Passwall
Transmutation
Level: Sor/Wiz 5
Components: V, S, M
Casting
Time: 1 standard
action
Range: Touch
Effect: 5 ft. by 8 ft. opening, 10 ft. deep
plus 5 ft. deep per three additional levels
Duration: 1 hour/level (D)
Saving
Throw: None
Spell
Resistance: No
You create a
passage through wooden, plaster, or stone walls, but not through metal or other
harder materials. The passage is 10 feet deep plus an additional 5 feet deep
per three caster levels above 9th (15 feet at 12th, 20 feet at 15th, and a
maximum of 25 feet deep at 18th level). If the wall’s thickness is more than
the depth of the passage created, then a single passwall simply makes a
niche or short tunnel. Several passwall spells can then form a
continuing passage to breach very thick walls. When passwall ends,
creatures within the passage are ejected out the nearest exit. If someone
dispels the passwall or you dismiss it, creatures in the passage are
ejected out the far exit, if there is one, or out the sole exit if there is
only one.
Material
Component: A pinch
of sesame seeds.
Pass without Trace
Transmutation
Level: Drd 1, Rgr 1
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Touch
Targets: One creature/level touched
Duration: 1 hour/level (D)
Saving
Throw: Will negates
(harmless)
Spell
Resistance: Yes
(harmless)
The subject
or subjects can move through any type of terrain and leave neither footprints
nor scent. Tracking the subjects is impossible by nonmagical means.
Permanency
Universal
Level: Sor/Wiz 5
Components: V, S, XP
Casting
Time: 2 rounds
Range: See text
Target,
Effect, or Area: See
text
Duration: Permanent; see text
Saving
Throw: None
Spell
Resistance: No
This spell
makes certain other spells permanent.
Depending on the spell, you
must be of a minimum caster level and must expend a number of XP.
You can make
the following spells permanent in regard to yourself.
Spell |
Minimum Caster Level
|
XP Cost
|
Arcane
sight |
11th |
1,500 XP |
Comprehend
languages |
9th |
500 XP |
Darkvision |
10th |
1,000 XP |
Detect
magic |
9th |
500 XP |
Read
magic |
9th |
500 XP |
See
invisibility |
10th |
1,000 XP |
Tongues |
11th |
1,500 XP |
You cast the
desired spell and then follow it with the permanency spell. You cannot
cast these spells on other creatures. This application of permanency can
be dispelled only by a caster of higher level than you were when you cast the
spell.
In addition
to personal use, permanency can be used to make the following spells
permanent on yourself, another creature, or an object (as appropriate).
Spell |
Minimum Caster Level
|
XP Cost
|
Enlarge
person |
9th |
500 XP |
Magic
fang |
9th |
500 XP |
Magic
fang, greater |
11th |
1,500 XP |
Reduce
person |
9th |
500 XP |
Resistance |
9th |
500 XP |
Telepathic
bond1 |
13th |
2,500 XP |
1 Only
bonds two creatures per casting of permanency. |
Additionally,
the following spells can be cast upon objects or areas only and rendered
permanent.
Spell |
Minimum Caster Level
|
XP Cost
|
Alarm |
9th |
500 XP |
Animate
objects |
14th |
3,000 XP |
Dancing
lights |
9th |
500 XP |
Ghost
sound |
9th |
500 XP |
Gust of
wind |
11th |
1,500 XP |
Invisibility |
10th |
1,000 XP |
Mage’s
private sanctum |
13th |
2,500 XP |
Magic
mouth |
10th |
1,000 XP |
Phase
door |
15th |
3,500 XP |
Prismatic
sphere |
17th |
4,500 XP |
Prismatic
wall |
16th |
4,000 XP |
Shrink
item |
11th |
1,500 XP |
Solid
fog |
12th |
2,000 XP |
Stinking
cloud |
11th |
1,500 XP |
Symbol
of death |
16th |
4,000 XP |
Symbol
of fear |
14th |
3,000 XP |
Symbol
of insanity |
16th |
4,000 XP |
Symbol
of pain |
13th |
2,500 XP |
Symbol
of persuasion |
14th |
3,000 XP |
Symbol
of sleep |
16th |
4,000 XP |
Symbol
of stunning |
15th |
3,500 XP |
Symbol
of weakness |
15th |
3,500 XP |
Teleportation
circle |
17th |
4,500 XP |
Wall of
fire |
12th |
2,000 XP |
Wall of
force |
13th |
2,500 XP |
Web |
10th |
1,000 XP |
Spells cast
on other creatures, objects, or locations (not on you) are vulnerable to dispel
magic as normal.
XP Cost: See tables above.
Permanent Image
Illusion
(Figment)
Level: Brd 6, Sor/Wiz 6
Effect: Figment that cannot extend beyond a
20-ft. cube + one 10-ft. cube/level (S)
Duration: Permanent (D)
This spell
functions like silent image, except that the figment includes visual,
auditory, ol
Material
Component: A bit of
fleece plus powdered jade worth 100 gp.
Persistent Image
Illusion
(Figment)
Level: Brd 5, Sor/Wiz 5
Duration: 1 min./level (D)
This spell functions
like silent image, except that the figment includes visual, auditory, ol
Material
Component: A bit of
fleece and several grains of sand.
Phantasmal Killer
Illusion
(Phantasm) [Fear, Mind-Affecting]
Level: Sor/Wiz 4
Components: V, S
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: Instantaneous
Saving
Throw: Will
disbelief (if interacted with), then Fortitude partial; see text
Spell
Resistance: Yes
You create a
phantasmal image of the most fearsome creature imaginable to the subject simply
by forming the fears of the subject’s subconscious mind into something that its
conscious mind can visualize: this most horrible beast. Only the spell’s
subject can see the phantasmal killer. You see only a vague shape. The target
first gets a Will save to recognize the image as unreal. If that save fails,
the phantasm touches the subject, and the subject must succeed on a Fortitude
save or die from fear. Even if the Fortitude save is successful, the subject
takes 3d6 points of damage.
If the subject
of a phantasmal killer attack succeeds in disbelieving and is wearing a helm
of telepathy, the beast can be turned upon you. You must then disbelieve it
or become subject to its deadly fear attack.
Phantom Steed
Conjuration
(Creation)
Level: Brd 3, Sor/Wiz 3
Components: V, S
Casting
Time: 10 minutes
Range: 0 ft.
Effect: One quasi-real, horselike creature
Duration: 1 hour/level (D)
Saving
Throw: None
Spell
Resistance: No
You conjure
a Large, quasi-real, horselike creature. The steed can be ridden only by you or
by the one person for whom you specifically created the mount. A phantom steed
has a black head and body, gray mane and tail, and smoke-colored, insubstantial
hooves that make no sound. It has what seems to be a saddle, bit, and bridle.
It does not fight, but animals shun it and refuse to attack it.
The mount
has an AC of 18 (–1 size, +4 natural armor, +5 Dex) and 7 hit points +1 hit
point per caster level. If it loses all its hit points, the phantom steed
disappears. A phantom steed has a speed of 20 feet per caster level, to a
maximum of 240 feet. It can bear its rider’s weight plus up to 10 pounds per
caster level.
These mounts gain certain
powers according to caster level. A mount’s abilities include those of mounts
of lower caster levels.
8th
Level: The mount can
ride over sandy, muddy, or even swampy ground without difficulty or decrease in
speed.
10th
Level: The mount can
use water walk at will (as the spell, no action required to activate
this ability).
12th
Level: The mount can
use air walk at will (as the spell, no action required to activate this
ability) for up to 1 round at a time, after which it falls to the ground.
14th
Level: The mount can
fly at its speed (average maneuverability).
Phantom Trap
Illusion
(Glamer)
Level: Sor/Wiz 2
Components: V, S, M
Casting
Time: 1 standard
action
Range: Touch
Target: Object touched
Duration: Permanent (D)
Saving
Throw: None
Spell
Resistance: No
This spell makes a lock or other small mechanism seem to be trapped to anyone who can detect traps. You place the spell upon any small mechanism or device, such as a lock, hinge, hasp, cork, cap, or ratchet. Any character able to detect traps, or who uses any spell or device enabling trap detection, is 100% certain a real trap exists. Of course, the effect is illusory and nothing happens if the trap is “sprung”; its primary purpose is to frighten away thieves or make them waste precious time.
If another phantom
trap is active within 50 feet when the spell is cast, the casting fails.
Material
Component: A piece
of iron pyrite touched to the object to be trapped while the object is
sprinkled with a special dust requiring 50 gp to prepare.
Phase Door
Conjuration
(Creation)
Level: Sor/Wiz 7, Travel 8
Components: V
Casting
Time: 1 standard
action
Range: 0 ft.
Effect: Ethereal 5 ft. by 8 ft. opening, 10
ft. deep + 5 ft. deep per three levels
Duration: One usage per two levels
Saving
Throw: None
Spell
Resistance: No
This spell
creates an ethereal passage through wooden, plaster, or stone walls, but not
other materials. The phase door is invisible and inaccessible to all
creatures except you, and only you can use the passage. You disappear when you
enter the phase door and appear when you exit. If you desire, you can
take one other creature (Medium or smaller) through the door. This counts as
two uses of the door. The door does not allow light, sound, or spell effects
through it, nor can you see through it without using it. Thus, the spell can
provide an escape route, though certain creatures, such as phase spiders, can
follow with ease. A gem of true seeing or similar magic reveals the
presence of a phase door but does not allow its use.
A phase
door is subject to dispel magic. If anyone is within the passage
when it is dispelled, he is harmlessly ejected just as if he were inside a passwall
effect.
You can
allow other creatures to use the phase door by setting some triggering
condition for the door. Such conditions can be as simple or elaborate as you
desire. They can be based on a creature’s name, identity, or alignment, but
otherwise must be based on observable actions or qualities. Intangibles such as
level, class, Hit Dice, and hit points don’t qualify.
Phase
door can be made
permanent with a permanency spell.
Planar Ally
Conjuration
(Calling) [see text for lesser planar ally]
Level: Clr 6
Effect: One or two called elementals or
outsiders, totaling no more than 12 HD, which cannot be more than 30 ft. apart
when they appear
This spell
functions like lesser planar ally, except you may call a single creature
of 12 HD or less, or two creatures of the same kind whose Hit Dice total no
more than 12. The creatures agree to help you and request your return payment
together.
XP Cost: 250 XP.
Planar Ally, Greater
Conjuration
(Calling) [see text for lesser planar ally]
Level: Clr 8
Effect: Up to three called elementals or
outsiders, totaling no more than 18 HD, no two of which can be more than 30 ft.
apart when they appear.
This spell
functions like lesser planar ally, except that you may call a single
creature of 18 HD or less, or up to three creatures of the same kind whose Hit
Dice total no more than 18. The creatures agree to help you and request your
return payment together.
XP Cost: 500 XP.
Planar Ally, Lesser
Conjuration
(Calling) [see text]
Level: Clr 4
Components: V, S, DF, XP
Casting
Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One called elemental or outsider of
6 HD or less
Duration: Instantaneous
Saving
Throw: None
Spell
Resistance: No
By casting
this spell, you request your deity to send you an elemental or outsider (of 6
HD or less) of the deity’s choice. If you serve no particular deity, the spell
is a general plea answered by a creature sharing your philosophical alignment.
If you know an individual creature’s name, you may request that individual by
speaking the name during the spell (though you might get a different creature
anyway).
You may ask
the creature to perform one task in exchange for a payment from you. Tasks
might range from the simple to the complex. You must be able to communicate with
the creature called in order to bargain for its services.
The creature
called requires a payment for its services. This payment can take a variety of
forms, from donating gold or magic items to an allied temple, to a gift given
directly to the creature, to some other action on your part that matches the
creature’s alignment and goals. Regardless, this payment must be made before
the creature agrees to perform any services. The bargaining takes at least 1
round, so any actions by the creature begin in the round after it arrives.
A task
taking up to 1 minute per caster level requires a payment of 100 gp per HD of
the creature called. For a task taking up to 1 hour per caster level, the
creature requires a payment of 500 gp per HD. A long-term task, one requiring
up to one day per caster level, requires a payment of 1,000 gp per HD.
A
nonhazardous task requires only half the indicated payment, while an especially
hazardous task might require a greater gift. Few if any creatures will accept a
task that seems suicidal (remember, a called creature actually dies when it is
killed, unlike a summoned creature). However, if the task is strongly aligned
with the creature’s ethos, it may halve or even waive the payment.
At the end
of its task, or when the duration bargained for expires, the creature returns
to its home plane (after reporting back to you, if appropriate and possible).
Note: When you use a calling spell that
calls an air, chaotic, earth, evil, fire, good, lawful, or water creature, it
is a spell of that type.
XP Cost: 100 XP.
Planar Binding
Conjuration
(Calling) [see text for lesser planar binding]
Level: Sor/Wiz 6
Components: V, S
Targets: Up to three elementals or outsiders,
totaling no more than 12 HD, no two of which can be more than 30 ft. apart when
they appear
This spell
functions like lesser planar binding, except that you may call a single
creature of 12 HD or less, or up to three creatures of the same kind whose Hit
Dice total no more than 12. Each creature gets a save, makes an independent attempt
to escape, and must be individually persuaded to aid you.
Planar Binding, Greater
Conjuration
(Calling) [see text for lesser planar binding]
Level: Sor/Wiz 8
Components: V, S
Targets: Up to three elementals or outsiders,
totaling no more than 18 HD, no two of which can be more than 30 ft. apart when
they appear.
This spell
functions like lesser planar binding, except that you may call a single
creature of 18 HD or less, or up to three creatures of the same kind whose Hit
Dice total no more than 18. Each creature gets a saving throw, makes
independent attempts to escape, and must be persuaded to aid you individually.
Planar Binding, Lesser
Conjuration
(Calling) [see text]
Level: Sor/Wiz 5
Components: V, S
Casting
Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels); see
text
Target: One elemental or outsider with 6 HD
or less
Duration: Instantaneous
Saving
Throw: Will negates
Spell
Resistance: No and
Yes; see text
Casting this
spell attempts a dangerous act: to lure a creature from another plane to a
specifically prepared trap, which must lie within the spell’s range. The called
creature is held in the trap until it agrees to perform one service in return
for its freedom.
To create
the trap, you must use a magic circle spell, focused inward. The kind of
creature to be bound must be known and stated. If you wish to call a specific
individual, you must use that individual’s proper name in casting the spell.
The target
creature is allowed a Will saving throw. If the saving throw succeeds, the
creature resists the spell. If the saving throw fails, the creature is
immediately drawn to the trap (spell resistance does not keep it from being
called). The creature can escape from the trap with by successfully pitting its
spell resistance against your caster level check, by dimensional travel, or
with a successful Charisma check (DC 15 + 1/2 your caster level + your Cha
modifier). It can try each method once per day. If it breaks loose, it can flee
or attack you. A dimensional anchor cast on the creature prevents its
escape via dimensional travel. You can also employ a calling diagram (see magic
circle against evil) to make the trap more secure.
If the
creature does not break free of the trap, you can keep it bound for as long as
you dare. You can attempt to compel the creature to perform a service by
describing the service and perhaps offering some sort of reward. You make a
Charisma check opposed by the creature’s Charisma check. The check is assigned
a bonus of +0 to +6 based on the nature of the service and the reward. If the
creature wins the opposed check, it refuses service. New offers, bribes, and
the like can be made or the old ones reoffered every 24 hours. This process can
be repeated until the creature promises to serve, until it breaks free, or
until you decide to get rid of it by means of some other spell. Impossible
demands or unreasonable commands are never agreed to. If you roll a 1 on the
Charisma check, the creature breaks free of the binding and can escape or
attack you.
Once the
requested service is completed, the creature need only so inform you to be
instantly sent back whence it came. The creature might later seek revenge. If
you assign some open-ended task that the creature cannot complete though its
own actions the spell remains in effect for a maximum of one day per caster
level, and the creature gains an immediate chance to break free. Note that a
clever recipient can subvert some instructions.
When you use
a calling spell to call an air, chaotic, earth, evil, fire, good, lawful, or
water creature, it is a spell of that type.
Plane Shift
Conjuration
(Teleportation)
Level: Clr 5, Sor/Wiz 7
Components: V, S, F
Casting
Time: 1 standard
action
Range: Touch
Target: Creature touched, or up to eight
willing creatures joining hands
Duration: Instantaneous
Saving
Throw: Will negates
Spell
Resistance: Yes
You move
yourself or some other creature to another plane of existence or alternate
dimension. If several willing persons link hands in a circle, as many as eight
can be affected by the plane shift at the same time. Precise accuracy as
to a particular arrival location on the intended plane is nigh impossible. From
the Material Plane, you can reach any other plane, though you appear 5 to 500
miles (5d%) from your intended destination.
Note:
Plane shift transports
creatures instantaneously and then ends. The creatures need to find other means
if they are to travel back.
Focus: A small, forked metal rod. The size
and metal type dictates to which plane of existence or alternate dimension the
spell sends the affected creatures.
Plant Growth
Transmutation
Level: Drd 3, Plant 3, Rgr 3
Components: V, S, DF
Casting
Time: 1 standard
action
Range: See text
Target or
Area: See text
Duration: Instantaneous
Saving
Throw: None
Spell
Resistance: No
Plant
growth has different
effects depending on the version chosen.
Overgrowth:
This effect causes
normal vegetation (grasses, briars, bushes, creepers, thistles, trees, vines)
within long range (400 feet + 40 feet per caster level) to become thick and
overgrown. The plants entwine to form a thicket or jungle that creatures must
hack or force a way through. Speed drops to 5 feet, or 10 feet for Large or
larger creatures. The area must have brush and trees in it for this spell to
take effect.
At your
option, the area can be a 100-foot-radius circle, a 150-foot-radius semicircle,
or a 200-foot-radius quarter circle.
You may
designate places within the area that are not affected.
Enrichment:
This effect targets
plants within a range of one-half mile, raising their potential productivity
over the course of the next year to one-third above normal.
Plant
growth counters diminish
plants.
This spell
has no effect on plant creatures.
Poison
Necromancy
Level: Clr 4, Drd 3
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Touch
Target: Living creature touched
Duration: Instantaneous; see text
Saving
Throw: Fortitude
negates; see text
Spell
Resistance: Yes
Calling upon
the venomous powers of natural predators, you infect the subject with a
horrible poison by making a successful melee touch attack. The poison deals
1d10 points of temporary Constitution damage immediately and another 1d10
points of temporary Constitution damage 1 minute later. Each instance of damage
can be negated by a Fortitude save (DC 10 + 1/2 your caster level + your
Polar Ray
Evocation
[Cold]
Level: Sor/Wiz 8
Components: V, S, F
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving
Throw: None
Spell
Resistance: Yes
A blue-white
ray of freezing air and ice springs from your hand. You must succeed on a
ranged touch attack with the ray to deal damage to a target. The ray deals 1d6
points of cold damage per caster level (maximum 25d6).
Focus: A small, white ceramic cone or prism.
Polymorph
Transmutation
Level: Sor/Wiz 4
Components: V, S, M
Casting
Time: 1 standard
action
Range: Touch
Target: Willing living creature touched
Duration: 1 min./level (D)
Saving
Throw: None
Spell
Resistance: No
This spell
functions like alter self, except that you change the willing subject
into another form of living creature. The new form may be of the same type as
the subject or any of the following types: aberration, animal, dragon, fey,
giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. The
assumed form can’t have more Hit Dice than your caster level (or the subject’s
HD, whichever is lower), to a maximum of 15 HD at 15th level. You can’t cause a
subject to assume a form smaller than Fine, nor can you cause a subject to
assume an incorporeal or gaseous form. The subject’s creature type and subtype
(if any) change to match the new form.
Upon
changing, the subject regains lost hit points as if it had rested for a night
(though this healing does not restore temporary ability damage and provide
other benefits of resting; and changing back does not heal the subject
further). If slain, the subject reverts to its original form, though it remains
dead.
The subject
gains the Strength, Dexterity, and Constitution scores of the new form but
retains its own Intelligence, Wisdom, and Charisma scores. It also gains all
extraordinary special attacks possessed by the form but does not gain the
extraordinary special qualities possessed by the new form or any supernatural
or spell-like abilities.
Incorporeal
or gaseous creatures are immune to being polymorphed, and a creature
with the shapechanger subtype can revert to its natural form as a standard
action.
Material
Component: An empty
cocoon.
Polymorph Any Object
Transmutation
Level: Sor/Wiz 8, Trickery 8
Components: V, S, M/DF
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature, or one nonmagical
object of up to 100 cu. ft./level
Duration: See text
Saving
Throw: Fortitude
negates (object); see text
Spell
Resistance: Yes
(object)
This spell
functions like polymorph, except that it changes one object or creature
into another. The duration of the spell depends on how radical a change is made
from the original state to its enchanted state. The duration is determined by using
the following guidelines.
Changed
Subject Is: |
Increase to Duration Factor1 |
|
+5 |
|
+2 |
|
+2 |
Related
(twig is to tree, wolf fur is to wolf, etc.) |
+2 |
|
+2 |
1 Add all
that apply. Look up the total on the next table. |
Duration Factor |
Duration |
Example |
0 |
20 minutes |
Pebble to
human |
2 |
1 hour |
Marionette
to human |
4 |
3 hours |
Human to
marionette |
5 |
12 hours |
Lizard to
manticore |
6 |
2 days |
Sheep to wool
coat |
7 |
1 week |
Shrew to
manticore |
9+ |
Permanent |
Manticore
to shrew |
Unlike polymorph,
polymorph any object does grant the creature the Intelligence score of its
new form. If the original form didn’t have a Wisdom or Charisma score, it gains
those scores as appropriate for the new form.
Damage taken
by the new form can result in the injury or death of the polymorphed creature.
In general, damage occurs when the new form is changed through physical force.
A nonmagical
object cannot be made into a magic item with this spell. Magic items aren’t
affected by this spell.
This spell
cannot create material of great intrinsic value, such as copper, silver, gems,
silk, gold, platinum, mithral, or adamantine. It also cannot reproduce the
special properties of cold iron in order to overcome the damage reduction of
certain creatures.
This spell
can also be used to duplicate the effects of baleful polymorph, polymorph,
flesh to stone, stone to flesh, transmute mud to rock, transmute
metal to wood, or transmute rock to mud.
Arcane
Material Component: Mercury,
gum arabic, and smoke.
Power Word Blind
Enchantment
(Compulsion) [Mind-Affecting]
Level: Sor/Wiz 7, War 7
Components: V
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature with 200 hp or less
Duration: See text
Saving
Throw: None
Spell
Resistance: Yes
You utter a
single word of power that causes one creature of your choice to become blinded,
whether the creature can hear the word or not. The duration of the spell
depends on the target’s current hit point total. Any creature that currently
has 201 or more hit points is unaffected by power word blind.
Hit Points |
Duration |
50 or less |
Permanent |
51–100 |
1d4+1
minutes |
101–200 |
1d4+1
rounds |
Power Word, Fear
Conjuration (Creation)
Level: Battle 7, Sor/Wiz 7
Components: V
Casting Time: 1 action
Range: Close (25 ft.+5 ft./2 levels)
Targets: Creatures with up to 200 hit points within a 15 ft.-radius
sphere
Duration: See text
Saving Throw: None
Spell Resistance: Yes
This spell creates a wave of magical energy that terrifies one or more
creatures. It affects the creatures with the lowest hit points total first,
selecting subjects one at a time until the next target would put it over the
limit of 200 (Creatures with negative hit points count as having 0 hit points).
The victims of a power word fear spell all react as if subject to a fear
spell.
The duration of the spell depends on the total hit points of the affected
creature:
Hit Points |
Duration |
50 or less |
Permanent |
51–100 |
1d4+1
minutes |
101–200 |
1d4+1
rounds |
Power Word Kill
Enchantment
(Compulsion) [Death, Mind-Affecting]
Level: Sor/Wiz 9, War 9
Components: V
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature with 100 hp or
less
Duration: Instantaneous
Saving
Throw: None
Spell
Resistance: Yes
You utter a
single word of power that instantly kills one creature of your choice, whether
the creature can hear the word or not. Any creature that currently has 101 or
more hit points is unaffected by power word kill.
Power Word Stun
Enchantment
(Compulsion) [Mind-Affecting]
Level: Sor/Wiz 8, War 8
Components: V
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature with 150 hp or less
Duration: See text
Saving
Throw: None
Spell
Resistance: Yes
You utter a
single word of power that instantly causes one creature of your choice to
become stunned, whether the creature can hear the word or not. The duration of
the spell depends on the target’s current hit point total. Any creature that
currently has 151 or more hit points is unaffected by power word stun.
Hit Points |
Duration |
50 or less |
4d4 rounds |
51–100 |
2d4 rounds |
101–150 |
1d4 rounds |
Prayer
Enchantment
(Compulsion) [Mind-Affecting]
Level: Clr 3, Pal 3
Components: V, S, DF
Casting
Time: 1 standard
action
Range: 40 ft.
Area: All allies and foes within a
40-ft.-radius burst centered on you
Duration: 1 round/level
Saving
Throw: None
Spell
Resistance: Yes
You bring special
favor upon yourself and your allies while bringing disfavor to your enemies.
You and your each of your allies gain a +1 luck bonus on attack rolls, weapon
damage rolls, saves, and skill checks, while each of your foes takes a –1
penalty on such rolls.
Prestidigitation
Universal
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting
Time: 1 standard
action
Range: 10 ft.
Target,
Effect, or Area: See
text
Duration: 1 hour
Saving
Throw: See text
Spell
Resistance: No
Prestidigitations
are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation
spell enables you to perform simple magical effects for 1 hour. The effects
are minor and have severe limitations. A prestidigitation can slowly lift 1
pound of material. It can color, clean, or soil items in a 1-foot cube each
round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot
deal damage or affect the concentration of spellcasters. Prestidigitation can
create small objects, but they look crude and artificial. The materials created
by a prestidigitation spell are extremely fragile, and they cannot be
used as tools, weapons, or spell components. Finally, a prestidigitation lacks
the power to duplicate any other spell effects. Any actual change to an object
(beyond just moving, cleaning, or soiling it) persists only 1 hour.
Prismatic Sphere
Abjuration
Level: Protection 9, Sor/Wiz 9, Sun 9
Components: V
Range: 10 ft.
Effect: 10-ft.-radius sphere centered on you
This spell
functions like prismatic wall, except you conjure up an immobile, opaque
globe of shimmering, multicolored light that surrounds you and protects you
from all forms of attack. The sphere flashes in all colors of the visible
spectrum.
The sphere’s
blindness effect on creatures with less than 8 HD lasts 2d4x10 minutes.
You can pass
into and out of the prismatic sphere and remain near it without harm.
However, when you’re inside it, the sphere blocks any attempt to project
something through the sphere (including spells). Other creatures that attempt
to attack you or pass through suffer the effects of each color, one at a time.
Typically,
only the upper hemisphere of the globe will exist, since you are at the center
of the sphere, so the lower half is usually excluded by the floor surface you
are standing on.
The colors
of the sphere have the same effects as the colors of a prismatic wall.
Prismatic
sphere can be made
permanent with a permanency spell.
Prismatic Spray
Evocation
Level: Sor/Wiz 7
Components: V, S
Casting
Time: 1 standard
action
Range: 60 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving
Throw: See text
Spell
Resistance: Yes
This spell
causes seven shimmering, intertwined, multicolored beams of light to spray from
your hand. Each beam has a different power. Creatures in the area of the spell
with 8 HD or less are automatically blinded for 2d4 rounds. Every creature in
the area is randomly struck by one or more beams, which have additional
effects.
1d8 |
Color
of Beam |
Effect |
1 |
Red |
20 points
fire damage (Reflex half) |
2 |
|
40 points
acid damage (Reflex half) |
3 |
Yellow |
80 points
electricity damage (Reflex half) |
4 |
Green |
Poison
(Kills; Fortitude partial, take 1d6 points of Con damage instead) |
5 |
Blue |
Turned to
stone (Fortitude negates) |
6 |
Indigo |
Insane, as
insanity spell (Will negates) |
7 |
Violet |
Sent to
another plane (Will negates) |
8 |
Struck by
two rays; roll twice more, ignoring any “8” results. |
Prismatic Wall
Abjuration
Level: Sor/Wiz 8
Components: V, S
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Effect:Wall 4 ft./level wide, 2 ft./level
high
Duration: 10 min./level (D)
Saving
Throw: See text
Spell
Resistance: See text
Prismatic
wall creates a
vertical, opaque wall—a shimmering, multicolored plane of light that protects
you from all forms of attack. The wall flashes with seven colors, each of which
has a distinct power and purpose. The wall is immobile, and you can pass
through and remain near the wall without harm. However, any other creature with
less than 8 HD that is within 20 feet of the wall is blinded for 2d4 rounds by
the colors if it looks at the wall.
The wall’s
maximum proportions are 4 feet wide per caster level and 2 feet high per caster
level. A prismatic wall spell cast to materialize in a space occupied by
a creature is disrupted, and the spell is wasted.
Each color
in the wall has a special effect. The accompanying table shows the seven colors
of the wall, the order in which they appear, their effects on creatures trying
to attack you or pass through the wall, and the magic needed to negate each color.
The wall can
be destroyed, color by color, in consecutive order, by various magical effects;
however, the first color must be brought down before the second can be
affected, and so on. A rod of cancellation or a mage’s disjunction spell
destroys a prismatic wall, but an antimagic field fails to
penetrate it. Dispel magic and greater dispel magic cannot dispel
the wall or anything beyond it. Spell resistance is effective against a prismatic
wall, but the caster level check must be repeated for each color present.
Prismatic
wall can be made
permanent with a permanency spell.
Color |
Order |
Effect of Color |
Negated By |
Red |
1st |
Stops
nonmagical ranged weapons. Deals 20
points of fire damage (Reflex half). |
Cone of
cold |
|
2nd |
Stops
magical ranged weapons. Deals 40
points of acid damage (Reflex half). |
Gust of
wind |
Yellow |
3rd |
Stops
poisons, gases, and petrification. Deals 80
points of electricity damage (Reflex half). |
Disintegrate |
Green |
4th |
Stops
breath weapons. Poison
(Kills; Fortitude partial for 1d6 points of Con damage instead). |
Passwall |
Blue |
5th |
Stops
divination and mental attacks. Turned to
stone (Fortitude negates). |
Magic
missile |
Indigo |
6th |
Stops all
spells. Will save
or become insane (as insanity spell). |
Daylight |
Violet |
7th |
Energy
field destroys all objects and effects.1 Creatures
sent to another plane (Will negates). |
Dispel
magic |
1 The
violet effect makes the special effects of the other six colors redundant,
but these six effects are included here because certain magic items can
create prismatic effects one color at a time, and spell resistance might
render some colors ineffective (see above). |
Produce Flame
Evocation
[Fire]
Level: Drd 1, Fire 2
Components: V, S
Casting
Time: 1 standard
action
Range: 0 ft.
Effect: Flame in your palm
Duration: 1 min./level (D)
Saving
Throw: None
Spell
Resistance: Yes
Flames as
bright as a torch appear in your open hand. The flames harm neither you nor
your equipment.
In addition
to providing illumination, the flames can be hurled or used to touch enemies.
You can strike an opponent with a melee touch attack, dealing fire damage equal
to 1d6 +1 point per caster level (maximum +5). Alternatively, you can hurl the
flames up to 120 feet as a thrown weapon. When doing so, you attack with a
ranged touch attack (with no range penalty) and deal the same damage as with
the melee attack. No sooner do you hurl the flames than a new set appears in
your hand. Each attack you make reduces the remaining duration by 1 minute. If
an attack reduces the remaining duration to 0 minutes or less, the spell ends
after the attack resolves.
This spell
does not function underwater.
Programmed Image
Illusion
(Figment)
Level: Brd 6, Sor/Wiz 6
Effect: Visual figment that cannot extend
beyond a 20-ft. cube + one 10-ft. cube/level (S)
Duration: Permanent until triggered, then 1
round/level
This spell
functions like silent image, except that this spell’s figment activates
when a specific condition occurs. The figment includes visual, auditory, ol
You set the
triggering condition (which may be a special word) when casting the spell. The
event that triggers the illusion can be as general or as specific and detailed
as desired but must be based on an audible, tactile, ol
Material
Component: A bit of
fleece and jade dust worth 25 gp.
Project Image
Illusion
(Shadow)
Level: Brd 6, Sor/Wiz 7
Components: V, S, M
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Effect: One shadow duplicate
Duration: 1 round/level (D)
Saving
Throw: Will
disbelief (if interacted with)
Spell
Resistance: No
You tap energy from the
Plane of Shadow to create a quasi-real, illusory version of yourself. The
projected image looks, sounds, and smells like you but is intangible. The
projected image mimics your actions (including speech) unless you direct it to
act differently (which is a move action).
You can see
through its eyes and hear through its ears as if you were standing where it is,
and during your turn you can switch from using its senses to using your own, or
back again, as a free action. While you are using its senses, your body is
considered blinded and deafened.
If you
desire, any spell you cast whose range is touch or greater can originate from
the projected image instead of from you. The projected image can’t cast any
spells on itself except for illusion spells. The spells affect other targets
normally, despite originating from the projected image.
Objects are
affected by the projected image as if they had succeeded on their Will save.
You must
maintain line of effect to the projected image at all times. If your line of
effect is obstructed, the spell ends. If you use dimension door, teleport,
plane shift, or a similar spell that breaks your line of effect, even
momentarily, the spell ends.
Material
Component: A small
replica of you (a doll), which costs 5 gp to create.
Prosperity
Enchantment (Compulsion) [Mind-Affecting]
Level: Prosperity 9
Components: V, S, DF
Casting Time: 1 Day
Range: Medium (100 ft. + 10 ft./level)
Target: Up to 500 humanoid creatures
Duration: One Year
Saving Throw: None
Spell Resistance: No
Up to 500 recipients receive a +2 competence bonus to one Craft or Profession
skill of the caster’s choice. This bonus lasts for one year. The recipients of
this spell must participate in a day long ritual with the caster.
Protection from Arrows
Abjuration
Level: Sor/Wiz 2
Components: V, S, F
Casting
Time: 1 standard
action
Range: Touch
Target: Creature touched
Duration: 1 hour/level or until discharged
Saving
Throw: Will negates
(harmless)
Spell
Resistance: Yes
(harmless)
The warded
creature gains resistance to ranged weapons. The subject gains damage reduction
10/magic against ranged weapons. (This spell doesn’t grant you the ability to
damage creatures with similar damage reduction.) Once the spell has prevented a
total of 10 points of damage per caster level (maximum 100 points), it is
discharged.
Focus: A piece of shell from a tortoise or a
turtle.
Protection from Chaos
Abjuration
[Lawful]
Level: Clr 1, Law 1, Pal 1, Sor/Wiz 1
This spell
functions like protection from evil, except that the deflection and
resistance bonuses apply to attacks from chaotic creatures, and chaotic
summoned creatures cannot touch the subject.
Protection from Energy
Abjuration
Level: Clr 3, Drd 3, Luck 3, Protection 3,
Rgr 2, Sor/Wiz 3
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Touch
Target: Creature touched
Duration: 10 min./level or until discharged
Saving
Throw: Fortitude
negates (harmless)
Spell
Resistance: Yes
(harmless)
Protection
from energy grants temporary
immunity to the type of energy you specify when you cast it (acid, cold,
electricity, fire, or sonic). When the spell absorbs 12 points per caster level
of energy damage (to a maximum of 120 points at 10th level), it is discharged.
Note:
Protection from energy overlaps
(and does not stack with) resist energy. If a character is warded by protection
from energy and resist energy, the protection spell absorbs
damage until its power is exhausted.
Protection from Evil
Abjuration
[Good]
Level: Clr 1, Good 1, Pal 1, Sor/Wiz 1
Components: V, S, M/DF
Casting
Time: 1 standard
action
Range: Touch
Target: Creature touched
Duration: 1 min./level (D)
Saving
Throw: Will negates
(harmless)
Spell
Resistance: No; see
text
This spell
wards a creature from attacks by evil creatures, from mental control, and from
summoned creatures. It creates a magical barrier around the subject at a
distance of 1 foot. The barrier moves with the subject and has three major
effects.
First, the
subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves.
Both these bonuses apply against attacks made or effects created by evil
creatures.
Second, the
barrier blocks any attempt to possess the warded creature (by a magic jar attack,
for example) or to exercise mental control over the creature (including
enchantment (charm) effects and enchantment (compulsion) effects that grant the
caster ongoing control over the subject, such as dominate person). The
protection does not prevent such effects from targeting the protected creature,
but it suppresses the effect for the duration of the protection from evil effect.
If the protection from evil effect ends before the effect granting
mental control does, the would-be controller would then be able to mentally
command the controlled creature. Likewise, the barrier keeps out a possessing
life force but does not expel one if it is in place before the spell is cast.
This second effect works regardless of alignment.
Third, the
spell prevents bodily contact by summoned creatures. This causes the natural
weapon attacks of such creatures to fail and the creatures to recoil if such
attacks require touching the warded creature. Good summoned creatures are
immune to this effect. The protection against contact by summoned creatures
ends if the warded creature makes an attack against or tries to force the
barrier against the blocked creature. Spell resistance can allow a creature to
overcome this protection and touch the warded creature.
Arcane
Material Component: A
little powdered silver with which you trace a 3-foot -diameter circle on the
floor (or ground) around the creature to be warded.
Protection from Good
Abjuration
[Evil]
Level: Clr 1, Evil 1, Sor/Wiz 1
This spell
functions like protection from evil, except that the deflection and
resistance bonuses apply to attacks from good creatures, and good summoned
creatures cannot touch the subject.
Protection from Law
Abjuration
[Chaotic]
Level: Chaos 1, Clr 1, Sor/Wiz 1
This spell
functions like protection from evil, except that the deflection and resistance
bonuses apply to attacks from lawful creatures, and lawful summoned creatures
cannot touch the subject.
Protection from Spells
Abjuration
Level: Magic 8, Sor/Wiz 8
Components: V, S, M, F
Casting
Time: 1 standard
action
Range: Touch
Targets: Up to one creature touched per four
levels
Duration: 10 min./level
Saving
Throw: Will negates
(harmless)
Spell
Resistance: Yes
(harmless)
The subject
gains a +8 resistance bonus on saving throws against spells and spell-like
abilities (but not against supernatural and extraordinary abilities).
Material
Component: A diamond
of at least 500 gp value, which must be crushed and sprinkled over the targets.
Focus: One 1,000 gp diamond per creature to
be granted the protection. Each subject must carry one such gem for the
duration of the spell. If a subject loses the gem, the spell ceases to affect
him.
Prying Eyes
Divination
Level: Sor/Wiz 5
Components: V, S, M
Casting
Time: 1 minute
Range: One mile
Effect: Ten or more levitating eyes
Duration: 1 hour/level; see text (D)
Saving
Throw: None
Spell
Resistance: No
You create a
number of semitangible, visible magical orbs (called “eyes”) equal to 1d4 +
your caster level. These eyes move out, scout around, and return as you direct
them when casting the spell. Each eye can see 120 feet (normal vision only) in
all directions.
While the
individual eyes are quite fragile, they’re small and difficult to spot. Each
eye is a Fine construct, about the size of a small apple, that has 1 hit point,
AC 18 (+8 bonus for its size), flies at a speed of 30 feet with perfect
maneuverability, and has a +16 Hide modifier. It has a Spot modifier equal to
your caster level (maximum +15) and is subject to illusions, darkness, fog, and
any other
When you
create the eyes, you specify instructions you want them to follow in a command
of no more than twenty-five words. Any knowledge you possess is known by the
eyes as well.
In order to
report their findings, the eyes must return to your hand. Each replays in your
mind all it has seen during its existence. It takes an eye 1 round to replay 1
hour of recorded images. After relaying its findings, an eye disappears.
If an eye
ever gets more than 1 mile away from you, it instantly ceases to exist.
However, your link with the eye is such that you won’t know if the eye was
destroyed because it wandered out of range or because of some other event.
The eyes exist
for up to 1 hour per caster level or until they return to you. Dispel magic can
destroy eyes. Roll separately for each eye caught in an area dispel. Of course,
if an eye is sent into darkness, it could hit a wall or similar obstacle and
destroy itself.
Material
Component: A handful
of crystal marbles.
Prying Eyes, Greater
Divination
Level: Sor/Wiz 8
This spell
functions like prying eyes, except that the eyes can see all things as
they actually are, just as if they had true seeing with a range of 120 feet.
Thus, they can navigate darkened areas at full normal speed. Also, a greater
prying eye’s maximum Spot modifier is +25 instead of +15.
Purify Food and Drink
Transmutation
Level: Clr 0, Drd 0
Components: V, S
Casting
Time: 1 standard
action
Range: 10 ft.
Target: 1 cu. ft./level of contaminated food
and water
Duration: Instantaneous
Saving
Throw: Will negates
(object)
Spell
Resistance: Yes
(object)
This spell
makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure
and suitable for eating and drinking. This spell does not prevent subsequent
natural decay or spoilage. Unholy water and similar food and drink of
significance is spoiled by purify food and drink, but the spell has no
effect on creatures of any type nor upon magic potions.
Note: Water weighs about 8 pounds per
gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60
pounds.
Pyrotechnics
Transmutation
Level: Brd 2, Sor/Wiz 2
Components: V, S, M
Casting
Time: 1 standard
action
Range: Long (400 ft. + 40 ft./level)
Target: One fire source, up to a 20-ft. cube
Duration: 1d4+1 rounds, or 1d4+1 rounds after
creatures leave the smoke cloud; see text
Saving
Throw: Will negates
or Fortitude negates; see text
Spell
Resistance: Yes or
No; see text
Pyrotechnics
turns a fire into
either a burst of blinding fireworks or a thick cloud of choking smoke,
depending on the version you choose.
Fireworks:
The fireworks are a
flashing, fiery, momentary burst of glowing, colored aerial lights. This effect
causes creatures within 120 feet of the fire source to become blinded for 1d4+1
rounds (Will negates). These creatures must have line of sight to the fire to
be affected. Spell resistance can prevent blindness.
Smoke
Cloud: A writhing
stream of smoke billows out from the source, forming a choking cloud. The cloud
spreads 20 feet in all directions and lasts for 1 round per caster level. All
sight, even darkvision, is ineffective in or through the cloud. All within the
cloud take –4 penalties to Strength and Dexterity (Fortitude negates). These
effects last for 1d4+1 rounds after the cloud dissipates or after the creature
leaves the area of the cloud. Spell resistance does not apply.
Material
Component: The spell
uses one fire source, which is immediately extinguished. A fire so large that
it exceeds a 20-foot cube is only partly extinguished. Magical fires are not
extinguished, although a fire-based creature used as a source takes 1 point of
damage per caster level.