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.
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).
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