Spell:Spell R

Rainbow Pattern
Illusion (Pattern) [Mind-Affecting] Level: Brd 4, Sor/Wiz 4 Components: (V), S, M, F (see text) Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Effect: Colorful lights with a 15-ft.-radius spread Duration: Concentration+1 round/level (D) Saving Throw: Will negates Spell Resistance: Yes

A glowing, rainbow-hued pattern of interweaving colors captivates those within it. Rainbow pattern captivates a maximum of 24 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. Affected creatures who fail their saves are captivated by the pattern. Captivated creatures cannot move away from the pattern, nor can they take actions other than to defend themselves. Thus, a captivated fighter cannot run away or attack but suffers no penalties when attacked. An attack on a captivated creature frees it from the spell immediately.

With a simple gesture (a free action), the character can make the rainbow pattern move up to 30 feet per round (moving its effective point of origin). All captivated creatures follow the moving rainbow of light, trying to get or remain within the effect. Captivated creatures who are restrained and removed from the pattern still try to follow it. If the pattern leads its subjects into a dangerous area (through flame, off a cliff, etc.), each captivated creature gets a second save. If the view of the lights is completely blocked (by an obscuring mist spell, for instance), 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.

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)

The cleric restores life to a deceased creature. The cleric can raise creatures who have been dead only up to 1 day per caster level. In addition, the subject’s soul must be free and willing to return. If the subject’s soul is not willing to return, the spell does not work; therefore, subjects who want to return receive no saving throw. The subject loses a level (or 1 Constitution point, if she’s 1st level) when raised.

Raise dead cures hit point damage up to a total of 1 hit point per Hit Die. 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 who has died of old age.

Coming back from the dead is an ordeal. The subject of the spell loses one level when it is raised, just as if it had lost a level to an energy-draining creature. This level loss cannot be repaired by any spell. If the subject is 1st level, it loses 1 point of Constitution instead. 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 character with spellcasting capacity (such as a sorcerer) has a 50% chance of losing any given spell slot, in addition to losing spell slots for losing a level.

Material Component: Worth at least 500 gp.

Random Action
Enchantment (Compulsion) [Mind-Affecting] Level: Clr 1 Components: V, S, DF Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: 1 round Saving Throw: Will negates Spell Resistance: Yes

The enchanted creature is compelled to act randomly for 1 round. Rather than deciding its action for itself, the subject of the spell takes an action determined randomly on the following table:

1d8	Action ---	--

1 	Attack self (succeed on any roll other than a natural 1). 2 	Attack nearest being (for this purpose, a familiar counts as part of the subject’s "self"). 3 	Flee away from caster at top possible speed. 4 	Drop anything held. 5 	Stand motionless (as if stunned). 6 	Do nothing but defend (total defense). 7 	Speak (in the subject’s native tongue, usually regarding surface thoughts) or make noises (if not capable of speech). 8 	Attack caster with melee or ranged weapons (or close with caster if attacking is not possible).

Nothing can affect this die roll in any way. It is always entirely random.

Rary’s Mnemonic Enhancer
Transmutation Level: Wiz 4 Components: V, S, M, F Casting Time: 10 minutes Range: Personal Target: The character Duration: Instantaneous

The character prepares or retains additional spells. In either event, the spell or spells prepared or retained fade after 24 hours (if not cast).

Pick one of these two versions:

* Prepare: the character prepares up to three additional levels of spells (such as three 1st-level spells, a 2nd-level and a 1st-level spell, or a 3rd-level spell). A cantrip counts as one-half level for these purposes. The character prepare and cast these spells normally. * Retain: the character retains any spell up to 3rd level that the character had cast up to 1 round before the character started casting the mnemonic enhancer. This restores the previously cast spell to the character's mind.

Focus: Worth at least 50 gp.

Rary’s Telepathic Bond
Divination Level: Sor/Wiz 5 Components: V, S, M Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Targets: One creature/three levels, no two of which can be more than 30 ft. apart Duration: 10 minutes/level Saving Throw: None Spell Resistance: No

The character forges a telepathic bond among creatures, each of which must have an Intelligence score of 6 or higher. Each creature included in the link is linked to all the others. The bond can be established only among willing subjects, which therefore receive no saving throw or SR. The creatures can communicate telepathically through the bond regardless of language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another).

A wish spell can make a Rary’s telepathic bond permanent, but it can bond only two people per wish.

Ray of Enfeeblement
Necromancy Level: Sor/Wiz 1 Components: V, S Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray Duration: 1 minute/level Saving Throw: Fortitude negates Spell Resistance: Yes

A coruscating ray springs from the character's hand. The character must succeed at a ranged touch attack to strike a target. The subject suffers a –1d6 enhancement penalty to Strength, with an additional –1 per two caster levels (maximum additional penalty of –5). The subject’s Strength score cannot drop below 1.

Ray of Frost
Conjuration (Creation) [Cold] Level: Sor/Wiz 0 Components: V, S Casting Time: 1 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 the character's pointing finger. The character must succeed at a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.

Read Magic
Universal Level: Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0 Components: V, S, F Casting Time: 1 action Range: Personal Target: The character Duration: 10 minutes/level

By means of read magic, the character can read 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 the character has read the magical inscription, the character is thereafter able to read that particular writing without recourse to the use of read magic. The character can read at the rate of one page (250 words) per minute. The spell allows the character to identify a glyph of warding with a successful Spellcraft check against DC 13 or a symbol with a successful Spellcraft check against DC 19.

Reduce
Transmutation Level: Sor/Wiz 1 Components: V, S, M Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature or object of up to 10 cu. ft./caster level Duration: 1 minute/level Saving Throw: Fortitude negates (object) Spell Resistance: Yes (object) This spell causes instant diminution of a creature or object, decreasing its size and weight. Its height shrinks by up to 10% per caster level, to a maximum reduction of 50%. The reduced weight is proportional to the cube of the new height, as follows:

Height Decrease	Weight Decrease ---	---

–10% (x 0.9) 	–30% (x 0.7) –20% (x 0.8) 	–50% (x 0.5) –30% (x 0.7) 	–60% (x 0.4) –40% (x 0.6) 	–80% (x 0.2) –50% (x 0.5) 	–90% (x 0.1)

All equipment worn or carried by a creature is reduced by the spell. Magical properties are not decreased by this spell—a smaller +3 sword is still +3, a smaller wand is still capable of its normal functions, and a smaller dose of a potion still has its normal effects. Weight, mass, and strength are affected, though. Thus, a hurled stone would have less mass (and cause less damage), chains would be easier to burst, a rope made thinner and easier to sever, and so on. A creature’s hit points, Armor Class, and attack rolls do not change, but Strength decreases with size. For every 10% of reduction, a creature’s Strength score suffers an enlargement penalty of –1, to a minimum score of 1.

A shrinking object may damage weaker materials affixed to it, but a reduced object shrinks only as long as the object itself is not damaged.

Multiple magical effects that reduce size do not stack.

Reduce counters and dispels enlarge.

Refuge
Transmutation [Teleportation] Level: Clr 7, Sor/Wiz 9 Components: V, S, M Casting Time: 1 action Range: Touch Target: Object touched Duration: Permanent until discharged Saving Throw: None Spell Resistance: No

The character creates powerful magic in some specially prepared object—a statuette, a jeweled rod, a gem, etc. This object contains the power to instantaneously transport its possessor across any distance within the same plane to the character's abode. Once the item is transmuted, the character must give it willingly to an individual and at the same time inform him of a command word to be spoken when the item is to be used. To make use of the item, the subject speaks the command word at the same time that he rends or breaks the item (a standard action). When this is done, the individual and all that he is wearing and carrying (up to a maximum of 50 lb./level) are instantaneously transported to the character's abode. No other creatures are affected (aside from a familiar that is touching the subject).

The character can alter the spell when casting it so that it transports the character to within 10 feet of the possessor of the item when it is broken and the command word spoken. The character will have a general idea of the location and situation of the item possessor at the time the refuge spell is discharged, but once deciding to alter the spell in this fashion the character has no choice whether or not to be transported.

Material Component: Worth 1,500 gp.

Regenerate
Conjuration (Healing) Level: Clr 7, 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 1d8 points of damage +1 point per caster level (up to +20).

Reincarnate
Transmutation Level: Drd 4 Components: V, S, 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, the character brings back a dead creature in another body, provided death occurred no more than 1 week before the casting of the spell and the subject’s soul is free and willing to return. If the subject’s soul is not willing to return, the spell does not work; therefore, subjects who want to return receive no saving throw. Since the dead creature is returning in a new body, all physical ills and afflictions are repaired. The magic of the spell creates an entirely new young adult body for the soul to inhabit from the natural elements at hand. This process requires 1 hour to complete. When the body is ready, the subject is reincarnated.

A character reincarnated recalls the majority of his former life and form. He retains his Intelligence, Wisdom, and Charisma scores, as well as any class abilities or skills he formerly possessed. His class, base attack bonus, base save bonuses, and hit points are unchanged. Strength, Dexterity, and Constitution scores depend partly on his new body. First eliminate the character’s racial adjustments (since he is no longer of his previous race) and then apply the adjustments found below. The character’s level is reduced by 1. (If the character was 1st level, his new Constitution score is reduced by 1.)

It’s quite possible for the change in the character’s ability scores to make it difficult for him to pursue his previous character class. If this happens, the character is well advised to become a multiclass character.

The new incarnation is determined on the following table or by DM choice.

d% 	Incarnation 	Str 	Dex 	Con -- 	--- 	--- 	--- 	---

01–03 	Badger 		+4 	+8 	+4 04–09 	Bear, black 	+8 	+2 	+4 10–13 	Bear, brown 	+15 	+2 	+8 14–17 	Boar 		+4 	0 	+6 18–25 	Centaur 	+8 	+4 	+4 26–28 	Dryad 		0 	+4 	0 29–32 	Eagle 		0 	+4 	+2 33–42 	Elf 		0 	+2 	–2 43–46 	Gnome 		–2 	0 	+2 47–48 	Hawk 		–4 	+6 	0 49–58 	Halfling 	–2 	+2 	0 59–78 	Human 		0 	0 	0 79–80 	Leopard 	+6 	+8 	+4 81–82 	Owl 		–4 	+6 	0 83–85 	Pixie 		–4 	+8 	0 86–88 	Satyr 		0 	+2 	+2 89–90 	Sprite 		–4 	+6 	0 91–96 	Wolf 		+2 	+4 	+4 97–99 	Wolverine 	+10 	+8 	+8 100 	Other 		? ? 	? 	(DM’s choice)

Some bodies may make it impossible for the reincarnated character to use some of his class abilities. For example, a caster reincarnated as a hawk can’t cast spells with somatic components because he doesn’t have hands. The reincarnated character does gain any powers or abilities associated with his new form, including forms of movement and speeds, natural armor, natural attacks, etc. A humanoid reincarnated into an animal body can speak the languages it formerly knew and is a magical beast.

A wish spell can restore a reincarnated character to his original form.

Remove Blindness/Deafness
Conjuration (Healing) Level: Clr 3, Pal 3 Components: V, S Casting Time: 1 action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless)

Remove blindness/deafness cures blindness or deafness (caster’s choice), whether the effect is normal or magical. 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, Sor/Wiz 4 Components: V, S Casting Time: 1 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 person. Remove curse does not remove the curse from a cursed shield, weapon, or suit of armor, although the spell typically enables the person 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: Brd 3, Clr 3, Drd 3, Rgr 3 Components: V, S Casting Time: 1 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, rot grubs, and others.

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: Clr 1 Components: V, S Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Targets: One creature plus one additional creature/four levels, no two of which can be more than 30 ft. apart Duration: 10 minutes and see text Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

The character instill courage in the subject, granting the creature a +4 morale bonus against fear effects for 10 minutes. If the subject is suffering from a fear effect when receiving the spell, it gets a new save with a +4 morale bonus.

Remove fear counters and dispels cause fear.

Remove Paralysis
Conjuration (Healing) Level: Clr 2, Pal 2 Components: V, S Casting Time: 1 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)

The character can free one or more creatures from the effects of any temporary paralysis or from related magic, including a ghoul’s touch, a hold spell, 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 against the effect that afflicts it with a +4 resistance bonus. 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 loss.

Repel Metal or Stone
Abjuration Level: Drd 8 Components: V, S Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Area: Path 120 ft. wide and 10 ft. high, emanating from the character Duration: 1 round/level Saving Throw: None Spell Resistance: No

Like repel wood, this spell creates waves of invisible and intangible energy that roll forth from the character. All metal or stone objects in the path of the spell are pushed away from the character 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, etc. 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 casting the spell, the path is set, and the character can then do other things or go elsewhere without affecting the spell’s power.

Repel Vermin
Abjuration Level: Animal 4, Clr 4, Drd 4 Components: V, S, DF Casting Time: 1 action Range: 10 ft. Area: 10-ft.-radius emanation centered on the character Duration: 10 minutes/level Saving Throw: None or Will negates (see text) Spell Resistance: Yes

An invisible barrier holds back vermin. A vermin with less than one-third the character's level in HD cannot penetrate the barrier. A vermin with at least one-third the character's level in HD can penetrate the barrier if it succeeds at a Will save. Even so, crossing the barrier deals the vermin 2d6 points of damage, and pressing against the barrier causes pain, which deters less aggressive vermin.

Repel Wood
Transmutation Level: Drd 6, Plant 6 Components: V, S Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Area: Path 120 ft. wide and 10 ft. high, emanating from the character Duration: 1 minute/level Saving Throw: None Spell Resistance: No

Waves of energy roll forth from the character, moving in the direction that the character determines, causing all wooden objects in the path of the spell to be pushed away from the character to the limit of the range. Wooden objects larger than 3 inches in diameter that are fixed firmly are not affected, but loose objects (barrels, siege towers, etc.) 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 with them. (A creature being dragged by an item it is carrying can let go. A creature being dragged by a shield can unlimber it as a move-equivalent 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 casting the spell, the path is set, and the character can then do other things or go elsewhere without affecting the spell’s power.

Repulsion
Abjuration Level: Brd 6, Clr 7, Protection 7, Sor/ Wiz 6 Components: V, S, F/DF Casting Time: 1 action Range: Up to 10 ft./level Area: Up to 10-ft.-radius/level emanation centered on the character Duration: 1 round/level (D) Saving Throw: Will negates Spell Resistance: Yes

An invisible, mobile field surrounds the character and prevents creatures from approaching the character. The character decides how big the field is at the time of casting (up to the limit the character's level allows). Creatures within or entering the field must attempt saves. If they fail, they become unable to move toward the character for the duration of the spell. Repelled creatures’ actions are not otherwise restricted. They can fight other creatures and can cast spells and attack the character with ranged weapons. If the character moves closer to an affected creature, nothing happens. (The creature is not forced back.) The creature is free to make melee attacks against the character if the character comes within reach. If a repelled creature moves away from the character and then tries to turn back toward the character, it cannot move any closer if it is still within the spell’s area.

Resistance
Abjuration Level: Brd 0, Clr 0, Drd 0, Pal 1, Sor/Wiz 0 Components: V, S, M/DF Casting Time: 1 action Range: Touch Target: Creature touched Duration: 1 minute Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

The character imbues the subject with magical energy that protects her from harm, granting her a +1 resistance bonus on saves.

Resist Elements
Abjuration Level: Clr 2, Drd 2, Fire 3, Pal 2, Rgr 1, Sor/Wiz 2 Components: V, S, DF Casting Time: 1 action Duration: 1 minute/level

As endure elements, except resist elements absorbs the first 12 points of damage each round.

Note: Resist elements overlaps (and does not stack with) endure elements and protection from elements. If a character is warded by protection from elements and one or both of the other spells, the protection spell absorbs damage until it is exhausted. If a character is warded by resist elements and endure elements at the same time, the resist spell absorbs damage but the endure spell does not.

Restoration
Conjuration (Healing) Level: Clr 4 Components: V, S, M

As lesser restoration, except the spell also dispels negative energy 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 1 day per caster level.

Restoration cures all temporary ability damage, and it restores all points permanently drained from a single ability score (caster’s choice if more than one is drained).

Restoration does not restore levels or Constitution points lost due to death.

Material Component: Worth 100 gp.

Resurrection
Conjuration (Healing) Level: Clr 7 Casting Time: 10 minutes

As raise dead, except the character is able to restore life and complete strength to any deceased creature. The condition of the remains is not a factor. So long as some small portion of the creature’s body still exists, it can be resurrected, but the portion receiving the spell must have been part of the creature’s body at the time of death. (The remains of a creature hit by a disintegrate spell count as a small portion of its body.) The creature can have been dead no longer than 10 years per caster level.

Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no loss of prepared spells. However, the subject loses one level (or 1 point of Constitution if the subject was 1st level).

The character can revive someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. The character cannot revive someone who has died of old age.

Material Components: Worth at least 500 gp.

Reverse Gravity
Transmutation Level: Drd 8, Sor/Wiz 7 Components: V, S, M/DF Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Area: Up to one 10-ft. cube/2 levels (S) Duration: 1 round/level (D) Saving Throw: None (see text) Spell Resistance: No

This spell reverses gravity in the spell’s area, causing all unattached objects and creatures within it 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 there’s something for them to hold onto, creatures caught in the area can attempt Reflex saves to secure themselves when the spell strikes. Creatures who can fly or levitate can keep themselves from falling.

Righteous Might
Transmutation Level: Clr 5, Strength 5 Components: V, S, DF Casting Time: 1 action Range: Personal Target: The character Duration: 1 round/level

The character grows to double the character's height, and the character's gear grows proportionally. This increase has the following effects:

* the character gains a +4 enlargement bonus to Strength. * the character's size becomes one step larger. * Mass increases by a factor of eight. * Weapons increase in size one step, increasing their damage as shown below.

Old Damage	New Damage --	--

1d2 		1d3 1d3 		1d4 1d4 		1d6 1d6 		1d8 1d8 		2d6 1d10 		2d6 1d12 		2d8

Magical properties of magic items that get bigger do not change.

Rope Trick
Transmutation Level: Sor/Wiz 2 Components: V, S, M Casting Time: 1 action Range: Touch Target: One touched piece of rope from 5 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, 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"). The character and up to seven others can climb up the rope and disappear into this place of safety where no creature can find the character. Climbing the rope counts as climbing a knotted rope, which requires a Climb check against DC 5. The rope can be taken into the extradimensional space if fewer than eight persons have climbed it; otherwise, it simply stays hanging in the air. Pulling the rope free requires succeeding at a Strength check (DC 30).

Spells cannot be cast across the interdimensional 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. 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: Creating an extradimensional space within or taking an extradimensional space into an existing extradimensional space is hazardous.

Rusting Grasp
Transmutation Level: Drd 4 Components: V, S, DF Casting Time: 1 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

The character corrodes iron and iron alloys at a touch. Any iron or iron alloy item the character touches becomes instantaneously rusted, pitted, and worthless, effectively destroyed. If the item is so large that it cannot fit within a 3-foot radius (a large iron door or a wall of iron), a 3-foot-radius volume of the metal is rusted and destroyed. Magical metal items are immune to this spell.

The character 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 (up to the maximum amount of protection the armor offered) through corrosion. For example, full plate armor (AC +8) could be reduced to +7 or as low as +2 in protection, depending on the die roll.

Weapons in use by an opponent targeted by the spell are more difficult to grasp. The character must succeed at a melee touch attack against the weapon. A metal weapon that is hit is instantaneously destroyed. Note: Striking at an opponent’s weapon provokes an attack of opportunity. Also, the character must touch the weapon and not the other way around.

Against ferrous creatures, 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 the character can make one melee touch attack per round.