RAMPART
School conjuration (creation)
[earth]; Level druid 7, sorcerer/wizard 7
Casting
Time
1 standard action
Components V, S, M (a handful of
earth)
Range medium (100 ft. + 10
ft./level)
Effect 10-ft.-high earthen wall,
in a line up to 10 ft. long/2 levels, or a circle with radius of up to 3 ft. + 1
ft./level
Duration instantaneous
Saving
Throw
none; Spell Resistance no
You
create a massive rampart of hard-packed earth and stone 5 feet thick. The rampart
cannot be conjured so that it occupies the same space as another creature or object.
Each 5-foot-wide section of the rampart has hardness 0 and 180 hit points.
A section of the rampart whose hit points drop to 0 is breached. If a creature
tries to break through the rampart with a single attack, the DC for the Strength
check is 60. A creature can climb over the rampart with a DC 20 Climb check.
Diminished
Effects
The spell’s effect becomes an earthen wall up to 5 feet long per two caster
levels, or a circle with a radius of up to 3 feet plus 1 foot per two caster
levels.
Heightened
Effects
The rampart can be conjured so that it occupies the same space as
another creature or object. Creatures that occupy the same space as the rampart must make a DC 15 Reflex save or
become buried. Creatures take 1d6 points of nonlethal damage per minute while
buried. If such a creature falls unconscious, he must make a DC
15 Constitution check each minute. If it fails, he takes 1d6 points
of lethal damage each minute until freed or dead. A buried creature can be dug
out by any action that would breach the rampart.
REFUGE
School conjuration (teleportation);
Level cleric/oracle 7, sorcerer/wizard 9, witch 9; Domain community
7, liberation 7
Casting
Time
1 standard action
Components V, S, M (a prepared object
worth 1,500 gp)
Range touch
Target object touched
Duration permanent until discharged
Saving
Throw
none; Spell Resistance no
When
you cast this spell, you create powerful magic in a specially prepared object. This
object contains the power to instantly transport its possessor across any distance
within the same plane to your abode. Once the item is so enhanced, you must give
it willingly to a creature and at the same time inform it of a command word to be
spoken when the item is used. To make use of the item, the subject speaks the command
word at the same time that it rends or breaks the item (a standard action). When
this is done, the individual and all objects it is wearing and carrying (to a maximum
of the character's heavy load) are instantly transported to your abode. No other
creatures are affected (aside from a familiar or animal companion that is touching
the subject).
You
can alter the spell when casting it so that it transports you to within 10 feet
of the possessor of the item when it is broken and the command word spoken. You
will have a general idea of the location and situation of the item possessor at
the time the refuge spell is discharged, but once you decide to alter the
spell in this fashion, you have no choice whether or not to be transported.
Diminished
Effects
The spell’s duration becomes 1 week per caster level or until discharged. The
prepared object must be broken in conjunction with the command word within 10
miles per caster level of your abode for the spell to function.
Heightened
Effects
To make use of the item, the subject need only speak the command word. The
prepared item does not need to be broken. The prepared object may be used in
this way once per five caster levels. On the final use, the prepared object is
consumed by the spell.
REGENERATE
School conjuration (healing);
Level cleric/oracle 7, druid 9, witch 7; Domain healing 7
Casting
Time
3 full rounds
Components V, S, DF
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 4d8 points of damage + 1 point per caster level (maximum +35), rids the subject
of exhaustion and fatigue, and eliminates all nonlethal damage the subject has taken.
It has no effect on nonliving creatures (including undead).
Diminished
Effects
The regeneration is complete in 1d4+1 round if the severed members are present
and touching the creature, 3d10 rounds if not. In addition, the spell only
cures 3d8 points of damage + 1 point per caster level (maximum +30)
Heightened
Effects
The spell cures 5d8 points of damage + 1 point per caster level (maximum +40).
REPEL
MATTER
School abjuration [earth]; Level
druid 7; Domain plant 6 (diminished only)
Casting
Time
1 standard action
Components V, S
Range 60 ft.
Area 60-ft. line from you
Duration 1 round/level (D)
Saving
Throw
none; Spell Resistance no
This
spell creates waves of invisible energy that roll forth from you. All wooden or
stone objects in the path of the spell are pushed away from you to the limit of
the range. Fixed wooden 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 and small boulders, 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 wooden shields, spears, wooden weapon shafts and hafts, and arrows and bolts
are pushed back, dragging those carrying them along. A creature being dragged by
an item it is carrying can let go. A creature being dragged by a shield can loose
it as a move action and drop it as a free action. If a spear is planted (set) in
a way that prevents 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 you cast the spell, the path is set, and you can then do other things or
go elsewhere without affecting the spell's power.
Diminished
Effects
The spell’s duration becomes 1 minute per caster level, but it only affects objects
made of wood.
Heightened
Effects
Objects made of metal, such as armor, swords, and the like are also pushed
back, dragging their bearers with them. Even magic items with metal components
are repelled, although an antimagic field blocks the effects.
Notes This spell combines the
effects of the following spells: repel
wood and repel metal or stone.
REPULSION
School abjuration; Level
cleric/oracle 7, inquisitor 6, sorcerer/wizard 6, summoner 5; Domain nobility
7, protection 7
Casting
Time
1 standard action
Components V, S, F/DF (a pair of
canine statuettes worth 50 gp)
Range up to 10 ft./level
Area up to 10-ft.-radius/level
emanation centered on you
Duration 1 round/level (D)
Saving
Throw Will
negates; Spell Resistance yes
An
invisible, mobile field surrounds you and prevents creatures from approaching you.
You decide how big the field is at the time of casting (to the limit your level
allows). Any creature within or entering the field must attempt a save. If it fails,
it becomes unable to move toward you for the duration of the spell. Repelled creatures'
actions are not otherwise restricted. They can fight other creatures and can cast
spells and attack you with ranged weapons. If you move closer to an affected creature,
nothing happens. The creature is not forced back. The creature is free to make melee
attacks against you if you come within reach. If a repelled creature moves away
from you and then tries to turn back toward you, it cannot move any closer if it
is still within the spell's area.
Diminished
Effects
The spell’s range becomes 5 feet per caster level, and its area becomes a 5-foot-radius
per caster level emanation centered on you.
Heightened
Effects
Creatures that fail their Will save must attempt to move a minimum of 10 feet
further away from you each turn. If they are only able to move 5 feet away from
you they become grappled until their next turn.
If they unable to move at all away from you they become pinned until their next turn. A
grappled or pinned creature can attempt to free them self as a standard action
by making a combat maneuver check or Escape Artist check. The CMD for the
purposes of escaping this effect is equal to 10 + your caster level + your
Intelligence (for Wizards), Wisdom (for clerics and oracles), or Charisma
modifier (for sorcerers and summoners).
RESTORATION,
GREATER
School conjuration (healing);
Level cleric/oracle 7
Casting
Time 3
rounds
Components V, S, M (diamond dust
worth 5,000 gp)
Range touch
Target creature
touched
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes
(harmless)
Greater restoration dispels all permanent
and temporary negative levels afflicting the healed
creature. Greater restoration also dispels all magical effects penalizing
the creature's abilities, cures all temporary ability damage, and restores all points
permanently drained from all ability scores. It also eliminates fatigue and exhaustion,
and removes all forms of insanity, confusion, and similar mental effects.
Diminished
Effects
The spell’s material component becomes diamond dust worth 2,500 gp, and it can
only dispel one permanent negative level per three caster levels.
Heightened
Effects
In addition, if cast upon a creature that has died within 1 round, the
spell returns that creature back to life with hit points equal to its current
HD.
RESURRECTION
School conjuration (healing);
Level cleric/oracle 8, witch 9; Domain divine 7 (diminished only),
resurrection 7 (diminished only), resurrection 9 (heightened only)
Casting
Time 1
minute
Components
V, S,
M (diamond worth 17,500 gp), DF
Range touch
Target dead creature touched
Duration instantaneous
Saving
Throw none,
see text; Spell Resistance yes (harmless)
You
are 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. The subject of the spell gains
one permanent negative level 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
Con to 0 or less, it can't be resurrected).
You
can resurrect someone killed by a death effect or someone who has been turned into
an undead creature and then destroyed. You cannot resurrect someone who has died
of old age. The spell can also resurrect elementals or outsiders, but it can't
resurrect constructs or undead creatures.
Diminished
Effects
The spell’s material component becomes a diamond worth 10,000 gp. The spell
cannot resurrect elementals or outsiders.
Heightened
Effects
The spell’s material component becomes a diamond worth 25,000 gp. Upon
completion of the spell, the creature is immediately restored to full hit
points, vigor, and health, with no negative levels (or loss of Constitution points)
and all of the prepared spells possessed by the creature when it died.
Notes This spell combines the
effects of the following spells: resurrection
and true resurrection.
REVERSE
GRAVITY
School transmutation; Level
druid 8, sorcerer/wizard 7
Casting
Time
1 standard action
Components V, S, M/DF (lodestone
and iron filings)
Range
medium
(100 ft. + 10 ft./level)
Area up to one 10-ft. cube/level
(S)
Duration 1 round/level (D)
Saving
Throw
none; see text; Spell Resistance no
This
spell reverses gravity in an area, causing unattached objects and creatures in the
area to fall upward and reach the top of the area in 1 round. If a 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
it has something to hold onto, a creature caught in the area can attempt a Reflex save to secure
itself when the spell strikes. Creatures who can fly or levitate can keep themselves
from falling.
Diminished
Effects
The spell’s range becomes close (25 ft. + 5 ft./2 levels), and its area becomes
up to one 5-foot cube per caster level.
Heightened
Effects
Once per round as a free action, you may choose to suppress the effects of the
spell (so that creatures and objects in its effect will fall). If the effects
are suppressed, you can choose to turn them back on.
RIDE
THE LIGHTNING
School evocation [electricity];
Level sorcerer/wizard 9
Casting
Time
1 swift action
Components V, S
Range personal
Target you
Duration 1 round/level (D)
You
may transform into lightning as a standard action and instantly travel in a straight
line to a distance of up to 120 feet, rematerializing in the new location as a free
action. This movement does not provoke attacks of opportunity. Creatures in this
line take 10d6 points of electrical damage and are staggered for 1 round (a successful
Reflex save halves the damage and negates the staggered condition, spell resistance
applies). Objects in your path are damaged as well, with combustible objects being
set ablaze and metals with low melting points melted. If your path is interrupted
by a barrier or otherwise deflected, you materialize short of your final destination
in the nearest open space; targets in the line to that point take damage as normal.
You are immune to electricity while this spell lasts.
Diminished
Effects
The spell’s casting time becomes 1 standard action.
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