Spells - Q, R

Quench

Transmutation
Level: Drd 4
Components: V, S, DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area or Target: One 20-ft. cube/level (S) or one fire-based magic item
Duration: Instantaneous
Saving Throw: None or Will negates (object)
Spell Resistance: No or Yes (object)

Quench extinguishes all nonmagical fires in its area. The spell also dispels fire spells in the area, though the character must succeed at a dispel check of 1d20 +1 per caster level (maximum +15) against each spell to dispel it. The DC to dispel such spells is 11 + the caster level of the fire spell. Fire-based creatures within the area take 1d6 points of damage per caster level from the spell (maximum 15d6, no save allowed).

Alternatively, the character can target the spell on a single magic item that creates or controls flame. The item loses all its fire-based magical abilities permanently unless it succeeds at a Will save. (Artifacts are immune to this effect.)

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 that 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. 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 that are restrained and removed from the pattern still try to follow it. If the pattern leads its subjects into a dangerous area, each captivated creature gets a second save. If the view of the lights is completely blocked, 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 the subject is 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 spellcasting creature that doesn’t prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell, 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 attack 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.

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 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 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. Weight, mass, and strength are affected, though. 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. 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 or her 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 the subject rends or breaks the item (a standard action). When this is done, the individual and all that he or she 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, 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. The character retains his or her Intelligence, Wisdom, and Charisma scores, as well as any class abilities or skills formerly possessed. The character’s class, base attack bonus, base save bonuses, and hit points are unchanged. Strength, Dexterity, and Constitution scores depend partly on the new body. First eliminate the character’s racial adjustments (since the character is no longer of his or her previous race) and then apply the adjustments found below. The character’s level is reduced by 1. (If the character was 1st level, his or her 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 the character to pursue his or her previous character class.

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
83–86 Pixie –4 +8   0
87–90 Satyr   0 +2 +2
91–96 Wolf +2 +4 +4
97–99 Wolverine +10 +8 +8
100 Dm's choice   ?   ?   ?

Some bodies may make it impossible for the reincarnated character to use some of his or her class abilities. The reincarnated character does gain any powers or abilities associated with his new form. 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 or her 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.

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 with a +4 resistance bonus against the effect that afflicts it. 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

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. 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.

Resilient Sphere

Evocation [Force]
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 1-ft.-diameter/level sphere, centered around a creature
Duration: 1 minute /level
Saving Throw: Reflex negates
Spell Resistance: Yes

A globe of force encloses a creature, provided it is small enough to fit within the diameter of the sphere. The sphere contains its subject for the spell’s duration. The sphere is not subject to damage of any sort except from a rod of cancellation, a wand of negation, disintegrate, or a targeted dispel magic spell. These destroy the sphere without harm to the subject. Nothing can pass through the sphere, inside or out, though the subject can breathe normally. The subject may struggle, but the only effect that act produces is to move the sphere slightly. The globe can be physically moved either by people outside it or by the struggles of those within.

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
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes

This abjuration grants a creature limited protection to damage from whichever one of five energy types the character selects: acid, cold, fire, electricity, or sonic. Each round, the spell absorbs the first 12 points of damage the creature would otherwise take from the specified energy type, regardless of whether the source of damage is natural or magical. The spell protects the recipient’s equipment as well.

Resist elements absorbs only damage. The character could still suffer unfortunate side effects.

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
Casting Time: 3 rounds
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Restoration dispels any magical effects reducing one of the subject’s ability scores. 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
Components: V, S, M, DF
Casting Time: 10 minutes
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 no longer than 10 years per caster level. 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.) 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 the subject is 1st level) when raised.

Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no loss of prepared spells.

None of the dead creature’s equipment or possessions are affected in any way by this spell.

The character can revive someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. 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. Material Component: 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 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 to the ground 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"). Creatures in the extradimensional space are hidden, beyond the reach of spells (including divinations), unless those spells work across planes. The space holds up to eight creatures (of any size). Creatures in the space can pull the rope up into the space, making the rope “disappear.” In that case the rope counts as one of the eight creatures that can fit in the space. The rope can support up to 16,000 pounds. A force greater than that can pul the rope free.

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. The window is present in the Prime Material Plane, but it’s invisible, and even creatures that can see it somehow can’t see through it. 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 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.

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 iron 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.