely takes 1d6 nonlethal damage. Creatures under the effect of freedom of movement and creatures with the air subtype are unaffected by a river of wind.
Diminished Effects The spell’s duration becomes instantaneous.
Heightened Effects Creatures caught in a river of wind take 8d6 nonlethal damage and are knocked prone. A creature that begins its turn wholly or partially within a river of wind must make a Fortitude save or be pushed 20 feet in the wind's direction of flow, take 4d6 nonlethal damage, and be knocked prone.

RUSTING GRASP
School transmutation; Level druid 4
Casting Time 1 standard action
Components V, S, DF
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
Any iron or iron alloy item you touch crumbles into rust. If the item is so large that it cannot fit within a 3-foot radius, a 3-foot-radius volume of the metal is rusted and destroyed. Magic items made of metal are immune to this spell.
You may employ rusting grasp in combat with a successful melee touch attack. Rusting grasp used in this way instantaneously destroys 1d6 points of AC gained from metal armor (to the maximum amount of protection the armor offers) through corrosion.
Weapons in use by an opponent targeted by the spell are more difficult to grasp. You must succeed on a melee touch attack against the weapon. A metal weapon that is hit is destroyed. Striking at an opponent's weapon provokes an attack of opportunity. Also, you must touch the weapon and not the other way around.
Against a ferrous creature, 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 you can make one melee touch attack per round.
Diminished Effects The spell lasts for a single round.
Heightened Effects You may use the spell against a magic item made of metal, but you must make a caster level check against the item’s caster level (DC = 11 + the item's caster level). If you succeed, you deal 3d6 points of damage + 1 per caster level (maximum +15) to the magic item made of metal. The spell destroys 1d8 points of AC gained from nonmagical metal armor and deals 6d8 points of damage + 1 per caster level (maximum +20) to a ferrous creature.


No comments:

Post a Comment