Preview: ABC's of Magic (part 4)

Let's keep it going!


LOCKDOWN

School abjuration [metal]; Level cleric 4, inquisitor 4, sorcerer/wizard 4, vanguard 4, witch 4
Casting Time 1 round
Components V, S, F (a lock worth at least 20 gp)
Range close (25 ft. + 5 ft./2 levels)
Target one structure whose total volume does not exceed one 10-ft.-cube/level
Duration 1 hour/level (D)
Saving Throw none; Spell Resistance no
As you finish casting the spell, you snap the lock in your hand shut. A quick clattering of doors and windows can be heard as the entire building closes itself.
The lockdown spell quickly and efficiently locks and bars all points of entry into the structure. All doors and windows shut automatically. If something is forcefully holding a door or window open, the door or window can make a Strength check using your caster level + 10 in place of its Strength score to close; this can be either as an opposed Strength check against a creature or an attempt to break on object holding it open.
All doors and windows that have locks become locked if they weren’t already. Bars of iron also reinforce each entry point, with four bars per foot of width the entry point has. The bars serve to reinforce doors, treating them as iron doors (hardness 10, 60 hit points, DC 28 Strength check to break) while also blocking access to windows and other non-door entry points into the building (hardness 10 and 30 hit points per bar, DC 24 Strength check to break).
While the initial casting of lockdown bars all entry points, you may choose to dismiss its effects on an individual entry point by touching it. Dismissing it in this manner is not reversible, but has no effect on other nearby entry points. If all entry points are dismissed, the spell ends.

MARK OF THE GOLEM

School transmutation; Level sorcerer/wizard 7, vanguard 6
Casting Time 1 standard action
Components V, S
Range touch
Target construct touched
Duration 1 round/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You touch a construct and alter the fabric of magic that animates it, rebinding it in such a way that it becomes impervious to magic like a golem.
This spell grants a touched construct a golem’s immunity to magic ability. Any spells that would allow for spell resistance fail outright on the subject. However, the construct gains the weaknesses of a single type of golem, chosen by you at the time of casting. It must be a type of golem that you know of, and must be one that has a list of spells that bypass its magic immunity.
The construct gains a mark on its chest that represents what kind of golem you designated for mark of the golem. This mark can be identified using Knowledge checks as if identifying the golem it represents; identifying the mark lets a creature know what spells work on the construct.
This spell cannot be cast on a construct that already has the immunity to magic ability.

NEEDLE STORM

School conjuration (creation) [metal]; Level cleric 3, saboteur 3, vanguard 3, witch 3
Casting Time 1 standard action
Components V, S, M (a needle)
Range medium (100 ft. + 10 ft./level)
Area 15-ft.-radius burst
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes
You toss the needle into the air as you cast the spell. A furious burst of tiny spikes erupts from a point nearby.
Any creature caught in the area of the needle storm is assaulted by hundreds of needles, taking 1d8 piercing damage per two caster levels (max 5d8) and begins bleeding, taking 1d6 bleeding damage each round. A Reflex save halves the damage and negates the bleeding.
This damage counts as magic and silver for the purpose of overcoming damage reduction; at 10th level, it also counts as cold iron, and at 15th level it also counts as adamantine.

Preview: ABC's of Magic (part 3)

The next batch of spells is available for your viewing!


GRASPING STEEL

School conjuration (creation) [metal]; Level magus 4, sorcerer/wizard 4, vanguard 4
Casting Time 1 standard action
Components V, S, M (a small, thin sheet of metal)
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration instantaneous and 1 round/level
Saving Throw Reflex partial; Spell Resistance no
The thin sheet of metal you hold grows in size and weight, flying towards your opponent’s head. The target is struck by the brute force of the slab of metal, taking 1d6 bludgeoning damage per two caster levels (max 10d6). The damage only occurs once, when the grasping steel first hits.
After being hit (whether it takes damage or not), the target must make a Reflex save or have the metal plate wrap around its head. This causes a number of debilitating effects:
First, the target is effectively blinded unless it can see through at least two inches of iron or steel. It also takes a -5 penalty on hearing-based Perception checks. The grasping steel is not water-tight nor air-tight, so the creature will not suffocate.
Second, it cannot use any natural attacks that originate from its head, such as a bite attack or gore attack. It cannot use these attacks to strike at the grasping steel in attempts to break it. It can, however, still speak, though it is muffled; other creatures take a -10 penalty on Perception checks made to hear what the target says.
Third, any energy-based effects, spells, spell-like abilities, and supernatural abilities that originate fromthe creature’s head are impaired, such as a breath weapon or a gaze attack. If it attempts to use an attack that creates energy or projectiles from its head in some way, the attack fails unless it manages to destroy the grasping steel. Even then, the steel forces the attack back in the creatures face, subjecting it to the effects of the attack. The attack automatically hits the creature and it is not afforded a Reflex save (if the attack would normally allow one), but its other defenses still function, such as energy resistance or Fortitude and Will saves.
The steel is two inches thick, has hardness 10, and has 60 hit points. If it is reduced to 0 hit points, the spell ends. Creatures that do not have a discernible head can still be struck by the grasping steel and take damage, but are not subject to its other effects.
A quinggong monk can select grasping steel as a 10th-level ki power, requiring 2 ki points to use.

HAIL OF ARROWS

School transmutation; Level ranger 3
Casting Time 1 swift action
Components V
Range personal
Target you
Duration 1 round
Hail of arrows greatly speeds up your ability to strike at foes with ranged weapons. During the turn that you cast hail of arrows, you can use a full-round action to make a single ranged attack with a ranged weapon you are wielding against each opponent that is within the first range increment of the weapon. Each attack is made at your full base attack bonus and uses your normal abilities, such as Precise Shot or Weapon Focus.
You can attack a number of targets equal to your caster level, and can only attack an individual creature once. If you do not take the action to attack during the turn you cast hail of arrows, the spell is wasted.
Despite its name, hail of arrows can be used with any ranged weapon, including throwing weapons. In the case of a thrown weapon, you must use it for ranged attacks, not melee.

INSTANT BARDING

School conjuration (creation) [force]; Level cleric 2, druid 2, paladin 2, ranger 2
Casting Time 1 standard action
Components V, S, DF
Range touch
Target one creature suitable to be a mount
Duration 10 min./level (D)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
This spell functions like instant armor, except that it targets a single creature that is suitable to be a mount. The instant barding replaces any barding the creature is already wearing.

Preview: ABC's of Magic (part 2)

A continuation of the previous post, here's the next batch of spells that will be featured in Path of Iron:


DIVINE STRIKE

School evocation; Level antipaladin 3, paladin 3, inquisitor 4
Casting Time 1 swift action
Components V
Range personal
Target you
Duration 1 round/level or until discharged, see text
With a word of conviction, you strike your opponent with divine wrath, creating a cascade of energy to burst from your weapon’s strike.
After casting divine strike, your weapons glow with a pale radiance (about as bright as a candle); the color of the radiance is up to you. At any point during the spell’s duration when you strike an opponent with a weapon attack, you may discharge the effect onto the creature struck. This can be a melee attack or a ranged attack (ranged weapons bestow the effect onto their ammunition).
The target struck takes an additional 2d8 damage (no save); this damage is considered divine power and ignores damage reduction (but it not multiplied on a critical hit). Any creature that is adjacent to the creature struck (except you) also takes this damage. If the creature is the target of your smite evil or smite good, or if you are currently using your judgment ability, the damage doubles to 4d8.
Once you have dealt additional damage with divine strike, the spell is discharged.

ENABLE FUNCTION

School transmutation; Level sorcerer/wizard 3, vanguard 2
Casting Time 1 round
Components V, S
Range touch
Target construct touched
Duration 10 min./level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Enable function allows you to grant new abilities to a construct. You can grant it either ranks in a skill or a specific feat.
If you grant it ranks in a skill, you must choose a single skill. You grant it either a number of ranks in that skill equal to half your caster level (max +10) or equal to your own ranks in the skill (max +20). A non-intelligent construct cannot be granted ranks an Intelligence- or Charisma-based skill.
If you grant it a feat, the construct gains a single feat of your choice. It must be one that the construct can qualify for.
You can cast enable function multiple times on a given construct; however, any feats or skill ranks granted by enable function cannot be used to meet prerequisites of feats granted by further castings of the spell.

FULL SALVO

School conjuration (creation) [metal]; Level magus 5, sorcerer/wizard 5, vanguard 5, witch 5
Casting Time 1 standard action
Components V, S, M (a firearm bullet worth at least 1 gp)
Range see text
Effect several conjured firearms
Duration instantaneous
Saving Throw none; Spell Resistance no
With a sweep of your hands you conjure several loaded firearms nearby, each one floating and ready to fire.
Full salvo creates one medium musket per two caster levels (max 10). They each appear floating in your space or in squares adjacent to you. Each one immediately fires a single bullet at a nearby foe, dealing 1d12 piercing damage on a hit, threatening a critical hit on a 20 and dealing x4 damage on a critical hit. It has a range increment of 40 feet, can go up to five range increments, and strikes against touch AC in the first range increment. The gun misfires on a roll of a 1 or 2, making the shot for that gun automatically miss.
You must make a separate attack roll for each gun, using your normal bonuses. Any feats you have that apply to firearms, such as Weapon Focus or Clustered Shots, apply to the full salvo. The bullets count as magic and your choice of either silver or cold iron for the purpose of overcoming damage reduction. At 12th caster level, you can instead make the bullets count as adamantine for this purpose. Once you finish making all attacks, the guns vanish and the spell ends.