Preview: ABC's of Magic (part 6)

How about some utility-based spells, or those with a more niche application?


REFINE ORE

School transmutation [earth, metal]; Level sorcerer/wizard 2, vanguard 2
Casting Time 1 minute
Components V, S, M (a lump of coal)
Range close (25 ft. + 5 ft./2 levels)
Target unrefined ore with a total volume less than 5 cu. ft./level
Duration instantaneous
Saving Throw none; Spell Resistance no
You turn unrefined ore into usable materials. Refine ore smelts all metals within the ore into usable ingots, and pulls out all valuable gems without damaging them (though it leaves the gemstones rough and uncut). The amount of ore and gemstones found within the ore is subject to GM discretion.
The spell generates no heat, and the stone that would be left behind after the metal and gems have been extracted is compacted into 1-foot cubes for transportation. Refine ore can only be used on ore that has been mined out and separated from the surrounding stone; you cannot cast it on the walls of a mineshaft and extract any materials, for example.

SQUIRE’S AID

School conjuration (teleportation); Level antipaladin 1, bard 1, cleric 1, inquisitor 1, magus 1, paladin 1, vanguard 1
Casting Time 10 minutes
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target unattended objects within a 10-ft. cube
Duration 8 hours until discharged
Saving Throw none; Spell Resistance no
A handy spell when ambushed during a rest, squire’s aid packs up belongings and equips creatures.
All objects to be targeted by squire’s aid must be within a 10-foot cube at the time of casting. All objects are then marked with a small arcane mark that is unreadable, except by means of a read magic spell, to anyone but you. Once the objects are marked, they can be thereafter moved about without any issue.
At any point during the spell’s duration, you can use a standard action to trigger the effects of squire’s aid, after which the spell is discharged. All marked objects are packed into their respective containers; bedrolls are rolled and bound, mess kits are cleaned and packed, and bags of supplies are repacked for transportation. Any wearable equipment can be packed in an organized fashion or equipped to nearby creatures, donning the armor and clothing neatly and appropriately for the creature. A creature is aware of what gear you are equipping it with and can prevent you from doing so should it not want you to (no check needed).
All objects that you wish to pack or don or any creatures you wish to equip must be within range of the spell at the time of you triggering these effects, otherwise the effect fails on that particular object or creature.

TRANSFER ENHANCEMENT

School transmutation; Level bard 5, magus 5, sorcerer/wizard 5, vanguard 5
Casting Time 1 hour
Components V, S, M (gold dust worth 50 gp or more, see text)
Range touch
Target one magic item and one non-magic item of a similar kind touched, see text
Duration instantaneous
Saving Throw none; Spell Resistance no
This spell allows you to permanently transfer the magical properties of a magic item to a different item. The item to be transferred to must be of a comparable type; you could transfer the magical properties of a sword onto a spear, but not from a bag of holding onto a pair of gloves.
Any incompatible enhancements, such as trying to transfer the keen property from a sword onto a club, are lost forever in the transfer and cannot be restored. Should you try to transfer the magic properties onto an item that has additional costs for enhancing (such as a cold iron weapon), you must pay that cost as an additional material component unless the item you are transferring the enhancements from is made of the same material.
You cannot target an artifact with transfer enhancement.

Preview: ABC's of Magic (part 5)

The new classes in Path of Iron get their own unique line of spells, much like the Nightblade of Path of Shadows did with its "Umbral" spells. In this case, the Saboteur has access to "trap extensions", traps that by themselves do nothing, but instead enhance the function of another trap placed in the same location. The Vanguard has access to "discharges", each of which require you to be using a resonance to activate and swiftly create an effect within 20 feet of your construct companion.


OBSERVATION TRAP EXTENSION

School divination (scrying); Level saboteur 3
Casting Time 1 standard action
Components S
Range see text
Effect one trap extension
Duration see text
Saving Throw Will negates; Spell Resistance yes
An observation trap extension allows you to modify the next trap you place in the same square to create a scrying sensor upon triggering.
You first place the observation trap extension as a saboteur trap in a square adjacent to you, just as you would any other saboteur trap. At any point within the next minute, you must place a second trap in that same square (either a saboteur trap or a mundane trap). This effect supersedes the normal rule that two saboteur traps cannot be placed in the same space. The observation trap extension merges with the second trap, enhancing its function. A trap that is enhanced by an observation trap extension notifies you mentally when it is triggered, similar to the mental alarm provided by an alarm spell but out to any range. You are not given any information about the triggering creature.
At any point within 10 minutes of receiving the alarm, you can choose to observe the creature that triggered the trap, as a scrying spell. The creature gets a Will saving throw against this effect (you are considered to have firsthand knowledge of the target, as described in the scrying spell). The scrying effect lasts for 1 minute per caster level.
The observation trap extension lasts until the trap is triggered, disarmed, or breaks apart (if the trap does so, as a saboteur trap does). Only one “trap extension” spell can be added to a particular trap.

PROTECTIVE DISCHARGE

School abjuration; Level vanguard 5
Casting Time 1 swift action
Components V
Range medium (100 ft. + 10 ft./level)
Area 20-ft.-radius burst
Duration 1 round
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You must have a resonance in effect to cast this spell. With a single command you release the resonant energy built up between you and your companion in a wave of protective energy, ending the resonance immediately. Each ally within 20 feet of your construct companion gains a deflection bonus to AC equal to your caster level (max +20) for 1 round.
The magical effect of the resonance allows it to discern between friend and foe; enemies are not affected by the protective discharge.

QUICKSILVER

School transmutation; Level magus 4, sorcerer/wizard 4, vanguard 4
Casting Time 1 standard action
Components V, S, M (a drop of mercury)
Range close (25 ft. + 5 ft./2 levels)
Target non-magical object weighing no more than 5 lb./level
Duration instantaneous
Saving Throw Will negates (object); Spell Resistance yes (object)
You cause an object to lose its shape, briefly flowing like water before becoming solid again. This has no effect on the object’s temperature. The object flows for a few seconds before solidifying again, most likely in the form of a puddle on the floor. The solidifying of the object does not hinder any creatures or objects within the area of the liquefied “object”. A liquefied object cannot be repaired by normal means or by spells like mending and make whole, though a reconstruct, limited wish, wish, or miracle spell can repair it.
Only attended objects are granted a saving throw.

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.