This was originally supposed to be all the spells beginning with P and R, but it is taking a little longer than I anticipated. Therefore, only get the P spells now. I don't know yet if the R spells with get there own post or be tacked onto the beginning of the S spells.
PERMANENT
IMAGE
Notes Permanent image has been incorporated
into persistent image.
PHANTASMAL
REVENGE
School illusion (phantasm) [fear,
mind-affecting]; Level sorcerer/wizard 7
Casting
Time
1 standard action
Components V, S
Range touch and unlimited;
see text
Target dead body touched
Duration instantaneous
Saving
Throw
Will disbelief then Fortitude partial; see text; Spell Resistance yes
When
you cast this eerie spell upon a recently slain creature, you cause a ghastly, spectral
image of it to rise up from its corpse, shrieking for vengeance before it vanishes
in a burst of unnatural light. This phantom then unerringly seeks out the creature
that killed it, as long as that creature is on the same plane, and tries to slay
its killer in turn.
Only
the corpse's killer can see the phantasmal image created by this spell. You and
any others who witness the spell's casting or its ultimate effects see only a vague
shape. The target first gets a Will save to disbelieve the illusion. If that save
fails, the target must succeed on Fortitude saving throw or take 10 points of damage
per caster level from the phantasmal image. Even if the Fortitude save is successful,
the target takes 5d6 points of damage + 1 point of damage per caster level. You
know immediately if the spell succeeded or failed to kill its target but gain no
other information, including the identity of the target of the spell.
The
creature providing the corpse must have died no more than 1 day per caster level
prior to the casting of this spell. If the creature that provided the corpse was
not, in fact, killed by another, or if the killer is dead or no longer on the same
plane, the spell fails. Phantasmal revenge makes no moral judgments; it targets
winners of fair fights just as easily as murderers. Any given body can only be targeted
by a phantasmal revenge spell once.
Diminished
Effects
If the Wills save fails, the target must succeed on Fortitude saving throw or
take 5 points of damage per caster level from the phantasmal image. Even if the
Fortitude save is successful, the target takes 5d4 points of damage + 1 point
of damage per caster level.
Heightened
Effects
If the Wills save fails, the target must succeed on Fortitude saving throw or
take 15 points of damage per caster level from the phantasmal image. Even if
the Fortitude save is successful, the target takes 5d8 points of damage + 1
point of damage per caster level.
PHASE
DOOR
School conjuration (creation);
Level sorcerer/wizard 7, witch 7; Domain travel 8
Casting
Time
1 standard action
Components V
Range touch
Effect ethereal 5-ft.-by-8-ft.
opening, 10 ft. deep + 5 ft. deep per three levels
Duration one usage per two levels
Saving
Throw
none; Spell Resistance no
This
spell creates an ethereal passage through wooden, plaster, or stone walls, but not
other materials. The phase door is invisible and inaccessible to all
creatures except you, and only you can use the passage. You disappear when you enter
the phase door and appear when you exit. If you desire, you can take one
other creature (Medium or smaller) through the door. This counts as two uses of
the door. The door does not allow light, sound, or spell effects through it, nor
can you see through it without using it. Thus, the spell can provide an escape route,
though certain creatures, such as phase spiders, can follow with ease. A gem of true seeing or similar
magic reveals the presence of a phase door but does not allow its use.
A
phase door is subject to dispel magic. If anyone is within
the passage when it is dispelled, he is harmlessly ejected just as if he were inside
a passwall effect.
You
can allow other creatures to use the phase door by setting some triggering
condition for the door. Such conditions can be as simple or elaborate as you desire.
They can be based on a creature's name, identity, or alignment, but otherwise must
be based on observable actions or qualities. Intangibles such as level, class, HD,
and hit points don't qualify.
Phase
door can
be made permanent with a permanency spell.
Diminished
Effects
The phase door only functions for
you, and only one time.
Heightened
Effects
If you take one other Medium or smaller creature with you through the door it
only counts as one use. In addition, the door has a total number of uses equal
to your caster level.
PIED
PIPING
School enchantment (compulsion)
[mind-affecting, sonic]; Level bard 6
Casting
Time
1 standard action
Components V or F (musical instrument)
Range 90 ft.
Area 90-ft.-radius emanation,
centered on you
Duration concentration + 1 round/level
Saving
Throw
Will partial; see text; Spell Resistance yes
You
call forth a melody so compelling and attractive that creatures belonging to a group
with a specific, identifiable physical trait (such as type, subtype, age, gender,
or hair color) find it almost impossible not to approach and follow you. You choose
the nature of the creatures you seek to attract when you cast the spell and, once
you make this choice, cannot alter it. You can only use physical traits to determine
your audience. You can never use social and other more voluntary criteria (such
as alignment, religion, nationality, or class) to select targets for this spell.
Eligible
creatures must make a saving throw each round spent within the area of the spell
and, once they fail, approach you at their normal movement speed and stand as close
to you as possible without actually entering an occupied square. If you move, they
do their best to maintain their proximity to you and follow. Affected creatures
can take no actions other than listening to your music and following you if you
move. Those entering the area while the spell is in effect must also successfully
save or be compelled to come to you.
The
attractive power of the spell does not cause affected creatures to put themselves
in jeopardy and they have enough presence of mind to avoid or negotiate around obstacles
and other perilous hazards. If unable to approach or follow you without endangering
themselves, they simply wait, swaying to the music, until you pass out of range,
at which point they regain their senses after 1 round/caster level. If circumstances
change once you move out of range, making it possible for affected creatures to
resume their attempts to get near you they do so, and, if they manage to return
to within the area of the spell before it wears off, the spell continues as normal.
If attacked, affected creatures can take defensive measures, even going so far as
to avoid existing threats by moving out of the area of the spell, but cannot make
attacks themselves or take any other actions until the effects of the spell wear
off. The effects of the spell persist for 1 round/caster level even after you stop
concentrating. Once the spell ceases, the affected creatures continue to stay near
you until the effects of the spell wear off.
Diminished
Effects
The spell’s range becomes 60 feet, its area becomes a 60-foot-radius emanation,
centered on you, and its duration becomes concentration, up to 1 round per
caster level.
PLAGUE
STORM
School necromancy [disease,
evil]; Level cleric/oracle 6, druid 6, sorcerer/wizard 7, witch 6
Casting
Time
1 standard action
Components V, S
Range medium (100 ft. + 10
ft./level)
Effect cloud spreads in 20-ft.
radius, 20 ft. high
Duration 1 minute/level and instantaneous
(see text)
Saving
Throw
Fortitude negates; Spell Resistance no
You
create a hideous gray cloud that occasionally crackles with foul-smelling bolts
of sickly green lightning. The fog obscures all sight, including darkvision,
beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20%
miss chance). Creatures farther away have total concealment (50% miss chance,
and the attacker can't use sight to locate the target). Creatures in the area must
save or contract one of the following diseases: blinding sickness, bubonic plague, cackle fever, demon fever, devil chills, filth fever, leprosy, mindfire, red ache, shakes, or slimy doom (the disease is chosen
by you when you cast the spell and applies to all creatures that fail the save).
The disease is contracted immediately (the onset period does not apply) and is an
instantaneous effect. Use the disease's listed frequency to determine further effects,
but the disease's save DC increases by +2. For more information see the diseases section.
The
plague storm moves away from you at 10 feet per round, rolling along the
surface of the ground.
Figure
out the cloud's new spread each round based on its new point of origin, which is
10 feet farther away from the point of origin where you cast the spell.
Because
the vapors are heavier than air, they sink to the lowest level of the terrain, even
pouring down den or sinkhole openings. The cloud cannot penetrate liquids, nor can
it be cast underwater.
Diminished
Effects
The spell’s range is reduced to close (25 ft. + 5 ft./level), and it only
spreads in a 10-foot radius.
Heightened
Effects
Use either the disease’s save DC +4 or the save DC of the spell to determine
the save DC of the disease in the plague
storm.
PLANAR
ALLY, GREATER
School conjuration (calling)
[see text]; Level cleric/oracle 8; Domain tactics 8
Components V, S, M (offerings worth
2,500 gp plus payment, see text), DF
Casting Time 10 minutes
Range close (25 ft. + 5 ft./2 levels)
Effect up to three called outsiders,
totaling no more than 18 HD, no two of which can be more than 30 ft. apart when
they appear.
Duration instantaneous
Saving Throw none; Spell
Resistance no
By casting this
spell, you request your deity to send you a single creature of 18 HD or less,
or up to three creatures of the same kind whose Hit Dice total no more than 18
of the deity's choice. If you serve no particular deity, the spell is a general
plea answered by creatures sharing your philosophical alignment. If you know an
individual creature's name, you may request that individual by speaking the
name during the spell (though you might get a different creature anyway).
You may ask the
creature to perform one task in exchange for a payment from you. Tasks might
range from the simple to the complex. You must be able to communicate with the
creatures called in order to bargain for their services.
The creatures called
require payment for their services. This payment can take a variety of forms,
from donating gold or magic items to an allied temple, to a gift given directly
to the creatures, to some other action on your part that matches the creatures’
alignment and goals. Regardless, this payment must be made before the creatures
agree to perform any services. The bargaining takes at least 1 round, so any
actions by the creatures begin in the round after they arrive. The creatures
agree to help you and request your return payment together.
A task taking up to 1
minute per caster level requires a payment of 100 gp per HD of the creatures
called. For a task taking up to 1 hour per caster level, the creatures require
a payment of 500 gp per HD. A long-term task, one requiring up to 1 day per
caster level, requires a payment of 1,000 gp per HD.
A nonhazardous task
requires only half the indicated payment, while an especially hazardous task
might require a greater gift. Few if any creatures will accept a task that
seems suicidal (remember, a called creature actually dies when it is killed,
unlike a summoned creature). However, if the task is strongly aligned with the
creatures’ ethos, they may halve or even waive the payment.
At the end of its
task, or when the duration bargained for expires, the creatures return to their
home plane (after reporting back to you, if appropriate and possible).
Note: When you use a
calling spell that calls an air, chaotic, earth, evil, fire, good, lawful, or
water creature, it is a spell of that type.
Diminished
Effects
The spell’s material component is 1,875
gp plus payment, and you may call a single outsider of 15 HD or less, or two
outsiders of the same kind whose HD total no more than 15, which cannot be more
than 30 ft. apart when they appear.
Heightened
Effects
The spell’s material component is 3,125
gp plus payment, and you may call a single outsider of 21 HD or less, or three
outsiders of the same kind whose HD total no more than 21, which cannot be more
than 30 ft. apart when they appear.
PLANAR
BINDING, GREATER
School conjuration (calling)
[see text]; Level: sorcerer/wizard 8, summoner 6
Components: V, S
Casting Time 10 minutes
Range close (25 ft. + 5 ft./2 levels); see text
Targets up to three elementals
or outsiders, totaling no more than 18 HD, no two of which can be more than 30 ft.
apart when they appear.
Duration instantaneous
Saving Throw Will negates; Spell
Resistance no and yes; see text
Casting this spell attempts
a dangerous act: to lure a creature from another plane to a specifically prepared
trap, which must lie within the spell's range. The called creature is held in the
trap until it agrees to perform one service in return for its freedom.
To create the trap, you
must use a magic circle spell, focused inward. The kind of creature to be
bound must be known and stated. If you wish to call a specific individual, you must
use that individual's proper name in casting the spell.
The target creature is
allowed a Will saving throw. If the saving throw succeeds, the creature resists
the spell. If the saving throw fails, the creature is immediately drawn to the trap
(spell resistance does not keep it from being called). The creature can escape from
the trap by successfully pitting its spell resistance against your caster level
check, by dimensional travel, or with a successful Charisma check (DC 15 + 1/2 your
caster level + your Charisma modifier). It can try each method once per day. If
it breaks loose, it can flee or attack you. A dimensional anchor cast on the
creature prevents its escape via dimensional travel. You can also employ a calling
diagram (see magic circle against evil) to
make the trap more secure.
If the creature does not
break free of the trap, you can keep it bound for as long as you dare. You can attempt
to compel the creature to perform a service by describing the service and perhaps
offering some sort of reward. You make a Charisma check opposed by the creature's
Charisma check. The check is assigned a bonus of +0 to +6 based on the nature of
the service and the reward. If the creature wins the opposed check, it refuses service.
New offers, bribes, and the like can be made or the old ones reoffered every 24
hours. This process can be repeated until the creature promises to serve, until
it breaks free, or until you decide to get rid of it by means of some other spell.
Impossible demands or unreasonable commands are never agreed to. If you ever roll
a natural 1 on the Charisma check, the creature breaks free of the spell's effect
and can escape or attack you. Each creature gets a saving throw, makes an
independent attempt to escape, and must be individually persuaded to aid you.
Once the requested service
is completed, the creature need only to inform you to be instantly sent back whence
it came. The creature might later seek revenge. If you assign some open-ended task
that the creature cannot complete through its own actions, the spell remains in
effect for a maximum of 1 day per caster level, and the creature gains an immediate
chance to break free (with the same chance to resist as when it was trapped). Note
that a clever recipient can subvert some instructions.
When you use a
calling spell to call an air, chaotic, earth, evil, fire, good, lawful, or
water creature, it is a spell of that type.
Diminished Effects You may call a single
outsider of 15 HD or less, or up to three outsiders of the same kind whose Hit
Dice total no more than 15, which cannot be more than 30 ft. apart when they
appear.
Heightened
Effects
You may call a single
outsider of 21 HD or less, or up to three outsiders of the same kind whose Hit
Dice total no more than 21, which cannot be more than 30 ft. apart when they appear.
PLANT
SHAPE
School
transmutation (polymorph); Level alchemist 6,
sorcerer/wizard 6
Casting
Time 1 standard action
Components
V, S, M (a piece of the creature whose form you plan
to assume)
Range
personal
Target
you
Duration
1 min./level (D)
When you cast this spell you can assume the form of any
Small, Medium or Large creature of the plant type. If the form you assume has any
of the following abilities, you gain the listed ability: darkvision 60 feet, low-light vision, constrict, grab,
and poison. If the form you assume does not possess the ability to move, your speed
is reduced to 5 feet and you lose all other forms of movement. If the creature
has immunity or resistance to any elements, you gain resistance 20 to those
elements. If the creature has vulnerability to an element, you gain that vulnerability.
Small plant: If the form you take
is that of a Small plant, you gain a +2 size bonus to your Constitution and a +2
natural armor bonus.
Medium plant: If the form you take
is that of a Medium plant, you gain a +2 size bonus to your Strength, a +2 enhancement
bonus to your Constitution, and a +2 natural armor bonus.
Large
plant:
If the form you take is that of a Large plant, you gain a +4 size bonus to
your Strength, a +2 size bonus to your Constitution, and a +4 natural
armor bonus.
Diminished
Effects
The spell only allows you to assume the form of a Small or Medium creature of
the plant type. If the creature has
immunity or resistance to any elements, you do not gain any resistance to those
elements.
Heightened
Effects
The spell allows you to assume the form of a Huge creature of the plant type.
If the form you assume has any of the following abilities, you gain the listed
ability: DR, regeneration 5, and trample.
Huge plant: If the form you
take is that of a Huge plant, you gain a +8 size bonus to your Strength, a
–2 penalty to your Dexterity, a +4 size bonus to your Constitution,
and a +6 natural armor bonus.
Notes This spell combines the
effects of the following spells: plant
shape I, plant shape II, and plant shape III.
POLAR
MIDNIGHT
School transmutation [cold,
darkness]; Level cleric/oracle 9, druid 9, witch 9
Casting
Time
1 standard action
Components V, S
Range close (25 ft. + 5 ft./2
levels)
Effect 30-ft.-readius spread
Duration 1 round/level
Saving
Throw
Fortitude partial; Spell Resistance yes
You
plunge an area into the brutal chill of the arctic night. Illumination conditions
are dropped by two steps (though only to darkness, not supernatural darkness), and
all creatures in the area take 5d6 points of cold damage and 1d6 points of Dexterity
damage per round. A successful Fortitude save each round negates the Dexterity damage
but not the cold damage. Any creature that doesn't move on its turn becomes encased
in a sheath of ice equivalent to wall of ice, is helpless, and
cannot breathe. Corpses in the area for longer than 1 round are transmuted into
solid ice; reviving the icy corpse requires true resurrection, miracle, or wish. As a move action, you may
move the area of effect up to 10 feet in any direction.
Diminished
Effects
The spell’s effect becomes a 15-foot-radius spread.
POLAR
RAY
School evocation [cold]; Level
sorcerer/wizard 8; Domain ice 9; Bloodline boreal 8
Casting
Time
1 standard action
Components V, S, F (a white ceramic
cone or prism)
Range medium (100 ft. + 10
ft./level)
Effect ray
Duration instantaneous
Saving
Throw
none; Spell Resistance yes
A
blue-white ray of freezing air and ice springs from your hand. You must succeed
on a ranged touch attack with the ray to deal damage to a target. The ray deals
1d6 points of cold damage per caster level (maximum 25d6) and 1d4 points of Dexterity
drain.
Diminished
Effects
The spell’s range becomes close (25 ft. + 5 ft./2 levels), and the ray only
deals 1d4 points of cold damage per caster level (maximum 25d4) and 1 point of
Dexterity drain.
Heightened
Effects
The target must make a Fortitude save or become encased in a sheath of ice equivalent
to wall of ice, is helpless, and
cannot breathe. A creature slain by the polar ray is transmuted into solid ice;
reviving the icy corpse requires true resurrection, miracle, or wish.
POLYMORPH
School
transmutation
(polymorph); Level alchemist 6, sorcerer/wizard 6
Casting
Time 1
standard action
Components
V, S,
M (a piece of the creature whose form you choose)
Range
touch
Target
living
creature touched
Duration
1 min/level
(D)
Saving
Throw Will
negates (harmless); Spell Resistance yes (harmless)
This
spell transforms a willing creature into an animal, elemental, humanoid, or
plant creature of your choosing; the spell has no effect on unwilling creatures,
nor can the creature being targeted by this spell influence the new form assumed
(apart from conveying its wishes, if any, to you verbally).
If
you use this spell to cause the target to take on the form of an animal, the spell
functions as the diminished version of greater beast shape. If the form is that of an elemental,
the spell functions as elemental body. If the form is
that of a humanoid, the spell functions as alter self. If the form is
that of a plant creature, the spell functions as the diminished version of plant
shape. The subject may choose to resume its normal form as a full-round
action; doing so ends the spell for that subject.
Diminished
Effects
The spell can only transform a willing creature into an animal, elemental, or humanoid.
If you use this spell to cause the target to take on the form of an animal, the
spell functions as heightened version of beast shape. If the form is that
of an elemental, the spell functions as the diminished version of elemental
body. If the form is that of a humanoid, the spell functions as alter self.
Heightened
Effects
The spell can transform a willing creature an animal, elemental, humanoid, plant
creature, or dragon. If you use this spell to cause the target to take on the
form of an animal or magical beast, it functions as greater beast shape.
If the form is that of an elemental, the spell functions as the diminished
version of greater elemental body. If
the form is that of a humanoid, the spell functions as alter self.
If the form is that of a plant creature, the spell functions as plant
shape. If the form is that of a dragon, the spell functions as the
diminished version of form of the dragon. The
subject may choose to resume its normal form as a full-round action; doing so
ends the spell.
Notes This spell combines the
effects of the following spells: polymorph
and greater polymorph.
POLYMORPH
ANY OBJECT
School transmutation (polymorph);
Level sorcerer/wizard 8; Domain construct 8
Casting
Time
1 standard action
Components V, S, M/DF (mercury,
gum arabic, and smoke)
Range close (25 ft. + 5 ft./2
levels)
Target one creature, or one
nonmagical object of up to 100 cu. ft./level
Duration see text
Saving
Throw
Fortitude negates (object); see text; Spell Resistance yes (object)
This
spell functions like polymorph, except that it changes one object or creature
into another. You can use this spell to transform all manner of objects and creatures
into new forms—you aren't limited to transforming a living creature into another
living form. The duration of the spell depends on how radical a change is made from
the original state to its transmuted state. The duration is determined by using
the following guidelines.
Changed Subject Is…
|
Increase to Duration Factor*
|
Same kingdom (animal, vegetable, mineral)
|
+5
|
Same class (mammals, fungi, metals, etc.)
|
+2
|
Same size
|
+2
|
Related (twig is to tree, wolf fur is to wolf, etc.)
|
+2
|
Same or lower Intelligence
|
+2
|
*Add all that apply. Look up the total on the next table.
|
Duration Factor
|
Duration
|
Example
|
0
|
20 minutes
|
Pebble to human
|
2
|
1 hour
|
Marionette to human
|
4
|
3 hours
|
Human to marionette
|
5
|
12 hours
|
Lizard to manticore
|
6
|
2 days
|
Sheep to wool coat
|
7
|
1 week
|
Shrew to manticore
|
9+
|
Permanent
|
Manticore to shrew
|
If
the target of the spell does not have physical ability scores (Strength, Dexterity,
or Constitution), this spell grants a base score of 10 to each missing ability score.
If the target of the spell does not have mental ability scores (Intelligence, Wisdom,
or Charisma), this spell grants a score of 5 to such scores. Damage taken
by the new form can result in the injury or death of the polymorphed creature. In
general, damage occurs when the new form is changed through physical force. A nonmagical
object cannot be made into a magic item with this spell. Magic items aren't affected
by this spell.
This
spell cannot create material of great intrinsic value, such as copper, silver, gems,
silk, gold, platinum, mithral, or adamantine. It also cannot reproduce the special
properties of cold iron in order to overcome the damage reduction of certain creatures.
This
spell can also be used to duplicate the effects of baleful polymorph, flesh to stone, polymorph,
stone to flesh, transmute mud to rock, transmute metal to wood, or transmute rock to mud.
Diminished
Effects
The spell’s range becomes touch. The effect’s duration factor total is reduced
by 2, to a minimum of 0.
Heightened
Effects
The spell’s target becomes one creature or nonmagical object per five caster
levels, no two of which can be more than 30 feet apart. The targets must all be
either creatures or objects. For example, you can’t target both a table and a
cat with the same casting of the spell. You
may only select one type of creature or object to transmute your targets
into For example, you could change a human, a gnome, and cat into three
hedgehogs, but you couldn’t change them into a hedgehog, a porcupine, and an
opossum.
POWERFUL
WORD
School enchantment (compulsion)
[death (heightened version only), mind-affecting]; Level sorcerer/wizard
8, witch 8; Domain darkness 7 (diminished version only), war 7
(diminished version only), war 8, war 9 (heightened version only); Bloodline
arcane 8
Casting
Time
1 standard action
Components V
Range close (25 ft. + 5 ft./2
levels)
Target one creature with 150
hp or less
Duration See text
Saving
Throw
none; Spell Resistance yes
You
utter a single word of power that instantly causes one creature of your choice to
become stunned, whether the creature can
hear the word or not. The duration of the spell depends on the target's current
hit point total. Any creature that currently has 151 or more hit points is unaffected
by power word stun.
Hit Points
|
Duration
|
50 or less
|
4d4 rounds
|
51–100
|
2d4 rounds
|
101–150
|
1d4 rounds
|
Diminished
Effects
The spell’s target becomes one creature with 200 hp or less. You utter a single
word of power that causes a creature to become blinded, whether the creature can
hear the word or not. The duration of the spell depends on the target's current
hit point total. Any creature that currently has 201 or more hit points is unaffected.
Hit Points
|
Duration
|
50 or less
|
Permanent
|
51–100
|
1d4+1 minutes
|
101–200
|
1d4+1 rounds
|
Heightened
Effects
The spell’s target becomes one creature with 100 hp or less. You utter a single
word of power that instantly kills one creature of your choice, whether the
creature can hear the word or not. Any creature that currently has 101 or more
hit points is unaffected by power word kill.
Notes This spell combines the
effects of the following spells: power
word blind, power word stun, and power word kill.
PREDICTION
OF FAILURE
School divination [curse, fear,
mind-affecting]; Level sorcerer/wizard 8, witch 8
Casting
Time
1 standard action
Components V, S
Range close (25 ft. + 5 ft./2
levels)
Target one creature
Duration permanent or 1 round/level
(see text)
Saving
Throw
Will partial; Spell Resistance yes
You
wrack the target's body and mind with the anguish and suffering of every bitter
failure it will ever experience, rendering it permanently shaken and sickened. A successful Will save reduces
the duration to 1 round per level. If the target is a spellcaster, failing this
saving throw means it also gains a random minor spellblight.
Diminished
Effects
The spell’s range becomes touch. A failed saving throw only renders the target
permanently sickened, not shaken.
Heightened
Effects
If the target is a spellcaster, failing this saving throw means it also gains a
random major spellblight.
PRISMATIC
SPRAY
School evocation; Level
sorcerer/wizard 7
Casting
Time
1 standard action
Components V, S
Range 60 ft.
Area cone-shaped burst
Duration instantaneous
Saving
Throw
see text; Spell Resistance yes
This
spell causes seven shimmering, multicolored beams of light to spray from your hand.
Each beam has a different power. Creatures in the area of the spell with 8 HD or
less are automatically blinded for 2d4 rounds. Every creature
in the area is randomly struck by one or more beams, which have additional effects.
1d8
|
Color of Beam
|
Effect of Color
|
1
|
Red
|
20 points fire damage (Reflex half)
|
2
|
Orange
|
40 points acid damage (Reflex half)
|
3
|
Yellow
|
80 points electricity damage (Reflex half)
|
4
|
Green
|
Poison (Frequency 1/rd. for 6 rd.; Init. effect death; Sec.
effect 1 Con/rd.; Cure 2 consecutive Fort saves)*
|
5
|
Blue
|
Flesh to stone (Fortitude negates)
|
6
|
Indigo
|
Insane, as insanity spell (Will negates)
|
7
|
Violet
|
Sent to another plane (Will negates)
|
8
|
Struck by two rays
|
Roll twice more, ignoring any “8” results
|
* See
poisons.
|
Diminished Effects The spell’s area
becomes a 60-foot line.
Heightened
Effects
The ray’s blindness effect on creatures with less than 8 HD lasts 2d4 × 10
minutes.
PRISMATIC
WALL
School abjuration; Level
sorcerer/wizard 8
Casting
Time
1 standard action
Components V, S
Range close (25 ft. + 5 ft./2
levels)
Effect
wall
4 ft./level wide, 2 ft./level high
Duration 10 min./level (D)
Saving
Throw
see text; Spell Resistance see text
Prismatic
wall creates
a vertical, opaque wall—a shimmering, multicolored plane of light that protects
you from all forms of attack. The wall flashes with seven colors, each of which
has a distinct power and purpose. The wall is immobile, and you can pass through
and remain near the wall without harm. Any other creature with less than 8 HD that
is within 20 feet of the wall is blinded by the colors for 2d4 rounds
if it looks at the wall.
The
wall's maximum proportions are 4 feet wide per caster level and 2 feet high per
caster level. A prismatic wall spell cast to materialize in a space occupied
by a creature is disrupted, and the spell is wasted.
Each
color in the wall has a special effect. The accompanying table shows the seven colors
of the wall, the order in which they appear, their effects on creatures trying to
attack you or pass through the wall, and the magic needed to negate each color.
The
wall can be destroyed, color by color, in consecutive order, by casting the specified
spells on the wall; however, the first color must be brought down before the second
can be affected, and so on. A rod of cancellation or a mage's disjunction spell destroys
a prismatic wall, but an antimagic field fails to penetrate
it. Dispel magic and greater dispel
magic can only be used on the wall once all the other colors have been destroyed.
Spell resistance is effective against a prismatic wall, but the caster level
check must be repeated for each color present.
Prismatic
wall can
be made permanent with a permanency spell.
Order
|
Color
|
Effect of Color
|
Negated by
|
1st
|
Red
|
Stops nonmagical ranged weapons.
|
|
Deals 20 points of fire damage (Reflex half).
|
Cone of cold
|
||
2nd
|
Orange
|
Stops magical ranged weapons.
|
|
Deals 40 points of acid damage (Reflex half).
|
Gust of wind
|
||
3rd
|
Yellow
|
Stops poisons, gases, and petrification.
|
|
Deals 80 points of electricity damage (Reflex half).
|
Disintegrate
|
||
4th
|
Green
|
Stops breath weapons.
|
|
Poison (frequency: 1/rd. for 6 rd.; init. effect: death, sec.
effect: 1 Con/rd.; cure 2 consecutive Fort saves).
|
Passwall
|
||
5th
|
Blue
|
Stops divination and mental attacks.
|
|
Turned to stone (Fortitude negates).
|
Magic missile
|
||
6th
|
Indigo
|
Stops all spells.
|
|
Will save or become insane (as insanity spell).
|
Daylight
|
||
7th
|
Violet
|
Energy
field destroys all objects and effects.*
|
|
Creatures
sent to another plane (Will negates).
|
Dispel magic or greater dispel magic
|
||
* The violet effect
makes the special effects of the other six colors redundant, but these six
effects are included here because certain magic items can create prismatic
effects one color at a time, and spell resistance might render some colors
ineffective (see above).
|
Diminished Effects The spell’s duration
is reduced to 1 minute per caster level.
Heightened Effects The spell’s range
becomes 10 feet and its area becomes a 10-foot-radius sphere centered on you.
The sphere's blindness effect on creatures with less than 8 HD lasts 2d4
× 10 minutes. When you are inside the sphere, it blocks any attempt to project
something through the sphere (including spells). Other creatures that attempt
to attack you or pass through suffer the effects of each color, one at a time.
Typically, only the upper hemisphere of the globe exists, since you are at the
center of the sphere, so the lower half is usually occluded by the floor
surface you are standing on.
Notes This spell combines the
effects of the following spells: prismatic
wall and prismatic sphere.
PROGRAMMED
IMAGE
School illusion (figment); Level
bard 6, sorcerer/wizard 6
Components V, S, M (fleece and jade
dust worth 25 gp)
Range long (400 ft. +
40 ft./level)
Effect visual figment that cannot
extend beyond a 20-ft. cube + one 10-ft. cube/level (S)
Duration permanent until triggered,
then 1 round/level
Saving
Throw Will disbelief
(if interacted with); Spell Resistance no
This
spell creates the visual illusion of an object, creature, or force, as
visualized by you. The figment activates when a specific condition occurs.
The figment includes visual, auditory, olfactory, and thermal elements, including
intelligible speech.
The
spell functions when specific conditions are fulfilled according to your
command as set in the spell. The event that triggers the illusion can be as
general or as specific and detailed as desired but must be based on an audible,
tactile, olfactory, or visual trigger. Triggers react to what appears to be the
case. Disguises and illusions can fool them. Normal darkness does not defeat a
visual trigger, but magical darkness or invisibility does. Silent
movement or magical silence defeats audible
triggers. Audible triggers can be keyed to general types of noises or to a
specific noise or spoken word. Actions can serve as triggers if they are
visible or audible. A programmed image cannot distinguish
alignment, level, Hit Dice, or class except by external garb.
The
range limit of a trigger is 15 feet per caster level, so a 13th-level caster
can command a programmed image to respond to triggers as far
as 195 feet away.
Diminished
Effects
The figment cannot extend beyond a 20-ft. cube.
Heightened
Effects
The spell’s duration becomes permanent. A permanent programmed image that is disbelieved becomes inactive for 10
minutes, then reforms when triggered again.
PROJECT
IMAGE
School illusion (shadow) [shadow];
Level bard 6, sorcerer/wizard7; Domain deception 7
Casting
Time
1 standard action
Components V, S, M (a small replica
of you worth 5 gp)
Range medium (100 ft. + 10
ft./level)
Effect one shadow duplicate
Duration 1 round/level (D)
Saving
Throw Will
disbelief (if interacted with); Spell Resistance no
You
tap energy from the Plane of Shadow to create a quasi-real, illusory version of
yourself. The projected image looks, sounds, and smells like you but is intangible.
The projected image mimics your actions (including speech) unless you direct it
to act differently (which is a move action).
You
can see through its eyes and hear through its ears as if you were standing where
it is, and during your turn you can switch from using its senses to using your own,
or back again, as a free action. While you are using its senses, your body is considered
blinded and deafened.
If
you desire, any spell you cast whose range is touch or greater can originate from
the projected image instead of from you. The projected image can't cast any spells
on itself except for illusion spells. The spells affect other targets normally,
despite originating from the projected image.
Objects
are affected by the projected image as if they had succeeded on their Will save.
You must maintain line of effect to the projected image at all times. If your line
of effect is obstructed, the spell ends. If you use dimension door, teleport, plane shift, or a similar spell
that breaks your line of effect, even momentarily, the spell ends.
Diminished
Effects
The spell’s range becomes close (25 ft. + 5 ft./2 levels).
Heightened
Effects
Your body becomes invisible for the duration of the
spell, as if you had cast greater invisibility upon
yourself.
PROTECTION
FROM SPELLS
School abjuration; Level
sorcerer/wizard 8, summoner 6; Domain magic 8
Casting
Time
1 standard action
Components V, S, M (diamond worth
500 gp), F (One 1,000 gp diamond per target. Each subject must carry the gem for
the duration of the spell. If a subject loses the gem, the spell ceases to affect
him.)
Range touch
Targets up to one creature touched
per four levels
Duration 10 min./level
Saving
Throw Will
negates (harmless); Spell Resistance yes (harmless)
The
subject gains a +8 resistance bonus on saving throws against spells and spell-like
abilities (but not against supernatural and extraordinary abilities).
Diminished
Effects
The subject only gains a +6 resistance bonus.
Heightened
Effects
The subject gains a +8 luck bonus instead of a resistance bonus.
PRYING
EYES, GREATER
School divination; Level
sorcerer/wizard 8, witch 8
Casting Time 1 minute
Components V, S, M (a handful of crystal marbles)
Range 1 mile
Effect 10 or more levitating eyes
Duration 1 hour/level; see text (D)
Saving Throw none; Spell Resistance
no
You create a number of
semitangible, visible magical orbs (called “eyes”) equal to 1d4 + your caster level.
These eyes move out, scout around, and return as you direct them when casting the
spell. Each eye can see 120 feet in all directions with a continuous true seeing effect.
While the individual eyes
are quite fragile, they're small and difficult to spot. Each eye is a Fine construct,
about the size of a small apple, that has 1 hit point, AC 18 (+8 bonus for its size),
flies at a speed of 30 feet with a +20 bonus on Fly skill checks and a +16 bonus
on Stealth skill checks. It has a Perception modifier equal to your caster level
(maximum +25) and is subject to illusions, darkness, fog, and any other factors
that affect your ability to receive visual information about your surroundings.
An eye traveling in darkness must find its way by touch.
When you create the eyes,
you specify instructions you want them to follow in a command of no more than 25
words. Any knowledge you possess is known by the eyes as well.
In order to report their
findings, the eyes must return to your hand. Each replays in your mind all it has
seen during its existence. It takes an eye 1 round to replay 1 hour of recorded
images. After relaying its findings, an eye disappears.
If an eye ever gets more
than 1 mile away from you, it instantly ceases to exist. However, your link with
the eye is such that you won't know if the eye was destroyed because it wandered
out of range or because of some other event.
The eyes exist for up
to 1 hour per caster level or until they return to you. Dispel magic can destroy eyes.
Roll separately for each eye caught in an area dispel. Of course, if an eye is sent
into darkness, it could hit a wall or similar obstacle and destroy itself.
Diminished Effects The eyes exist for up
to 10 minutes per caster level or until they return to you, and have a Perception modifier equal
to your caster level (maximum +20).
Heightened Effects Each eye can see 180
feet in all directions with a continuous true
seeing effect, and has a Perception modifier equal to your caster level
(maximum +30).
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