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Index of Spells by SubSchool - Glamer

Index of Spells by SubSchool - Glamer

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Blur
Illusion (Glamer) 1 standard action PRPG-O
Will negates (harmless) - Yes (harmless) Brd 2, Sor/Wiz 2 V
1 min./level (D) Touch 5 minutes
Target: Creature touched

Attacks miss subject 20% of the time.

The subject's outline appears blurred, shifting, and wavering. This distortion grants the subject concealment (20% miss chance).

A see invisibility spell does not counteract the blur effect, but a true seeing spell does.

Opponents that cannot see the subject ignore the spell's effect (though fighting an unseen opponent carries penalties of its own).

Disguise Self
Illusion (Glamer) 1 standard action PRPG-O
- Brd 1, Sor/Wiz 1, Trickery 1 V, S
10 min./level (D) Personal 4 hours
Target: You

Changes your appearance.

You make yourself—including clothing, armor, weapons, and equipment—look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your creature type (although you can appear as another subtype). Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person or gender.

The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. If you use this spell to create a disguise, you get a +10 bonus on the Disguise check. A creature that interacts with the glamer gets a Will save to recognize it as an illusion.

Displacement
Illusion (Glamer) 1 standard action PRPG-O
Will negates (harmless) - Yes (harmless) Brd 3, Sor/Wiz 3 V, M
1 round/level (D) Touch General
Target: Creature touched

Attacks miss subject 50% of the time.

The subject of this spell appears to be about 2 feet away from its true location. The creature benefits from a 50% miss chance as if it had total concealment. Unlike actual total concealment, displacement does not prevent enemies from targeting the creature normally. True seeing reveals its true location and negates the miss chance.

False Vision (M)
Illusion (Glamer) 1 standard action PRPG-O
None - No Brd 5, Sor/Wiz 5, Trickery 5 V, S, M
1 hour/level (D) Touch 24 hours
Area: 40-ft.-radius emanation
Materials: Crushed jade worth 250 gp

Fools scrying with an illusion.

This spell creates a subtle illusion, causing any divination (scrying) spell used to view anything within the area of this spell to instead receive a false image (as the major image spell), as defined by you at the time of casting. As long as the duration lasts, you can concentrate to change the image as desired. While you aren't concentrating, the image remains static.

Hallucinatory Terrain
Illusion (Glamer) 10 minutes PRPG-O
Will disbelief (if interacted with) - No Brd 4, Sor/Wiz 4 V, S, M
2 hours/level (D) Long 6 hours
Area: One 30-ft. cube/level (S)

Makes one type of terrain appear like another (field as forest, or the like).

You make natural terrain look, sound, and smell like some other sort of natural terrain. Structures, equipment, and creatures within the area are not hidden or changed in appearance.

Invisibility
Illusion (Glamer) 1 standard action PRPG-O
Will negates (harmless) or Will negates (harmless, object) - Yes (harmless) or yes (harmless, object) Adp 2, Brd 2, Sor/Wiz 2, Trickery 2 V, S, M/DF
1 min./level (D) Personal or touch 5 minutes
Target: You or a creature or object weighing no more than 100 lbs./level

Subject is invisible for 1 min./level or until it attacks.

The creature or object touched becomes invisible. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.

Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.

Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle). If a check is required, a stationary invisible creature has a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature is moving. The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.

Invisibility can be made permanent (on objects only) with a permanency spell.

Invisibility Sphere
Illusion (Glamer) 1 standard action PRPG-O
Will negates (harmless) or Will negates (harmless, object) - Yes (harmless) or yes (harmless, object) Brd 3, Sor/Wiz 3 V, S, M/DF
1 min./level (D) Personal or touch General
Area: 10-ft.-radius emanation around the creature

Makes everyone within 10 ft. invisible.

This spell functions like invisibility except that this spell confers invisibility upon all creatures within 10 feet of the recipient at the time the spell is cast. The center of the effect is mobile with the recipient.

Those affected by this spell can see each other and themselves as if unaffected by the spell. Any affected creature moving out of the area becomes visible, but creatures moving into the area after the spell is cast do not become invisible. Affected creatures (other than the recipient) who attack negate the invisibility only for themselves. If the spell recipient attacks, the invisibility sphere ends.

Greater Invisibility
Illusion (Glamer) 1 standard action PRPG-O
Will negates (harmless) - Yes (harmless) Brd 4, Sor/Wiz 4 V, S, M/DF
1 round/level (D) Personal or touch General
Target: You or creature touched

As invisibility, but subject can attack and stay invisible.

The creature or object touched becomes invisible. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.

Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.

Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle). If a check is required, a stationary invisible creature has a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature is moving. The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.

Invisibility can be made permanent (on objects only) with a permanency spell.

This spell functions like invisibility, except that it doesn't end if the subject attacks.

Mass Invisibility
Illusion (Glamer) 1 standard action PRPG-O
Will negates (harmless) - Yes (harmless) Sor/Wiz 7, Trickery 8 V, S, M/DF
1 round/level (D) Long 30 minutes
Targets: Any number of creatures, no two of which can be more than 180 ft. apart

As invisibility, but affects all in range.

The creature or object touched becomes invisible. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.

Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.

Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle). If a check is required, a stationary invisible creature has a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature is moving. The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.

Invisibility can be made permanent (on objects only) with a permanency spell.

This spell functions like invisibility, except that it doesn't end if the subject attacks.

This spell functions like invisibility except that the effect moves with the group and is broken when anyone in the group attacks. Individuals in the group cannot see each other. The spell is broken for any individual who moves more than 180 feet from the nearest member of the group. If only two individuals are affected, the one moving away from the other one loses its invisibility. If both are moving away from each other, they both become visible when the distance between them exceeds 180 feet.

Magic Aura
Illusion (Glamer) 1 standard action PRPG-O
None; see text - No Brd 1, Sor/Wiz 1 V, S, F
1 day/level (D) Touch 24 hours
Target: One touched object weighing up to 5 lbs./level

Alters object's magic aura.

You alter an item's aura so that it registers to detect spells (and spells with similar capabilities) as though it were nonmagical, or a magic item of a kind you specify, or the subject of a spell you specify. If the object bearing magic aura has identify cast on it or is similarly examined, the examiner recognizes that the aura is false and detects the object's actual qualities if he succeeds on a Will save. Otherwise, he believes the aura and no amount of testing reveals what the true magic is.

If the targeted item's own aura is exceptionally powerful (if it is an artifact, for instance), magic aura doesn't work.

Note : A magic weapon, shield, or suit of armor must be a masterwork item, so a sword of average make, for example, looks suspicious if it has a magical aura.

Magic Mouth (M)
Illusion (Glamer) 1 standard action PRPG-O
Will negates (object) - Yes (object) Brd 1, Magic 2, Sor/Wiz 2 V, S, M
Permanent until discharged Close 24 hours
Target: One creature or object
Materials: A small bit of honeycomb and jade dust worth 10 gp

Objects speaks once when triggered.

This spell imbues the chosen object or creature with an enchanted mouth that suddenly appears and speaks its message the next time a specified event occurs. The message, which must be 25 or fewer words long, can be in any language known by you and can be delivered over a period of 10 minutes. The mouth cannot utter verbal components, use command words, or activate magical effects. It does, however, move according to the words articulated; if it were placed upon a statue, the mouth of the statue would move and appear to speak. Magic mouth can also be placed upon a tree, rock, or any other object or creature.

The spell functions when specific conditions are fulfilled according to your command as set in the spell. Commands can be as general or as detailed as desired, although only visual and audible triggers can be used. 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 magic mouth 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 6th-level caster can command a magic mouth to respond to triggers as far as 90 feet away. Regardless of range, the mouth can respond only to visible or audible triggers and actions in line of sight or within hearing distance.

Magic mouth can be made permanent with a permanency spell.

Mirage Arcana
Illusion (Glamer) 1 standard action PRPG-O
Will disbelief (if interacted with) - No Brd 5, Sor/Wiz 5 V, S
Concentration +1 hour/ level (D) Long General
Area: One 20-ft. cube/level (S)

As hallucinatory terrain, plus structures.

This spell functions like hallucinatory terrain, except that it enables you to make any area appear to be something other than it is. The illusion includes audible, visual, tactile, and olfactory elements. Unlike hallucinatory terrain the spell can alter the appearance of structures (or add them where none are present). Still, it can't disguise, conceal, or add creatures (though creatures within the area might hide themselves within the illusion just as they can hide themselves within a real location).

Misdirection
Illusion (Glamer) 1 standard action PRPG-O
None or Will negates; see text - No Brd 2, Sor/Wiz 2 V, S
1 hour/level Close 6 hours
Target: One creature or object, up to a 10-ft. cube in size

Misleads divinations for one creature or object.

By means of this spell, you misdirect the information from divination spells that reveal auras (detect evil and the like). On casting the spell, you choose another object within range. For the duration of the spell, the subject of misdirection is detected as if it were the other object. Neither the subject nor the other object gets a saving throw against this effect. Detection spells provide information based on the second object rather than on the actual target of the detection unless the caster of the detection succeeds on a Will save. For instance, you could make yourself detect as a tree if one were within range at casting: not evil, not lying, not magical, neutral in alignment, and so forth. This spell does not affect other types of divination magic (augury and the like).

Phantom Trap (M)
Illusion (Glamer) 1 standard action PRPG-O
None - No Sor/Wiz 2 V, S, M
Permanent (D) Touch 24 hours
Target: Object touched
Materials: Special dust worth 50 gp

Makes item seem trapped.

This spell makes a lock or other small mechanism seem to be trapped to anyone who can detect traps. You place the spell upon any small mechanism or device, such as a lock, hinge, hasp, cork, cap, or ratchet. Any character able to detect traps, or who uses any spell or device enabling trap detection, is certain a real trap exists. Of course, the effect is illusory and nothing happens if the trap is "sprung"; its primary purpose is to frighten away thieves or make them waste precious time.

If another phantom trap is active within 50 feet when the spell is cast, the casting fails.

Screen
Illusion (Glamer) 10 minutes PRPG-O
None or Will disbelief (if interacted with); see text - No Sor/Wiz 8, Trickery 7 V, S
24 hours Close 24 hours
Area: 30-ft. cube/level (S)

Illusion hides area from vision and scrying.

This spell creates a powerful protection from scrying and observation. When casting the spell, you dictate what will and will not be observed in the spell's area. The illusion created must be stated in general terms. Once the conditions are set, they cannot be changed. Attempts to scry the area automatically detect the image stated by you with no save allowed. Sight and sound are appropriate to the illusion created. Direct observation may allow a save (as per a normal illusion), if there is cause to disbelieve what is seen. Even entering the area does not cancel the illusion or necessarily allow a save, assuming that hidden beings take care to stay out of the way of those affected by the illusion.

Seeming
Illusion (Glamer) 1 standard action PRPG-O
Will negates or Will disbelief (if interacted with) - Yes or no; see text Brd 5, Sor/Wiz 5 V, S
12 hours (D) Close 24 hours
Targets: One creature per two levels, no two of which can be more than 30 ft. apart

Changes appearance of one person per two levels.

This spell functions like disguise self, except that you can change the appearance of other people as well. Affected creatures resume their normal appearances if slain. Unwilling targets can negate the spell's effect on them by making Will saves or with spell resistance.

Silence
Illusion (Glamer) 1 round PRPG-O
Will negates; see text or none (object) - Yes; see text or no (object) Brd 2, Clr 2 V, S
1 round/level (D) Long 30 minutes
Area: 20-ft.-radius emanation centered on a creature, object, or point in space

Negates sound in 20-ft. radius.

Upon the casting of this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from, enters, or passes through the area. The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object. The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt a Will save to negate the spell and can use spell resistance, if any. Items in a creature's possession or magic items that emit sound receive the benefits of saves and spell resistance, but unattended objects and points in space do not. Creatures in an area of a silence spell are immune to sonic or language-based attacks, spells, and effects.

Veil
Illusion (Glamer) 1 standard action PRPG-O
Will negates; see text - Yes; see text Brd 6, Sor/Wiz 6 V, S
Concentration + 1 hour/level (D) Long 12 hours
Targets: One or more creatures, no two of which can be more than 30 ft. apart

Changes appearance of group of creatures.

You instantly change the appearance of the subjects and then maintain that appearance for the spell's duration. You can make the subjects appear to be anything you wish. The subjects look, feel, and smell just like the creatures the spell makes them resemble. Affected creatures resume their normal appearances if slain. You must succeed on a Disguise check to duplicate the appearance of a specific individual. This spell gives you a +10 bonus on the check.

Unwilling targets can negate the spell's effect on them by making Will saves or with spell resistance. Those who interact with the subjects can attempt Will disbelief saves to see through the glamer, but spell resistance doesn't help.

Zone of Silence
Illusion (Glamer) 1 round PRPG-O
- Brd 4 V, S
1 hour/level (D) Personal 24 hours
Area: 5-ft.-radius emanation centered on you

Keeps eavesdroppers from overhearing you.

By casting zone of silence, you manipulate sound waves in your immediate vicinity so that you and those within the spell's area can converse normally, yet no one outside can hear your voices or any other noises from within, including language-dependent or sonic spell effects. This effect is centered on you and moves with you. Anyone who enters the zone immediately becomes subject to its effects, but those who leave are no longer affected. Note, however, that a successful DC 20 Linguistics check to read lips can still reveal what's said inside a zone of silence.