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Tuesday, November 25, 2014

Multi-Variable Spells – 6th-9th Level Spells Beginning with R

by Tim Wallace

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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