RADIANT ASSAULT. 2

RAGING FLAME. 2

RAINBOW BEAM... 3

RAINBOW BLAST. 4

RAISE FROM THE DEEP. 4

RAM’S MIGHT. 5

RAPID BURROWING.. 5

RAY OF CLUMSINESS. 5

RAY OF DEANIMATION.. 6

RAY DEFLECTION.. 6

RAY OF DIZZINESS. 6

RAY OF ENTROPY.. 7

RAY OF FLAME. 7

RAY OF ICE. 8

RAY OF LIGHT. 8

RAY OF SICKNESS. 8

RAY OF STUPIDITY.. 9

RAY OF WEAKNESS. 9

RAZORFANGS. 9

REALITY MAELSTROM... 10

REAVING DISPEL. 11

REBUKE. 11

REBUKE, FINAL. 12

REBUKE, GREATER.. 12

REBUKING BREATH.. 12

RECIPROCAL GYRE. 13

RECITATION.. 13

RED TIDE. 13

REDUCE PERSON, GREATER.. 14

REFLECTIVE DISGUISE. 14

REFLECTIVE DISGUISE, MASS. 15

REFUSAL. 15

REGAL PROCESSION.. 16

REJECTION.. 16

REJUVENATION COCOON.. 16

REJUVENATIVE CORPSE. 17

REMOVE SCENT. 18

RENEWAL PACT. 18

REPAIR CRITICAL DAMAGE. 18

REPAIR LIGHT DAMAGE. 19

REPAIR MINOR DAMAGE. 19

REPAIR MODERATE DAMAGE. 19

REPAIR SERIOUS DAMAGE. 19

REPLICATE CASTING.. 20

RESIST ENERGY, MASS. 20

RESIST PLANAR ALIGNMENT. 20

RESISTANCE, GREATER.. 21

RESISTANCE, SUPERIOR.. 21

RESONATING BOLT. 21

RESTORATION, MASS. 22

RESURGENCE. 22

RESURGENCE, MASS. 22

REVEILLE. 23

REVENANCE. 23

REVERSE ARROWS. 23

REVIVE OUTSIDER.. 24

REVIVE UNDEAD.. 24

REVIVIFY.. 25

RHINO’S RUSH.. 25

RIGHTEOUS AURA.. 26

RIGHTEOUS FURY.. 26

RIGHTEOUS WRATH OF THE FAITHFUL. 26

RING OF BLADES. 27

RUBY RAY OF REVERSAL. 27

RUIN DELVER’S FORTUNE. 28

RUSHING WATERS. 29

RUST RAY.. 29

RADIANT ASSAULT

Evocation [Light]
Level: Cleric 7, sorcerer/wizard 7
Components: V, S, F
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.- radius burst
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: Yes

 

With outstretched hand, you gesture toward the area where the spell will come into effect.

 

An instant later a blast of multicolored light fills that area.

 

This spell releases energy in the form of a multitude of rainbow-colored beams that erupt in every direction within the area designated by you. This kaleidoscopic burst of energy deals 1d6 points of damage per caster level (maximum 15d6), and all creatures within the burst are dazed for 1d6 rounds. Those that succeed on a Will save take only half normal damage and are dazzled for 1d6 rounds instead.

 

Sightless creatures are unaffected by this spell.

 

Focus: An eye from any outsider that has 4 or more Hit Dice.

 

RAGING FLAME

Transmutation [Fire]
Level: Druid 1, sorcerer/wizard 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 30-ft.-radius spread
Duration: 1 minute
Saving Throw: None
Spell Resistance: No

 

Hot, burning passion fills your soul as you complete the spell. You release the passionate energy into the chosen area, causing fires there to flare with their own elemental desire to burn.

 

This spell inflames existing fire, giving it a passion to burn. All normal fires within the affected area flare up, burning twice as hot and twice as bright.

 

The illumination radii of all nonmagical fires double (so a torch casts bright illumination in a 40-foot radius), and all nonmagical fires deal double damage (so a creature that catches on fire takes 2d6 points of fire damage per round).

 

Fire that leaves the area remains affected by the spell.

 

Fire affected by this spell burns out twice as quickly, so a torch that is the subject of a raging flame spell burns out in 30 minutes instead of the normal hour.

 

Magical fire in the area, such as from a produce flame or fireball spell, burns hotter, dealing +1 point of fire damage per die.

 

Raging flame counters or dispels the effect of slow burn (page 192).

 

RAINBOW BEAM

Evocation [Light]
Level: Sorcerer/wizard 2
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

 

You fire a ray of swirling, multihued light drawn from radiant energies. The light’s hues wind together but remain independent.

 

You must succeed on a ranged touch attack with the ray to strike a target.

 

If you hit, the subject is dazzled for 1 minute. The spell also deals 1d12 points of damage per three caster levels (maximum 5d12). A rainbow beam deals a random type of damage as determined by the following table. If two types of energy are indicated, rainbow beam deals half its damage from each type of energy indicated. Creatures apply energy resistance separately to each type of damage.

 

1d8 Color          Damage Type
1       red             fire
2        orange      acid
3       yellow         electricity
4       green          poison
5       blue            cold
6       indigo         sonic
7       violet          force
8       multihued  roll twice (ignore further results of 8)

 

Focus: A small clear gem or crystal prism worth at least 10 gp.

 

RAINBOW BLAST

Evocation [Light]
Level: Sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: 120 ft.
Area: 120-ft. line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

 

From your splayed fingers shoots a beam of mixed energy and multihued lights.

 

The beam burns and freezes, sizzles and screams.

 

This spell is a wide-spectrum blast of radiant energy composed of all five energy types. Rainbow blast deals 1d6 points of damage from each of the five energy types (acid, cold, electricity, fire, and sonic), for a total of 5d6 points of damage. Creatures apply resistance to energy separately for each type of damage.

 

As you gain in levels, the damage die increases in size. At 7th level the spell deals 5d8 points of damage, at 9th level it deals 5d10 points of damage, and at 11th level it deals 5d12 points of damage—one die for each of the five energy types.

 

Focus: A small clear gem or crystal prism worth at least 50 gp.

 

RAISE FROM THE DEEP

Transmutation [Water]
Level: Sorcerer/wizard 4
Components: V
Casting Time: 1 minute
Range: Long (400 ft. + 40 ft./level); see text
Target: One creature or object
Duration: 1 hour/level
Saving Throw: Fortitude negates (object)
Spell Resistance: Yes (object)

 

Water roils and foams as the shipwreck rises to the surface. Floating now effortlessly, it bobs up and down, never sinking more than an inch.

 

The subject of this spell gains magical buoyancy and floats on the surface of the water for the duration of the spell, despite its weight or normal buoyancy.

 

It cannot swim below the surface of the water. Creatures that must breathe water can still do so. If the subject is underwater at the time this spell is cast, it rises toward the surface at a speed of 150 feet. The magic of the spell prevents the subject from taking damage from the speed of the ascent.

 

This spell is particularly effective at raising sunken ships from the deep. If you know the exact details of the shipwreck (its appearance, its name, the date of its creation, its history, and the circumstances of its sinking), the vertical distance between you and the subject is not a factor. When cast to raise a shipwreck, the spell brings up all surviving fragments of the ship, along with any loose objects that are in contact with the ship or enclosed inside it. The ship and its fragments remain on the surface of the ocean until the spell’s duration ends, at which point the ship sinks again if it has not been repaired. (Multiple consecutive castings of the spell might be needed to keep the ship afloat long enough to be fully repaired.)

 

RAM’S MIGHT

Transmutation
Level: Druid 1, ranger 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level

 

You complete the casting, and your hands tingle. Ridged, hornlike ripples appear over your knuckles, nails, and the backs of your hands.

 

You gain a +2 enhancement bonus to Strength, and your unarmed attacks deal lethal instead of nonlethal damage.

 

You are considered armed. The spell has no other effect; you can cast spells and manipulate objects normally.

 

RAPID BURROWING

Transmutation
Level: Druid 1, ranger 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

 

Splaying your fingers like a mole’s forepaws completes the spell. With your touch, the target’s digging appendages increase in size and sharpness.

 

This spell increases the touched creature’s burrow speed by 20 feet. It has no effect on other modes of movement, nor does it grant the subject a burrow speed or the ability to burrow through stone if the creature cannot already do so.

 

RAY OF CLUMSINESS

Transmutation
Level: Sorcerer/wizard 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes

 

A crackling ray leaps from your outstretched hand. The green ray seems almost sluggish in reaching its target, though it takes only an eyeblink to do so.

 

You must succeed on a ranged touch attack with the ray to strike a target.

 

The energy of the ray stiffens the subject’s muscles and joints, making it more difficult for the subject to move.

 

The subject takes a penalty to Dexterity equal to 1d6+1 per two caster levels (maximum penalty 1d6+5, minimum Dexterity 1).

 

RAY OF DEANIMATION

Abjuration
Level: Sorcerer/wizard 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Target: One construct
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

 

A copper-red ray bursts from your outstretched hand. The sound of grinding gears and breaking metal accompanies the ray’s flight.

 

This ray interferes with magical animation, degenerating the magic bound within constructs and effectively causing damage. You must succeed on a ranged touch attack with the ray to strike a target. The ray deals 1d6 points of damage per caster level to the subject (maximum 15d6).

 

RAY DEFLECTION

Abjuration
Level: Bard 4, sorcerer/wizard 4
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

 

As the spell is cast, a brief shimmering field appears around you. Small motes of silver float within the field.

 

For the duration of the spell, you are protected against ranged touch attacks, including ray spells and ray attacks made by creatures. Any ray attack directed at you is automatically reflected harmlessly away.

 

Focus: A glass prism.

 

RAY OF DIZZINESS

Enchantment (Compulsion) [Mind-Affecting]
Level: Bard 3, sorcerer/wizard 3
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

 

You release a drab violet ray from your palm. The ray shoots toward your target in a spiraling corkscrew.

 

You strike out at your enemy with a ray that causes intense feelings of vertigo.

 

You must succeed on a ranged touch attack with the ray to strike a target.

 

A struck subject experiences strong feelings of vertigo and can take only a move action or a standard action each round (but not both, and it cannot take a full-round action).

 

Focus: A small top.

 

RAY OF ENTROPY

Necromancy
Level: Sorcerer/wizard 6
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes

 

You release a crackling black ray. The smell of decay fills the air.

 

When you cast this spell, you unleash a ray of negative energy that consumes the life energy of the subject. You must succeed on a ranged touch attack with the ray to strike a target.

 

If your attack is successful against a living creature, the ray makes the subject weaker, slower, and less healthy. The subject takes a –4 penalty to Strength, Constitution, and Dexterity for the duration of the spell.

 

RAY OF FLAME

Evocation [Flame]
Level: Sorcerer/wizard 1
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: Yes

 

A burning ray shoots out at the target from your upturned palm. The sound of a crackling fire follows the ray’s path.

 

You must succeed on a ranged touch attack with the ray to strike a target.

 

If your attack is successful, the ray deals 1d6 points of fire damage per two caster levels (maximum 5d6). The target must also make a Reflex save or catch fire, taking 1d6 points of fire damage each round until the flames are put out (requiring a DC 15 Reflex save; see Catching on Fire, DMG 303).

 

Focus: A small, polished glass lens.

 

RAY OF ICE

Evocation [Cold]
Level: Sorcerer/wizard 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: Yes

 

A cyan ray beams from your fingertips.

 

You shudder with cold as the ray leaves your hand.

 

You launch a ray of numbing cold at your enemy. You must succeed on a ranged touch attack with the ray to strike a target. If successful, the ray deals 1d6 points of cold damage per two caster levels (maximum 5d6). The target must also make a Reflex save or be frozen to the ground with its feet encased in ice. A frozen creature cannot move, receives no Dexterity bonus to AC, and incurs a –2 penalty on attack rolls.

 

A frozen creature can free itself with a DC 18 Strength check or by dealing 15 points of damage to the ice.

 

Material Component: Ice or a vial of melted mountain snow.

 

RAY OF LIGHT

Evocation [Light]
Level: Bard 6, sorcerer/wizard 6
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

 

Your palm emits a ray of light. The ray gives off a soft, continuous glow.

 

You direct a short ray at the eyes of a target. You must succeed on a ranged touch attack with the ray to strike a target. With a successful ranged touch attack, the subject is blinded for 1d4 rounds.

 

RAY OF SICKNESS

Necromancy
Level: Sorcerer/wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Effect: Ray
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

 

Holding your outstretched hand palm down, you fire a sickly green ray. Your hand feels cold and clammy for a few seconds after the ray flies forth.

 

You must succeed on a ranged touch attack with the ray to strike a target.

 

If your ranged touch attack hits, the subject becomes sickened.

 

RAY OF STUPIDITY

Enchantment (Compulsion) [Mind-Affecting]
Level: Sorcerer/wizard 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

 

A bright yellow beam bursts from your extended fingertips. The beam emits an “uh” sound, like someone trying to think of a word.

 

This ray clouds the mind of your enemy, damaging its intellect. You must succeed on a ranged touch attack with the ray to strike a target. A subject struck by the ray takes 1d4+1 points of Intelligence damage. If the target is a wizard, she might temporarily lose the ability to cast some or all of her spells if her Intelligence drops too low.

 

Material Component: A miniature cone-shaped hat.

 

RAY OF WEAKNESS

Necromancy
Level: Sorcerer/wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes

 

A dark ray flies forth from your hand. The air fills with the smell of blood.

 

You must succeed on a ranged touch attack with the ray to strike a target.

 

The target of this ray feels weaker and takes a –2 penalty on attack rolls. Its speed is reduced by 10 feet.

 

RAZORFANGS

Transmutation
Level: Sorcerer/wizard 2
Components: V
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

 

You speak the words of this spell and your claws shine with lustrous yellow radiance, growing more slender and sharper as you watch.

 

Choose one of your natural weapons that deals slashing or piercing damage (such as a bite or a single claw). That natural weapon’s threat range doubles (in most cases, becoming 19–20).

 

The effect of this spell does not stack with any other effects that increase a weapon’s threat range.

 

REALITY MAELSTROM

Evocation
Level: Sorcerer/wizard 9
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius emanation centered on a point in space, and 40-ft.-radius emanation centered on the same point; see text
Duration: 1 round
Saving Throw: Will negates, Reflex negates; see text
Spell Resistance: Yes

 

A lightning strike and a tearing sound as loud as thunder fills the area as a hole in space opens. Wind rushes into the void, and objects nearby lift into the air as everything is drawn inexorably toward the rip in reality.

 

You tear a temporary hole in reality itself that sucks all loose material and living creatures into it, sending them to a random plane (see sidebar). Everything sucked into the reality maelstrom goes to the same plane.

 

Reality maelstrom has a primary area and a secondary area. The primary area is the hole itself: a sphere with a 20-foot radius centered on the spell’s point of origin. Within that area, all unattended objects weighing 100 pounds or less are sucked into the maelstrom, as are all individuals who fail a Will saving throw.

 

The rip also creates a windstorm of air that affects objects and creatures in the secondary area of the spell. The secondary area is all the space farther than 20 feet from the spell’s point of origin but not farther than 40 feet away. All unattended objects within the secondary area that weigh 50 pounds or less are drawn into the primary area of the maelstrom. Individuals within the secondary area must make a Reflex saving throw. Those who fail are sucked into the primary area and must then make a Will saving throw to avoid being drawn into the maelstrom.

 

Individuals who succeed on either saving throw can move and attack as normal.

 

A reality maelstrom is a one-way portal, so nothing ever emerges from the hole the spell makes.

 

Material Component: A golden hoop no less than 1 inch across.

 

REAVING DISPEL

Abjuration
Level: Sorcerer/wizard 9
Saving Throw: See text
Spell Resistance: No

 

Bringing to your lips some of the most elemental words of arcane power, you feel stirring within you the spirits of ancient mages as you prepare to absorb the spell energies you have targeted. Your body shakes uncontrollably, as if eagerly anticipating the power behind those spells.

 

This spell functions like dispel magic (PH 223), except that your caster level for your dispel check is a maximum of +20 instead of +10, and (as with greater dispel magic) you have a chance to dispel any effect that remove curse can remove, even if dispel magic can’t dispel that effect. When casting a targeted dispel or counterspell, you can choose to reave each spell you successfully dispel, stealing its power and effect for yourself.

 

When making a targeted dispel, make a Spellcraft check (DC 25 + spell level) to identify the target spell or each ongoing spell currently in effect on the target creature or object.

 

Each spell you dispel with a targeted dispel can be reaved if you so desire, and the spell’s effects are redirected to you, continuing as if cast on you by the original caster with no interruption to or extension of duration. Once you reave the spell, you identify it if you haven’t done so already (see below).

 

If the subject was the caster and the spell is dismissible, you can dismiss it as if you had cast it yourself. Likewise, if the subject was the caster and the spell requires concentration, you must concentrate to maintain the spell’s effect as if you had cast it yourself.

 

You can still attempt to reave a spell you didn’t identify with your Spellcraft check, but doing so can be risky if you don’t know the specifics of the spell’s effect. For example, if you fail to identity an ongoing spell effect on an enemy character and choose to reave anyway, you might find yourself under the influence of the dominate person effect that character was suffering from. Any spell resistance you might have has no effect against harmful spells you might inadvertently reave, but you get the same chance to save against those spell effects as the original target.

 

If you choose to reave a spell you have successfully counterspelled with reaving dispel, you seize control of the spell after the enemy caster completes it, and you can redirect the spell to whatever targets or area you wish (including the original caster, if appropriate). Again, you must make a Spellcraft check (DC 25 + spell level) to identify the spell you intend to reave, but you are free to choose to redirect a spell whose effect, range, and area you don’t know.

 

If the redirected spell’s correct casting conditions aren’t met (because you guess at an improper target or range, for example), the spell fails.

 

Reaving dispel can be used to cast an area dispel with the increased maximum caster level, but any magical effects so dispelled cannot be reaved.

 

REBUKE

Enchantment (Compulsion) [Fear, Mind-Affecting]
Level: Sorcerer/wizard 2, Hades 2
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

 

You rap the switch in your hand and then sharply against your thigh, finishing the final gesture that will bring discomfort to your foe.

 

When the spell is cast, the subject is dazed for 1 round and shaken for the duration of the spell. Furthermore, a spellcaster targeted by rebuke must make a successful Concentration check (DC equal to the save DC for this spell + the level of the spell being cast) to cast spells while under its effect.

 

Focus: A stick at least 1 foot long.

 

REBUKE, FINAL

Enchantment (Compulsion) [Fear, Mind-Affecting]
Level: Sorcerer/wizard 7
Saving Throw: Will partial

 

You jab the stick into your side and twist it, causing yourself some discomfort but creating a killing pain in the target.

 

This spell functions like rebuke, except that the target dies instantly if it fails its saving throw. A creature that survives this effect is dazed for 1 round.

 

REBUKE, GREATER

Enchantment (Compulsion) [Fear, Mind-Affecting]
Level: Sorcerer/wizard 4

 

This spell functions like rebuke, except that the subject is cowering for 1d4 rounds instead of being dazed for 1 round.

 

REBUKING BREATH

Necromancy
Level: Sorcerer/wizard 4
Components: S
Casting Time: 1 swift action
Range: Personal
Target: Your breath weapon
Duration: 1 round

 

Your expel your breath weapon, and it is filled with dancing white sparks that swarm around your foes and freeze them with fear.

 

For this spell to function, you must have a breath weapon, either as a supernatural ability or as the result of casting a spell such as dragon breath (page 73).

 

When you successfully cast this spell, you imbue your breath weapon with negative energy that rebukes undead in its area. Undead within the area of your breath weapon that fail their saving throws against it cower as if in awe for 1 round.

 

RECIPROCAL GYRE

Abjuration
Level: Sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature or object
Duration: Instantaneous
Saving Throw: Will half, then Fortitude negates; see text
Spell Resistance: No

 

You finger the tiny loop of wire in your hands as you complete the spell. You manipulate the magical aura of the target, creating a damaging feedback reaction, and the target explodes with white sparks.

 

The subject takes 1d12 points of damage per functioning spell or spell-like ability currently affecting it (maximum 25d12). In addition, any creature so affected that fails its Will save must then succeed on a Fortitude save or be dazed for 1d6 rounds.

 

Only spells specifically targeted on the creature in question can be used to create the backlash of a reciprocal gyre, so spells that affect an area can’t be used to deal reciprocal damage to creatures within their area. Likewise, persistent or continuous effects from magic items can’t be used to deal reciprocal damage, but targeted spell effects can be.

 

Material Component: A tiny closed loop of copper wire.

 

RECITATION

Conjuration (Creation)
Level: Cleric 4, Purification 3
Components: V, S, DF
Casting Time: 1 standard action
Range: 60 ft.
Area: All allies and foes within a 60-ft.-radius burst centered on you
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

 

By reciting a sacred passage or declaration, you invoke your deity’s blessing upon yourself and your allies.

 

The spell affects all allies within the spell’s area at the moment you cast it.

 

Your allies gain a +2 luck bonus to AC, on attack rolls, and on saving throws, or a +3 luck bonus if they worship the same deity as you.

 

Divine Focus: In addition to your holy symbol, this spell requires a sacred text as a divine focus.

 

RED TIDE

Evocation [Water]
Level: Druid 8
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 30-ft.-radius burst
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes

 

As you complete the spell, a surging, frothing wave of thick, red seawater washes over everything in the area.

 

All creatures in the area of a red tide spell are immediately knocked prone and must make a Fortitude saving throw.

 

A creature that makes its Fortitude save against a red tide is sickened for 1 minute. A creature that fails this saving throw is nauseated for 1 minute, and it takes 2d6 points of Strength damage.

 

After 1 minute, the nausea ends but the creature must make a second Fortitude saving throw or take an additional 2d6 points of Strength damage. Creatures that are immune to poison are immune to these effects of a red tide.

 

Creatures with the fire subtype take 1d6 points of damage per caster level (maximum 20d6), or half with a successful Reflex save.

 

The tainted water evoked by this spell vanishes almost immediately, and any objects or creatures in the area do not emerge wet.

 

REDUCE PERSON, GREATER

Transmutation
Level: Sorcerer/wizard 5
Duration: 10 minutes/ level
The creature shrinks rapidly before your eyes.

 

This spell functions like reduce person (PH 269), except as noted above.

 

REFLECTIVE DISGUISE

Illusion (Glamer)
Level: Bard 2, sorcerer/wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level

 

You invoke the spell and, to your eyes, you are covered with a glittering net of sparks and spangles. To the eyes of the drow in the underground marketplace, you look like just another dark elf.

 

A reflective disguise spell causes any intelligent creature viewing you to perceive you as the same species and gender as itself, provided that its size category is no more than one step different from your own. The spell changes perceptions of clothing, race, and gender.

 

Reflective disguise does not give you any knowledge of the abilities or mannerisms of the reflected form, nor does it alter the perceived tactile (touch), audible (sound), or olfactory (smell) properties of you or your equipment.

 

A creature that interacts with the glamer, beyond simply viewing it, gets a Will save to recognize it as an illusion. For example, a creature that touched you and realized that the tactile sensation did not match the visual one would be entitled to such a save. A creature with the scent ability automatically gets a Will save if you are within its scent range.

 

REFLECTIVE DISGUISE, MASS

Illusion (Glamer)
Level: Bard 5, sorcerer/wizard 6
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/2 levels, no two of which are more than 30 ft. apart
Duration: 12 hours (D)
Saving Throw: Will negates
Spell Resistance: Yes

 

You cast the spell, and your allies all suddenly appear to be members of the same orc tribe you plan to infiltrate.

 

This spell functions like reflective disguise, except you can change the appearance of other creatures as well.

 

Affected creatures resume their normal appearances if slain.

 

An unwilling target can negate the spell’s effect on itself by making a successful Will save or with spell resistance.

 

REFUSAL

Abjuration
Level: Sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Ef fect and Area: Invisible ward that occupies two 10-ft. squares/ level (S)
Duration: 1 hour/level
Saving Throw: Will negates; see text
Spell Resistance: Yes

 

A metallic stretching sound, as if a thin sheet of metal were bowed then released, echoes forth from your outstretched hand. You can see for just an instant a glowing grid that defines the protected area of your spell.

 

You create a special ward that prevents unauthorized spellcasters or creatures with spell-like abilities from entering an area. Any creature that has spells prepared, spell slots available for casting without preparation, or innate spell-like abilities must succeed on a Will save or be halted by an invisible barrier that prevents passage. The DC of the Will save increases by a number equal to the spell level of the highestlevel spell the creature has prepared or is capable of casting (so that a 10th-level sorcerer who hasn’t yet depleted his 5thlevel spell slots for the day adds 5 to the save DC). You can choose to designate a password or special condition (such as character race, alignment, possession of a token, or any other observable or detectable characteristic) by which spellcasting characters and creatures can enter the refusal-warded area.

 

Creatures that have no spellcasting capability or spell-like abilities (including spellcasters who have used up their spell slots and creatures with spell trigger or spell completion magic items) can pass through the barrier with no difficulty. Spellcasters and creatures that have spell-like abilities and that are already within the area you protect when you create the ward are not compelled to leave or restricted in their movement within it (and spells and spell-like abilities can pass through the barrier in either direction with no difficulty). However, if such creatures leave the area, they must succeed on saving throws as described above to return.

 

Creatures attempting to use any teleportation spell or effect to enter the warded area make the normal saving throw. They are shunted harmlessly to the nearest safe space outside the warded area if they fail.

 

Material Component: A pinch of dust from a wizard’s tomb.

 

REGAL PROCESSION

Conjuration (Summoning)
Level: Paladin 3, sorcerer/wizard 3
Effect: One mount/level

 

You toss a bit of horsehair into the air, and as it drifts toward the ground, an array of finely adorned mounts appears.

 

This spell functions like mount (PH 256), except you can summon several mounts. Each comes with a bit and bridle, riding saddle, saddle blanket, ribbons, adornments, and a banner. You select the colors of the horses and the livery, either or both of which can include a heraldic or personal symbol.

 

REJECTION

Abjuration
Level: Cleric 6
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

 

With a stern word of disallowance, you cast the spell. A barely perceptible hum sounds in the direction you indicate.

 

A creature in the area must succeed on a Fortitude saving throw or be pushed away from you to a distance of 5 feet per caster level. If the creature is pushed into a wall or similarly solid surface, it takes 1d6 points of damage for every 10 feet it was moved.

 

Movement forced by this spell can take the creature beyond the spell’s range.

 

REJUVENATION COCOON

Conjuration (Healing)
Level: Druid 5
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Willing creature touched
Duration: 2 rounds
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

 

You pass your hand over the body of your friend, drawing a cocoon of glowing yellowgreen energy about him.

 

When you cast the spell, the rejuvenation cocoon forms around the subject.

 

One round after the cocoon forms, it heals the subject of 10 points of damage per caster level (maximum 150 hit points) and purges the subject of poison and disease. At the end of the second round, the rejuvenation cocoon dissipates and the subject emerges, able to move and act freely.

 

The cocoon is made of force, but it is somewhat flexible and responds to pressure from the inside of the cocoon.

 

The subject can’t move from the space it is in while cocooned, however.

 

The cocoon has hardness 10 and 10 hit points per caster level. If it is destroyed, the spell ends.

 

Material Component: A cocoon of a butterfly.

 

REJUVENATIVE CORPSE

Necromancy [Evil]
Level: Cleric 3
Components: V, S, DF
Casting Time: 1 minute
Range: Touch
Target: One humanoid that died within the past week
Duration: 24 hours or until discharged; see text
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

 

Hunger gnaws at your innards as you complete the spell. Your hands glow with black crackling energy, which discharges into the corpse you touch. For a moment, the corpse glows with a similar blackness before fading.

 

You charge a dead body with negative energy, giving it the ability to heal an undead creature that dines upon its flesh. The corpse remains charged with this energy for up to 24 hours. If an undead creature eats a full meal of the corpse’s flesh within this time (a humanlike undead creature, such as a ghoul, generally taking 10 minutes), the undead gains fast healing 1 upon completing its feast, which lasts for the next 5 minutes.

 

This effect does not stack with any fast healing the undead has from other sources. This spell does not allow the undead to regrow or attach lost body parts. Eating the flesh discharges the spell from the corpse.

 

You can cast this spell multiple times on a corpse, allowing more than one undead to benefit from eating it, though a single undead gorging itself on multiple “meals” does not gain any extra benefit while the first meal is in effect (the fast healing does not stack).

 

A typical Medium corpse is usually enough for ten such meals, a Small corpse five, Tiny two, and Diminutive one.

 

A living creature that eats a charged corpse must succeed on a Fortitude saving throw or immediately contract filth fever (DMG 292; no incubation time). Creatures that are neither alive nor undead and eat the charged corpse are unaffected.

 

REMOVE SCENT

Transmutation
Level: Bard 1, druid 1, ranger 1, sorcerer/wizard 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates
Spell Resistance: Yes

 

With a touch of a wax-covered finger to the subject, you inhale deeply and smell nothing.

 

This spells hides the scent of the creature or object touched for the duration of the spell. The scent ability (MM 314) cannot detect a creature under the effect of a remove scent spell.

 

It also negates the harmful effects of the noxious stench exuded by certain creatures, such as ghasts, for the duration of the spell.

 

Material Component: A pinch of unscented candle wax.

 

RENEWAL PACT

Conjuration (Healing)
Level: Cleric 7, Pact 7
Components: V, S, M, DF
Casting Time: 10 minutes
Range: Touch
Target: Willing living creature touched
Duration: Permanent until triggered
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

 

Calling upon your deity to aid your ally, you bind a protective spell to your friend, leaving a tattoolike mark of your deity’s holy symbol on his skin.

 

This spell remains dormant until the subject is subjected to one or more of the following adverse conditions: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, or poisoned. One round after the subject is affected by a condition that triggers the renewal pact, the subject receives a panacea spell (page 152) at a caster level equal to that of the caster of the renewal pact.

 

A creature can be subject to only one renewal pact at a time. Casting renewal pact on a subject who already has an untriggered renewal pact voids the earlier pact.

 

Material Component: A topaz worth at least 500 gp.

 

REPAIR CRITICAL DAMAGE

Transmutation
Level: Sorcerer/wizard 4

 

The smell of grease and the distant echo of clanking gears greet your senses as you complete this spell. Upon touching the intended construct, the grease smell and gear sounds disappear. Major dents and scratches disappear from the construct, as do cuts, tears, and abrasions.

 

This spell functions like repair light damage, except that you repair 4d8 points of damage +1 point per caster level (maximum +20).

 

REPAIR LIGHT DAMAGE

Transmutation
Level: Sorcerer/wizard 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Construct touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

 

As a sculptor massaging a rough spot of clay into something less abrasive, your touch smooths over the dents and dings of the construct you touch.

 

When laying your hand upon a construct that has at least 1 hit point remaining, you transmute its structure to repair the damage it has taken. The spell repairs 1d8 points of damage +1 point per caster level (maximum +5).

 

REPAIR MINOR DAMAGE

Transmutation
Level: Sorcrer/wizard 0

 

As if with the eye of an expert craftsman, your touch draws out a minor dent in the construct’s surface.

 

This spell functions like repair light damage, except that you repair 1 point of damage to a construct.

 

REPAIR MODERATE DAMAGE

Transmutation
Level: Sorcerer/wizard 2

 

Your touch eliminates the wear and tear from the construct’s body.

 

This spell functions like repair light damage, except that you repair 2d8 points of damage +1 point per caster level (maximum +10) to a construct.

 

REPAIR SERIOUS DAMAGE

Transmutation
Level: Sorcerer/wizard 3

 

With a touch, you mold the battered construct’s form to be more like it was on its day of creation.

 

This spell functions like repair light damage, except that you repair 3d8 points of damage +1 point per caster level (maximum +15) to a construct.

 

REPLICATE CASTING

Transmutation [see text]
Level: Sorcerer/wizard 9
Components: V, S
Casting Time: 1 round; see
text
Range
: See text
Effect: One spell or spell-like ability
Duration: See text
Saving Throw: See text
Spell Resistance: See text

 

The enemy mage raises her hands, and a cone of swirling, multicolored winds appears at her fingertips. Then she laughs and says, “Can you do that?” You smile and reply, “I can now.”

 

You duplicate the effect of any one spell or spell-like ability you have seen within the last round. This spell can duplicate only spells and spell-like abilities of 8th level or lower. This duplication functions like the ability of a wish spell to duplicate another spell, except that it is not limited by type of spell (divine or arcane) or by what school the effect is from. If the casting time of the spell you observed is greater than 1 round, the casting time of this spell is increased to the same.

 

A duplicated spell or spell-like ability functions as if you had the appropriate spell prepared and were casting it yourself. If the spell or ability has an XP cost, you must pay that XP cost. If the spell has a costly material component, you must provide that component or pay an additional XP cost equal to the gold piece value of that component divided by 5.

 

RESIST ENERGY, MASS

Abjuration
Level: Cleric 3, druid 3, sorcerer/ wizard 4
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which are more than 30 ft. apart

 

You call upon the protective energies of magical power, surrounding your subjects in temporarily visible fields of energy.

 

Although the fields fade from view, you can still just barely sense their existence.

 

This spell functions like resist energy (PH 272), except that it affects all targeted creatures.

 

RESIST PLANAR ALIGNMENT

Abjuration
Level: Cleric 1, druid 1, Hades 2, Limbo 2, paladin 1, ranger 1, sorcerer/wizard 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

 

You can tell that your target feels the oppression of the plane around you, the rank evil of the place. A few spoken phrases, backed by magical power, and that oppression seems to lift.

 

This abjuration grants a creature limited protection from a plane’s alignment traits (DMG 149). When the subject visits a plane with an alignment trait, this spell grants it immunity to penalties on its Charisma-based checks that mildly aligned planes impose on visitors of opposed alignments. The Charisma-, Wisdom-, and Intelligencebased check penalties associated with strongly aligned planes are halved while the spell’s duration lasts.

 

RESISTANCE, GREATER

Abjuration
Level: Bard 4, cleric 4, druid 4, sorcerer/wizard 4
Duration: 24 hours

 

Just as you touch the spell’s subject, a feeling of peace and watchful guardianship fills your being.

 

This spell functions like resistance (PH 272), except as noted here. You grant the subject a +3 resistance bonus on saves.

 

RESISTANCE, SUPERIOR

Abjuration
Level: Bard 6, cleric 6, druid 6, sorcerer/wizard 6
Duration: 24 hours

 

As you finish casting the spell, you feel imbued with the feeling that something greater than yourself is protecting you.

 

When you touch your intended subject and release the spell, the feeling disappears.

 

This spell functions like resistance (PH 272), except as noted here. You grant the subject a +6 resistance bonus on saves.

 

RESONATING BOLT

Evocation [Sonic]
Level: Bard 4, sorcerer/wizard 3
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Area: 60-ft. line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

 

Your quick movements and rapid utterances release the spell’s energy, culminating in a final cry that unleashes a tremendous bolt of sonic energy from your open hand.

 

The bolt of sonic energy deals 1d4 points of sonic damage per caster level (maximum 10d4) to each creature within its area. In addition, a resonating bolt deals full damage to objects and can easily shatter or break interposing barriers. If the bolt destroys a barrier, it can continue beyond the barrier if its range permits; otherwise, it stops.

 

RESTORATION, MASS

Conjuration (Healing)
Level: Cleric 7
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which are more than 30 ft. apart

 

Hurling diamond dust into the air, you call out to your deity, and a sparkling aura briefly surrounds those you wish to heal.

 

This spell functions like restoration (PH 272), except as noted above.

 

RESURGENCE

Abjuration
Level: Blackguard 1, cleric 1, paladin 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

 

By laying hands on your ally and saying a brief prayer, you convince a higher power to grant him a second chance.

 

The subject of a resurgence spell can make a second attempt to save against an ongoing spell, spell-like ability, or supernatural ability, such as dominate person. If the subject of resurgence is affected by more than one ongoing magical effect, the subject chooses one of them to retry the save against. If the subject succeeds on the saving throw on the second attempt, the effect ends immediately. Resurgence never restores hit points or ability score damage, but it does eliminate any conditions such as shaken, fatigued, or nauseated that were caused by a spell, spell-like ability, or supernatural ability.

 

If a spell, spell-like ability, or supernatural ability doesn’t allow a save (such as power word stun), then resurgence won’t help the subject recover.

 

RESURGENCE, MASS

Abjuration
Level: Blackguard 3, cleric 3, paladin 3
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which are more than 30 ft. apart

 

Throwing out your hand and calling upon your deity for favor, you give your allies a chance to free themselves of the baleful magic.

 

This spell functions like resurgence, except as noted here. The spell grants a second save attempt against a single spell or ability chosen by you. For instance, if three of your allies have been mind blasted by mind flayers and two others have been turned into toads by baleful polymorph spells, you must choose to affect either the mind blast (granting three new save attempts) or the baleful polymorphs (granting two new save attempts).

 

REVEILLE

Necromancy [Language-Dependent]
Level: Bard 2
Components: V, S
Casting Time: 1 round
Range: Touch
Target: One recently dead creature
Duration: 5 rounds
Saving Throw: None
Spell Resistance: No

 

You touch the body and intone a lament, calling out to the living memory of the creature. Tendrils of mystical energy sparkle around the creature’s lips, and it begins to speak.

 

You cause a creature that has been dead for up to three days to reveal information about events that led up to its death. The corpse speaks tersely in its native language, using no more than a dozen words or so in a round.

 

In the first round, it describes the last thing it saw. In the second, it describes its dying wish. In the third, it describes the attack that killed it. In the fourth, it tells who killed it. In the fifth, it tells why it believes it was killed.

 

REVENANCE

Conjuration (Healing)
Level: Bard 6, blackguard 4, cleric 4, paladin 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Dead ally touched
Duration: 1 minute/level
Saving Throw: None; see text
Spell Resistance: Yes (harmless)

 

You rush to your fallen companion amid the chaos of the battle and cry out the words that will bring her back for one last fight.

 

This spell brings a dead ally temporarily back to life. The subject can have been dead for up to 1 round per level.

 

Your target functions as if a raise dead spell (PH 268) had been cast upon her, except that she does not lose a level and has half of her full normal hit points. She is alive (not undead) for the duration of the spell and can be healed normally, but dies as soon as the spell ends. While under the effect of this spell, the subject is not affected by spells that raise the dead.

 

The subject gains a +1 morale bonus on attack rolls, damage rolls, saves, and checks against the creature that killed her.

 

REVERSE ARROWS

Abjuration
Level: Sorcerer/wizard 3
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level or until discharged

 

As you clasp the shell in one hand and the ball of sap in the other, a silver radiance flecked with blue lines surrounds you.

 

You pocket the items, but the radiance remains.

 

This spell functions like protection from arrows (PH 266), except as noted here. If any projectile fired from a ranged weapon that strikes you has all its damage negated by your damage reduction (10/magic), the projectile is turned back upon the creature that fired it. The attacker’s attack roll is used to determine if the reversed projectile strikes the attacker, but the damage is rerolled. If the attacker is also protected by a reverse arrows spell, it is possible for the projectile to bounce between both individuals until one of the spells is discharged from accumulated damage.

 

Once this spell has prevented a total of 10 points of damage per caster level (maximum 100 points), it is discharged.

 

Focus: A piece of shell from a tortoise and a ball of tree sap.

 

REVIVE OUTSIDER

Conjuration (Healing)
Level: Cleric 6
Components: V, S, M, DF
Casting Time: 1 minute
Range: Touch
Target: Dead outsider touched
Duration: Instantaneous
Saving Throw: None; see text
Spell Resistance: Yes (harmless)

 

Sprinkling the components of its home plane over the body of the outsider, you chant and pass around the corpse three times. With the final words of the spell, the outsider’s eyes open, alive once more.

 

You restore life to a dead outsider, as with the raise dead spell (PH 268). You can restore to life any creature of the outsider type of up to your level in Hit Dice, and the creature can have been dead for any length of time.

 

Material Components: A bit of soil, water, or other unworked, natural material from the outsider’s native plane, and a diamond worth at least 5,000 gp.

 

REVIVE UNDEAD

Necromancy [Evil]
Level: Deathbound 5, sorcerer/ wizard 6
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: Destroyed undead creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

 

Touching the corpse of the creature, you whisper to its departed spirit, calling it back—but not to life.

 

Your restore animation to an undead creature destroyed by hit point loss (even a zombie or skeleton, which can’t normally be reanimated once destroyed). You can revive a destroyed undead creature that has been inactive for up to one day per caster level. In addition, the subject’s animating spirit must be free and willing to return. If the subject’s animating spirit is not willing to return, the spell does not work; therefore, subjects that want to revive receive no saving throw.

 

Revive undead restores hit points to the subject up to a total of 1 hit point per Hit Die. The body of the undead to be revived must be whole. Otherwise, missing parts are still missing when the creature is reanimated. None of the dead creature’s equipment or possessions are affected in any way by this spell.

 

An undead that has been destroyed by a turning effect can’t be revived by this spell.

 

The subject of the spell loses one level or Hit Die (if it doesn’t have a character class level, it loses a HD) when it is revived. This level loss cannot be repaired by any spell. If the subject is 1st level, it loses 2 points of Charisma instead. An undead that was destroyed with spells prepared has a 50% chance of losing any given spell upon being revived, in addition to losing spells for losing a level. A spellcasting undead 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.

 

Material Component: A black pearl worth at least 5,000 gp.

 

REVIVIFY

Conjuration (Healing)
Level: Cleric 5
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Dead creature touched
Duration: Instantaneous
Saving Throw: None; see text
Spell Resistance: Yes (harmless)

 

The diamonds vaporize from your hand as you cast this spell, and the vapors they give off wrap around your fallen companion, dragging her soul back into her mortal form.

 

Revivify miraculously restores life to a recently deceased creature. However, the spell must be cast within 1 round

 

of the victim’s death. Before the soul of the deceased has completely left the body, this spell halts its journey while repairing somewhat the damage to the body. This spell functions like raise dead (PH 268), except that the raised creature receives no level loss, no Constitution loss, and no loss of spells. The creature has –1 hit points (but is stable).

 

Material Component: Diamonds worth at least 1,000 gp.

 

RHINO’S RUSH

Transmutation
Level: Paladin 1, ranger 1, Wrath 1
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round

 

A violent fury consumes you. You seek nothing more than to charge at your enemies and bash in their heads.

 

This spell allows you to propel yourself in a single deadly charge. The first charge attack you make before the end of the round deals double damage on a successful hit.

 

RIGHTEOUS AURA

Abjuration [Good, Light]
Level: Paladin 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level

 

You invoke the powers of good and law, and in response to your pleas, you glow with the golden radiance of the sun.

 

You are bathed in an unearthly glow for the duration of the spell, as if a daylight spell (PH 216) had been cast on you. You get a +4 sacred bonus to Charisma.

 

If you die, your body is converted into an explosive blast of energy in a 20-foot-radius burst centered where you fell, dealing 2d6 points of damage per caster level (maximum 20d6) to all evil creatures in the burst’s area. Good creatures in the area are healed by the same amount, and undead take double this damage. Spell resistance cannot prevent this damage, but a successful Reflex save reduces it to half. Your body is disintegrated, so you cannot be raised with a raise dead spell. Spells that do not require an intact body, such as true resurrection, can be used to bring you back to life as normal.

 

RIGHTEOUS FURY

Transmutation
Level: Paladin 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level

 

You pull a holy aura about you that glows a golden red.

 

Summoning the power of your deity, you charge yourself with positive energy. This gives you 5 temporary hit points per caster level (maximum 50) and a +4 sacred bonus to Strength.

 

These temporary hit points last for up to 1 hour.

 

RIGHTEOUS WRATH OF THE FAITHFUL

Enchantment (Compulsion) [Mind-Affecting]
Level: Cleric 5, Purification 7
Components: V, S, DF
Casting Time: 1 standard action
Range: 30 ft.
Targets: Allies within a 30-ft.-radius burst centered on you
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

 

When you cast this spell, you fire your allies and companions with a divine madness or fury, greatly enhancing their combat ability.

 

Allies gain one additional melee attack each round, at their highest attack bonus, when making a full attack. (This additional attack is not cumulative with other effects that grant extra attacks, such as a haste spell.) They also gain a +3 morale bonus on melee attack rolls and damage rolls. (This bonus on melee attack rolls does stack with the bonus provided by haste.)

 

RING OF BLADES

Conjuration (Creation)
Level: Cleric 3
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level

 

As you twirl the small dagger in your hand, it slowly fades from existence and is replaced by dozens of larger blades swirling about you in a horizontal ring.

 

This spell conjures a horizontal ring of swirling metal blades around you.

 

The ring extends 5 feet from you, into all squares adjacent to your space, and it moves with you as you move. Each round, at the beginning of your turn, and also when you cast the spell, the blades deal 1d6 points of damage +1 point per caster level (maximum +10) to all creatures in the affected area.

 

Spell resistance does not apply to the damage dealt, but a creature’s damage reduction does apply. The blades are treated as magic, silvered, and slashing for the purpose of overcoming damage reduction.

 

Material Component: A small dagger.

 

RUBY RAY OF REVERSAL

Abjuration
Level: Sorcerer/wizard 6
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One natural or magical hazard; see text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

 

From your fingertips springs a thin line of bright red light to negate the hazard before you.

 

Each version of this spell can target one of the hazards described below and “correct” it in the manner described.

 

Unless specifically stated otherwise, this spell affects magical and mundane hazards of the indicated type equally.

 

For example, a ruby ray of reversal can eliminate the webs of a monstrous spider or the effect of a web spell.

 

• Any trap targeted by the ray is sprung. This version of the spell can have adverse effects on creatures standing within a trap’s area. You must be aware of a trap to cast ruby ray of reversal on it.

 

• The spell unties knots and causes chains, manacles, and similar restraining devices to fall away.

 

Entangle and similar magical effects are dispelled. Doors (or chests, drawers, cabinets, and so on) that are locked, barred, or under the effect of an arcane lock spell are opened.

 

• A 5-foot-diameter hole is created in a wall of force, forcecage, or similar spell or effect. This function of the spell does not destroy the targeted effect, but creatures trapped by it might be able to wriggle free.

 

• A creature that has been polymorphed, turned to stone, or otherwise transformed from its natural state is returned to its natural form.

 

• A magic jar spell is dispelled if a ruby ray of reversal targets the crystal holding the caster’s soul.

 

• Webs, slime, grease, and other substances that would hamper movement are destroyed in a 20-foot-radius spread.

 

Focus: A ruby worth at least 500 gp.

 

RUIN DELVER’S FORTUNE

Transmutation
Level: Bard 4, sorcerer/wizard 4
Components: V
Casting Time: 1 immediate action
Range: Personal
Target: You
Duration: 1d4 rounds

 

In desperate need, you cry out a word imbued with power, granting you a bit of extra luck when you need it most.

 

When the spell is cast, choose from one of the following effects.

 

• Gain a luck bonus on Fortitude saving throws equal to your Charisma modifier, and immunity to poison.

 

• Gain a luck bonus on Reflex saving throws equal to your Charisma modifier, and the evasion ability.

 

• Gain a luck bonus on Will saving throws equal to your Charisma modifier, and immunity to fear effects.

 

• Gain temporary hit points equal to 4d8 + your Cha modifier. These hit points vanish at the end of the spell’s duration.

 

You can cast this spell multiple times.

 

Each time you do, choose a different benefit.

 

RUSHING WATERS

Conjuration (Creation) [Water]
Level: Druid 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 15-ft.-radius spread
Duration: Instantaneous
Saving Throw: None; see text
Spell Resistance: No

 

You invoke the powers of nature, and a great fountain rises up before you, sending waves in all directions.

 

Cold water gushes in a great wave outward from the point you choose, violently spreading to the limits of the area. This wave makes a bull rush attempt against each creature in the affected area without provoking attacks of opportunity. The wave has a +15 bonus on the opposed Strength check. If the wave wins the opposed Strength check, the defender is moved 5 feet directly away from the spell’s point of origin, plus an additional 5 feet for every 5 points by which the wave’s check result exceeds that of the defender. Any creature moved 5 or more feet by rushing waters must succeed on a Reflex save or fall prone.

 

The wave also drenches anything in its area and extinguishes any normal fire as large as a bonfire.

 

RUST RAY

Transmutation
Level: Sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Target: One nonmagical ferrous object or one ferrous creature
Duration: Instantaneous
Saving Throw: None or Fortitude negates (object); see text
Spell Resistance: No

 

You unleash a russet ray at a metallic object.

 

The air around you smells of hot metal.

 

This russet ray corrodes metal that it touches. You must succeed on a ranged touch attack with the ray to strike a target.

 

It can effectively destroy any nonmagical iron or iron alloy object.

 

Such objects struck by a rust ray take 2d6 points of damage +1 per two caster levels (maximum +10), ignoring hardness.

 

You can also target a weapon being wielded or metal armor being worn. Metal armor affected by this ray takes normal damage from the spell and loses 1d4 points of Armor Class through corrosion.

 

If an item is reduced to 0 hit points, it is destroyed. Ferrous creatures struck by the ray take the same damage as objects.

 

Magic items can negate the effect with a successful Fortitude saving throw.

 

Material Component: Rust particles or a piece of a rust monster.