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.