Tuesday, November 18, 2014

Multi-Variable Spells – 6th-9th Level Spells Beginning with P

by Tim Wallace

This was originally supposed to be all the spells beginning with P and R, but it is taking a little longer than I anticipated. Therefore, only get the P spells now. I don't know yet if the R spells with get there own post or be tacked onto the beginning of the S spells.

PERMANENT IMAGE
Notes Permanent image has been incorporated into persistent image.

PHANTASMAL REVENGE
School illusion (phantasm) [fear, mind-affecting]; Level sorcerer/wizard 7
Casting Time 1 standard action
Components V, S
Range touch and unlimited; see text
Target dead body touched
Duration instantaneous
Saving Throw Will disbelief then Fortitude partial; see text; Spell Resistance yes
When you cast this eerie spell upon a recently slain creature, you cause a ghastly, spectral image of it to rise up from its corpse, shrieking for vengeance before it vanishes in a burst of unnatural light. This phantom then unerringly seeks out the creature that killed it, as long as that creature is on the same plane, and tries to slay its killer in turn.
Only the corpse's killer can see the phantasmal image created by this spell. You and any others who witness the spell's casting or its ultimate effects see only a vague shape. The target first gets a Will save to disbelieve the illusion. If that save fails, the target must succeed on Fortitude saving throw or take 10 points of damage per caster level from the phantasmal image. Even if the Fortitude save is successful, the target takes 5d6 points of damage + 1 point of damage per caster level. You know immediately if the spell succeeded or failed to kill its target but gain no other information, including the identity of the target of the spell.
The creature providing the corpse must have died no more than 1 day per caster level prior to the casting of this spell. If the creature that provided the corpse was not, in fact, killed by another, or if the killer is dead or no longer on the same plane, the spell fails. Phantasmal revenge makes no moral judgments; it targets winners of fair fights just as easily as murderers. Any given body can only be targeted by a phantasmal revenge spell once.
Diminished Effects If the Wills save fails, the target must succeed on Fortitude saving throw or take 5 points of damage per caster level from the phantasmal image. Even if the Fortitude save is successful, the target takes 5d4 points of damage + 1 point of damage per caster level.
Heightened Effects If the Wills save fails, the target must succeed on Fortitude saving throw or take 15 points of damage per caster level from the phantasmal image. Even if the Fortitude save is successful, the target takes 5d8 points of damage + 1 point of damage per caster level.

PHASE DOOR
School conjuration (creation); Level sorcerer/wizard 7, witch 7; Domain travel 8
Casting Time 1 standard action
Components V
Range touch
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, HD, and hit points don't qualify.
Phase door can be made permanent with a permanency spell.
Diminished Effects The phase door only functions for you, and only one time.
Heightened Effects If you take one other Medium or smaller creature with you through the door it only counts as one use. In addition, the door has a total number of uses equal to your caster level.

PIED PIPING
School enchantment (compulsion) [mind-affecting, sonic]; Level bard 6
Casting Time 1 standard action
Components V or F (musical instrument)
Range 90 ft.
Area 90-ft.-radius emanation, centered on you
Duration concentration + 1 round/level
Saving Throw Will partial; see text; Spell Resistance yes
You call forth a melody so compelling and attractive that creatures belonging to a group with a specific, identifiable physical trait (such as type, subtype, age, gender, or hair color) find it almost impossible not to approach and follow you. You choose the nature of the creatures you seek to attract when you cast the spell and, once you make this choice, cannot alter it. You can only use physical traits to determine your audience. You can never use social and other more voluntary criteria (such as alignment, religion, nationality, or class) to select targets for this spell.
Eligible creatures must make a saving throw each round spent within the area of the spell and, once they fail, approach you at their normal movement speed and stand as close to you as possible without actually entering an occupied square. If you move, they do their best to maintain their proximity to you and follow. Affected creatures can take no actions other than listening to your music and following you if you move. Those entering the area while the spell is in effect must also successfully save or be compelled to come to you.
The attractive power of the spell does not cause affected creatures to put themselves in jeopardy and they have enough presence of mind to avoid or negotiate around obstacles and other perilous hazards. If unable to approach or follow you without endangering themselves, they simply wait, swaying to the music, until you pass out of range, at which point they regain their senses after 1 round/caster level. If circumstances change once you move out of range, making it possible for affected creatures to resume their attempts to get near you they do so, and, if they manage to return to within the area of the spell before it wears off, the spell continues as normal. If attacked, affected creatures can take defensive measures, even going so far as to avoid existing threats by moving out of the area of the spell, but cannot make attacks themselves or take any other actions until the effects of the spell wear off. The effects of the spell persist for 1 round/caster level even after you stop concentrating. Once the spell ceases, the affected creatures continue to stay near you until the effects of the spell wear off.
Diminished Effects The spell’s range becomes 60 feet, its area becomes a 60-foot-radius emanation, centered on you, and its duration becomes concentration, up to 1 round per caster level.

PLAGUE STORM
School necromancy [disease, evil]; Level cleric/oracle 6, druid 6, sorcerer/wizard 7, witch 6
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Effect cloud spreads in 20-ft. radius, 20 ft. high
Duration 1 minute/level and instantaneous (see text)
Saving Throw Fortitude negates; Spell Resistance no
You create a hideous gray cloud that occasionally crackles with foul-smelling bolts of sickly green lightning. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target). Creatures in the area must save or contract one of the following diseases: blinding sickness, bubonic plague, cackle fever, demon fever, devil chills, filth fever, leprosy, mindfire, red ache, shakes, or slimy doom (the disease is chosen by you when you cast the spell and applies to all creatures that fail the save). The disease is contracted immediately (the onset period does not apply) and is an instantaneous effect. Use the disease's listed frequency to determine further effects, but the disease's save DC increases by +2. For more information see the diseases section.
The plague storm moves away from you at 10 feet per round, rolling along the surface of the ground.
Figure out the cloud's new spread each round based on its new point of origin, which is 10 feet farther away from the point of origin where you cast the spell.
Because the vapors are heavier than air, they sink to the lowest level of the terrain, even pouring down den or sinkhole openings. The cloud cannot penetrate liquids, nor can it be cast underwater.
Diminished Effects The spell’s range is reduced to close (25 ft. + 5 ft./level), and it only spreads in a 10-foot radius.
Heightened Effects Use either the disease’s save DC +4 or the save DC of the spell to determine the save DC of the disease in the plague storm.

PLANAR ALLY, GREATER
School conjuration (calling) [see text]; Level cleric/oracle 8; Domain tactics 8
Components V, S, M (offerings worth 2,500 gp plus payment, see text), DF
Casting Time 10 minutes
Range close (25 ft. + 5 ft./2 levels)
Effect up to three called outsiders, totaling no more than 18 HD, no two of which can be more than 30 ft. apart when they appear.
Duration instantaneous
Saving Throw none; Spell Resistance no
By casting this spell, you request your deity to send you 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 of the deity's choice. If you serve no particular deity, the spell is a general plea answered by creatures 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 creatures called in order to bargain for their services.
The creatures called require payment for their 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 creatures, to some other action on your part that matches the creatures’ alignment and goals. Regardless, this payment must be made before the creatures agree to perform any services. The bargaining takes at least 1 round, so any actions by the creatures begin in the round after they arrive. The creatures agree to help you and request your return payment together.
A task taking up to 1 minute per caster level requires a payment of 100 gp per HD of the creatures called. For a task taking up to 1 hour per caster level, the creatures require a payment of 500 gp per HD. A long-term task, one requiring up to 1 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 creatures’ ethos, they may halve or even waive the payment.
At the end of its task, or when the duration bargained for expires, the creatures return to their 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.
Diminished Effects The spell’s material component is 1,875 gp plus payment, and you may call a single outsider of 15 HD or less, or two outsiders of the same kind whose HD total no more than 15, which cannot be more than 30 ft. apart when they appear.
Heightened Effects The spell’s material component is 3,125 gp plus payment, and you may call a single outsider of 21 HD or less, or three outsiders of the same kind whose HD total no more than 21, which cannot be more than 30 ft. apart when they appear.

PLANAR BINDING, GREATER
School conjuration (calling) [see text]; Level: sorcerer/wizard 8, summoner 6
Components: V, S
Casting Time 10 minutes
Range close (25 ft. + 5 ft./2 levels); see text
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.
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 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 Charisma 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 ever roll a natural 1 on the Charisma check, the creature breaks free of the spell's effect and can escape or attack you. Each creature gets a saving throw, makes an independent attempt to escape, and must be individually persuaded to aid you.
Once the requested service is completed, the creature need only to 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 through its own actions, the spell remains in effect for a maximum of 1 day per caster level, and the creature gains an immediate chance to break free (with the same chance to resist as when it was trapped). 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.
Diminished Effects You may call a single outsider of 15 HD or less, or up to three outsiders of the same kind whose Hit Dice total no more than 15, which cannot be more than 30 ft. apart when they appear.
Heightened Effects You may call a single outsider of 21 HD or less, or up to three outsiders of the same kind whose Hit Dice total no more than 21, which cannot be more than 30 ft. apart when they appear.

PLANT SHAPE
School transmutation (polymorph); Level alchemist 6, sorcerer/wizard 6
Casting Time 1 standard action
Components V, S, M (a piece of the creature whose form you plan to assume)
Range personal
Target you
Duration 1 min./level (D)
When you cast this spell you can assume the form of any Small, Medium or Large creature of the plant type. If the form you assume has any of the following abilities, you gain the listed ability: darkvision 60 feet, low-light vision, constrict, grab, and poison. If the form you assume does not possess the ability to move, your speed is reduced to 5 feet and you lose all other forms of movement. If the creature has immunity or resistance to any elements, you gain resistance 20 to those elements. If the creature has vulnerability to an element, you gain that vulnerability.
Small plant: If the form you take is that of a Small plant, you gain a +2 size bonus to your Constitution and a +2 natural armor bonus.
Medium plant: If the form you take is that of a Medium plant, you gain a +2 size bonus to your Strength, a +2 enhancement bonus to your Constitution, and a +2 natural armor bonus.
Large plant: If the form you take is that of a Large plant, you gain a +4 size bonus to your Strength, a +2 size bonus to your Constitution, and a +4 natural armor bonus.
Diminished Effects The spell only allows you to assume the form of a Small or Medium creature of the plant type. If the creature has immunity or resistance to any elements, you do not gain any resistance to those elements.
Heightened Effects The spell allows you to assume the form of a Huge creature of the plant type. If the form you assume has any of the following abilities, you gain the listed ability: DR, regeneration 5, and trample.
Huge plant: If the form you take is that of a Huge plant, you gain a +8 size bonus to your Strength, a –2 penalty to your Dexterity, a +4 size bonus to your Constitution, and a +6 natural armor bonus.
Notes This spell combines the effects of the following spells: plant shape I, plant shape II, and plant shape III.

POLAR MIDNIGHT
School transmutation [cold, darkness]; Level cleric/oracle 9, druid 9, witch 9
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect 30-ft.-readius spread
Duration 1 round/level
Saving Throw Fortitude partial; Spell Resistance yes
You plunge an area into the brutal chill of the arctic night. Illumination conditions are dropped by two steps (though only to darkness, not supernatural darkness), and all creatures in the area take 5d6 points of cold damage and 1d6 points of Dexterity damage per round. A successful Fortitude save each round negates the Dexterity damage but not the cold damage. Any creature that doesn't move on its turn becomes encased in a sheath of ice equivalent to wall of ice, is helpless, and cannot breathe. Corpses in the area for longer than 1 round are transmuted into solid ice; reviving the icy corpse requires true resurrection, miracle, or wish. As a move action, you may move the area of effect up to 10 feet in any direction.
Diminished Effects The spell’s effect becomes a 15-foot-radius spread.

POLAR RAY
School evocation [cold]; Level sorcerer/wizard 8; Domain ice 9; Bloodline boreal 8
Casting Time 1 standard action
Components V, S, F (a white ceramic cone or prism)
Range medium (100 ft. + 10 ft./level)
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) and 1d4 points of Dexterity drain.
Diminished Effects The spell’s range becomes close (25 ft. + 5 ft./2 levels), and the ray only deals 1d4 points of cold damage per caster level (maximum 25d4) and 1 point of Dexterity drain.
Heightened Effects The target must make a Fortitude save or become encased in a sheath of ice equivalent to wall of ice, is helpless, and cannot breathe. A creature slain by the polar ray is transmuted into solid ice; reviving the icy corpse requires true resurrection, miracle, or wish.

POLYMORPH
School transmutation (polymorph); Level alchemist 6, sorcerer/wizard 6
Casting Time 1 standard action
Components V, S, M (a piece of the creature whose form you choose)
Range touch
Target living creature touched
Duration 1 min/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
This spell transforms a willing creature into an animal, elemental, humanoid, or plant creature of your choosing; the spell has no effect on unwilling creatures, nor can the creature being targeted by this spell influence the new form assumed (apart from conveying its wishes, if any, to you verbally).
If you use this spell to cause the target to take on the form of an animal, the spell functions as the diminished version of greater beast shape. If the form is that of an elemental, the spell functions as elemental body. If the form is that of a humanoid, the spell functions as alter self. If the form is that of a plant creature, the spell functions as the diminished version of plant shape. The subject may choose to resume its normal form as a full-round action; doing so ends the spell for that subject.
Diminished Effects The spell can only transform a willing creature into an animal, elemental, or humanoid. If you use this spell to cause the target to take on the form of an animal, the spell functions as heightened version of beast shape. If the form is that of an elemental, the spell functions as the diminished version of elemental body. If the form is that of a humanoid, the spell functions as alter self.
Heightened Effects The spell can transform a willing creature an animal, elemental, humanoid, plant creature, or dragon. If you use this spell to cause the target to take on the form of an animal or magical beast, it functions as greater beast shape. If the form is that of an elemental, the spell functions as the diminished version of greater elemental bodyIf the form is that of a humanoid, the spell functions as alter self. If the form is that of a plant creature, the spell functions as plant shape. If the form is that of a dragon, the spell functions as the diminished version of form of the dragonThe subject may choose to resume its normal form as a full-round action; doing so ends the spell.
Notes This spell combines the effects of the following spells: polymorph and greater polymorph.

POLYMORPH ANY OBJECT
School transmutation (polymorph); Level sorcerer/wizard 8; Domain construct 8
Casting Time 1 standard action
Components V, S, M/DF (mercury, gum arabic, and smoke)
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. You can use this spell to transform all manner of objects and creatures into new forms—you aren't limited to transforming a living creature into another living form. The duration of the spell depends on how radical a change is made from the original state to its transmuted state. The duration is determined by using the following guidelines.

Changed Subject Is…
Increase to Duration Factor*
Same kingdom (animal, vegetable, mineral)
+5
Same class (mammals, fungi, metals, etc.)
+2
Same size
+2
Related (twig is to tree, wolf fur is to wolf, etc.)
+2
Same or lower Intelligence
+2
*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

If the target of the spell does not have physical ability scores (Strength, Dexterity, or Constitution), this spell grants a base score of 10 to each missing ability score. If the target of the spell does not have mental ability scores (Intelligence, Wisdom, or Charisma), this spell grants a score of 5 to such scores. 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, flesh to stone, polymorph, stone to flesh, transmute mud to rock, transmute metal to wood, or transmute rock to mud.
Diminished Effects The spell’s range becomes touch. The effect’s duration factor total is reduced by 2, to a minimum of 0.
Heightened Effects The spell’s target becomes one creature or nonmagical object per five caster levels, no two of which can be more than 30 feet apart. The targets must all be either creatures or objects. For example, you can’t target both a table and a cat with the same casting of the spell. You  may only select one type of creature or object to transmute your targets into For example, you could change a human, a gnome, and cat into three hedgehogs, but you couldn’t change them into a hedgehog, a porcupine, and an opossum.

POWERFUL WORD
School enchantment (compulsion) [death (heightened version only), mind-affecting]; Level sorcerer/wizard 8, witch 8; Domain darkness 7 (diminished version only), war 7 (diminished version only), war 8, war 9 (heightened version only); Bloodline arcane 8
Casting Time 1 standard action
Components V
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
Diminished Effects The spell’s target becomes one creature with 200 hp or less. You utter a single word of power that causes a creature 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.
Hit Points
Duration
50 or less
Permanent
51–100
1d4+1 minutes
101–200
1d4+1 rounds
Heightened Effects The spell’s target becomes one creature with 100 hp or less. 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.
Notes This spell combines the effects of the following spells: power word blind, power word stun, and power word kill.

PREDICTION OF FAILURE
School divination [curse, fear, mind-affecting]; Level sorcerer/wizard 8, witch 8
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration permanent or 1 round/level (see text)
Saving Throw Will partial; Spell Resistance yes
You wrack the target's body and mind with the anguish and suffering of every bitter failure it will ever experience, rendering it permanently shaken and sickened. A successful Will save reduces the duration to 1 round per level. If the target is a spellcaster, failing this saving throw means it also gains a random minor spellblight.
Diminished Effects The spell’s range becomes touch. A failed saving throw only renders the target permanently sickened, not shaken.
Heightened Effects If the target is a spellcaster, failing this saving throw means it also gains a random major spellblight.

PRISMATIC SPRAY
School evocation; Level sorcerer/wizard 7
Casting Time 1 standard action
Components V, S
Range 60 ft.
Area cone-shaped burst
Duration instantaneous
Saving Throw see text; Spell Resistance yes
This spell causes seven shimmering, 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 of Color
1
Red
20 points fire damage (Reflex half)
2
Orange
40 points acid damage (Reflex half)
3
Yellow
80 points electricity damage (Reflex half)
4
Green
Poison (Frequency 1/rd. for 6 rd.; Init. effect death; Sec. effect 1 Con/rd.; Cure 2 consecutive Fort saves)*
5
Blue
Flesh 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
* See poisons.
Diminished Effects The spell’s area becomes a 60-foot line.
Heightened Effects The ray’s blindness effect on creatures with less than 8 HD lasts 2d4 × 10 minutes.

PRISMATIC WALL
School abjuration; Level sorcerer/wizard 8
Casting Time 1 standard action
Components V, S
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. Any other creature with less than 8 HD that is within 20 feet of the wall is blinded by the colors for 2d4 rounds 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 casting the specified spells on the wall; 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 can only be used on the wall once all the other colors have been destroyed. 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.
Order
Color
Effect of Color
Negated by
1st
Red
Stops nonmagical ranged weapons.
Deals 20 points of fire damage (Reflex half).
Cone of cold
2nd
Orange
Stops magical ranged weapons.
Deals 40 points of acid damage (Reflex half).
Gust of wind
3rd
Yellow
Stops poisons, gases, and petrification.
Deals 80 points of electricity damage (Reflex half).
Disintegrate
4th
Green
Stops breath weapons.
Poison (frequency: 1/rd. for 6 rd.; init. effect: death, sec. effect: 1 Con/rd.; cure 2 consecutive Fort saves).
Passwall
5th
Blue
Stops divination and mental attacks.
Turned to stone (Fortitude negates).
Magic missile
6th
Indigo
Stops all spells.
Will save or become insane (as insanity spell).
Daylight
7th
Violet
Energy field destroys all objects and effects.*
Creatures sent to another plane (Will negates).
Dispel magic or greater dispel magic
* 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).
Diminished Effects The spell’s duration is reduced to 1 minute per caster level.
Heightened Effects The spell’s range becomes 10 feet and its area becomes a 10-foot-radius sphere centered on you. The sphere's blindness effect on creatures with less than 8 HD lasts 2d4 × 10 minutes. When you are inside the sphere, it 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 exists, since you are at the center of the sphere, so the lower half is usually occluded by the floor surface you are standing on.
Notes This spell combines the effects of the following spells: prismatic wall and prismatic sphere.

PROGRAMMED IMAGE
School illusion (figment); Level bard 6, sorcerer/wizard 6
Components V, S, M (fleece and jade dust worth 25 gp)
Range long (400 ft. + 40 ft./level)
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
Saving Throw Will disbelief (if interacted with); Spell Resistance no
This spell creates the visual illusion of an object, creature, or force, as visualized by you. The figment activates when a specific condition occurs. The figment includes visual, auditory, olfactory, and thermal elements, including intelligible speech.
The spell functions when specific conditions are fulfilled according to your command as set in 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, olfactory, or visual trigger. Triggers react to what appears to be the case. Disguises and illusions can fool them. Normal darkness does not defeat a visual trigger, but magical darkness or invisibility does. Silent movement or magical silence defeats audible triggers. Audible triggers can be keyed to general types of noises or to a specific noise or spoken word. Actions can serve as triggers if they are visible or audible. A programmed image cannot distinguish alignment, level, Hit Dice, or class except by external garb.
The range limit of a trigger is 15 feet per caster level, so a 13th-level caster can command a programmed image to respond to triggers as far as 195 feet away.
Diminished Effects The figment cannot extend beyond a 20-ft. cube.
Heightened Effects The spell’s duration becomes permanent. A permanent programmed image that is disbelieved becomes inactive for 10 minutes, then reforms when triggered again.

PROJECT IMAGE
School illusion (shadow) [shadow]; Level bard 6, sorcerer/wizard7; Domain deception 7
Casting Time 1 standard action
Components V, S, M (a small replica of you worth 5 gp)
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.
Diminished Effects The spell’s range becomes close (25 ft. + 5 ft./2 levels).
Heightened Effects Your body becomes invisible for the duration of the spell, as if you had cast greater invisibility upon yourself.

PROTECTION FROM SPELLS
School abjuration; Level sorcerer/wizard 8, summoner 6; Domain magic 8
Casting Time 1 standard action
Components V, S, M (diamond worth 500 gp), F (One 1,000 gp diamond per target. Each subject must carry the gem for the duration of the spell. If a subject loses the gem, the spell ceases to affect him.)
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).
Diminished Effects The subject only gains a +6 resistance bonus.
Heightened Effects The subject gains a +8 luck bonus instead of a resistance bonus.

PRYING EYES, GREATER
School divination; Level sorcerer/wizard 8, witch 8
Casting Time 1 minute
Components V, S, M (a handful of crystal marbles)
Range 1 mile
Effect 10 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 in all directions with a continuous true seeing effect.
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 a +20 bonus on Fly skill checks and a +16 bonus on Stealth skill checks. It has a Perception modifier equal to your caster level (maximum +25) and is subject to illusions, darkness, fog, and any other factors that affect your ability to receive visual information about your surroundings. An eye traveling in darkness must find its way by touch.
When you create the eyes, you specify instructions you want them to follow in a command of no more than 25 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.
Diminished Effects The eyes exist for up to 10 minutes per caster level or until they return to you, and have a Perception modifier equal to your caster level (maximum +20).

Heightened Effects Each eye can see 180 feet in all directions with a continuous true seeing effect, and has a Perception modifier equal to your caster level (maximum +30).