Passwall
Transmutation
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 5 ft. x 8 ft. opening, 1 ft./level deep
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No
The character creates a passage through wooden, plaster, or stone walls, but
not
through metal or other harder materials. If the wall’s thickness
is more than 1
foot per caster level, 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 the character dismisses
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.
Pass without Trace
Transmutation
Level: Drd 1, Rgr 1
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Targets: One creature/level touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subjects can move through any type of terrain—mud, snow, dust,
etc.—and
leave neither footprints nor scent. Tracking the subject is impossible by
nonmagical means.
Permanency
Universal
Level: Sor/Wiz 5
Components: V, S, XP
Casting Time: 2 rounds
Range: See text
Target, Effect, or Area: See text
Duration: Permanent (see text)
Saving Throw: None
Spell Resistance: No
This spell makes certain other spells permanent. Depending on the spell, the
character must be at least a minimum level and must expend a number of XP.
The character can make these spells permanent in regard to his or her self:
Minimum
Spell Level XP Cost
----- ------- -------
Comprehend languages 9th 500 XP
Darkvision 10th 1,000 XP
Detect magic 9th 500 XP
Protection from arrows 11th 1,500 XP
Read magic 9th 500 XP
See invisibility 10th 1,000 XP
Tongues 11th 1,500 XP
The character casts the desired spell and then follows it with the permanency
spell. The character cannot cast these spells on other creatures. This
application of permanency can be dispelled only by a caster of greater level
than the character was when the character cast the spell.
In addition to personal use, permanency can be used to make the following
spells
permanent on him or herself, another creature, or an object (as appropriate):
Minimum
Spell Level XP Cost
----- ------- -------
Enlarge 9th 500 XP
Magic Fang 9th 500 XP
Resistance 9th 250 XP
Additionally, the following spells can be cast upon objects or areas only
and
rendered permanent:
Minimum
Spell Level XP Cost
----- ------- -------
Alarm 9th 500 XP
Dancing lights 9th 500 XP
Ghost sound 9th 500 XP
Gust of wind 11th 1,500 XP
Invisibility 10th 1,000 XP
Magic mouth 10th 1,000 XP
Phase door 15th 3,500 XP
Prismatic sphere 17th 4,500 XP
Shrink item 11th 1,500 XP
Solid fog 12th 2,000 XP
Stinking cloud 11th 1,500 XP
Symbol 16th 4,000 XP
Teleportation circle 17th 4,500 XP
Wall of fire 12th 2,000 XP
Wall of force 13th 2,500 XP
Web 10th 1,000 XP
Spells cast on other creatures, objects, or locations (not on the character)
are
vulnerable to dispel magic as normal.
The DM may allow other selected spells to be made permanent. Researching this
possible application of a spell costs as much time and money as independently
researching the selected spell. If the DM has already determined that the
application is not possible, the research automatically fails. Note that the
character never learns what is possible except by the success or failure of
the
character's research.
Permanent Image
Illusion (Figment)
Level: Brd 6, Sor/Wiz 6
Effect: Figment that cannot extend beyond a 20-ft. cube + one 10-ft. cube/level
(S)
Duration: Permanent (D)
As silent image, except the figment includes visual, auditory, olfactory,
and
thermal elements, and the spell is permanent. By concentrating, the character
can move the image within the limits of the range, but it is static while
the
character are not concentrating.
Material Component: Worth 100 gp.
Persistent Image
Illusion (Figment)
Level: Brd 5, Sor/Wiz 5
Duration: 1 minute/level (D)
As silent image, except the figment includes visual, auditory, olfactory,
and
thermal components, and the figment follows a script determined by the
character. The figment follows that script without the character's having
to
concentrate on it. The illusion can include intelligible speech if the character
wishes. For instance, the character could create the illusion of several orcs
playing cards and arguing, culminating in a fistfight.
Phantasmal Killer
Illusion (Phantasm)
[Fear, Mind-Affecting]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: Instantaneous
Saving Throw: Will disbelief (if interacted with), then Fortitude partial
Spell Resistance: Yes
Only the spell’s subject can see the phantasmal killer. The character
see only a
shadowy shape. The subject first gets a Will save to recognize the image as
unreal. If the subject fails, the phantasm touches him, and he must succeed
at 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
he is
wearing a helm of telepathy, the beast can be turned upon the character. The
character must then disbelieve it or suffer its deadly fear attack.
Phantom Steed
Conjuration (Creation)
Level: Brd 3, Sor/Wiz 3
Components: V, S
Casting Time: 10 minutes
Range: 0 ft.
Effect: One quasi-real, horselike creature
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
The character conjures a quasi-real, horselike creature. The steed can be
ridden
only by the character or by the one person for whom the character 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 all normal animals
shun it and refuse to attack it. (Dire animals and nonintelligent creatures,
such as vermin, can attack it.)
The mount has an Armor Class of 18 (–1 size, +4 natural armor, +5
Dex) and 7 hit
points +1 hit point per caster level. If it loses all its hit points, the
phantom steed disappears. A phantom steed has a speed of 20 feet per caster
level, to a maximum of 240 feet. It can bear its rider’s weight
plus up to 10
pounds per caster level.
These mounts gain certain powers according to caster level. A mount’s
abilities
include those of mounts of lower caster levels. Thus, the mount created by
a
12th-level caster has the 8th, 10th, and 12th caster level abilities.
8th Level: The mount can ride over sandy, muddy, or even swampy ground without
difficulty or decrease in speed.
10th Level: The mount can ride over water as if it were firm, dry ground.
12th Level: The mount can ride in the air as if it were firm land, so chasms
and
the like can be crossed without benefit of a bridge. The mount cannot simply
take off and fly. It can only ride horizontally across the air. After 1 round
in
the air, the mount falls.
14th Level: The mount can fly at its speed. It has a maneuverability rating
of
average.
Phase Door
Conjuration (Creation)
Level: Sor/Wiz 7, Travel 8
Components: V
Casting Time: 1 action
Range: Touch
Effect: Ethereal 5 ft. x 8 ft. opening, 1 ft./level deep
Duration: One usage/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 the character, and only the character can use the passage.
The
character disappears when the character enters the phase door and appears
when
the character exits. If the character desires, the character can take one
other
creature (Medium-size 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 the character see through it without using it. Gems of true seeing and
similar magic reveal the presence of a phase door but do 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.
A phase door can be made permanent with a permanency spell.
The character 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 the character desires. 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.
Planar Ally
Conjuration (Calling) [see text]
Level: Clr 6
Effect: Up to 16 HD worth of summoned elementals and outsiders, no two of
which
can be more than 30 ft. apart when they appear
As lesser planar ally, except the character may call a single creature of
up to
16 HD or a number of creatures whose HD total no more than 16. The creatures,
as
a group, agree to perform one task for the character and request one favor
in
return.
Planar Binding
Conjuration (Summoning) [see text]
Level: Sor/Wiz 6
Components: V, S, M
Targets: Up to 16 HD worth of elementals and outsiders, no two of which can
be
more than 30 ft. apart when they appear
As lesser planar binding, except the character may call a single creature
of up
to 16 HD or a number of creatures whose HD total no more than 16. Each creature
gets a save, makes an independent attempt to escape, and must be individually
persuaded to aid the character.
Plane Shift
Transmutation
Level: Brd 6, Clr 5, Sor/Wiz 7
Components: V, S, F
Casting Time: 1 action
Range: Touch
Target: Creature touched, or up to eight willing creatures joining hands
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
The character moves him or herself or some other creature to another plane
of
existence or alternate dimension. If several willing persons link hands in
a
circle, up to eight can be affected by the plane shift at the same time.
Pinpoint accuracy as to a particular arrival location on the intended plane
is
nigh impossible. From the Material Plane, the character can reach any other
plane, though the character appears 5 to 500 miles (5d%) from the character's
intended destination.
Note: Plane shift transports the creatures instantaneously and then ends.
The
creatures need to find other means if they are to travel back.
Plant Growth
Transmutation
Level: Drd 3, Plant 3, Rgr 3
Components: V, S, DF
Casting Time: 1 action
Range: See text
Target or Area: See text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Plant growth has different effects depending on the version chosen.
Overgrowth: The first effect causes normal vegetation (grasses, briars, bushes,
creepers, thistles, trees, vines, etc.) within long range (400 feet + 40 feet
per 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 DM may allow faster
movement for very small or very large creatures.) The area must have brush
and
trees in it for this spell to take effect.
At the character's option, the area can be a circle with a radius of 100 feet,
a
semicircle with a radius of 150 feet, or a quarter circle with a radius of
200
feet. The character may also designate areas within the area that are not
affected.
Enrichment: The second effect targets plants within a range of one-half mile,
raising their potential productivity over the course of the next year to
one-third above normal.
In many farming communities, clerics or druids cast this spell at planting
time
as part of the spring festivals.
Poison
Necromancy
Level: Clr 4, Drd 3
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Target: Living creature touched
Duration: Instantaneous (see text)
Saving Throw: Fortitude negates (see text)
Spell Resistance: Yes
Calling upon the venomous powers of natural predators, the character inflicts
the subject with a horrible poison by making a successful melee touch attack.
The poison deals 1d10 points of temporary Constitution damage immediately
and
another 1d10 points of temporary Constitution damage 1 minute later. Each
instance of damage can be negated by a Fortitude save (DC 10 + one-half caster
level + caster’s Wisdom modifier).
Polymorph Any Object
Transmutation
Level: Sor/Wiz 8, Trickery 8
Components: V, S, M/DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature or object
Duration: See text
Saving Throw: Will negates (object) (see text)
Spell Resistance: Yes (object)
As polymorph other, except this spell changes one object or creature into
another. The duration of the spell depends on how radical a change is made
from
the original state to its enchanted state. The DM determines the duration
by
using the following guidelines:
Increase to
Changed Subject Is: 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 Example Duration
-------- ------- --------
0 Pebble to human 20 minutes
2 Marionette to human 1 hour
4 Human to marionette 3 hours
5 Lizard to manticore 12 hours
6 Sheep to wool coat 2 days
7 Shrew to manticore 1 week
9+ Manticore to shrew Permanent
Unlike polymorph other, polymorph any object does grant the creature the
Intelligence score of its new form. If the original form didn’t
have a Wisdom or
Charisma score, it gains those scores of the new form.
As with other polymorph spells, damage sustained in 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, although the DM will have
to
adjudicate many of these situations.
Also note that a polymorph effect often detracts from an item’s
or creature’s
powers but does not add new powers except perhaps movement capabilities not
present in the old form. A nonmagical object cannot be made magical by this
spell. A magic item or weapon or other object can be polymorphed into another
type of magic object, but it never gains abilities superior to those of the
original object.
This spell cannot create material of great intrinsic value, such as copper,
silver, gems, silk, gold, and platinum.
This spell can also be used to duplicate the effects of polymorph other, flesh
to stone, stone to flesh, transmute mud to rock, transmute water to dust,
or
transmute rock to mud.
Polymorph Other
Transmutation
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Permanent
Saving Throw: Fortitude negates
Spell Resistance: Yes
Polymorph other changes the subject into another form of creature. The new
form
can range in size from Diminutive to one size larger than the subject’s
normal
form. Upon changing, the subject regains lost hit points as if having rested
for
a day (though this healing does not restore temporary ability damage and provide
other benefits of resting for a day; and changing back does not heal the
creature further). If slain, the polymorphed creature reverts to its original
form, though it remains dead.
The polymorphed creature acquires the physical and natural abilities of the
creature it has been polymorphed into while retaining its own mind. Physical
abilities include natural size and Strength, Dexterity, and Constitution scores.
Natural abilities include armor, attack routines (claw, claw, and bite; swoop
and rake; and constriction; but not petrification, breath weapons, energy
drain,
energy effects, etc.), and similar gross physical qualities (presence or absence
of wings, number of extremities, etc.). Natural abilities also include mundane
movement capabilities, such as walking, swimming, and flight with wings, but
not
magical flight and other magical forms of travel, such as blink, dimension
door,
phase door, plane shift, teleport, and teleport without error. Extremely high
speeds for certain creatures are the result of magical ability, so they are
not
granted by this spell. Other nonmagical abilities (such as an owl’s
low-light
vision) are considered natural abilities and are retained.
Any part of the body or piece of equipment that is separated from the whole
reverts to its original form.
The creature’s new scores and faculties are average ones for the
race or species
into which it has been transformed. The character cannot, for example, turn
someone into a mighty weight lifter to give the subject great Strength.
The subject retains its Intelligence, Wisdom, and Charisma scores, level and
class, hit points (despite any change in its Constitution score), alignment,
base attack bonus, and base saves. (New Strength, Dexterity, and Constitution
scores may affect final attack and save bonuses.) The subject retains its
own
type (for example, "humanoid"), extraordinary abilities, spells,
and spell-like
abilities, but not its supernatural abilities. The subject can cast spells
for
which it has components. It needs a humanlike voice for verbal components
and
humanlike hands for somatic components. The subject does not gain the spell-like
abilities of its new form. The subject does not gain the supernatural abilities
(such as breath weapons and gaze attacks) or the extraordinary abilities of
the
new creature.
The new form can be disorienting. Any time the polymorphed creature is in
a
stressful or demanding situation (such as combat), the creature must succeed
at
a Will save (DC 19) or suffer a –2 penalty on all attack rolls,
saves, skill
checks, and ability checks until the situation passes. Creatures who are
polymorphed for a long time (years and years) grow accustomed to their new
form
and can overcome some of these drawbacks (DM’s discretion).
When the polymorph occurs, the creature’s equipment, if any, transforms
to match
the new form. If the new form is a creature who does not use equipment
(aberration, animal, beast, magical beast, construct, dragon, elemental, ooze,
some outsiders, plant, some undead creatures, some shapechangers, or vermin),
the equipment melds into the new form and becomes nonfunctional. Material
components and focuses melded in this way cannot be used to cast spells. If
the
new form uses equipment (fey, giant, humanoid, some outsiders, many
shapechangers, many undead creatures), the subject’s equipment changes
to match
the new form and retains its properties.
The character can freely designate the new form’s minor physical
qualities (such
as hair color, hair texture, and skin color) within the normal ranges for
a
creature of that type. The new form’s significant physical qualities
(such as
height, weight, and gender) are also under the character's control, but must
fall within the norms for the new form’s species. The subject can
be changed
into a member of its own species or even into itself. (If changed into itself,
it does not suffer the abovementioned penalties from the disorientation of
a new
form.)
The subject is effectively disguised as an average member of the new form’s
race. If the character uses this spell to create a disguise, the character
get a
+10 bonus on the character's Disguise check.
Incorporeal or gaseous forms cannot be assumed, and incorporeal or gaseous
creatures are immune to being polymorphed. A natural shapeshifter (a
lycanthrope, doppelganger, experienced druid, etc.) can take its natural form
as
a standard action.
Polymorph Self
Transmutation
Level: Rgr 4, Sor/Wiz 4
Components: V
Casting Time: 1 action
Range: Personal
Target: The character
Duration: 1 hour/level (D)
As polymorph other, except that the character assumes the form of a different
creature.
The character can change form as often as desired for the duration of the
spell
simply by willing it so. Each change is a full-round action. The character
regains hit points as if having rested for a day only from the initial
transformation, however.
Power Word, Blind
Conjuration (Creation)
Level: Sor/Wiz 8, War 8
Components: V
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Creatures with up to 200 total hit points within a 15-ft.-radius sphere
Duration: See text
Saving Throw: None
Spell Resistance: Yes
This spell creates a wave of magical energy that blinds one or more creatures.
It affects the creatures with the lowest hit point totals first, selecting
subjects one at a time until the next target would put it over the limit of
200.
(Creatures with negative hit points count as having 0 hit points.)
The duration of the spell depends on the total hit points of the affected
creatures:
Hit Points Duration
---------- --------
Up to 50 Permanent
51 to 100 1d4+1 minutes
101 to 200 1d4+1 rounds
Power Word, Kill
Conjuration (Creation) [Death]
Level: Sor/Wiz 9, War 9
Components: V
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target or Area: One living creature or one or more creatures within a
15-ft.-radius sphere
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
When power word, kill is uttered, the character can either target a single
creature or let the spell affect a group.
If power word, kill is targeted at a single creature, that creature dies if
it
has 100 or fewer hit points.
If power word, kill is cast as an area spell, it kills creatures in a
15-foot-radius sphere. It kills only creatures who have 20 or fewer hit points,
and only up to a total of 200 hit points of such creatures. The spell affects
creatures with the lowest hit point totals first until the next creature would
put the total over the limit of 200. (Creatures with negative hit points count
as having 0 hit points.)
Power Word, Stun
Conjuration (Creation)
Level: Sor/Wiz 7, War 7
Components: V
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature with up to 150 hit points
Duration: See text
Saving Throw: None
Spell Resistance: Yes
When a power word, stun spell is uttered, one creature of the character's
choice
is stunned, whether the creature can hear the word or not. A creature with
50 or
fewer hit points remains stunned for 4d4 rounds, one with 51 to 100 hit points
is stunned for 2d4 rounds, one with 101 to 150 hit points is stunned for 1d4
rounds, and a creature with 151 hit points or more is not affected.
A stunned creature can’t act and loses any Dexterity bonus to AC.
Attackers gain
+2 bonuses to attack it.
Prayer
Conjuration (Creation)
Level: Clr 3, Pal 3
Components: V, S, DF
Casting Time: 1 action
Range: 30 ft.
Area: All allies and foes within a 30-ft.-radius burst centered on the character
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
The character brings special favor upon the character's allies (and possibly
the
character) and brings disfavor to the character's enemies. The character and
the
character's allies gain a +1 luck bonus on attack rolls, weapon damage rolls,
saves, and skill checks, while foes suffer a –1 penalty on such
rolls.
Prestidigitation
Universal
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: 10 ft.
Target, Effect, or Area: See text
Duration: 1 hour
Saving Throw: See text
Spell Resistance: No
Prestidigitations are minor tricks that novice spellcasters use for practice.
Once cast, the prestidigitation spell enables the character to perform simple
magical effects for 1 hour. The effects are minor and have severe limitations.
Prestidigitations can slowly lift 1 pound of material. They can color, clean,
or
soil items in a 1-foot cube each round. They can chill, warm, or flavor 1
pound
of nonliving material. They cannot inflict damage or affect the concentration
of
spellcasters. Prestidigitation can create small objects, but they look crude
and
artificial. The materials created by a prestidigitation spell are extremely
fragile, and they cannot be used as tools, weapons, or spell components.
Finally, a prestidigitation lacks the power to duplicate any other spell
effects. Any actual change to an object (beyond just moving, cleaning, or
soiling it) persists only 1 hour.
Characters typically use prestidigitations to impress common folk, amuse
children, and brighten dreary lives. Common tricks with prestidigitations
include producing tinklings of ethereal music, brightening faded flowers,
creating glowing balls that float over the character's hand, generating puffs
of
wind to flicker candles, spicing up aromas and flavors of bland food, and
making
little whirlwinds to sweep dust under rugs.
Prismatic Sphere
Abjuration
Level: Protection 9, Sor/Wiz 9, Sun 9
Components: V
Range: 10 ft.
Effect: 10-ft.-radius sphere centered on the character
As prismatic wall, except the character conjures up an immobile, opaque globe
of
shimmering, multicolored light that surrounds the character and protects the
character from all forms of attack. The sphere flashes in all colors of the
visible spectrum.
The sphere’s blindness effect on creatures with less than 8 HD lasts
2d4 x 10
minutes.
The character can pass into and out of the prismatic sphere and remain near
it
without harm. However, when the character is inside it, the sphere blocks
any
attempt to project something through the sphere (including spells). Other
creatures who attempt to attack the character or pass through suffer the effects
of each color, one at a time.
Typically, only the upper hemisphere of the globe will exist, since the
character is at the center of the sphere, so the lower half is usually excluded
by the floor surface the character is standing on.
The colors of the sphere have the same effects as the colors of a prismatic
wall.
Prismatic Spray
Evocation
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Cone
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: Yes
This spell causes seven shimmering, intertwined, multicolored beams of light
to
spray from the character's hand. Each beam has a different power. Creatures
in
the area of the spell with 8 HD or less are automatically blinded (see
blindness/deafness) for 2d4 rounds. All creatures in the area are randomly
struck by one or more beams, which have additional effects.
Color
1d8 of Beam Effect
--- ------- ------
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 (Kills; Fortitude partial, take 20 points of damage instead)
5 Blue Turned to stone (Fortitude negates)
6 Indigo Insane, as insanity spell (Will negates)
7 Violet Sent to another plane (Will negates)
8 Struck by two rays; roll again twice, ignoring any "8" results.
Prismatic Wall
Abjuration
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Wall 4 ft./level wide x 2 ft./
level high
Duration: 10 minutes/level
Saving Throw: See text
Spell Resistance: See text
Prismatic wall creates a vertical, opaque wall—a shimmering, multicolored
plane
of light that protects the character 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 the character can pass through and remain near the wall without
harm. However, any other creature with fewer than 8 HD that is within 20 feet
of
the wall is blinded (see blindness/deafness) for 2d4 rounds by the colors
if it
looks at the wall.
The wall’s maximum proportions are 4 feet wide per caster level
and 2 feet high
per caster level. A prismatic wall spell cast to materialize in a space occupied
by a creature is disrupted, and the spell is wasted.
Each color in the wall has a special effect. The accompanying table shows
the
seven colors of the wall, the order in which they appear, their effects on
creatures trying to attack the character or pass through the wall, and the
magic
needed to negate each color.
The wall can be destroyed, color by color, in consecutive order, by various
magical effects; however, the first must be brought down before the second
can
be affected, and so on. A rod of cancellation or a Mordenkainen’s
disjunction
spell destroys a prismatic wall, but an antimagic field fails to penetrate
it.
Dispel magic and greater dispelling cannot dispel the wall or anything beyond
it. Spell resistance is effective against a prismatic wall, but the caster
level
check must be repeated for each color present.
Color Order Effect of Color Negated By
----- ----- --------------- ----------
Red 1st Stops nonmagical ranged weapons Cone of Cold
Deals 20 ponts of fire damage (Reflex half)
Orange 2nd Stops magical ranged weapoins Gust of Wind
Deals 40 points of acid damage (Reflex half)
Yellow 3rd Stops poisons, gasses, and petrification Disintegrate
Deals 80 points of electricity damage (Reflex half)
Green 4th Stops breath weapons Passwall
Poison (Kills; Fortitute partial to take 20 points of damage instead)
Blue 5th Stops divination and mental attacks Magic Missile
Turned to stone (Fortitude negates)
Indigo 6th Stops all spells Daylight
Will save or become insane (as insanity spell)
Violet 7th Energy field destroys all objects and Dispel Magic effects
Creatures are sent to another plane (Will negates)
The violet effect makes the special effects of the other six colors redundant,
but they are included here because certain magic items can create prismatic
effecs one color at a time, and SR might render some colors ineffective (see
above).
Produce Flame
Evocation [Fire]
Level: Drd 2, Fire 2
Components: V, S
Casting Time: 1 action
Range: Touch
Effect: Flame in the character's palm
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes
Flames appear in the character's hand. The character can hurl them or use
them
to touch enemies. The bright flames, which illuminate out to 20 feet as torches
do, appear in the character's open hand and harm neither the character nor
the
character's equipment.
The character can strike opponents with a melee touch attack, dealing fire
damage equal to 1d4 +1 point per two caster levels (maximum +10). Alternatively,
the character can hurl the flames up to 120 feet as a thrown weapon. When
doing
so, the character attacks with a ranged touch attack (with no range penalty)
and
deal the same damage as with the melee attack. No sooner does the character
hurl
the flames than a new set appears in the character's hand.
Programmed Image
Illusion (Figment)
Level: Brd 6, Sor/Wiz 6
Effect: Visual figment that cannot extend beyond a 20-ft. cube + one 10-ft.
cube/level (S)
Duration: Permanent until triggered, then 1 round/level
As silent image, except this spell’s figment activates when a specific
condition
occurs. The figment includes visual, auditory, olfactory, and thermal elements,
including intelligible speech.
The character sets the triggering condition (which may be a special word)
when
casting the spell. The event that triggers the illusion can be as general
or as
specific and detailed as desired but must be based on an audible, tactile,
olfactory, or visual trigger. The trigger cannot be based on some quality
not
normally obvious to the senses, such as alignment. (See magic mouth for more
details about such triggers.)
Material Component: Worth 25 gp.
Project Image
Illusion (Shadow)
Level: Brd 6, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: One shadow duplicate
Duration: 1 round/level (D)
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No
The character creates a shadow duplicate of him or herself; it looks, sounds,
and smells like the character but is intangible. The shadow mimics the
character's actions (including speech) unless the character concentrate on
making it act differently. The character can see through its eyes and hear
through its ears as if the character were standing where it is, and during
the
character's turn in a round the character can switch from seeing through its
eyes to seeing normally, or back again. If the character desires, any spell
the
character casts whose range is touch or greater can originate from the shadow
instead of from the character. (The shadow is quasi-real, just real enough
to
cast spells that the character originates.) The shadow can cast spells on
itself
only if those spells affect shadows.
The character must maintain line of effect to the shadow at all times. If
the
character's line of effect is obstructed, the spell ends. If the character
use
dimension door, teleport, plane shift, or a similar spell that breaks the
character's line of effect, even momentarily, the spell ends.
Protection from Arrows
Abjuration
Level: Sor/Wiz 2
Components: V, S, F
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The warded creature gains resistance to ranged weapons. The subject gains
damage
reduction 10/+1 against ranged weapons. It ignores the first 10 points of
damage
each time it takes damage from a ranged weapon, though a weapon with a +1
enhancement bonus or any magical attack bypasses the reduction. The damage
reduction increases with the caster level to 10/+2 at 5th, 10/+3 at 10th,
10/+4
at 15th, and 10/+5 at 20th. Once the spell has prevented a total of 10 points
of
damage per caster level (maximum 100 points), it is discharged.
Protection from Chaos
Abjuration [Lawful]
Level: Brd 1, Clr 1, Law 1, Sor/Wiz 1
As protection from evil, except that the deflection and resistance bonuses
apply
to attacks from chaotic creatures, and chaotic summoned or conjured creatures
cannot touch the subject.
Protection from Elements
Abjuration
Level: Clr 3, Drd 3, Luck 3, Protection 3, Rgr 2, Sor/Wiz 3
Components: V, S, DF
Casting Time: 1 action
Duration: 10 minutes/level or until discharged
As endure elements, but protection from elements grants temporary
invulnerability to the selected energy type. When the spell absorbs 12 points
per caster level of elemental damage, it is discharged.
Note: Protection from elements overlaps (and does not stack with) resist
elements and endure elements. If a character is warded by protection from
elements and one or both of the other spells, the protection spell absorbs
damage until it is exhausted. If a character is warded by resist elements
and
endure elements at the same time, the resist spell absorbs damage but the
endure
spell does not.
Protection from Evil
Abjuration [Good]
Level: Brd 1, Clr 1, Good 1, Pal 1,
Sor/Wiz 1
Components: V, S, M/DF
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No (see text)
This spell wards a creature from attacks by evil creatures, from mental control,
and from summoned or conjured creatures. It creates a magical barrier around
the
subject at a distance of 1 foot. The barrier moves with the subject and has
three major effects:
First, the subject gets a +2 deflection bonus to AC and a +2 resistance bonus
on
saves. Both these bonuses apply against attacks made by evil creatures.
Second, the barrier blocks any attempt to possess the warded creature (as
by a
magic jar attack) or to exercise mental control over the creature (as by a
vampire’s supernatural domination ability, which works similar to
dominate
person). The protection does not prevent a vampire’s domination
itself, but it
prevents the vampire from mentally commanding the protected creature. If the
protection from evil effect ends before the domination effect does, the vampire
would then be able to mentally command the controlled creature. Likewise,
the
barrier keeps out a possessing life force but does not expel one if it is
in
place before the spell is cast. This second effect works regardless of
alignment.
Third, the spell prevents bodily contact by summoned or conjured creatures.
This
causes the natural weapon attacks of such creatures to fail and the creatures
to
recoil if such attacks require touching the warded creature. Good elementals
and
outsiders are immune to this effect. The protection against contact by summoned
or conjured creatures ends if the warded creature makes an attack against
or
tries to force the barrier against the blocked creature. Spell resistance
can
allow a creature to overcome this protection and touch the warded creature.
Protection from Good
Abjuration [Evil]
Level: Brd 1, Clr 1, Evil 1, Sor/Wiz 1
As protection from evil, except that the deflection and resistance bonuses
apply
to attacks from good creatures, and good summoned or conjured creatures cannot
touch the subject.
Protection from Law
Abjuration [Chaotic]
Level: Brd 1, Chaos 1, Clr 1, Sor/Wiz 1
As protection from evil, except that the deflection and resistance bonuses
apply
to attacks from lawful creatures, and lawful summoned or conjured creatures
cannot touch the subject.
Protection from Spells
Abjuration
Level: Magic 8, Sor/Wiz 8
Components: V, S, M, F
Casting Time: 1 action
Range: Touch
Targets: Up to one creature/four levels touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Subjects gain a +8 resistance bonus on saving throws against spells and
spell-like abilities (but not against supernatural and extraordinary abilities).
Material Component: Worth at least 500 gp value.
Focus: One 1,000 gp gem per creature granted the protection. Each recipient
must
carry one such gem for the duration of the spell. If a recipient loses the
gem,
the spell ceases to affect him.
Prying Eyes
Divination
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 minute
Range: One mile
Effect: Creates 1d4 levitating eyes +1 eye/level
Duration: 1 hour/level (see text)
Saving Throw: None
Spell Resistance: No
The character creates ten or more semitangible, visible magical orbs (called
"eyes") that move out, scout around, and return as the character
directs them
when casting the spell. When an eye returns, it relays what it has seen to
the
character and then disappears. Each eye is about the size of a small apple
and
can see 120 feet (normal vision only) in all directions.
The spell conjures 1d4 eyes plus one eye per caster level. While the individual
eyes are quite fragile, they’re small and difficult to spot. Each
eye is a Fine
construct that has 1 hit point, has AC 18 (+8 bonus for its size), flies at
a
speed of 30 feet with perfect maneuverability, and a +16 skill modifier on
Hide
checks. The eyes are subject to illusions, darkness, fog, and any other factors
that would affect the character's ability to receive visual information about
the character's surroundings. An eye traveling through darkness must find
its
way by touch.
When the character creates the eyes, the character specifies instructions
the
character wants the eyes to follow in a command of up to twenty-five words.
Any
knowledge the character possesses is known by the eyes as well.
In order to report their findings, the eyes must return to the character's
hand.
Each replays in the character's mind everything it has seen during its
existence. It takes an eye only 1 round to replay 1 hour of recorded images.
If an eye ever gets more than one mile distant from the character, it instantly
ceases to exist. However, the character's link with the eye is such that the
character 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 the
character. After relaying its findings, an eye disappears. Dispel magic can
destroy eyes. Roll separately for each eye caught in an area dispel. Of course,
if the eye is sent into darkness, then it’s very possible that it
could hit a
wall or similar obstacle and destroy itself.
Purify Food and Drink
Universal
Level: Clr 0, Drd 0
Components: V, S
Casting Time: 1 action
Range: 10 ft.
Target: 1 cu. ft./level of contaminated food and water
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
This spell makes spoiled, rotten, poisonous, or otherwise contaminated food
and
water pure and suitable for eating and drinking. This spell does not prevent
subsequent natural decay or spoilage. Unholy water and similar food and drink
of
significance is spoiled by purify food and drink, but the spell has no effect
on
creatures of any type nor upon magic potions.
Note: Water weighs about 8 pounds per gallon. One cubic foot of water contains
roughly 8 gallons and weighs about 60 pounds.
Pyrotechnics
Transmutation
Level: Brd 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Target: One fire source, up to a 20-ft. cube
Duration: 1d4+1 rounds or 1d4+1 rounds after creatures leave the smoke cloud
(see text)
Saving Throw: Will negates or Fortitude negates (see text)
Spell Resistance: Yes or No (see text)
Pyrotechnics turns a fire into either a burst of blinding fireworks or a thick
cloud of choking smoke, depending on the version the character chooses.
Fireworks: The fireworks are a flashing, fiery, momentary burst of glowing,
colored aerial lights. This effect blinds creatures within 120 feet of the
fire
source for 1d4+1 rounds (Will negates). These creatures must have line of
sight
to the fire to be affected. Spell resistance can prevent blindness. In addition
to the obvious effects, a blinded creature suffers a 50% miss chance in combat
(all opponents have full concealment), loses any Dexterity bonus to AC, grants
a
+2 bonus to attackers’ attack rolls (they are effectively invisible),
moves at
half speed, and suffers a –4 penalty on most Strength- and Dexterity-based
skills.
Smoke Cloud: The smoke is a writhing stream of smoke billowing out from the
source and forming a choking cloud. The cloud spreads 20 feet in all directions
and lasts for 1 round per caster level. All sight, even darkvision, is
ineffective in or through the cloud. All within the cloud suffer –4
penalties to
Strength and Dexterity scores (Fortitude negates). These effects last for
1d4+1
rounds after the cloud dissipates or after the character leaves the area of
the
cloud. Spell resistance does not apply.
Material Component: The spell uses one fire source, which is immediately
extinguished. A fire so large that it exceeds a 20-foot cube is only partly
extinguished. Magical fires are not extinguished, although a fire-based creature
(such as a fire elemental) used as a source takes 1 point of damage per caster
level.