Rage
Enchantment (Compulsion)
[Mind-Affecting]
Level: Brd 2, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
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.
Rainbow Pattern
Illusion
(Pattern) [Mind-Affecting]
Level: Brd 4, Sor/Wiz 4
Components: V (Brd only), S, M, F; see text
Casting
Time: 1 standard
action
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 Hit Dice 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 get or 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.
Verbal
Component: A wizard
or sorcerer need not utter a sound to cast this spell, but a bard must sing,
play music, or recite a rhyme as a verbal component.
Material
Component: A piece
of phosphor.
Focus: A crystal prism.
Raise Dead
Conjuration
(Healing)
Level: Clr 5
Components: V, S, M, DF
Casting
Time: 1 minute
Range: Touch
Target: Dead creature touched
Duration: Instantaneous
Saving
Throw: None; see
text
Spell
Resistance: Yes
(harmless)
You restore
life to a deceased creature. You can raise a creature that has been dead for no
longer than one 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 loses one level (or 1 Hit
Die) when it is raised, just as if it had lost a level or a Hit Die to an
energy-draining creature. If the subject is 1st level, it loses 2 points of
Constitution instead (if this would reduce its Con to 0 or less, it can’t be
raised). This level/HD loss or Constitution loss cannot be repaired by any
means. A character who died with spells prepared has a 50% chance of losing any
given spell upon being raised, in addition to losing spells for losing a level.
A 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, in addition to losing spell slots for losing a level.
A raised
creature has a number of hit points equal to its current Hit Dice. 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.
Material
Component: Diamonds
worth a total of least 5,000 gp.
Ray of Enfeeblement
Necromancy
Level: Sor/Wiz 1
Components: V, S
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 min./level
Saving
Throw: None
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.
Ray of Exhaustion
Necromancy
Level: Sor/Wiz 3
Components: V, S, M
Casting
Time: 1 standard
action
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.
Material
Component: A drop of
sweat.
Ray of Frost
Evocation
[Cold]
Level: Sor/Wiz 0
Components: V, S
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving
Throw: None
Spell
Resistance: Yes
A ray of
freezing air and ice projects from 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.
Read Magic
Divination
Level: Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1,
Sor/Wiz 0
Components: V, S, F
Casting
Time: 1 standard
action
Range: Personal
Target: You
Duration: 10 min./level
By means of read
magic, 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 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.
Focus: A clear crystal or mineral prism.
Reason
Enchantment (Compulsion) [Mind-Affecting]
Level: Reason 9, Sor/Wiz 9
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes /level
Saving Throw: No
Spell Resistance: No
The recipient may add their Intelligence modifier to any attack role or skill
check in addition to the standard modifier (including Intelligence). The
recipient may also add their intelligence modifier to their caster level.
Reduce Animal
Transmutation
Level: Drd 2, Rgr 3
Components: V, S
Casting
Time: 1 standard
action
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.
Reduce Person
Transmutation
Level: Sor/Wiz 1
Components: V, S, M
Casting
Time: 1 round
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.
Material
Component: A pinch
of powdered iron.
Reduce Person, Mass
Transmutation
Level: Sor/Wiz 4
Target: One humanoid creature/level, no two
of which can be more than 30 ft. apart
This spell
functions like reduce person, except that it affects multiple creatures.
Refuge
Conjuration
(Teleportation)
Level: Clr 7, Sor/Wiz 9
Components: V, S, M
Casting
Time: 1 standard
action
Range: Touch
Target: Object touched
Duration: Permanent until discharged
Saving
Throw: None
Spell
Resistance: No
You create
powerful magic in some 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 transmuted, 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 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.
Material
Component: The
specially prepared object, whose construction requires gems worth 1,500 gp.
Regenerate
Conjuration
(Healing)
Level: Clr 7, Drd 9, Healing 7
Components: V, S, DF
Casting
Time: 3 full rounds
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving
Throw: Fortitude
negates (harmless)
Spell
Resistance: Yes
(harmless)
The
subject’s severed body members (fingers, toes, hands, feet, arms, legs, tails,
or even heads of multiheaded creatures), broken bones, and ruined organs grow
back. After the spell is cast, the physical regeneration is complete in 1 round
if the severed members are present and touching the creature. It takes 2d10
rounds otherwise.
Regenerate
also cures 4d8
points of damage +1 point per caster level (maximum +35), rids the subject of
exhaustion and/or fatigue, and eliminates all nonlethal damage the subject has
taken. It has no effect on nonliving creatures (including undead).
Reincarnate
Transmutation
Level: Drd 4
Components: V, S, M, DF
Casting Time: 10 minutes
Range: Touch
Target: Dead creature touched
Duration: Instantaneous
Saving
Throw: None; see
text
Spell
Resistance: Yes
(harmless)
With this
spell, you bring back a dead creature in another body, provided that its death
occurred no more than one 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
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 of his
previous race) and then apply the adjustments found below to its remaining
ability scores. The subject’s level (or Hit Dice) is reduced by 1. If the
subject was 1st level, its new Constitution score is reduced by 2. (If this
reduction would put its Con at 0 or lower, it can’t be reincarnated). This
level/HD loss or Constitution loss cannot be repaired by any means.
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 well advised to become a multiclass character.
For a
humanoid creature, the new incarnation is determined using the following table.
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 cannot bring back a creature who has died of old age.
d% |
Incarnation |
Str |
Dex |
Con |
01 |
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 |
+0 |
+0 |
53–62 |
Half-orc |
+2 |
+0 |
+0 |
63–74 |
Halfling |
–2 |
+2 |
+0 |
75–89 |
Human |
+0 |
+0 |
+0 |
90–93 |
Kobold |
–4 |
+2 |
–2 |
94 |
Lizardfolk |
+2 |
+0 |
+2 |
95–98 |
Orc |
+4 |
+0 |
+0 |
99 |
Troglodyte |
+0 |
–2 |
+4 |
100 |
Other |
? |
? |
? |
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.
Material
Component: Rare oils
and unguents worth a total of least 1,000 gp, spread over the remains.
Remove Blindness/Deafness
Conjuration
(Healing)
Level: Clr 3, Pal 3
Components: V, S
Casting
Time: 1 standard
action
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.
Remove Curse
Abjuration
Level: Brd 3, Clr 3, Pal 3, Sor/Wiz 4
Components: V, S
Casting
Time: 1 standard
action
Range: Touch
Target: Creature or item touched
Duration: Instantaneous
Saving
Throw: Will negates
(harmless)
Spell
Resistance: Yes
(harmless)
Remove
curse instantaneously
removes all curses on an object or a creature. Remove curse does not
remove the curse from a cursed shield, weapon, or suit of armor, although the
spell typically enables the creature afflicted with any such cursed item to
remove and get rid of it. Certain special curses may not be countered by this
spell or may be countered only by a caster of a certain level or higher.
Remove
curse counters and
dispels bestow curse.
Remove Disease
Conjuration
(Healing)
Level: Clr 3, Drd 3, Rgr 3
Components: V, S
Casting
Time: 1 standard
action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving
Throw: Fortitude
negates (harmless)
Spell
Resistance: Yes
(harmless)
Remove
disease cures all
diseases that the subject is suffering from. The spell also kills parasites,
including green slime and others. Certain special diseases may not be countered
by this spell or may be countered only by a caster of a certain level or
higher.
Note: Since the spell’s duration is
instantaneous, it does not prevent reinfection after a new exposure to the same
disease at a later date.
Remove Fear
Abjuration
Level: Brd 1, Clr 1
Components: V, S
Casting
Time: 1 standard
action
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.
Remove Paralysis
Conjuration
(Healing)
Level: Clr 2, Pal 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Up to four creatures, no two of
which can be more than 30 ft. apart
Duration: Instantaneous
Saving
Throw: Will negates
(harmless)
Spell
Resistance: Yes
(harmless)
You can free
one or more creatures from the effects of any temporary paralysis or related
magic, including a ghoul’s touch or a slow spell. If the spell is cast
on one creature, the paralysis is negated. If cast on two creatures, each
receives another save 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.
Repel Metal or Stone
Abjuration
[Earth]
Level: Drd 8
Components: V, S
Casting
Time: 1 standard
action
Range: 60 ft.
Area: 60-ft. line from you
Duration: 1 round/level (D)
Saving
Throw: None
Spell
Resistance: No
Like repel
wood, this spell creates waves of invisible and intangible energy that roll
forth from you. All metal or stone objects in the path of the spell are pushed
away from you to the limit of the range. Fixed metal or stone objects larger
than 3 inches in diameter and loose objects weighing more than 500 pounds are
not affected. Anything else, including animated objects, small boulders, and
creatures in metal armor, moves back. Fixed objects 3 inches in diameter or
smaller bend or break, and the pieces move with the wave of energy. Objects
affected by the spell are repelled at the rate of 40 feet per round.
Objects such
as metal armor, swords, and the like are pushed back, dragging their bearers
with them. Even magic items with metal components are repelled, although an antimagic
field blocks the effects.
The waves of
energy continue to sweep down the set path for the spell’s duration. After you
cast the spell, the path is set, and you can then do other things or go
elsewhere without affecting the spell’s power.
Repel Vermin
Abjuration
Level: Brd 4, Clr 4, Drd 4, Rgr 3
Components: V, S, DF
Casting
Time: 1 standard
action
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 Hit Dice of less than one-third your
level cannot penetrate the barrier.
A vermin
with Hit Dice 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.
Repel Wood
Transmutation
Level: Drd 6, Plant 6
Components: V, S
Casting
Time: 1 standard
action
Range: 60 ft.
Area: 60-ft. line-shaped emanation from
you
Duration: 1 min./level (D)
Saving
Throw: None
Spell
Resistance: No
Waves of
energy roll forth from you, moving in the direction that you determine, causing
all wooden objects in the path of the spell to be pushed away from you to the
limit of the range. Wooden objects larger than 3 inches in diameter that are
fixed firmly are not affected, but loose objects are. Objects 3 inches in
diameter or smaller that are fixed in place splinter and break, and the pieces
move with the wave of energy. Objects affected by the spell are repelled at the
rate of 40 feet per round.
Objects such
as wooden shields, spears, wooden weapon shafts and hafts, and arrows and bolts
are pushed back, dragging those carrying them 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) to prevent this forced movement, it splinters. Even magic items with
wooden sections are repelled, although an antimagic field blocks the
effects.
The waves of
energy continue to sweep down the set path for the spell’s duration. After you
cast the spell, the path is set, and you can then do other things or go
elsewhere without affecting the spell’s power.
Repulsion
Abjuration
Level: Clr 7, Protection 7, Sor/Wiz 6
Components: V, S, F/DF
Casting
Time: 1 standard
action
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.
Arcane
Focus: A pair of
small iron bars attached to two small canine statuettes, one black and one
white, the whole array worth 50 gp.
Resilient Sphere
Evocation
[Force]
Level: Sor/Wiz 4
Components: V, S, M
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 1-ft.-diameter/level sphere,
centered around a creature
Duration: 1 min./level (D)
Saving
Throw: Reflex
negates
Spell
Resistance: Yes
A globe of
shimmering force encloses a creature, provided the creature is small enough to
fit within the diameter of the sphere. The sphere contains its subject for the
spell’s duration. The sphere is not subject to damage of any sort except from a
rod of cancellation, a rod of negation, a disintegrate spell,
or a targeted dispel magic spell. These effects destroy the sphere
without harm to the subject. Nothing can pass through the sphere, inside or
out, though the subject can breathe normally.
The subject
may struggle, but the sphere cannot be physically moved either by people
outside it or by the struggles of those within.
Material
Component: A
hemispherical piece of clear crystal and a matching hemispherical piece of gum
arabic.
Resistance
Abjuration
Level: Brd 0, Clr 0, Drd 0, Pal 1, Sor/Wiz
0
Components: V, S, M/DF
Casting
Time: 1 standard
action
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.
Arcane
Material Component: A
miniature cloak.
Resist Energy
Abjuration
Level: Clr 2, Drd 2, Fire 3, Pal 2, Rgr 1,
Sor/Wiz 2
Components: V, S, DF
Casting
Time: 1 standard
action
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 energy resistance 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.
Note:
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.
Restoration
Conjuration
(Healing)
Level: Clr 4, Pal 4
Components: V, S, M
This spell
functions like lesser restoration, except that it also dispels negative
levels and restores one experience level to a creature who has had a level
drained. The drained level is restored only if the time since the creature lost
the level is equal to or less than one day per caster level. A character who
has a level restored by restoration has exactly the minimum number of
experience points necessary to restore him or her to his or her previous level.
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.
Restoration
does not restore
levels or Constitution points lost due to death.
Material
Component: Diamond
dust worth 100 gp that is sprinkled over the target.
Restoration, Greater
Conjuration
(Healing)
Level: Clr 7
Components: V, S, XP
Casting
Time: 10 minutes
This spell
functions like lesser restoration, except that it dispels all negative
levels afflicting the healed creature. This effect also reverses level drains
by a force or creature, restoring the creature to the highest level it had
previously attained. The drained levels are restored only if the time since the
creature lost the level is no more than one week per caster level.
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. Greater
restoration does not restore levels or Constitution points lost due to death.
XP Cost: 500 XP.
Restoration, Lesser
Conjuration
(Healing)
Level: Clr 2, Drd 2, Pal 1
Components: V, S
Casting
Time: 3 rounds
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving
Throw: Will negates
(harmless)
Spell
Resistance: Yes (harmless)
Lesser
restoration 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.
Resurrection
Conjuration
(Healing)
Level: Clr 7
Casting
Time: 10 minutes
This spell
functions like raise dead, except that you are able to restore life and
complete strength to any deceased creature.
The
condition of the remains is not a
Upon
completion of the spell, the creature is immediately restored to full hit
points, vigor, and health, with no loss of prepared spells. However, the
subject loses one level, or 2 points of Constitution if the subject was 1st
level. (If this reduction would bring its Con to 0 or lower, it can’t be
resurrected). This level loss or Constitution loss cannot be repaired by any
means.
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. Constructs, elementals, outsiders, and undead creatures can’t
be resurrected.
Material
Component: A
sprinkle of holy water and diamonds worth a total of at least 10,000 gp.
Reverse Gravity
Transmutation
Level: Drd 8, Sor/Wiz 7
Components: V, S, M/DF
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Area: Up to one 10-ft. cube per two levels
(S)
Duration: 1 round/level (D)
Saving
Throw: None; see
text
Spell
Resistance: No
This spell
reverses gravity in an area, causing all unattached objects and creatures within
that area to fall upward and reach the top of the area in 1 round. If some
solid object (such as a ceiling) is encountered in this fall, falling objects
and creatures strike it in the same manner as they would during a normal
downward fall. If an object or creature reaches the top of the area without
striking anything, it remains there, oscillating slightly, until the spell
ends. At the end of the spell duration, affected objects and creatures fall
downward.
Provided 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.
Arcane
Material Component: A
lodestone and iron filings.
Righteous Might
Transmutation
Level: Clr 5, Strength 5
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Personal
Target: You
Duration: 1 round/level (D)
Your height
immediately doubles, and your weight increases by a
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. 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 and
projectile 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 weapons deal their normal damage (projectiles deal damage based on
the size of the weapon that fired them).
Multiple
magical effects that increase size do not stack.
Rite of the Hunt
Enchantment (Compulsion) [Mind-Affecting]
Level: Druid 8, Hunt 7
Components: V, S, M, DF
Casting Time: 1 minute
Target: One creature per level
As rite of the hunter, however one creature can be affected for each
level of the caster.
Rite of the Hunter
Enchantment (Compulsion) [Mind-Affecting]
Level: Druid 4, Hunt 3, Ranger 4
Components: V, S, M, DF
Casting Time: 1 minute
Range: Touch
Target: One creature
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
The recipient receives a +2 moral bonus to Hide, Move Silently, Listen, Spot
and Survival checks, and can Sneak Attack like a 1st level rogue. If the
recipient can already Sneak Attack, then their sneak attack damage is increased
by 1d6.
Material Component: The skull of a bear or other large predator
Rope Trick
Transmutation
Level: Sor/Wiz 2
Components: V, S, M
Casting
Time: 1 standard
action
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 multiverse of extradimensional
spaces (“planes”). 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). Creatures in
the space can pull the rope up into the space, making the rope “disappear.” In
that case, the rope counts as one of the eight creatures that can fit in the
space. 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 present on
the Material Plane, but it’s 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.
Note: It is hazardous to create an
extradimensional space within an existing extradimensional space or to take an
extradimensional space into an existing one.
Material
Component: Powdered
corn extract and a twisted loop of parchment.
Rusting Grasp
Transmutation
Level: Drd 4
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Touch
Target: One nonmagical ferrous object (or
the volume of the object within 3 ft. of the touched point) or one ferrous
creature
Duration: See text
Saving
Throw: None
Spell
Resistance: No
Any iron or
iron alloy item you touch becomes instantaneously rusted, pitted, and
worthless, effectively destroyed. 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 Armor Class
gained from metal armor (to the maximum amount of protection the armor offered)
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.
Note: 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.