R Spells

Recollection
Divination
Level: Brd 2
Components: V
Casting Time: 1 round
Range: Long (400’ + 40’/level)
Target: You
Duration: 30 minutes
Saving Throw: None
Spell Resistance: Yes
You begin a chant that draws your mind back through the areas you have just passed, up to the maximum range of the spell. Your allies can speak to you as you sink into a deep trance, suggesting details to look for.

While under this effect, you may make Appraise, Spot, Listen, Sense Motive & Search checks, as long as these would not involve dislodging or moving objects. You may make these in any area that you were in within the past 24 hours that is in range, & you make these checks as though the area was still as it was while you were there. If you had faced a dragon in a room 300’ away, for example, you perceive the room with the dragon still inside. Any area that you were never in previously cannot be seen in this trance; those areas appear shrouded in an impenetrable gray mist.

The full trance takes 30 minutes, & you can only be roused from it with break enchantment or greater dispel magic. You can communicate your findings to your allies while within the trance, but apart from hearing their speech, you cannot otherwise perceive the world around you.

Reflection
Divination
Level: Contemplation 6
Components: DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous
You bring yourself a moment of meditative calm, wherein you can analyze your situation & alter your preparations accordingly.

You may immediately make any number of Knowledge, Listen & Spot checks, & may take 10 on each. Each check is treated as a free action. You may not turn your head, nor communicate with others, nor receive their aid with these checks. Such information is obtained instantaneously at the moment this spell is cast. Taking 10 on these checks can be done even if you are distracted or stressed by circumstances.

Once you have finished gathering information, you may elect to exchange one spell you have prepared for another, provided the spell in question is of 6th level or lower. If the spell is a domain spell, you must replace it with a spell from a different domain that you have access to. The new spell cannot have any metamagic feat applied to it.

Relentless Endurance
Transmutation
Level: Drd 4, Hardship 3
Components: S, F, DF
Casting Time: 1 standard action
Range: Touch
Target: One living creature
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: Yes
Calling on the powers of the harshest wind & sun, you toughen the subject against hardship & struggle. The subject is treated as having a Constitution score 12 points higher for the purposes of endurance checks (such as Swim, environmental effects etc.) & can ignore the effects of difficult terrain. The subject is also treated as having the Endurance feat, & gains a +1 bonus to its Fortitude saves for every four caster levels.

Focus: A weathered, jagged rock or brittle dried branch, with which you must strike the target. This strike must deal at least 1 point of damage for the spell to function.

Reliant ResurgenceConjuration (Healing)
Level: Heroism 9
Target: Living creature touched
Duration: 1 hour/level
Saving Throw: Fortitude negates (harmless)
This spell functions like raise dead, except that it automatically revives the target creature if it is killed. The resurrection takes place one full minute (10 rounds) after the creature died.

The target’s HP is fully restored, their ability scores are restored (if damaged), & all conditions are negated. The subject’s soul must be free & willing to return; if the subject’s soul is not willing to return, then the resurrection fails. All poisons & diseases are cured in the process of raising the subject, but magical curses are not undone. The target’s body need not be whole to be resurrected in this manner.

Constructs, Elementals, extraplanar Outsiders, & Undead creatures cannot be resurrected by this spell. Likewise, this spell cannot bring back a creature that has died of old age.

Once the target creature has been revived, the spell ends. If the target then dies again, this spell will not revive them a second time. Only one casting of this spell can be used on a specific creature at a time.

Relic Bind
Conjuration (Summoning)
Level: Clr 9, Wiz 9
Components: V, S, F, DF, XP
Casting Time: 1 minute
Range: Close (25’ + 5’/2 levels)
Target: One creature
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: No
This powerful effect physically binds the existence of a powerful being inside an enchanted relic.

The target must currently be bound or unable to move, such as via grapple, being rendered helpless, by a binding spell or by a location bind set to its shortest duration. This spell actually links the subject’s corporeal form to the relic as well, causing the target to vanish utterly, body & soul, when the spell succeeds.

The being, once trapped within the relic, cannot be returned via any spells or similar magical means (such as clone, raise dead, reincarnation, resurrection, true resurrection, or even a miracle or a wish). Only by destroying the relic or dispelling the spell on it can one release the subject.

As a final effect, you may place a command word or gesture as a condition to release the subject. The act of bringing forth the trapped being is called convocation. The being appears in the nearest available space, & cannot be forced to emerge in a space that cannot accommodate it.

Convoking a trapped subject gives that subject an immediate Will save to break free of the binding & end this spell. Should the subject fail, it is obligated to heed the requests of the convoker, although it does not need to follow such orders to the letter. A being convoked can be held in this fashion for 1 round/level, & may subsequently make a new Will save to break free of the spell. Failure returns the subject to its relic. A being may only be convoked once per day. A convoked being is immune to enchantment & necromancy effects. Creatures vulnerable to this effect include all sentient constructs, elementals, extraplanar magical beasts, fey, outsiders, & sentient undead.

Focus: A masterwork item worth at least 1,000gp per HD of the creature to be bound.

XP Cost: 1,000XP.

Remove Curse, Greater
Abjuration
Level: Clr 6, Curse 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25’ + 5’ per 2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Greater remove curse instantaneously removes curses from an object or a creature, even those curses that are too powerful to be removed by lesser means. Greater remove curse can remove the curse from a cursed shield, weapon, or suit of armor, although the spell typically dispels the magic within the item, converting it into a masterwork item. Certain extraordinary curses (usually those stemming from more powerful magic, like limited wish or certain rituals) may not be countered by this spell or may be countered only by a caster of a certain level or higher.

Greater remove curse counters & dispels bestow curse & greater bestow curse.

Rescission
Abjuration [Chaotic, Evil]
Level: Sor/Wiz 9
Components: V, S, R, A, U
Casting Time: 1 standard action
Range: Close (25’ + 5’/2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Wielding your imperfect soul against your foe, you rescind all restorative powers that have ever aided it.

The darkness of rescission retroactively cancels out any form of magical or extraordinary healing or restoration received by the target in the past week, effectively reversing the effects; for example, the recipient of a heal spell would lose all the hit points regained via that spell, while the recipient of a greater restoration would be drained of the levels previously restored, & an atonement would retroactively fail.

Should information on such restorations not be available, instead use the following approximations:
  • 50% chance of either hit point loss (3/4 of total hit points) or death (all of total hit points lost plus ten). Creatures with more than 250 total hp instead lose either ¼ total or ½ total.
  • Immediate draining of 2d4 levels. For every four levels drained in this way, one is permanently lost. For every four points of damage, one point is permanently lost.
  • 1d8 ability damage to two ability scores at random, & 1d6 ability damage to one other.
  • Subject becomes exhausted.
  • Any poison the subject has encountered recently requires a new saving throw, as though experiencing it for the first time.
  • Any disease the subject has encountered recently requires an immediate saving throw, as if the disease has already passed its incubation period.
  • Any personal curses (not cursed items) removed recently return.
  • Any limbs lost that were restored via regenerate or similar magic immediately vanish.
  • 50% chance of being blinded.
  • 50% chance of being deafened.
  • 50% chance of being confused (as the spell cast at your caster level).
  • 10% chance of being stunned for 1d4 rounds.
  • Living creatures have a 10% chance of dying instantly.

Additionally, rescission halves the subject's fast healing & regeneration, if any, & reduces their DR by 10 to a minimum of 0. Greater restoration is required to reverse this effect. Finally, rescission acts as a targeted greater dispel magic on the subject.

Constructs & oozes are immune to all effects of the spell excepting the final two.

Racial Component: The imperfect soul of a human is needed to lash out with rescission.

Alignment Component: Caster must be Chaotic Evil.

Unique Component: Caster must still have his or her soul. Those under the effect of soul blank cannot cast rescission.

Rule of Law
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
Level: Power 6, Sor/Wis 8
Range: Medium (100’ + 10’ per level)
Target: One living creature/level
This spell functions like authority, except that it can affect more creatures. The same command applies to all these creatures.