Index of Spells by Name Letters - P

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Pass without Trace
Transmutation 1 standard action PRPG-O
Will negates (harmless) - Yes (harmless) Drd 1, Rgr 1 V, S, DF
1 hour/level (D) Touch 6 hours
Targets: One creature/level touched

One subject/level leaves no tracks.

The subject or subjects of this spell do not leave footprints or a scent trail while moving. Tracking the subjects is impossible by nonmagical means.

Passwall
Transmutation 1 standard action PRPG-O
None - No Sor/Wiz 5 V, S, M
1 hour/level (D) Touch 6 hours
Effect: 5-ft.-by-8-ft. opening, 10 ft. deep plus 5 ft. deep per three additional levels

Creates passage through wood or stone wall.

You create a passage through wooden, plaster, or stone walls, but not through metal or other harder materials. The passage is 10 feet deep plus an additional 5 feet deep per three caster levels above 9th (15 feet at 12th, 20 feet at 15th, and a maximum of 25 feet deep at 18th level). If the wall's thickness is more than the depth of the passage created, then a single passwall simply makes a niche or short tunnel. Several passwall spells can then form a continuing passage to breach very thick walls. When passwall ends, creatures within the passage are ejected out the nearest exit. If someone dispels the passwall or you dismiss it, creatures in the passage are ejected out the far exit, if there is one, or out the sole exit if there is only one.

Permanency
Universal 2 rounds PRPG-O
None - No Sor/Wiz 5 V, S, M
Permanent; see text See text General
Target: See text

Makes certain spells permanent.

This spell makes the duration of certain other spells permanent. You first cast the desired spell and then follow it with the permanency spell.

Depending on the spell, you must be of a minimum caster level and must expend a specific gp value of diamond dust as a material component.

You can make the following spells permanent in regard to yourself.

SpellMinimum Caster LevelGP Cost
Arcane sight 11th7,500 gp
Comprehend languages 9th2,500 gp
Darkvision 10th5,000 gp
Detect magic 9th2,500 gp
Read magic 9th2,500 gp
See invisibility 10th5,000 gp
Tongues 11th7,500 gp

You cannot cast these spells on other creatures. This application of permanency can be dispelled only by a caster of higher level than you were when you cast the spell.

In addition to personal use, permanency can be used to make the following spells permanent on yourself, another creature, or an object (as appropriate).

SpellMinimum Caster LevelGP Cost
Enlarge person 9th2,500 gp
Magic fang9th2,500 gp
Magic fang, greater11th7,500 gp
Reduce person 9th2,500 gp
Resistance 9th2,500 gp
Telepathic bond 13th12,500 gp
*Only bonds two creatures per casting of permanency .

Additionally, the following spells can be cast upon objects or areas only and rendered permanent.

SpellMinimum Caster LevelGP Cost
Alarm 9th2,500 gp
Animate objects 14th15,000 gp
Dancing lights 9th2,500 gp
Ghost sound 9th2,500 gp
Gust of wind 11th7,500 gp
Invisibility 10th5,000 gp
Mage’s private sanctum 13th12,500 gp
Magic mouth10th5,000 gp
Phase door 15th17,500 gp
Prismatic sphere 17th22,500 gp
Prismatic wall 16th20,000 gp
Shrink item 11th7,500 gp
Solid fog 12th10,000 gp
Stinking cloud 11th7,500 gp
Symbol of death 16th20,000 gp
Symbol of fear 14th15,000 gp
Symbol of insanity 16th20,000 gp
Symbol of pain 13th12,500 gp
Symbol of persuasion 14th15,000 gp
Symbol of sleep 16th20,000 gp
Symbol of stunning 15th17,500 gp
Symbol of weakness 15th17,500 gp
Teleportation circle 17th22,500 gp
Wall of fire 12th10,000 gp
Wall of force 13th7,500 gp
Web 10th5,000 gp

Spells cast on other targets are vulnerable to dispel magic as normal. The GM may allow other spells to be made permanent.

Permanent Image
Illusion (Figment) 1 standard action PRPG-O
Will disbelief (if interacted with) - No Brd 6, Sor/Wiz 6 V, S, F
Permanent (D) Long 24 hours
Effect: Visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)

Permanent illusion, includes sight, sound, smell, and thermal effects.

This spell functions like silent image except that the figment includes visual, auditory, olfactory, and thermal elements, and the spell is permanent. By concentrating, you can move the image within the limits of the range, but it is static while you are not concentrating.

Persistent Image
Illusion (Figment) 1 standard action PRPG-O
Will disbelief (if interacted with) - No Brd 5, Sor/Wiz 5 V, S, F
1 min./level (D) Long 30 minutes
Effect: Visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)

As major image, but with no concentration required.

This spell functions like silent image except that the figment includes visual, auditory, olfactory, and thermal components, and the figment follows a script determined by you. The figment follows that script without your having to concentrate on it. The illusion can include intelligible speech if you wish.

Phantasmal Killer
Illusion (Phantasm) [Fear] [Mind-affecting] 1 standard action PRPG-O
Will disbelief, then Fortitude partial; see text - Yes Madness 6, Sor/Wiz 4 V, S
Instant Medium General
Target: One living creature

Fearsome illusion kills subject or deals 3d6 damage.

You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject's subconscious mind into something that its conscious mind can visualize: this most horrible beast. Only the spell's subject can see the phantasmal killer . You see only a vague shape. The target first gets a Will save to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save or die from fear. Even if the Fortitude save is successful, the subject takes 3d6 points of damage.

If the subject of a phantasmal killer attack succeeds in disbelieving and possesses telepathy or is wearing a helm of telepathy, the beast can be turned upon you. You must then disbelieve it or become subject to its deadly fear attack.

Phantom Steed
Conjuration (Creation) 10 minutes PRPG-O
None - No Brd 3, Sor/Wiz 3 V, S
1 hour/level (D) 0 ft. 6 hours
Effect: One quasi-real, horselike creature

Magic horse appears for 1 hour/level.

You conjure a Large, quasi-real, horselike creature (the exact coloration can be customized as you wish). It can be ridden only by you or by the one person for whom you specifically created the mount. A phantom steed has a black head and body, gray mane and tail, and smoke-colored, insubstantial hooves that make no sound. It has what seems to be a saddle, bit, and bridle. It does not fight, but animals shun it and refuse to attack it.

The mount is AC 18 (–1 size, +4 natural armor, +5 Dex) and 7 hit points + 1 hit point per caster level. If it loses all its hit points, the phantom steed disappears. A phantom steed has a speed of 20 feet per two caster levels, to a maximum of 100 feet at 10th level. It can bear its rider's weight plus up to 10 pounds per caster level.

These mounts gain certain powers according to caster level. A mount's abilities include those of mounts of lower caster levels.

8th Level : The mount can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed.

10th Level : The mount can use water walk at will (as the spell, no action required to activate this ability).

12th Level : The mount can use air walk at will (as the spell, no action required to activate this ability) for up to 1 round at a time, after which it falls to the ground.

14th Level : The mount can fly at its speed with a bonus on Fly skill checks equal to your caster level.

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.

Phase Door
Conjuration (Creation) 1 standard action PRPG-O
None - No Sor/Wiz 7, Travel 8 V
One usage per two levels Touch 12 hours
Effect: Ethereal 5-ft.-by-8-ft. opening, 10 ft. deep + 5 ft. deep per three levels

Creates an invisible passage through a barrier.

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.

Planar Ally (M)
Conjuration (Calling) [See Text] 10 minutes PRPG-O
None - No Clr 6 V, S, M, DF
Instant Close 24 hours
Effect: One or two called outsiders, totaling no more than 12 HD, which cannot be more than 30 ft. apart when they appear
Materials: Offerings worth 1,250 gp plus payment

As lesser planar ally, but up to 12 HD.

This spell functions like lesser planar ally, except you may call a single creature of 12 HD or less, or two creatures of the same kind whose HD total no more than 12. The creatures agree to help you and request your return payment together.

Greater Planar Ally (M)
Conjuration (Calling) [See Text] 10 minutes PRPG-O
None - No Clr 8 V, S, M, DF
Instant Close 24 hours
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.
Materials: Offerings worth 2,500 gp plus payment

As lesser planar ally, but up to 18 HD.

This spell functions like lesser planar ally, except you may call a single creature of 12 HD or less, or two creatures of the same kind whose HD total no more than 12. The creatures agree to help you and request your return payment together.

This spell functions like lesser planar ally, except that you may call 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. The creatures agree to help you and request your return payment together.

Lesser Planar Ally (M)
Conjuration (Calling) [See Text] 10 minutes PRPG-O
None - No Clr 4 V, S, M, DF
Instant Close 24 hours
Effect: One called outsider of 6 HD or less
Materials: Offerings worth 500 gp plus payment, see text

Exchange services with a 6 HD extraplanar creature.

This spell functions like lesser planar ally, except you may call a single creature of 12 HD or less, or two creatures of the same kind whose HD total no more than 12. The creatures agree to help you and request your return payment together.

This spell functions like lesser planar ally, except that you may call 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. The creatures agree to help you and request your return payment together.

By casting this spell, you request your deity to send you an outsider (of 6 HD or less) of the deity's choice. If you serve no particular deity, the spell is a general plea answered by a creature sharing your philosophical alignment. If you know an individual creature's name, you may request that individual by speaking the name during the spell (though you might get a different creature anyway).

You may ask the creature to perform one task in exchange for a payment from you. Tasks might range from the simple to the complex. You must be able to communicate with the creature called in order to bargain for its services.

The creature called requires a payment for its services. This payment can take a variety of forms, from donating gold or magic items to an allied temple, to a gift given directly to the creature, to some other action on your part that matches the creature's alignment and goals. Regardless, this payment must be made before the creature agrees to perform any services. The bargaining takes at least 1 round, so any actions by the creature begin in the round after it arrives.

A task taking up to 1 minute per caster level requires a payment of 100 gp per HD of the creature called. For a task taking up to 1 hour per caster level, the creature requires a payment of 500 gp per HD. A long-term task, one requiring up to 1 day per caster level, requires a payment of 1,000 gp per HD.

A nonhazardous task requires only half the indicated payment, while an especially hazardous task might require a greater gift. Few if any creatures will accept a task that seems suicidal (remember, a called creature actually dies when it is killed, unlike a summoned creature). However, if the task is strongly aligned with the creature's ethos, it may halve or even waive the payment.

At the end of its task, or when the duration bargained for expires, the creature returns to its home plane (after reporting back to you, if appropriate and possible).

Note : When you use a calling spell that calls an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

Planar Binding
Conjuration (Calling) [See Text] 10 minutes PRPG-O
Will negates - No and yes; see text Sor/Wiz 6 V, S
Instant Close 24 hours
Targets: Up to three elementals or outsiders, totaling no more than 12 HD, no two of which can be more than 30 ft. apart when they appear

As lesser planar binding, but up to 12 HD.

This spell functions like lesser planar binding except that you may call a single creature of 12 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 12. Each creature gets a saving throw, makes an independent attempt to escape, and must be individually persuaded to aid you.

Greater Planar Binding
Conjuration (Calling) [See Text] 10 minutes PRPG-O
Will negates - No and yes; see text Sor/Wiz 8 V, S
Instant Close 24 hours
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.

As lesser planar binding, but up to 18 HD.

This spell functions like lesser planar binding except that you may call a single creature of 12 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 12. Each creature gets a saving throw, makes an independent attempt to escape, and must be individually persuaded to aid you.

This spell functions like lesser planar binding except that you may call 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. Each creature gets a saving throw, makes an independent attempt to escape, and must be individually persuaded to aid you.

Lesser Planar Binding
Conjuration (Calling) [See Text] 10 minutes PRPG-O
Will negates - No and yes; see text Rune 5, Sor/Wiz 5 V, S
Instant Close ; see text 24 hours
Target: One elemental or outsider with 6 HD or less

Traps extraplanar creature of 6 HD or less until it performs a task.

This spell functions like lesser planar binding except that you may call a single creature of 12 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 12. Each creature gets a saving throw, makes an independent attempt to escape, and must be individually persuaded to aid you.

This spell functions like lesser planar binding except that you may call 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. Each creature gets a saving throw, makes an independent attempt to escape, and must be individually persuaded to aid you.

Casting this spell attempts a dangerous act: to lure a creature from another plane to a specifically prepared trap, which must lie within the spell's range. The called creature is held in the trap until it agrees to perform one service in return for its freedom.

To create the trap, you must use a magic circle spell, focused inward. The kind of creature to be bound must be known and stated. If you wish to call a specific individual, you must use that individual's proper name in casting the spell.

The target creature is allowed a Will saving throw. If the saving throw succeeds, the creature resists the spell. If the saving throw fails, the creature is immediately drawn to the trap (spell resistance does not keep it from being called). The creature can escape from the trap by successfully pitting its spell resistance against your caster level check, by dimensional travel, or with a successful Charisma check (DC 15 + 1/2 your caster level + your Charisma modifier). It can try each method once per day. If it breaks loose, it can flee or attack you. A dimensional anchor cast on the creature prevents its escape via dimensional travel. You can also employ a calling diagram (see magic circle against evil) to make the trap more secure.

If the creature does not break free of the trap, you can keep it bound for as long as you dare. You can attempt to compel the creature to perform a service by describing the service and perhaps offering some sort of reward. You make a Charisma check opposed by the creature's Charisma check. The check is assigned a bonus of +0 to +6 based on the nature of the service and the reward. If the creature wins the opposed check, it refuses service. New offers, bribes, and the like can be made or the old ones reoffered every 24 hours. This process can be repeated until the creature promises to serve, until it breaks free, or until you decide to get rid of it by means of some other spell. Impossible demands or unreasonable commands are never agreed to. If you ever roll a natural 1 on the Charisma check, the creature breaks free of the spell's effect and can escape or attack you.

Once the requested service is completed, the creature need only to inform you to be instantly sent back whence it came. The creature might later seek revenge. If you assign some open-ended task that the creature cannot complete through its own actions, the spell remains in effect for a maximum of 1 day per caster level, and the creature gains an immediate chance to break free (with the same chance to resist as when it was trapped). Note that a clever recipient can subvert some instructions.

When you use a calling spell to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

Plane Shift
Conjuration (Teleportation) 1 standard action PRPG-O
Will negates - Yes Clr 5, Sor/Wiz 7 V, S, F
Instant Touch General
Target: Creature touched, or up to eight willing creatures joining hands

As many as eight subjects travel to another plane.

You move yourself or some other creature to another plane of existence or alternate dimension. If several willing persons link hands in a circle, as many as eight can be affected by the plane shift at the same time. Precise accuracy as to a particular arrival location on the intended plane is nigh impossible. From the Material Plane, you can reach any other plane, though you appear 5 to 500 miles (5d%) from your intended destination. Plane shift transports creatures instantaneously and then ends. The creatures need to find other means if they are to travel back (including casting plane shift again).

Plant Growth
Transmutation 1 standard action PRPG-O
None - No Drd 3, Plant 3, Rgr 3 V, S, DF
Instant See text 24 hours
Target or Area: See text

Grows vegetation, improves crops.

Plant growth has different effects depending on the version chosen.

Overgrowth : This effect causes normal vegetation (grasses, briars, bushes, creepers, thistles, trees, vines, and so on) within long range (400 feet + 40 feet per caster level) to become thick and overgrown. The plants entwine to form a thicket or jungle that creatures must hack or force a way through. Speed drops to 5 feet, or 10 feet for Large or larger creatures. The area must have brush and trees in it for this spell to take effect. If this spell is cast on an area that is already affected by any spell or effect that enhances plants, such as entangle or wall of thorns any DC involved with these spells is increased by 4. This bonus is granted for 1 day after the casting of plant growth.

At your option, the area can be a 100-foot-radius circle, a 150-foot-radius semicircle, or a 200-foot-radius quarter circle.

You may designate places within the area that are not affected.

Enrichment : This effect targets plants within a range of a half-mile, raising their potential productivity over the course of the next year to one-third above normal.

Plant growth counters diminish plants .

This spell has no effect on plant creatures.

Plant Shape I
Transmutation (Polymorph) 1 standard action PRPG-O
- Sor/Wiz 5 V, S, M
1 min./level (D) Personal 30 minutes
Target: You

Turns you into a Small or Medium plant.

When you cast this spell you can assume the form of any Small or Medium 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 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.

Plant Shape II
Transmutation (Polymorph) 1 standard action PRPG-O
- Sor/Wiz 6 V, S, M
1 min./level (D) Personal 30 minutes
Target: You

Turns you into a Large plant creature.

When you cast this spell you can assume the form of any Small or Medium 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 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.

This spell functions as plant shape I except that it also allows you to assume the form of a Large creature of the plant type. 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.

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.

Plant Shape III
Transmutation (Polymorph) 1 standard action PRPG-O
- Sor/Wiz 7 V, S, M
1 min./level (D) Personal 30 minutes
Target: You

Turns you into a Huge plant.

When you cast this spell you can assume the form of any Small or Medium 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 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.

This spell functions as plant shape I except that it also allows you to assume the form of a Large creature of the plant type. 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.

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.

This spell functions as plant shape II except that it also 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.

Poison
Necromancy 1 standard action PRPG-O
Fortitude negates; see text - Yes Clr 4, Drd 3 V, S, DF
Instant; see text Touch General
Target: Living creature touched

Touch deals 1d3 Con damage 1/round for 6 rounds.

Calling upon the venomous powers of natural predators, you infect the subject with a horrible poison by making a successful melee touch attack. This poison deals 1d3 Constitution damage per round for 6 rounds. Poisoned creatures can make a Fortitude save each round to negate the damage and end the affliction.

Polar Ray
Evocation [Cold] 1 standard action PRPG-O
None - Yes Sor/Wiz 8 V, S, F
Instant Medium General
Effect: Ray

Ranged touch attack deals 1d6/level cold damage and 1d4 points of Dexterity drain.

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.

Polymorph
Transmutation (Polymorph) 1 standard action PRPG-O
Will negates (harmless) - Yes (harmless) Adp 4, Sor/Wiz 5 V, S, M
1 min/level (D) Touch 30 minutes
Target: Living creature touched

Gives one willing subject a new form.

This spell transforms a willing creature into an animal, humanoid or elemental 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 or magical beast, the spell functions as beast shape II . If the form is that of an elemental, the spell functions as elemental body I If the form is that of a humanoid, the spell functions as alter self . The subject may choose to resume its normal form as a full-round action; doing so ends the spell for that subject.

Polymorph Any Object
Transmutation (Polymorph) 1 standard action PRPG-O
Fortitude negates (object); see text - Yes (object) Sor/Wiz 8 V, S, M/DF
FactorDurationExample Close 12 hours
Target: One creature, or one nonmagical object of up to 100 cu. ft./level

Changes a subject into anything else.

This spell functions like greater 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.

020 minutesPebble to human
21 hourMarionette to human
43 hoursHuman to marionette
512 hoursLizard to manticore
62 daysSheep to wool coat
71 weekShrew to manticore
9+PermanentManticore 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, stone to flesh, transmute mud to rock, transmute metal to wood or transmute rock to mud

Greater Polymorph
Transmutation (Polymorph) 1 standard action PRPG-O
Will negates (harmless) - Yes (harmless) Sor/Wiz 7 V, S, M
1 min/level (D) Touch 30 minutes
Target: Living creature touched

Gives one willing subject a new, more powerful form.

This spell transforms a willing creature into an animal, humanoid or elemental 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 or magical beast, the spell functions as beast shape II . If the form is that of an elemental, the spell functions as elemental body I If the form is that of a humanoid, the spell functions as alter self . The subject may choose to resume its normal form as a full-round action; doing so ends the spell for that subject.

This spell functions as polymorph except that it allows the creature to take on the form of a dragon or plant creature. If you use this spell to cause the target to take on the form of an animal or magical beast, it functions as beast shape IV . If the form is that of an elemental, the spell functions as elemental body III If the form is that of a humanoid, the spell functions as alter self . If the form is that of a plant, the spell functions as plant shape II If the form is that of a dragon, the spell functions as form of the dragon I The subject may choose to resume its normal form as a full-round action; doing so ends the spell.

Power Word Blind
Enchantment (Compulsion) [Mind-affecting] 1 standard action PRPG-O
None - Yes Darkness 7, Sor/Wiz 7, War 7 V
See text Close General
Target: One creature with 200 hp or less

Blinds 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 PointsDuration
50 or lessPermanent
51–1001d4+1 minutes
101–2001d4+1 rounds
Power Word Kill
Enchantment (Compulsion) [Death] [Mind-affecting] 1 standard action PRPG-O
None - Yes Sor/Wiz 9, War 9 V
Instant Close General
Target: One living creature with 100 hp or less

Kills 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 .

Power Word Stun
Enchantment (Compulsion) [Mind-affecting] 1 standard action PRPG-O
None - Yes Sor/Wiz 8, War 8 V
See text Close General
Target: One creature with 150 hp or less

Stuns creature with 150 hp or less.

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 PointsDuration
50 or less4d4 rounds
51–1002d4 rounds
101–1501d4 rounds
Prayer
Enchantment (Compulsion) [Mind-affecting] 1 standard action PRPG-O
None - Yes Clr 3, Community 3, Pal 3 V, S, DF
1 round/level 40 ft. 5 minutes
Area: All allies and foes within a 40-ft.-radius burst centered on you

Allies get +1 bonus on most rolls, enemies –1 penalty.

You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a –1 penalty on such rolls.

Prestidigitation
Universal 1 standard action PRPG-O
See text - No Brd 0, Sor/Wiz 0 V, S
1 hour 10 ft. General
Target, Effect, or Area: See text

Performs minor tricks.

Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal 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, 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.

Prismatic Sphere
Abjuration 1 standard action PRPG-O
See text - See text Artifice 9, Protection 9, Sor/Wiz 9, Sun 9 V, S
10 min./level (D) 10 ft. General
Effect: 10-ft.-radius sphere centered on you

As prismatic wall, but surrounds on all sides.

This spell functions like prismatic wall except you conjure up an immobile, opaque globe of shimmering, multicolored light that surrounds you and protects you 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 × 10 minutes.

You can pass into and out of the prismatic sphere and remain near it without harm. When you're inside it, however, the sphere 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.

The colors of the sphere have the same effects as the colors of a prismatic wall

Prismatic sphere can be made permanent with a permanency spell.

Prismatic Spray
Evocation 1 standard action PRPG-O
See text - Yes Sor/Wiz 7 V, S
Instant 60 ft. General
Area: Cone-shaped burst

Rays hit subjects with variety of effects.

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.

1d8Color of Beam
1Red20 points fire damage (Reflex half)
2Orange40 points acid damage (Reflex half)
3Yellow80 points electricity damage (Reflex half)
4GreenPoison (Frequency 1/rd. for 6 rd.; Init. effect death; Sec. effect 1 Con/rd.; Cure 2 consecutive Fort saves)*
5BlueFlesh to stone (Fortitude negates)
6IndigoInsane, as insanity spell (Will negates)
7VioletSent to another plane (Will negates)
8Struck by two raysRoll twice more, ignoring any "8" results
* See poisons.
Prismatic Wall
Abjuration 1 standard action PRPG-O
See text - See text Sor/Wiz 8 V, S
10 min./level (D) Close General
Effect: Wall 4 ft./level wide, 2 ft./level high

Wall's colors have array of effects.

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 cancellationor 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.

Prismatic Wall
OrderColorEffect of ColorNegated by
1stRedStops nonmagical ranged weapons.
Deals 20 points of fire damage (Reflex half).
Cone of cold
2ndOrangeStops magical ranged weapons.
Deals 40 points of acid damage (Reflex half).
Gust of wind
3rdYellowStops poisons, gases, and petrification.
Deals 80 points of electricity damage (Reflex half).
Disintegrate
4thGreenStops breath weapons.
Poison (frequency: 1/rd. for 6 rd.; init. effect: death, sec. effect: 1 Con/rd.; cure 2 consecutive Fort saves).
Passwall
5thBlueStops divination and mental attacks.
Turned to stone (Fortitude negates).
Magic missile
6thIndigoStops all spells.
Will save or become insane (as insanity spell).
Daylight
7thVioletEnergy 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).
Produce Flame
Evocation [Fire] 1 standard action PRPG-O
None - Yes Drd 1, Fire 2 V, S
1 min./level (D) 0 ft. General
Effect: Flame in your palm

1d6 damage + 1/level, touch or thrown.

Flames as bright as a torch appear in your open hand. The flames harm neither you nor your equipment.

In addition to providing illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee touch attack, dealing fire damage equal to 1d6 + 1 point per caster level (maximum +5). Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves.

This spell does not function underwater.

Programmed Image (M)
Illusion (Figment) 1 standard action PRPG-O
Will disbelief (if interacted with) - No Brd 6, Sor/Wiz 6 V, S, M
Permanent until triggered, then 1 round/level Long 12 hours
Effect: Visual figment that cannot extend beyond a 20-ft. cube + one 10-ft. cube/level (S)
Materials: Fleece and jade dust worth 25 gp

As major image, plus triggered by event.

This spell functions like silent image except that this spell's figment activates when a specific condition occurs. The figment includes visual, auditory, olfactory, and thermal elements, including intelligible speech.

You set 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.

Project Image (M)
Illusion (Shadow) 1 standard action PRPG-O
Will disbelief (if interacted with) - No Brd 6, Sor/Wiz 7 V, S, M
1 round/level (D) Medium General
Effect: One shadow duplicate
Materials: A small replica of you worth 5 gp

Illusory double can talk and cast spells.

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 or a similar spell that breaks your line of effect, even momentarily, the spell ends.

Protection from Arrows
Abjuration 1 standard action PRPG-O
Will negates (harmless) - Yes (harmless) Sor/Wiz 2 V, S, F
1 hour/level or until discharged Touch 6 hours
Target: Creature touched

Subject gains DR 10/magic against ranged attacks.

The warded creature gains resistance to ranged weapons. The subject gains damage reduction 10/magic against ranged weapons. This spell doesn't grant you the ability to damage creatures with similar damage reduction. 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] 1 standard action PRPG-O
Will negates (harmless) - No; see text Adp 1, Clr 1, Law 1, Pal 1, Sor/Wiz 1 V, S, M/DF
1 min./level (D) Touch 5 minutes
Target: Creature touched

+2 to AC and saves, plus additional protection against selected alignment.

This spell functions like protection from evil, except that the deflection and resistance bonuses apply to attacks made by chaotic creatures. The target receives a new saving throw against control by chaotic creatures and chaotic summoned creatures cannot touch the target.

Protection from Energy
Abjuration 1 standard action PRPG-O
Fortitude negates (harmless) - Yes (harmless) Clr 3, Drd 3, Luck 3, Protection 3, Rgr 2, Sor/Wiz 3 V, S, DF
10 min./level or until discharged Touch 1 hour
Target: Creature touched

Absorbs 12 points/level of damage from one kind of energy.

Protection from energy grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). When the spell absorbs 12 points per caster level of energy damage (to a maximum of 120 points at 10th level), it is discharged.

Protection from energy overlaps (and does not stack with) resist energy If a character is warded by protection from energy and resist energy the protection spell absorbs damage until its power is exhausted.

Protection from Evil
Abjuration [Good] 1 standard action PRPG-O
Will negates (harmless) - No; see text Adp 1, Clr 1, Good 1, Pal 1, Sor/Wiz 1 V, S, M/DF
1 min./level (D) Touch 5 minutes
Target: Creature touched

+2 to AC and saves, plus additional protection against selected alignment.

This spell wards a creature from attacks by evil creatures, from mental control, and from summoned 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 gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.

Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion.

Third, the spell prevents bodily contact by evil summoned 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. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned 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] 1 standard action PRPG-O
Will negates (harmless) - No; see text Adp 1, Clr 1, Evil 1, Sor/Wiz 1 V, S, M/DF
1 min./level (D) Touch 5 minutes
Target: Creature touched

+2 to AC and saves, plus additional protection against selected alignment.

This spell functions like protection from evil, except that the deflection and resistance bonuses apply to attacks made by good creatures. The target receives a new saving throw against control by good creatures and good summoned creatures cannot touch the target.

Protection from Law
Abjuration [Chaotic] 1 standard action PRPG-O
Will negates (harmless) - No; see text Adp 1, Chaos 1, Clr 1, Sor/Wiz 1 V, S, M/DF
1 min./level (D) Touch 5 minutes
Target: Creature touched

+2 to AC and saves, plus additional protection against selected alignment.

This spell functions like protection from evil, except that the deflection and resistance bonuses apply to attacks made by lawful creatures. The target receives a new saving throw against control by lawful creatures and lawful summoned creatures cannot touch the target.

Protection from Spells (M) (F)
Abjuration 1 standard action PRPG-O
Will negates (harmless) - Yes (harmless) Magic 8, Sor/Wiz 8 V, S, M, F
10 min./level Touch 4 hours
Targets: Up to one creature touched per four levels
Focus: 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.
Materials: Diamond worth 500 gp

Confers +8 resistance bonus.

The subject gains a +8 resistance bonus on saving throws against spells and spell-like abilities (but not against supernatural and extraordinary abilities).

Prying Eyes
Divination 1 minute PRPG-O
None - No Sor/Wiz 5 V, S, M
1 hour/level; see text (D) 1 mile General
Effect: 10 or more levitating eyes

1d4 + 1/level floating eyes scout for you.

You create a number of semitangible, visible magical orbs (called "eyes") equal to 1d4 + your caster level. These eyes move out, scout around, and return as you direct them when casting the spell. Each eye can see 120 feet (normal vision only) in all directions.

While the individual eyes are quite fragile, they're small and difficult to spot. Each eye is a Fine construct, about the size of a small apple, that has 1 hit point, AC 18 (+8 bonus for its size), flies at a speed of 30 feet with a +20 bonus on Fly skill checks and a +16 bonus on Stealth skill checks. It has a Perception modifier equal to your caster level (maximum +15) and is subject to illusions, darkness, fog, and any other factors that affect your ability to receive visual information about your surroundings. An eye traveling in darkness must find its way by touch.

When you create the eyes, you specify instructions you want them to follow in a command of no more than 25 words. Any knowledge you possess is known by the eyes as well.

In order to report their findings, the eyes must return to your hand. Each replays in your mind all it has seen during its existence. It takes an eye 1 round to replay 1 hour of recorded images. After relaying its findings, an eye disappears.

If an eye ever gets more than 1 mile away from you, it instantly ceases to exist. However, your link with the eye is such that you won't know if the eye was destroyed because it wandered out of range or because of some other event.

The eyes exist for up to 1 hour per caster level or until they return to you. Dispel magic can destroy eyes. Roll separately for each eye caught in an area dispel. Of course, if an eye is sent into darkness, it could hit a wall or similar obstacle and destroy itself.

Greater Prying Eyes
Divination 1 minute PRPG-O
None - No Sor/Wiz 8 V, S, M
1 hour/level; see text (D) 1 mile General
Effect: 10 or more levitating eyes

As prying eyes, but eyes have true seeing.

You create a number of semitangible, visible magical orbs (called "eyes") equal to 1d4 + your caster level. These eyes move out, scout around, and return as you direct them when casting the spell. Each eye can see 120 feet (normal vision only) in all directions.

While the individual eyes are quite fragile, they're small and difficult to spot. Each eye is a Fine construct, about the size of a small apple, that has 1 hit point, AC 18 (+8 bonus for its size), flies at a speed of 30 feet with a +20 bonus on Fly skill checks and a +16 bonus on Stealth skill checks. It has a Perception modifier equal to your caster level (maximum +15) and is subject to illusions, darkness, fog, and any other factors that affect your ability to receive visual information about your surroundings. An eye traveling in darkness must find its way by touch.

When you create the eyes, you specify instructions you want them to follow in a command of no more than 25 words. Any knowledge you possess is known by the eyes as well.

In order to report their findings, the eyes must return to your hand. Each replays in your mind all it has seen during its existence. It takes an eye 1 round to replay 1 hour of recorded images. After relaying its findings, an eye disappears.

If an eye ever gets more than 1 mile away from you, it instantly ceases to exist. However, your link with the eye is such that you won't know if the eye was destroyed because it wandered out of range or because of some other event.

The eyes exist for up to 1 hour per caster level or until they return to you. Dispel magic can destroy eyes. Roll separately for each eye caught in an area dispel. Of course, if an eye is sent into darkness, it could hit a wall or similar obstacle and destroy itself.

This spell functions like prying eyes except that the eyes can see all things as they actually are, just as if they had true seeing with a range of 120 feet. Thus, they can navigate darkened areas at normal speed. Also, a greater prying eye 's maximum Perception modifier is +25 instead of +15.

Purify Food and Drink
Transmutation 1 standard action PRPG-O
Will negates (object) - Yes (object) Adp 0, Clr 0, Drd 0 V, S
Instant 10 ft. 5 minutes
Target: 1 cu. ft./level of contaminated food and water

Purifies 1 cu. ft./level of food or water.

This spell makes spoiled, rotten, diseased, 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. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.

Pyrotechnics
Transmutation 1 standard action PRPG-O
Will negates or Fortitude negates; see text - Yes or no; see text Brd 2, Sor/Wiz 2 V, S, M
1d4+1 rounds, or 1d4+1 rounds after creatures leave the smoke cloud; see text Long General
Target: One fire source, up to a 20-ft. cube

Turns fire into blinding light or thick smoke.

Pyrotechnics turns a fire into a burst of blinding fireworks or a thick cloud of choking smoke, depending on your choice. 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 used as a source takes 1 point of damage per caster level.

Fireworks : The fireworks are a flashing, fiery, momentary burst of glowing, colored aerial lights. This effect causes creatures within 120 feet of the fire source to become blinded for 1d4+1 rounds (Will negates). These creatures must have line of sight to the fire to be affected. Spell resistance can prevent blindness.

Smoke Cloud : A stream of smoke billows out from the fire, forming a choking cloud that 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 take –4 penalties to Strength and Dexterity (Fortitude negates). These effects last for 1d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud. Spell resistance does not apply.