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.