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Tuesday, June 17, 2014

Multi-Variable Spells – 3rd-5th Level Spells Beginning with O & P

by Tim Wallace

OATH OF PEACE
School abjuration; Level paladin 4
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 round/level
Entreating your deity for aid, you make a temporary oath of peace, granting you superior defenses but means you can't attack for the duration of the oath. For as long as you are subject to this spell, you gain a +5 sacred bonus to AC and on saving throws, as well as DR 10/evil. If you make a direct or indirect attack or any show any hostility toward any creature, the spell immediately ends.
Diminished Effects You gain a +2 sacred bonus to AC and on saving throws, as well as DR 5/evil.

OBSIDIAN FLOW
School transmutation [earth, fire]; Level druid 4, sorcerer/wizard 4, summoner 3
Casting Time 1 standard action
Components V, S, M/DF (a small piece of obsidian)
Range close (25 ft. + 5 ft./2 levels)
Area 20-ft.-radius burst
Duration instantaneous
Saving Throw Reflex partial, see text; Spell Resistance no
You convert a thin layer of the ground to molten glass that cools quickly. Creatures in the area take 1d6 points of fire damage per two caster levels (maximum of 10d6) and become entangled. Any creature within the area that makes a successful Reflex save takes half damage and is not entangled. An entangled creature can attempt to free itself by spending a move action to attempt a Strength check or Escape Artist check (the DC equals the spell's saving throw DC).
The ground is covered with slippery expanses and sharp shards of obsidian. The area of effect is difficult terrain, and the DC of Acrobatics checks within the area of effect increases by 5. A successful DC 15 Acrobatics check is required to run or charge across the area. A creature that falls prone in the area takes 1d6 points of damage from sharp obsidian.
Diminished Effects The spell’s area is reduced to a 10-foot-radius burst. Creatures in the area take 1d6 points of fire damage per two caster levels (maximum of 5d6) and become entangled.
Heightened Effects Creatures in the area who fail their Reflex save must make a second Reflex save or catch on fire.

ORACLE'S VESSEL
School transmutation; Level oracle 4
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 minute/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
The target gains all the benefits of your oracle's curse, with none of the penalties. In some cases, this has no effect (for example, a fighter with your haunted curse can't cast spells and doesn't gain any benefit from having additional spells known).
Diminished Effects The spell’s duration is reduced to 1 round/level.
Heightened Effects The spell’s target becomes one or creature more creatures, and you divide the duration in 1-minute intervals among the creatures.

ORDER'S WRATH
School evocation [lawful]; Level cleric/oracle 4, inquisitor 4; Domain law 4
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Area nonlawful creatures within a burst that fills a 30-ft. cube
Duration instantaneous (1 round); see text
Saving Throw Will partial; see text; Spell Resistance yes
You channel lawful power to smite enemies. The power takes the form of a three-dimensional grid of energy. Only chaotic and neutral (not lawful) creatures are harmed by the spell.
The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to chaotic creatures (or 1d6 points of damage per caster level, maximum 10d6, to chaotic outsiders) and causes them to be dazed for 1 round. A successful Will save reduces the damage to half and negates the daze effect.
The spell deals only half damage to creatures who are neither chaotic nor lawful, and they are not dazed. They can reduce the damage in half again (down to one-quarter of the roll) with a successful Will save.
Diminished Effects Only chaotic creatures within the burst’s radius are affected.
Heightened Effects The spell deals 1d10 points of damage per two caster levels (maximum 5d10) to chaotic creatures (or 1d8 points of damage per caster level, maximum 10d8, to chaotic outsiders) and dazes them for 1d4 rounds.

OVERLAND FLIGHT
School transmutation; Level alchemist 5, magus 5, sorcerer/wizard 5, summoner 4, witch 5; Domain trade 5; Bloodline arcane 5
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 hour/level
You can fly at a speed of 40 feet (30 feet if wearing medium or heavy armor, or if carrying a medium or heavy load) with a bonus on Fly skill checks equal to half your caster level. You can ascend at half speed and descend at double speed, and your maneuverability is good. Using an overland flight spell requires only as much concentration as walking, so you can attack or cast spells normally. You cannot carry aloft more weight than your maximum load, plus any armor you wear. When using this spell for long-distance movement, you can hustle without taking nonlethal damage (a forced march still requires Constitution checks). This means you can cover 64 miles in an 8-hour period of flight (or 48 miles at a speed of 30 feet).
Should the spell duration expire while you are still aloft, the magic fails slowly. You float downward 60 feet per round for 1d6 rounds. If you reach the ground in that amount of time, you lands safely. If not, you fall the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, you also descend safely in this way if the overland flight spell is dispelled, but not if it is negated by an antimagic field.
Diminished Effects The spell’s duration is reduced to 10 minutes/level.
Heightened Effects The spell’s range becomes touch and its target becomes one creature.

OVERWHELMING GRIEF
School enchantment (compulsion) [emotion, mind-affecting]; Level bard 3, sorcerer/wizard 4
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round/level
Saving Throw Will negates (see text); Spell Resistance yes
You cause a single opponent to become profoundly stricken with intense grief. He can take no actions, takes a –2 penalty to Armor Class, and loses his Dexterity bonus (if any). He can attempt a new save each round to break the spell's effect.
Diminished Effects The spell’s duration is reduced to 1 round.
Heightened Effects The spell affects all creatures in a 10-foot-radius burst from the target creature.

PAIN STRIKE
School evocation [evil]; Level sorcerer/wizard 4, witch 4
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect 10-ft.-radius burst
Duration 1 round/level (D)
Saving Throw Fortitude negates; Spell Resistance yes
Pain strike racks all living creatures in the area of effect with agony, inflicting 1d6 points of nonlethal damage per round for 1 round per level (maximum 10 rounds). Additionally, the affected creatures are sickened for the spell's duration, and the caster gains a +4 circumstance bonus on Intimidate checks against the targets.
Diminished Effects Instead of a burst effect, the spell can target one living creature.
Heightened Effects Instead of a burst effect, the spell can target one living creature per level, no two of which can be more than 30 feet apart.
Notes This spell combines the effects of the following spells: pain strike and mass pain strike.

PASSWALL
School transmutation; Level sorcerer/wizard 5
Casting Time 1 standard action
Components V, S, M (sesame seeds)
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.
Diminished Effects The passage is only 10 feet deep.
Heightened Effects The passage is 15 feet deep plus an additional 5 feet deep per two caster levels above 11th (no maximum depth).

PELLET BLAST
School conjuration (creation); Level magus 4, sorcerer/wizard 3, summoner 3
Casting time 1 standard action
Components V, S, M (a handful of metal pellets or handful of cold iron, silver, or adamantine pellets; see descriptions for cost)
Range 30 ft.
Area cone-shaped burst
Duration instantaneous
Saving throw Reflex half; Spell Resistance no
This spell creates an explosion of conjured metal pellets, striking everything within its area and dealing 1d8 points of piercing damage per two caster levels, maximum 5d8. This damage is subject to damage reduction. If the material component is made of cold iron (costing 50 gp), silver (costing 20 gp), or adamantine (costing 100 gp), the resulting blast can overcome damage reduction of the appropriate type. The pellets disappear after the spell is cast and the damage is dealt.
Diminished Effects The spell only deals 1d6 points of piercing damage per two caster levels, maximum 5d6.
Heightened Effects In addition to dealing damage, the pellets can be used to make a bull rush attempt against all creatures in the area of effect. You CMB for this bull rush is equal to your caster level plus your Intelligence or Charisma modifier, whichever is highest. This bull does not provoke an attack of opportunity.

PERMANENCY
School universal; Level sorcerer/wizard 5
Casting Time 2 rounds
Components V, S, M (see tables below)
Range see text
Target see text
Duration permanent; see text
Saving Throw none; Spell Resistance no
This spell makes the duration of certain other spells permanent. You first cast the desired spell and then follow it with the permanency spell.
Depending on the spell, you must be of a minimum caster level and must expend a specific gp value of diamond dust as a material component.
You can make the following spells permanent in regard to yourself.
Spell
Minimum Caster Level
GP Cost
Arcane sight
11th
7,500 gp
Comprehend languages
9th
2,500 gp
Darkvision
10th
5,000 gp
Detect magic
9th
2,500 gp
Read magic
9th
2,500 gp
See invisibility
10th
5,000 gp
Tongues
11th
7,500 gp
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
GP Cost
Anthropomorphic animalUM
11th
7,500 gp
Enlarge person
9th
2,500 gp
Magic fang
9th
2,500 gp
Magic fang, greater
11th
7,500 gp
Reduce person
9th
2,500 gp
Resistance
9th
2,500 gp
Telepathic bond*
13th
12,500 gp
*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
GP Cost
Alarm
9th
2,500 gp
Animate objects
14th
15,000 gp
Create demiplane, lesserUM
15th
17,500 gp
Create demiplaneUM
16th
20,000 gp
Create demiplane, greaterUM
17th
22,500 gp
Dancing lanternAPG
9th
2,500 gp
Dancing lights
9th
2,500 gp
Ghost sound
9th
2,500 gp
Gust of wind
10th*
5,000 gp^
Invisibility
10th
5,000 gp
Loathsome veilUM
11th*
7,500 gp
Mage’s private sanctum
13th
12,500 gp
Magic mouth
10th
5,000 gp
Phase door
15th
17,500 gp
Prismatic sphere
17th
22,500 gp
Prismatic wall
16th
20,000 gp
Sanctify corpseUM
9th
2,500 gp^
Shrink item
11th
7,500 gp
Solid fog
12th
10,000 gp
Stinking cloud
11th
7,500 gp
Symbol of death
16th
20,000 gp
Symbol of fear
14th
15,000 gp
Symbol of healingUM
12th*
10,000 gp
Symbol of insanity
16th
20,000 gp
Symbol of mirroringUM
10th
5,000 gp
Symbol of pain
13th
12,500 gp
Symbol of persuasion
14th
15,000 gp
Symbol of revelationUM
12th
10,000 gp
Symbol of scryingUM
13th
12,500 gp^
Symbol of sleep
13th*
12,500 gp^
Symbol of slowingUM
12th*
10,000 gp
Symbol of strifeUM
17th*
22,500 gp^
Symbol of stunning
15th
17,500 gp
Symbol of vulnerabilityUM
17th*
22,500 gp^
Symbol of weakness
15th
17,500 gp
Teleportation circle
17th
22,500 gp
Wall of fire
12th
10,000 gp
Wall of force
13th
12,500 gp^
Web
10th
5,000 gp
*Minimum caster level changed to reflect Chart: Calculating Permanency Cost (see below).
^GP cost changed to reflect Chart: Calculating Permanency Cost (see below).
Spells cast on other targets are vulnerable to dispel magic as normal. The GM may allow other spells to be made permanent.
Diminished Effects The GP cost of casting of permanency is reduced (see chart below), but each spell is activated by a command word and only usable three times per day.
Original GP Cost
Diminished GP Cost
2,500 gp
1,500 gp
5,000 gp
3,000 gp
7,500 gp
4,500 gp
10,000 gp
6,000 gp
12,500 gp
7,500 gp
15,000 gp
9,000 gp
17,500 gp
10,500 gp
20,000 gp
12,000 gp
22,500 gp
13,500 gp
Heightened Effects The DC of the dispel check (see dispel magic) DC to remove a spell made permanent by permanency is equal to 15 + the spell’s minimum caster level.

Chart: Calculating Permanency Cost
Spell Level*
Minimum Caster Level
GP Cost
0
9th
2,500 gp
1st
9th
2,500 gp
2nd
10th
5,000 gp
3rd
11th
7,500 gp
4th
12th
10,000 gp
5th
13th
12,500 gp
6th
14th
15,000 gp
7th
15th
17,500 gp
8th
16th
20,000 gp
9th
17th
22,500 gp
*A spell’s level is presumed to be the sorcerer/wizard version. If the spell in question is not a sorcerer/wizard spell, then default to witch, cleric/oracle, druid, magus, summoner, bard, alchemist, inquisitor, paladin, and ranger, in that order.

PERSISTENT IMAGE
School illusion (figment); Level bard 5, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S, F (a bit of fleece)
Range long (400 ft. + 40 ft./level)
Effect visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)
Duration 1 min./level (D)
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 illusion includes visual, auditory, olfactory, and thermal components, and the figment follows a script determined by you. The figment follows that script without your having to concentrate on it. The illusion can include intelligible speech if you wish.
Diminished Effects The spell’s duration is reduced to 1 round/level.
Heightened Effects The spell’s effect becomes a figment that cannot extend beyond a 20-foot cube + one 10-foot cube per level caster level, and the spell’s duration becomes permanent. By concentrating, you can move the image within the limits of the range, but it is static while you are not concentrating.
Notes This spell combines the effects of the following spells: persistent image and permanent image.

PHANTASMAL KILLER
School illusion (phantasm) [emotion, fear, mind-affecting]; Level magus 4, sorcerer/wizard 4, witch 4; Domain madness 6, nightmare 4
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Target one living creature
Duration instantaneous
Saving Throw Will disbelief, 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 possesses telepathy or 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.
Diminished Effects If the subject fails its Fortitude save, it only takes 10d6 damage and is stunned for 1 round. If its Fortitude save is successful, the subject still takes 3d4 points of damage.
Heightened Effects Even if the subject’s Fortitude save is successful, the subject takes 3d8 points of damage.

PHANTASMAL WEB
School illusion (phantasm) [mind-affecting]; Level bard 5, sorcerer/wizard 5; Domain insanity 6
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Target one creature/level, no two of which may be more than 30 ft. apart
Duration 1 round/level (D)
Saving Throw Will disbelief, then Fortitude partial; see text; Spell Resistance yes
You implant within the minds of your targets the illusion that they are engulfed in tangled webs teeming with swarms of tiny spiders. Those who fail to disbelieve the phantasmal web gain the grappled condition. In addition, affected targets must make a Fortitude save at the beginning of each turn or become nauseated for that round by the phantasmal spiders.
As the phantasmal web exists only in the minds of the targets, it cannot be burned or destroyed, and it provides no cover (though it does provide concealment) against attacks made by the targets. The entire area of the phantasmal web is considered difficult terrain for the targets. Targets cannot escape the phantasmal web by moving, even by teleportation. Freedom of movement allows unobstructed movement but does not negate the concealment or nausea effects.
Targets of the spell perceive everyone else around them to be engulfed in webs and swarming spiders, but the spell has no visible effect to other creatures (who may assist allies to disbelieve the effect).
Diminished Effects The spell’s duration is reduced to 1 round.
Heightened Effects In addition to becoming nauseated, targets that fail their Fortitude save at the beginning of each turn take 1d6 points of swarm damage and must also make a second Fortitude save or become afflicted by the phantasmal spiders’ poison. The poison deals 1d2 Strength damage per round for 2 rounds. Poisoned creatures can make a Fortitude save each round to negate the damage and end the affliction. If the spell’s duration ends or affected creature makes a successful disbelief roll with the assistance of their allies, half of the accumulated Strength damage is immediately healed.

PHANTOM CHARIOT
School conjuration (creation); Level sorcerer/wizard 3, summoner 2
Casting Time 10 minutes
Components V, S
Range 0 ft.
Effect one quasi-real chariot and draft team
Duration 1 hour/level (D)
Saving Throw none; Spell Resistance no
You conjure a quasi-real medium chariot with two horse-like creatures in a team to pull it. (The exact description can be customized as you wish.) The chariot has all the normal qualities of a medium chariot. You or a person you designate while casting the spell must drive the chariot, which can carry up to four passengers (including the driver). The team and chariot make no sound and the team does not fight, although the driver can use the chariot like any normal chariot.
The chariot and team are essentially a single entity with an AC of 17 (–2 size, +5 natural armor, +4 Dex), and 10 hit points + 2 hit points per caster level (maximum 40). If the entity loses all its hit points, it disappears, possibly subjecting all aboard to a crash (treat as wrecked).
The entity gains certain powers according to caster level. An entity's abilities include those of entities of lower caster levels.
8th Level: The entity can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed.
10th Level: The entity can use water walk at will (as the spell, no action required to activate this ability).
12th Level: The entity 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.
Diminished Effects You conjure a quasi-real light chariot with one horse-like creature to pull it. (The exact description can be customized as you wish.) The chariot has all the normal qualities of a light chariot. You or a person you designate while casting the spell must drive the chariot, which can carry up to two passengers (including the driver). The chariot and team have an AC of 16 (–1 size, +4 natural armor, +3 Dex), and 10 hit points + 2 hit points per caster level (maximum 30). The entity cannot gain the ability to use air walk at will.
Heightened Effects You conjure a quasi-real heavy chariot with four horse-like creatures in a team to pull it. (The exact description can be customized as you wish.) The chariot has all the normal qualities of a heavy chariot. You or a person you designate while casting the spell must drive the chariot, which can carry up to six passengers (including the driver). The chariot and team have an AC of 19 (–2 size, +6 natural armor, +5 Dex), and 10 hit points + 2 hit points per caster level (maximum 50). In addition, the entity gains the following ability at caster level 14th: The entity can fly at its speed with a bonus on Fly skill checks equal to your caster level.

PHANTOM DRIVER
School conjuration (creation); Level bard 3, sorcerer/wizard 3
Casting Time 10 minutes
Components V, S
Range 10 ft.
Effect one quasi-real, humanlike creature
Duration 1 hour/level (D)
Saving Throw none; Spell Resistance no
You conjure a Small or Medium, quasi-real, humanlike creature (the exact physical features can be customized as you wish). This creation can drive any vehicle you command it to. This phantom creature does not fight, and while animals that power a muscle-propelled vehicle driven by the creature do respond to its commands, animals otherwise shun the creature and refuse to attack it.
The rider has an AC of 20 (+1 size, +4 natural armor, +5 Dex) if it is a Small creature or an AC of 19 (+4 natural armor, +5 Dexterity) if it is a Medium creature. It has 7 hit points + 1 hit point per caster level. If it loses all its hit points, the phantom driver disappears. A phantom driver has a land speed of 30 feet, and makes all driver skill checks (no matter what skills are needed to drive the vehicle) as your caster level + your Intelligence modifier.
Diminished Effects The spell’s duration is reduced to 10 minutes per caster level.
Heightened Effects The rider has an AC of 22 (+1 size, +4 natural armor, +7 Dex) if it is a Small creature or an AC of 21 (+4 natural armor, +7 Dex) if it is a Medium creature. It has 9 hit points + 3 hit points per two caster levels.

PHANTOM STEED
School conjuration (creation); Level bard 3, magus 3, sorcerer/wizard 3, summoner 2
Casting Time 10 minutes
Components V, S
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, horse-like creature (the exact coloration can be customized as you wish). It 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 is AC 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 two caster levels, to a maximum of 100 feet at 10th level. 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 with a bonus on Fly skill checks equal to your caster level.
Diminished Effects The steed does gain the ability to fly at caster level 14th.
Heightened Effects You can summon up to six steeds, and you divide the duration in 1-hour intervals among the steeds summoned.
Notes This spell combines the effects of the following spells: phantom steed and communal phantom steed.

PILLAR OF LIFE
School conjuration (healing) [light]; Level cleric/oracle 5
Casting Time 1 standard action
Components V, S, DF
Range medium (100 ft. + 10 ft./level)
Effect 5-ft.-square pillar of positive energy, 20 ft. high
Duration 1 round/level
Saving Throw none; Spell Resistance no
You conjure a pillar of positive energy in a single 5-foot square within range that radiates light as if it were a sunrod. Living creatures adjacent to the pillar can spend a standard action to touch the pillar and heal 2d8 points of damage + 1 point per caster level (maximum +20). Creatures can move into the square containing the pillar, but if an undead creature moves into the pillar it takes 1d6 points of damage per caster level (maximum 10d6). Undead creatures vulnerable to bright light take 1d8 points if damage per caster level (maximum 10d8). A creature cannot benefit or suffer more than once from a single casting of this spell.
Diminished Effects Living creatures adjacent to the pillar can spend a standard action to touch the pillar and heal 1d8 points of damage + 1 point per caster level (maximum +15). If an undead creature moves into the pillar it takes 1d6 points of damage per caster level (maximum 5d6). Undead creatures vulnerable to bright light take 1d8 points if damage per caster level (maximum 5d8).
Heightened Effects Living creatures adjacent to the pillar can spend a standard action to touch the pillar and heal 3d8 points of damage + 1 point per caster level (maximum +25). If an undead creature moves into the pillar it takes 1d6 points of damage per caster level (maximum 15d6). Undead creatures vulnerable to bright light take 1d8 points if damage per caster level (maximum 15d8).


PLAGUE CARRIER
School necromancy [disease, evil]; Level cleric/oracle 4, druid 4, sorcerer/wizard 5, witch 5
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration 1 hour/level
Saving Throw Fortitude negates (harmless); Spell Resistance yes
The target's natural attacks carry filth fever (DC 10 + 1/2 of the creature's Hit Dice + creature's Con modifier).
Diminished Effects The spell’s range becomes personal and its target becomes you.
Heightened Effects The target's natural attacks instead carry bubonic plague.

PLANAR ADAPTATION
School transmutation; Level alchemist 6, cleric/oracle 5, sorcerer/wizard 6, summoner 6
Casting Time 1 standard action
Component V, S
Range touch
Target creature touch
Duration 1 hour/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Planar adaptation grants the target immunity to the harmful environmental effects of a particular plane of existence, including such hazards as toxicity, extreme temperatures, and lack of air. Additionally, it gains energy resistance 20 to a single energy type prevalent on that plane (choose one if more than one type is equally prevalent). Planar adaptation has no effect when cast upon your native plane.
Diminished Effects The spell’s range becomes personal and its target becomes you.
Heightened Effects The spell’s range becomes close (25 ft. + 5 ft./2 levels), and it’s target becomes one creature per caster level, no two of which can be more than 30 ft. apart.
Notes This spell combines the effects of the following spells: planar adaptation and mass planar adaptation.

PLANAR ALLY
School conjuration (calling) [see text]; Level cleric/oracle 5; Domain agathion 6, archon (good, law) 6, azata (chaos, good) 6
Casting Time 10 minutes
Components V, S, M (offerings worth 875 gp plus payment, see text), DF
Range close (25 ft. + 5 ft./2 levels)
Effect one called outsider of 9 HD or less
Duration instantaneous
Saving Throw none; Spell Resistance no
By casting this spell, you request your deity to send you an outsider (of 9 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 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 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.
Diminished Effects The spell’s material component is 500 gp plus payment, and you may only call a single outsider of 6 HD or less.
Heightened Effects The spell’s material component is 1,250 gp plus payment, and you may call a single outsider of 12 HD or less, or two outsiders of the same kind whose HD total no more than 12 , which cannot be more than 30 ft. apart when they appear. The creatures agree to help you and request your return payment together.
Notes This spell combines the effects of the following spells: planar ally and greater planar ally.

PLANAR BINDING
School conjuration (calling) [see text]; Level sorcerer/wizard 5, summoner 4; Domain rune 5
Casting Time 10 minutes
Components V, S
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 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.
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 only call a single outsider of 4 HD or less.
Heightened Effects You may call a single outsider of 12 HD or less, or up to three outsiders of the same kind whose Hit Dice total no more than 12, which cannot be more than 30 ft. apart when they appear. Each creature gets a saving throw, makes an independent attempt to escape, and must be individually persuaded to aid you.
Notes This spell combines the effects of the following spells: lesser planar binding and planar binding.

PLANE SHIFT
School conjuration (teleportation); Level cleric/oracle 5, sorcerer/wizard 7, summoner 5, witch 7; Domain freedom 5; Bloodline aberrant 7
Casting Time 1 standard action
Components V, S, F (a forked metal rod attuned to the plane of travel)
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. Plane shift transports creatures instantaneously and then ends. The creatures need to find other means if they are to travel back (including casting plane shift again).
Diminished Effects The spell’s range becomes personal and its target becomes you.
Heightened Effects You appear 1 to 100 miles (1d%) from your intended destination on another plane.

PLANT GROWTH
School transmutation; Level druid 3, ranger 3; Domain plant 3
Casting Time 1 standard action
Components V, S, DF
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, and so on) 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. If this spell is cast on an area that is already affected by any spell or effect that enhances plants, such as entangle or wall of thorns, any DC involved with these spells is increased by 4. This bonus is granted for 1 day after the casting of plant growth.
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 a 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.
Diminished Effects The overgrowth version’s range is reduced to medium (100 ft. + 10 ft./level), and the enrichment version targets all normal plants within a range of 1/4 mile.
Heightened Effects Plant creatures in the spell’s area gain fast healing 2 for 10 minutes per caster level. If the plant creature already has fast healing, its rate of healing increases by 2.

POISON
School necromancy [poison]; Level antipaladin 4, cleric/oracle 4, druid 3, witch 4; Domain decay 4
Casting Time 1 standard action
Components V, S, DF
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. This poison deals 1d3 Constitution damage per round for 6 rounds. Poisoned creatures can make a Fortitude save each round to negate the damage and end the affliction.
Diminished Effects The poison deals 1d3 points of Strength or Dexterity damage per round for 6 rounds. You must choose the ability damage type when you cast the spell.
Heightened Effects The poison can deals one of the following amounts of ability damage per round for six rounds: 1d6 Strength damage, 1d6 Dexterity damage, 1d4 Constitution damage, 1d6 Intelligence damage, 1d6 Wisdom damage, or 1d8 Charisma damage. You must choose the ability damage type when you cast the spell.

POSSESS OBJECT
School necromancy; Level sorcerer/wizard 5, witch 5
Casting Time 1 standard action
Components V, S, F (a gem or crystal worth at least 100 gp)
Range medium (100 ft. + 10 ft./level)
Target one object; see text
Duration 1 hour/level or until you return to your body
You transfer your mind to a single object, animating it as if using animate objects, except your mind controls the animated object within range as if it were your own body. You cannot speak or cast spells while possessing the object. The spell ends when you send your soul back to your own body, leaving the receptacle empty. To cast the spell, the object you intend to animate must be within spell range and you must know where it is, though you do not need line of sight or line of effect to it. Because your original body is effectively dead while under the effect of this spell, this temporarily suspends disease, poisons, and other afflictions affecting you.
If the animated object is destroyed, you return to your body, if within range. If the animated object is destroyed beyond the range of the spell, you die.
Diminished Effects The spell’s duration is reduced to 10 minutes/level, or until you return to your body.
Heightened Effects If the animated object is destroyed beyond the range of the spell, you may make a DC 20 Fortitude save to avoid dying. Even if you make your save, you still take 5d6 points of damage and are stunned for 1d4 rounds.

PRAYER
School enchantment (compulsion) [mind-affecting]; Level cleric/oracle 3, inquisitor 3, paladin 3; Domain archon (good, law) 3, community 3, leadership 3
Casting Time 1 standard action
Components V, S, DF
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 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.
Diminished Effects The spell’s range and area is reduced to a 20-foot-radius burst, and enemies may attempt a will save to ignore the spell’s effect.
Heightened Effects You and each of your allies gain a +2 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a –2 penalty on such rolls.

PRIMAL SCREAM
School abjuration [mind-affecting, sonic]; Level bard 4
Casting Time 1 standard action
Components V
Range personal
Target you
Duration 1 round/level
You voice a mighty yell from the depths of your soul, invigorating yourself and dispelling enchantment and paralysis effects. For each such effect, you make a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + caster level of the effect. If the caster level check to break the hostile effect succeeds, you give voice to your scream and the spell takes effect normally; if not, this spell fails without further effect. If the spell is one that cannot be dispelled by dispel magic, primal scream works only if that spell is 5th level or lower. You can cast this spell even when paralyzed or unable to speak because of an enchantment effect, but not in an area of silence, if you are unable to speak for reasons other than enchantments or paralysis (for example, if you are gagged), or if cast in an environment where speaking is not possible.
Diminished Effects You can only dispel one enchantment or paralysis effect. If you under the effect of multiple enchantment and paralysis effects, you make one caster level check (1d20 + caster level, maximum +10) and compare that to the spell with highest caster level. If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting you, or you have failed to dispel every spell. If the spell is one that cannot be dispelled by dispel magic, primal scream works only if that spell is 4th level or lower.
Heightened Effects The is no maximum bonus on the caster level check, and if the spell is one that cannot be dispelled by dispel magic, break enchantment works only if that spell is 6th level or lower.

PRYING EYES
School divination; Level sorcerer/wizard 5, witch 5
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 (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 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 +15) 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 +10).
Heightened Effects The eyes gain darkvision out to a range 120 feet, and have a Perception modifier equal to your caster level (maximum +20).

PUP SHAPE
School transmutation (polymorph); Level druid 3, sorcerer/wizard 3, witch 3
Casting Time 1 standard action
Component V, S, M (a rag doll)
Range close (25 ft. + 5 ft./2 levels)
Target one animal or magical beast.
Duration 1 round/level
Saving Throw Fortitude negates (and Will special, see text); Spell Resistance yes
You transform the subject animal into a Small magical beast, creating a young magical version of itself for a short period of time. While in this form, the target has only 1 HD (maximum hit points), and the target takes a –4 penalty to Strength, Constitution, Intelligence and Wisdom (minimum 1). The creature also gains a +4 size bonus to Dexterity and a +2 natural bonus.
Any nonevil creature that attempts to attack a creature in this form must succeed at a Will saving throw (using the DC of the spell) to overcome feelings of guilt and protectiveness toward the young and innocent-seeming creature. On a failed saving throw, it cannot follow through with the attack, that part of the action is lost, and it can't directly attack the transformed creature for the duration of the spell or until the spell's target attacks it. This part of the spell is a mind-affecting effect. Evil creatures have no qualms about attacking the target of this spell, in fact, some particularly heinous creatures might go out of their ways to do the target harm.
Diminished Effects The spell’s range is reduced to touch.
Heightened Effects Even evil creatures must succeed at a Will saving throw to attack the target of the spell.

PURGING FINALE
School conjuration (healing); Level bard 3
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You must have a bardic performance in effect to cast this spell. With a flourish, you immediately end your bardic performance, removing one of the following conditions on a creature within range affected by your bardic performance: cowering, dazzled, exhausted, paralyzed, shaken, or stunned.
Diminished Effects You may only use the spell remove one of the following conditions from the spell’s target: dazzled, fatigued, shaken, or stunned.
Heightened Effects The spell’s range becomes 20 feet and its effect becomes a 20-foot-radius burst. By ending your bardic performance, you removing one of the following conditions on all creatures within the area of the burst affected by your bardic performance: cowering, dazzled, exhausted, paralyzed, shaken, or stunned. The same condition must be removed from all affected creatures.

PURIFIED CALLING
School conjuration (healing); Level summoner 4
Casting Time 1 standard action
Components V, S, M (a stick of incense)
Range personal
Target you
Duration 1 minute
Your eidolon is restored to full health when you summon it. Upon casting this spell, you must immediately begin the ritual to summon your eidolon. Upon completion of the ritual, your eidolon appears at full hit points and without any damage or penalties to its ability scores, regardless of its previous condition. In addition, any temporary negative conditions affecting your eidolon are immediately removed. Permanent conditions and ability drain are not affected by this spell.
Diminished Effects Upon completion of the summoning ritual, your eidolon appears at full hit points. Temporary ability damage and negative conditions are not affected by this version of the spell.
Heightened Effects You may include a material component of diamond dust worth 100 gp, and, upon completion of the summoning ritual, your eidolon appears with all points permanently drained from a single ability score restored (your choice if more than one is drained).