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School | Casting Time | Source Book | ||||||||||||||||||||
Save - Res | Level | Comps | ||||||||||||||||||||
Dur | Range | Recharge | ||||||||||||||||||||
Effect | ||||||||||||||||||||||
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Description | ||||||||||||||||||||||
Full Description | ||||||||||||||||||||||
Acid Arrow | ||||||||||||||||||||||
Conjuration (Creation) [Acid] | 1 standard action | PRPG-O | ||||||||||||||||||||
None - No | Sor/Wiz 2 | V, S, M, F | ||||||||||||||||||||
1 round + 1 round per three levels | Long | General | ||||||||||||||||||||
Effect: One arrow of acid | ||||||||||||||||||||||
Ranged touch attack; 2d4 damage for 1 round + 1 round/three levels. |
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An arrow of acid springs from your hand and speeds to its target. You must succeed on a ranged touch attack to hit your target. The arrow deals 2d4 points of acid damage with no splash damage. For every three caster levels you possess, the acid, unless neutralized, lasts for another round (to a maximum of 6 additional rounds at 18th level), dealing another 2d4 points of damage in each round. |
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Acid Fog | ||||||||||||||||||||||
Conjuration (Creation) [Acid] | 1 standard action | PRPG-O | ||||||||||||||||||||
None - No | Sor/Wiz 6 | V, S, M | ||||||||||||||||||||
1 round/level | Medium | General | ||||||||||||||||||||
Effect: Fog spreads in 20-ft. radius, 20 ft. high | ||||||||||||||||||||||
Fog deals acid damage. |
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Acid fog creates a billowing mass of misty vapors like the solid fog spell. In addition to slowing down creatures and obscuring sight, this spell's vapors are highly acidic. Each round on your turn, starting when you cast the spell, the fog deals 2d6 points of acid damage to each creature and object within it. |
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Acid Splash | ||||||||||||||||||||||
Conjuration (Creation) [Acid] | 1 standard action | PRPG-O | ||||||||||||||||||||
None - No | Sor/Wiz 0 | V, S | ||||||||||||||||||||
Instant | Close | General | ||||||||||||||||||||
Effect: One missile of acid | ||||||||||||||||||||||
Orb deals 1d3 acid damage. |
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You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage. This acid disappears after 1 round. |
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Aid | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
None - Yes (harmless) | Adp 2, Clr 2, Luck 2 | V, S, DF | ||||||||||||||||||||
1 min./level | Touch | 5 minutes | ||||||||||||||||||||
Target: Living creature touched | ||||||||||||||||||||||
+1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10). |
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Aid grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+10 temporary hit points at caster level 10th). |
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Animal Messenger | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 minute | PRPG-O | ||||||||||||||||||||
None; see text - Yes | Brd 2, Drd 2, Rgr 1 | V, S, M | ||||||||||||||||||||
1 day/level | Close | 6 hours | ||||||||||||||||||||
Target: One Tiny animal | ||||||||||||||||||||||
Sends a Tiny animal to a specific place. |
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You compel a Tiny animal to go to a spot you designate. The most common use for this spell is to get an animal to carry a message to your allies. The animal cannot be one tamed or trained by someone else, including such creatures as familiars and animal companions. Using some type of food desirable to the animal as a lure, you call the animal to you. It advances and awaits your bidding. You can mentally impress on the animal a certain place well known to you or an obvious landmark. The directions must be simple, because the animal depends on your knowledge and can't find a destination on its own. You can attach a small item or note to the messenger. The animal then goes to the designated location and waits there until the duration of the spell expires, whereupon it resumes its normal activities. During this period of waiting, the messenger allows others to approach it and remove any scroll or token it carries. The intended recipient gains no special ability to communicate with the animal or read any attached message (if it's written in a language he doesn't know, for example). |
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Animal Trance | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] [Sonic] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Adp 2, Brd 2, Drd 2 | V, S | ||||||||||||||||||||
Concentration | Close | General | ||||||||||||||||||||
Targets: Animals or magical beasts with Intelligence 1 or 2 | ||||||||||||||||||||||
Fascinates 2d6 HD of animals. |
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Your swaying motions and music (or singing, or chanting) compel animals and magical beasts to do nothing but watch you. Only a creature with an Intelligence score of 1 or 2 can be fascinated by this spell. Roll 2d6 to determine the total number of HD worth of creatures that you fascinate. The closest targets are selected first until no more targets within range can be affected. |
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Antipathy | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 hour | PRPG-O | ||||||||||||||||||||
Will partial - Yes | Drd 9, Sor/Wiz 8 | V, S, M/DF | ||||||||||||||||||||
2 hours/level (D) | Close | General | ||||||||||||||||||||
Target: One location (up to a 10-ft. cube/level) or one object | ||||||||||||||||||||||
Object or location affected by spell repels certain creatures. |
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You cause an object or location to emanate magical vibrations that repel either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you. The kind of creature to be affected must be named specifically. A creature subtype is not specific enough. Likewise, the specific alignment to be repelled must be named. Creatures of the designated kind or alignment feel an urge to leave the area or to avoid the affected item. A compulsion forces them to abandon the area or item, shunning it and never willingly returning to it while the spell is in effect. A creature that makes a successful saving throw can stay in the area or touch the item but feels uncomfortable doing so. This distracting discomfort reduces the creature's Dexterity score by 4 points. Antipathy counters and dispels sympathy . |
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Bane | ||||||||||||||||||||||
Enchantment (Compulsion) [Fear] [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Clr 1 | V, S, DF | ||||||||||||||||||||
1 min./level | 50 ft. | General | ||||||||||||||||||||
Area: 50-ft.-radius burst, centered on you | ||||||||||||||||||||||
Enemies take –1 on attack rolls and saves against fear. |
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Bane fills your enemies with fear and doubt. Each affected creature takes a –1 penalty on attack rolls and a –1 penalty on saving throws against fear effects. Bane counters and dispels bless . |
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Binding (M) | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 minute | PRPG-O | ||||||||||||||||||||
Will negates; see text - Yes | Sor/Wiz 8 | V, S, M | ||||||||||||||||||||
See text (D) | Close | General | ||||||||||||||||||||
Target: One living creature | ||||||||||||||||||||||
Materials: Opals worth 500 gp per HD of the target creature, plus other components as specified below | ||||||||||||||||||||||
Utilizes an array of techniques to imprison a creature. |
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A binding spell creates a magical restraint to hold a creature. The target gets an initial saving throw only if its Hit Dice equal at least half your caster level. You may have as many as six assistants help you with the spell. For each assistant who casts suggestion, your caster level for this casting of binding increases by 1. For each assistant who casts dominate animal or dominate monster your caster level for this casting of binding increases by a number equal to a third of that assistant's level, provided that the spell's target is appropriate for a binding spell. Since the assistants' spells are cast simply to improve your caster level for the purpose of the binding spell, saving throws and spell resistance against the assistants' spells are irrelevant. Your caster level determines whether the target gets an initial Will saving throw and how long the binding lasts. All binding spells are dismissible. Regardless of the version of binding you cast, you can specify triggering conditions that end the spell and release the creature whenever they occur. These triggers can be as simple or elaborate as you desire, but the condition must be reasonable and have a likelihood of coming to pass. The conditions 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, Hit Dice, or hit points don't qualify. Once the spell is cast, its triggering conditions cannot be changed. Setting a release condition increases the save DC (assuming a saving throw is allowed) by 2. If you cast any of the first three versions of binding (those with limited durations), you may cast additional binding spells to prolong the effect, overlapping the durations. If you do so, the target gets a saving throw at the end of the first spell's duration, even if your caster level was high enough to disallow an initial saving throw. If the creature's save succeeds, all binding spells it has received are broken. The binding spell has six versions. Choose one of the following versions when you cast the spell. Chaining : The subject is confined by restraints that generate an antipathy spell affecting all creatures who approach the subject, except you. The duration is 1 year per caster level. The subject of this form of binding is confined to the spot it occupied when it received the spell. Casting this version requires a chain that is long enough to wrap around the creature three times. Slumber : This version causes the subject to become comatose for as long as 1 year per caster level. The subject does not need to eat or drink while slumbering, nor does it age. This form of binding is slightly easier to resist. Reduce the spell's save DC by 1. Casting this version requires a jar of sand or rose petals. This is a sleep effect. Bound Slumber : This combination of chaining and slumber lasts for as long as 1 month per caster level. Reduce the save DC by 2. Casting this version requires both a long chain and a jar of sand or rose petals. This is a sleep effect. Hedged Prison : The subject is transported to or otherwise brought within a confined area from which it cannot wander by any means. This effect is permanent. Reduce the save DC by 3. Casting this version requires a tiny golden cage worth 100 gp that is consumed when the spell is cast. Metamorphosis : The subject assumes gaseous form, except for its head or face. It is held harmless in a jar or other container, which may be transparent if you so choose. The creature remains aware of its surroundings and can speak, but it cannot leave the container, attack, or use any of its powers or abilities. The binding is permanent. The subject does not need to breathe, eat, or drink while metamorphosed, nor does it age. Reduce the save DC by 4. Minimus Containment : The subject is shrunk to a height of 1 inch or less and held within some gem, jar, or similar object. The binding is permanent. The subject does not need to breathe, eat, or drink while contained, nor does it age. Reduce the save DC by 4. You can't dispel a binding spell with dispel magic or a similar effect, though an antimagic field or mage's disjunction affects it normally. A bound extraplanar creature cannot be sent back to its home plane by dismissal or a similar effect. |
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Blade Barrier | ||||||||||||||||||||||
Evocation [Force] | 1 standard action | PRPG-O | ||||||||||||||||||||
Reflex half or Reflex negates; see text - Yes | Clr 6, Good 6, War 6 | V, S | ||||||||||||||||||||
1 min./level (D) | Medium | General | ||||||||||||||||||||
Effect: Wall of whirling blades up to 20 ft. long/level, or a ringed wall of whirling blades with a radius of up to 5 ft. per two levels; either form is 20 ft. high | ||||||||||||||||||||||
Wall of blades deals 1d6/level damage. |
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An immobile, vertical curtain of whirling blades shaped of pure force springs into existence. Any creature passing through the wall takes 1d6 points of damage per caster level (maximum 15d6), with a Reflex save for half damage. If you evoke the barrier so that it appears where creatures are, each creature takes damage as if passing through the wall. Each such creature can avoid the wall (ending up on the side of its choice) and thus take no damage by making a successful Reflex save. A blade barrier provides cover (+4 bonus to AC, +2 bonus on Reflex saves) against attacks made through it. |
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Blasphemy | ||||||||||||||||||||||
Evocation [Evil] [Sonic] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will partial - Yes | Clr 7, Evil 7 | V | ||||||||||||||||||||
Instant | 40 ft. | General | ||||||||||||||||||||
Area: Nonevil creatures in a 40-ft.-radius spread centered on you | ||||||||||||||||||||||
Kills, paralyzes, weakens, or dazes nonevil subjects. |
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Any nonevil creature within the area of a blasphemy spell suffers the following ill effects.
The effects are cumulative and concurrent. A successful Will save reduces or eliminates these effects. Creatures affected by multiple effects make only one save and apply the result to all the effects. Dazed : The creature can take no actions for 1 round, though it defends itself normally. Save negates. Weakened : The creature's Strength score decreases by 2d6 points for 2d4 rounds. Save for half. Paralyzed: The creature is paralyzed and helpless for 1d10 minutes. Save reduces the paralyzed effect to 1 round. Killed : Living creatures die. Undead creatures are destroyed. Save negates. If the save is successful, the creature instead takes 3d6 points of damage + 1 point per caster level (maximum +25). Furthermore, if you are on your home plane when you cast this spell, nonevil extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the blasphemy or not. The banishment effect allows a Will save (at a –4 penalty) to negate. Creatures whose Hit Dice exceed your caster level are unaffected by blasphemy. |
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Bless | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
None - Yes (harmless) | Adp 1, Clr 1, Community 1, Pal 1 | V, S, DF | ||||||||||||||||||||
1 min./level | 50 ft. | 30 minutes | ||||||||||||||||||||
Area: The caster and all allies within a 50-ft. burst, centered on the caster | ||||||||||||||||||||||
Allies gain +1 on attack rolls and saves against fear. |
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Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects. Bless counters and dispels bane . |
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Call Lightning | ||||||||||||||||||||||
Evocation [Electricity] | 1 round | PRPG-O | ||||||||||||||||||||
Reflex half - Yes | Drd 3, Weather 3 | V, S | ||||||||||||||||||||
1 min./level | Medium | General | ||||||||||||||||||||
Effect: One or more 30-ft.-long vertical lines of lightning | ||||||||||||||||||||||
Calls down lightning bolts (3d6 per bolt) from sky. |
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Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points of electricity damage. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell's range (measured from your position at the time). Any creature in the target square or in the path of the bolt is affected. You need not call a bolt of lightning immediately; other actions, even spellcasting, can be performed first. Each round after the first you may use a standard action (concentrating on the spell) to call a bolt. You may call a total number of bolts equal to your caster level (maximum 10 bolts). If you are outdoors and in a stormy area—a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental of at least Large size)—each bolt deals 3d10 points of electricity damage instead of 3d6. This spell functions indoors or underground but not underwater. |
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Call Lightning Storm | ||||||||||||||||||||||
Evocation [Electricity] | 1 round | PRPG-O | ||||||||||||||||||||
Reflex half - Yes | Drd 5 | V, S | ||||||||||||||||||||
1 min./level | Long | General | ||||||||||||||||||||
Effect: One or more 30-ft.-long vertical lines of lightning | ||||||||||||||||||||||
As call lightning, but 5d6 damage per bolt. |
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This spell functions like call lightning, except that each bolt deals 5d6 points of electricity damage (or 5d10 if created outdoors in a stormy area), and you may call a maximum of 15 bolts. |
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Calm Animals | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Animal 1, Drd 1, Rgr 1 | V, S | ||||||||||||||||||||
1 min./level | Close | General | ||||||||||||||||||||
Targets: Animals within 30 ft. of each other | ||||||||||||||||||||||
Calms 2d4 + level HD of animals. |
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This spell soothes and quiets animals, rendering them docile and harmless. Only ordinary animals (those with Intelligence scores of 1 or 2) can be affected by this spell. All the subjects must be of the same kind, and no two may be more than 30 feet apart. The maximum number of HD of animals you can affect is equal to 2d4 + caster level. The affected creatures remain where they are and do not attack or flee. They are not helpless and defend themselves normally if attacked. Any threat breaks the spell on the threatened creatures. |
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Calm Emotions | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Brd 2, Charm 2, Clr 2 | V, S, DF | ||||||||||||||||||||
Concentration, up to 1 round/level (D) | Medium | General | ||||||||||||||||||||
Area: Creatures in a 20-ft.-radius spread | ||||||||||||||||||||||
Calms creatures, negating emotion effects. |
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This spell calms agitated creatures. You have no control over the affected creatures, but calm emotions can stop raging creatures from fighting or joyous ones from reveling. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive. Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures. This spell automatically suppresses (but does not dispel) any morale bonuses granted by spells such as bless and rage and also negates a bard's ability to inspire courage or a barbarian's rage ability. It also suppresses any fear effects and removes the confusedcondition from all targets. While the spell lasts, a suppressed spell, condition, or effect has no effect. When the calm emotions spell ends, the original spell or effect takes hold of the creature again, provided that its duration has not expired in the meantime. |
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Cause Fear | ||||||||||||||||||||||
Necromancy [Fear] [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will partial - Yes | Adp 1, Brd 1, Clr 1, Death 1, Sor/Wiz 1 | V, S | ||||||||||||||||||||
1d4 rounds or 1 round; see text | Close | General | ||||||||||||||||||||
Target: One living creature with 5 or fewer HD | ||||||||||||||||||||||
One creature of 5 HD or less flees for 1d4 rounds. |
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The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more HD are immune to this effect. Cause fear counters and dispels remove fear . |
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Chain Lightning | ||||||||||||||||||||||
Evocation [Electricity] | 1 standard action | PRPG-O | ||||||||||||||||||||
Reflex half - Yes | Air 6, Sor/Wiz 6 | V, S, F | ||||||||||||||||||||
Instant | Long | General | ||||||||||||||||||||
Targets: One primary target, plus one secondary target/level (each of which must be within 30 ft. of the primary target) | ||||||||||||||||||||||
1d6/level damage and 1 secondary bolt/level. |
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This spell creates an electrical discharge that begins as a single stroke commencing from your fingertips. Unlike lightning bolt, chain lightning strikes one object or creature initially, then arcs to other targets. The bolt deals 1d6 points of electricity damage per caster level (maximum 20d6) to the primary target. After it strikes, lightning can arc to a number of secondary targets equal to your caster level (maximum 20). The secondary bolts each strike one target and deal as much damage as the primary bolt. Each target can attempt a Reflex saving throw for half damage. The Reflex DC to halve the damage of the secondary bolts is 2 lower than the DC to halve the damage of the primary bolt. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum. |
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Chaos Hammer | ||||||||||||||||||||||
Evocation [Chaotic] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will partial; see text - Yes | Chaos 4, Clr 4 | V, S | ||||||||||||||||||||
Instant (1d6 rounds); see text | Medium | General | ||||||||||||||||||||
Area: 20-ft.-radius burst | ||||||||||||||||||||||
Harms and slows lawful creatures (1d8 damage/2 levels). |
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You unleash chaotic power to smite your enemies. The power takes the form of a multicolored explosion of leaping, ricocheting energy. Only lawful and neutral (not chaotic) creatures are harmed by the spell. The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to lawful creatures (or 1d6 points of damage per caster level, maximum 10d6, to lawful outsiders) and slows them for 1d6 rounds (see the slow spell). A successful Will save reduces the damage by half and negates the slow effect. The spell deals only half damage against creatures who are neither lawful nor chaotic, and they are not slowed. Such a creature can reduce the damage by half again (down to one-quarter) with a successful Will save. |
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Charm Animal | ||||||||||||||||||||||
Enchantment (Charm) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Drd 1, Rgr 1 | V, S | ||||||||||||||||||||
1 hour/level | Close | 1 hour | ||||||||||||||||||||
Target: One animal | ||||||||||||||||||||||
Makes one animal your friend. |
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This spell functions like charm person, except that it affects a creature of the animal type. |
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Charm Monster | ||||||||||||||||||||||
Enchantment (Charm) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Brd 3, Charm 5, Sor/Wiz 4 | V, S | ||||||||||||||||||||
1 day/level | Close | 1 hour | ||||||||||||||||||||
Target: One living creature | ||||||||||||||||||||||
Makes monster believe it is your ally. |
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This spell functions like charm person, except that the effect is not restricted by creature type or size. |
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Mass Charm Monster | ||||||||||||||||||||||
Enchantment (Charm) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Brd 6, Sor/Wiz 8 | V | ||||||||||||||||||||
1 day/level | Close | 1 hour | ||||||||||||||||||||
Targets: One or more creatures, no two of which can be more than 30 ft. apart | ||||||||||||||||||||||
As charm monster, but all within 30 ft. |
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This spell functions like charm person, except that the effect is not restricted by creature type or size. This spell functions like charm monster except that mass charm monster affects a number of creatures whose combined HD do not exceed twice your level, or at least one creature regardless of HD. If there are more potential targets than you can affect, you choose them one at a time until you must choose a creature with too many HD to affect. |
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Charm Person | ||||||||||||||||||||||
Enchantment (Charm) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Brd 1, Charm 1, Sor/Wiz 1 | V, S | ||||||||||||||||||||
1 hour/level | Close | 1 hour | ||||||||||||||||||||
Target: One humanoid creature | ||||||||||||||||||||||
Makes one person your friend. |
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This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw. The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person's language to communicate your commands, or else be good at pantomiming. |
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Chill Metal | ||||||||||||||||||||||
Transmutation [Cold] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates (object) - Yes (object) | Drd 2 | V, S, DF | ||||||||||||||||||||
7 rounds | Close | General | ||||||||||||||||||||
Target: Metal equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or 25 lbs. of metal/level, none of which can be more than 30 ft. away from any of the rest | ||||||||||||||||||||||
Cold metal damages those who touch it. |
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Chill metal makes metal extremely cold. Unattended, nonmagical metal gets no saving throw. Magical metal is allowed a saving throw against the spell. An item in a creature's possession uses the creature's saving throw bonus unless its own is higher. A creature takes cold damage if its equipment is chilled. It takes full damage if its armor, shield, or weapon is affected. The creature takes minimum damage (1 point or 2 points; see the table) if it's not wearing or wielding such an item. On the first round of the spell, the metal becomes chilly and uncomfortable to touch but deals no damage. The same effect also occurs on the last round of the spell's duration. During the second (and also the next-to-last) round, icy coldness causes pain and damage. In the third, fourth, and fifth rounds, the metal is freezing cold, and causes more damage, as shown on the table below.
Any heat intense enough to damage the creature negates cold damage from the spell (and vice versa) on a point-for-point basis. Underwater, chill metal deals no damage, but ice immediately forms around the affected metal, making it float if unattended. Chill metal counters and dispels heat metal . |
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Clenched Fist | ||||||||||||||||||||||
Evocation [Force] | 1 standard action | PRPG-O | ||||||||||||||||||||
None - Yes | Sor/Wiz 8, Strength 8 | V, S, F/DF | ||||||||||||||||||||
1 round/level (D) | Medium | General | ||||||||||||||||||||
Effect: 10-ft. hand | ||||||||||||||||||||||
Large hand provides cover, pushes, or attacks your foes. |
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This spell functions like interposing hand except that the hand can also push or strike one opponent that you select. The floating hand can move as far as 60 feet and can attack in the same round. Since this hand is directed by you, its ability to notice or attack invisible or concealed creatures is no better than yours. The hand attacks once per round, and its attack bonus equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for a wizard, cleric, or sorcerer, respectively) + 11 for the hand's Strength score (33), – 1 for being Large. The hand deals 1d8+11 points of damage on each attack, and any creature struck must make a Fortitude save (against this spell's save DC) or be stunned for 1 round. Directing the spell to a new target is a move action. The clenched fist can also interpose itself as interposing hand does, or it can bull rush an opponent as forceful hand does. Its CMB for bull rush checks uses your caster level in place of its base attack bonus, with a +11 bonus for its Strength score and a +1 bonus for being Large. |
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Cloak of Chaos (F) | ||||||||||||||||||||||
Abjuration [Chaotic] | 1 standard action | PRPG-O | ||||||||||||||||||||
See text - Yes (harmless) | Chaos 8, Clr 8 | V, S, F | ||||||||||||||||||||
1 round/level (D) | 20 ft. | General | ||||||||||||||||||||
Targets: One creature/level in a 20-ft.-radius burst centered on you | ||||||||||||||||||||||
Focus: A tiny reliquary worth 500 gp | ||||||||||||||||||||||
+4 to AC, +4 resistance, and SR 25 against lawful spells. |
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A random pattern of color surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by lawful creatures, and causing lawful creatures that strike the subjects to become confusedThis abjuration has four effects. First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from law, the benefit of this spell applies against all attacks, not just against attacks by lawful creatures. Second, each warded creature gains spell resistance 25 against lawful spells and spells cast by lawful creatures. Third, the abjuration protects from possession and mental influence, just as protection from law does. Finally, if a lawful creature succeeds on a melee attack against a warded creature, the offending attacker is confusedfor 1 round (Will save negates, as with the confusion spell, but against the save DC of cloak of chaos ). |
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Color Spray | ||||||||||||||||||||||
Illusion (Pattern) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Sor/Wiz 1 | V, S, M | ||||||||||||||||||||
Instant; see text | 15 ft. | General | ||||||||||||||||||||
Area: Cone-shaped burst | ||||||||||||||||||||||
Knocks unconscious, blinds, and/or stuns weak creatures. |
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A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its HD. 2 HD or less : The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.) 3 or 4 HD : The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round. 5 or more HD : The creature is stunned for 1 round. Sightless creatures are not affected by color spray . |
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Command | ||||||||||||||||||||||
Enchantment (Compulsion) [Language-dependent] [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Adp 1, Clr 1 | V | ||||||||||||||||||||
1 round | Close | General | ||||||||||||||||||||
Target: One living creature | ||||||||||||||||||||||
One subject obeys selected command for 1 round. |
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You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options. Approach : On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal. Drop : On its turn, the subject drops whatever it is holding. It can't pick up any dropped item until its next turn. Fall : On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties. Flee : On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal. Halt : The subject stands in place for 1 round. It may not take any actions but is not considered helpless. If the subject can't carry out your command on its next turn, the spell automatically fails. |
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Greater Command | ||||||||||||||||||||||
Enchantment (Compulsion) [Language-dependent] [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Clr 5, Nobility 5 | V | ||||||||||||||||||||
1 round/level | Close | General | ||||||||||||||||||||
Targets: One creature/level, no two of which can be more than 30 ft. apart | ||||||||||||||||||||||
As command, but affects one subject/level. |
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You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options. Approach : On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal. Drop : On its turn, the subject drops whatever it is holding. It can't pick up any dropped item until its next turn. Fall : On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties. Flee : On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal. Halt : The subject stands in place for 1 round. It may not take any actions but is not considered helpless. If the subject can't carry out your command on its next turn, the spell automatically fails. This spell functions like command except that up to one creature per level may be affected, and the activities continue beyond 1 round. At the start of each commanded creature's action after the first, it gets another Will save to attempt to break free from the spell. Each creature must receive the same command. |
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Cone of Cold | ||||||||||||||||||||||
Evocation [Cold] | 1 standard action | PRPG-O | ||||||||||||||||||||
Reflex half - Yes | Sor/Wiz 5, Water 6 | V, S, M | ||||||||||||||||||||
Instant | 60 ft. | General | ||||||||||||||||||||
Area: Cone-shaped burst | ||||||||||||||||||||||
1d6/level cold damage. |
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Cone of cold creates an area of extreme cold, originating at your hand and extending outward in a cone. It drains heat, dealing 1d6 points of cold damage per caster level (maximum 15d6). |
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Confusion | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Brd 3, Madness 4, Sor/Wiz 4, Trickery 4 | V, S, M/DF | ||||||||||||||||||||
1 round/level | Medium | General | ||||||||||||||||||||
Targets: All creatures in a 15-ft.-radius burst | ||||||||||||||||||||||
Subjects behave oddly for 1 round/level. |
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This spell causes confusion in the targets, making them unable to determine their actions. Roll on the following table at the start of each subject's turn each round to see what it does in that round.
A confused character who can't carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked). |
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Lesser Confusion | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Brd 1, Madness 1 | V, S, DF | ||||||||||||||||||||
1 round | Close | General | ||||||||||||||||||||
Target: One living creature | ||||||||||||||||||||||
One creature is confused for 1 round. |
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This spell causes confusion in the targets, making them unable to determine their actions. Roll on the following table at the start of each subject's turn each round to see what it does in that round.
A confused character who can't carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked). This spell causes a single creature to become confused for 1 round. |
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Crushing Despair | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Brd 3, Sor/Wiz 4 | V, S, M | ||||||||||||||||||||
1 min./level | 30 ft. | General | ||||||||||||||||||||
Area: Cone-shaped burst | ||||||||||||||||||||||
Subjects take –2 on attack rolls, damage rolls, saves, and checks. |
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An invisible cone of despair causes great sadness in the subjects. Each affected creature takes a –2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls. Crushing despair counters and dispels good hope . |
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Crushing Hand | ||||||||||||||||||||||
Evocation [Force] | 1 standard action | PRPG-O | ||||||||||||||||||||
None - Yes | Sor/Wiz 9, Strength 9 | V, S, F | ||||||||||||||||||||
1 round/level (D) | Medium | General | ||||||||||||||||||||
Effect: 10-ft. hand | ||||||||||||||||||||||
Large hand provides cover, pushes, or crushes your foes. |
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This spell functions as interposing hand, except that it can also grapple one opponent as grasping hand . Its CMB and CMD for grapple checks use your caster level in place of its base attack bonus, with a +12 bonus for its Strength score (35) and a +1 bonus for being Large (its Dexterity is 10, granting no bonus to the CMD). A crushing hand deals 2d6+12 points of damage on each successful grapple check against an opponent. The crushing hand can instead be directed to bull rush a target (as forceful hand ), using the same bonuses outlined above, or it can be directed to interpose itself, as interposing hand does. |
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Daze | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Brd 0, Sor/Wiz 0 | V, S, M | ||||||||||||||||||||
1 round | Close | General | ||||||||||||||||||||
Target: One humanoid creature of 4 HD or less | ||||||||||||||||||||||
Humanoid creature of 4 HD or less loses next action. |
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This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute. |
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Daze Monster | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Brd 2, Sor/Wiz 2 | V, S, M | ||||||||||||||||||||
1 round | Medium | General | ||||||||||||||||||||
Target: One living creature of 6 HD or less | ||||||||||||||||||||||
Living creature of 6 HD or less loses next action. |
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This spell functions like daze but it can affect any one living creature of any type. Creatures of 7 or more HD are not affected. |
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Deep Slumber | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 round | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Brd 3, Sor/Wiz 3 | V, S, M | ||||||||||||||||||||
1 min./level | Close | General | ||||||||||||||||||||
Area: One or more living creatures within a 10-ft.-radius burst | ||||||||||||||||||||||
Puts 10 HD of creatures to sleep. |
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This spell functions like sleep except that it affects 10 HD of targets. |
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Demand | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 10 minutes | PRPG-O | ||||||||||||||||||||
Will partial - Yes | Charm 8, Nobility 8, Sor/Wiz 8 | V, S, M/DF | ||||||||||||||||||||
1 round; see text | See text | 30 minutes | ||||||||||||||||||||
Target: One creature | ||||||||||||||||||||||
As sending, plus you can send suggestion. |
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This spell functions like sending but the message can also contain a suggestion (see the suggestion spell), which the subject does its best to carry out. A successful Will save negates the suggestion effect but not the contact itself. The demand, if received, is understood even if the subject's Intelligence score is as low as 1. If the message is impossible or meaningless according to the circumstances that exist for the subject at the time the demand is issued, the message is understood but the suggestion is ineffective. The demand 's message to the creature must be 25 words or less, including the suggestion The creature can also give a short reply immediately. |
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Detect Thoughts | ||||||||||||||||||||||
Divination [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates; see text - No | Brd 2, Knowledge 2, Sor/Wiz 2 | V, S, F/DF | ||||||||||||||||||||
Concentration, up to 1 min./level (D) | 60 ft. | General | ||||||||||||||||||||
Area: Cone-shaped emanation | ||||||||||||||||||||||
Allows “listening” to surface thoughts. |
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You detect surface thoughts. The amount of information revealed depends on how long you study a particular area or subject. 1st Round : Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher). 2nd Round : Number of thinking minds and the Intelligence score of each. If the highest Intelligence is 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the spell ends. This spell does not let you determine the location of the thinking minds if you can't see the creatures whose thoughts you are detecting. 3rd Round : Surface thoughts of any mind in the area. A target's Will save prevents you from reading its thoughts, and you must cast detect thoughts again to have another chance. Creatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts. Each round, you can turn to detect thoughts in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. |
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Dictum | ||||||||||||||||||||||
Evocation [Lawful] [Sonic] | 1 standard action | PRPG-O | ||||||||||||||||||||
None or Will negates; see text - Yes | Clr 7, Law 7 | V | ||||||||||||||||||||
Instant | 40 ft. | General | ||||||||||||||||||||
Area: Nonlawful creatures in a 40-ft.-radius spread centered on you | ||||||||||||||||||||||
Kills, paralyzes, staggers, or deafens nonlawful targets. |
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Any nonlawful creature within the area of a dictum spell suffers the following ill effects.
The effects are cumulative and concurrent. A successful Will save reduces or eliminates these effects. Creatures affected by multiple effects make only one save and apply the result to all the effects. Deafened : The creature is deafened for 1d4 rounds. Save negates. Staggered : The creature is staggered for 2d4 rounds. Save reduces the staggered effect to 1d4 rounds. Paralyzed: The creature is paralyzed and helpless for 1d10 minutes. Save reduces the paralyzed effect to 1 round. Killed : Living creatures die. Undead creatures are destroyed. Save negates. If the save is successful, the creature instead takes 3d6 points of damage + 1 point per caster level (maximum +25). Furthermore, if you are on your home plane when you cast this spell, nonlawful extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the dictum or not. The banishment effect allows a Will save (at a –4 penalty) to negate. Creatures whose Hit Dice exceed your caster level are unaffected by dictum. |
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Dispel Law | ||||||||||||||||||||||
Abjuration [Chaotic] | 1 standard action | PRPG-O | ||||||||||||||||||||
See text - See text | Chaos 5, Clr 5 | V, S, DF | ||||||||||||||||||||
1 round/level or until discharged, whichever comes first | Touch | General | ||||||||||||||||||||
Target or Targets: You and a touched evil creature from another plane, or you and an enchantment or evil spell on a touched creature or object | ||||||||||||||||||||||
+4 bonus against attacks by lawful creatures. |
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This spell functions like dispel evil, except that you are surrounded by flickering, yellow chaotic energy, and the spell affects lawful creatures and spells rather than evil ones. |
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Dominate Animal | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 round | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Animal 3, Drd 3 | V, S | ||||||||||||||||||||
1 round/level | Close | General | ||||||||||||||||||||
Target: One animal | ||||||||||||||||||||||
One animal obeys your silent mental commands and orders. |
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This spell allows you to enchant the targeted animal and direct it with simple commands such as "Attack," "Run," and "Fetch." Suicidal or self-destructive commands (including an order to attack a creature two or more size categories larger than the dominated animal) are simply ignored. Dominate animal establishes a mental link between you and the subject creature. The animal can be directed by silent mental command as long as it remains in range. You need not see the creature to control it. You do not receive direct sensory input from the creature, but you know what it is experiencing. Because you are directing the animal with your own intelligence, it may be able to undertake actions normally beyond its own comprehension. You need not concentrate exclusively on controlling the creature unless you are trying to direct it to do something it normally couldn't do. Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action. |
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Dominate Monster | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 round | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Charm 9, Sor/Wiz 9 | V, S | ||||||||||||||||||||
1 day/level | Close | 1 hour | ||||||||||||||||||||
Target: One creature | ||||||||||||||||||||||
As dominate person, but any creature. |
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This spell functions like dominate person except that the spell is not restricted by creature type. |
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Dominate Person | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 round | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Brd 4, Sor/Wiz 5 | V, S | ||||||||||||||||||||
1 day/level | Close | 1 hour | ||||||||||||||||||||
Target: One humanoid | ||||||||||||||||||||||
Controls humanoid telepathically. |
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You can control the actions of any humanoid creature through a telepathic link that you establish with the subject's mind. If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as "Come here," "Go there," "Fight," and "Stand still." You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically. Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject's behavior is being influenced by an enchantment effect (see the Sense Motive skill description). Changing your orders or giving a dominated creature a new command is a move action. By concentrating fully on the spell (a standard action), you can receive full sensory input as interpreted by the mind of the subject, though it still can't communicate with you. You can't actually see through the subject's eyes, so it's not as good as being there yourself, but you still get a good idea of what's going on. Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it. If you don't spend at least 1 round concentrating on the spell each day, the subject receives a new saving throw to throw off the domination. Protection from evil or a similar spell can prevent you from exercising control or using the telepathic link while the subject is so warded, but such an effect does not automatically dispel it. |
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Doom | ||||||||||||||||||||||
Necromancy [Fear] [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Clr 1 | V, S, DF | ||||||||||||||||||||
1 min./level | Medium | General | ||||||||||||||||||||
Target: One living creature | ||||||||||||||||||||||
One subject takes –2 on attack rolls, damage rolls, saves, and checks. |
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This spell fills a single subject with a feeling of horrible dread that causes it to become shaken. |
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Dream | ||||||||||||||||||||||
Illusion (Phantasm) [Mind-affecting] | 1 minute | PRPG-O | ||||||||||||||||||||
None - Yes | Brd 5, Sor/Wiz 5 | V, S | ||||||||||||||||||||
See text | Unlimited | General | ||||||||||||||||||||
Target: One living creature touched | ||||||||||||||||||||||
Sends message to anyone sleeping. |
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You, or a messenger you touch, send a message to others in the form of a dream. At the beginning of the spell, you must name the recipient or identify him or her by some title that leaves no doubt as to identity. The messenger then enters a trance, appears in the intended recipient's dream, and delivers the message. The message can be of any length, and the recipient remembers it perfectly upon waking. The communication is one-way. The recipient cannot ask questions or offer information, nor can the messenger gain any information by observing the dreams of the recipient. Once the message is delivered, the messenger's mind returns instantly to its body. The duration of the spell is the time required for the messenger to enter the recipient's dream and deliver the message. If the recipient is awake when the spell begins, the messenger can choose to wake up (ending the spell) or remain in the trance. The messenger can remain in the trance until the recipient goes to sleep, then enter the recipient's dream and deliver the message as normal. A messenger that is disturbed during the trance comes awake, ending the spell. Creatures who don't sleep or don't dream cannot be contacted by this spell. The messenger is unaware of its own surroundings or of the activities around it while in the trance. It is defenseless both physically and mentally (always failing any saving throw) while in the trance. |
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Enthrall | ||||||||||||||||||||||
Enchantment (Charm) [Language-dependent] [Mind-affecting] [Sonic] | 1 round | PRPG-O | ||||||||||||||||||||
Will negates; see text - Yes | Brd 2, Clr 2, Nobility 2 | V, S | ||||||||||||||||||||
1 hour or less | Medium | General | ||||||||||||||||||||
Targets: Any number of creatures | ||||||||||||||||||||||
Captivates all within 100 ft. + 10 ft./level. |
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If you have the attention of a group of creatures, you can use this spell to hold them enthralled. To cast the spell, you must speak or sing without interruption for 1 full round. Thereafter, those affected give you their undivided attention, ignoring their surroundings. They are considered to have an attitude of friendly while under the effect of the spell. Any potentially affected creature of a race or religion unfriendly to yours gets a +4 bonus on the saving throw. A target with 4 or more HD or with a Wisdom score of 16 or higher remains aware of its surroundings and has an attitude of indifferent. It gains a new saving throw if it witnesses actions that it opposes. The effect lasts as long as you speak or sing, to a maximum of 1 hour. Those enthralled by your words take no action while you speak or sing and for 1d3 rounds thereafter while they discuss the topic or performance. Those entering the area during the performance must also successfully save or become enthralled. The speech ends (but the 1d3-round delay still applies) if you lose concentration or do anything other than speak or sing. If those not enthralled have unfriendly or hostile attitudes toward you, they can collectively make a Charisma check to try to end the spell by jeering and heckling. For this check, use the Charisma bonus of the creature with the highest Charisma in the group; others may make Charisma checks to assist. The heckling ends the spell if this check result beats your Charisma check result. Only one such challenge is allowed per use of the spell. If any member of the audience is attacked or subjected to some other overtly hostile act, the spell ends and the previously enthralled members become immediately unfriendly toward you. Each creature with 4 or more HD or with a Wisdom score of 16 or higher becomes hostile. |
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Explosive Runes | ||||||||||||||||||||||
Abjuration [Force] | 1 standard action | PRPG-O | ||||||||||||||||||||
See text - Yes | Rune 4, Sor/Wiz 3 | V, S | ||||||||||||||||||||
Permanent until discharged (D) | Touch | 24 hours | ||||||||||||||||||||
Target: One touched object weighing no more than 10 lbs. | ||||||||||||||||||||||
Deals 6d6 damage when read. |
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You trace mystic runes upon a book, map, scroll, or similar object bearing written information. The explosive runes detonate when read, dealing 6d6 points of force damage. Anyone next to the explosive runes (close enough to read them) takes the full damage with no saving throw; any other creature within 10 feet of the explosive runes is entitled to a Reflex save for half damage. The object on which the explosive runes were written also takes full damage (no saving throw). You and any characters you specifically instruct can read the protected writing without triggering the explosive runes. Likewise, you can remove the explosive runes whenever desired. Another creature can remove them with a successful dispel magic or erase spell, but attempting to dispel or erase the explosive runes and failing to do so triggers the explosion. Magic traps such as explosive runes are hard to detect and disable. A character with the trapfinding class feature (only) can use Disable Device to thwart explosive runes . The DC to find magic traps using Perception and to disable them is 25 + spell level, or 28 for explosive runes . |
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Fear | ||||||||||||||||||||||
Necromancy [Fear] [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will partial - Yes | Brd 3, Sor/Wiz 4 | V, S, M | ||||||||||||||||||||
1 round/level or 1 round; see text | 30 ft. | General | ||||||||||||||||||||
Area: Cone-shaped burst | ||||||||||||||||||||||
Subjects within cone flee for 1 round/level. |
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An invisible cone of terror causes each living creature in the area to become panicked unless it succeeds on a Will save. If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is shaken for 1 round. |
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Feeblemind | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates; see text - Yes | Sor/Wiz 5 | V, S, M | ||||||||||||||||||||
Instant | Medium | General | ||||||||||||||||||||
Target: One creature | ||||||||||||||||||||||
Subject's Int and Cha drop to 1. |
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Target creature's Intelligence and Charisma scores each drop to 1. The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the effect of the feeblemind . A creature that can cast arcane spells, such as a sorcerer or a wizard, takes a –4 penalty on its saving throw. |
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Fire Shield | ||||||||||||||||||||||
Evocation [Fire Or Cold] | 1 standard action | PRPG-O | ||||||||||||||||||||
- | Fire 5, Sor/Wiz 4, Sun 4 | V, S, M | ||||||||||||||||||||
1 round/level (D) | Personal | General | ||||||||||||||||||||
Target: You | ||||||||||||||||||||||
Creatures attacking you take fire damage; you're protected from heat or cold. |
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This spell wreathes you in flame and causes damage to each creature that attacks you in melee. The flames also protect you from either cold-based or fire-based attacks, depending on if you choose cool or warm flames for your fire shield . Any creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of damage + 1 point per caster level (maximum +15). This damage is either cold damage (if you choose a chill shield ) or fire damage (if you choose a warm shield ). If the attacker has spell resistance, it applies to this effect. Creatures wielding melee weapons with reach are not subject to this damage if they attack you. When casting this spell, you appear to immolate yourself, but the flames are thin and wispy, increasing the light level within 10 feet by one step, up to normal light. The color of the flames is blue or green if the chill shield is cast, violet or red if the warm shield is employed. The special powers of each version are as follows. Chill Shield : The flames are cool to the touch. You take only half damage from fire-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful saving throw. Warm Shield : The flames are warm to the touch. You take only half damage from cold-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful saving throw. |
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Floating Disk | ||||||||||||||||||||||
Evocation [Force] | 1 standard action | PRPG-O | ||||||||||||||||||||
None - No | Sor/Wiz 1 | V, S, M | ||||||||||||||||||||
1 hour/level | Close | 6 hours | ||||||||||||||||||||
Effect: 3-ft.-diameter disk of force | ||||||||||||||||||||||
Creates 3-ft.-diameter horizontal disk that holds 100 lbs./level. |
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You create a slightly concave, circular plane of force that follows you about and carries loads for you. The disk is 3 feet in diameter and 1 inch deep at its center. It can hold 100 pounds of weight per caster level. If used to transport a liquid, its capacity is 2 gallons. The disk floats approximately 3 feet above the ground at all times and remains level. It floats along horizontally within spell range and will accompany you at a rate of no more than your normal speed each round. If not otherwise directed, it maintains a constant interval of 5 feet between itself and you. The disk winks out of existence when the spell duration expires. The disk also winks out if you move beyond its range or try to take the disk more than 3 feet away from the surface beneath it. When the disk winks out, whatever it was supporting falls to the surface beneath it. |
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Forcecage (M) | ||||||||||||||||||||||
Evocation [Force] | 1 standard action | PRPG-O | ||||||||||||||||||||
Reflex negates - No | Sor/Wiz 7 | V, S, M | ||||||||||||||||||||
1 round/level (D) | Close | General | ||||||||||||||||||||
Area: Barred cage (20-ft. cube) or windowless cell (10-ft. cube) | ||||||||||||||||||||||
Materials: Ruby dust worth 500 gp | ||||||||||||||||||||||
Cube or cage of force imprisons all inside. |
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This spell creates an immobile, invisible cubical prison composed of either bars of force or solid walls of force (your choice). Creatures within the area are caught and contained unless they are too big to fit inside, in which case the spell automatically fails. Teleportation and other forms of astral travel provide a means of escape, but the force walls or bars extend into the Ethereal Plane, blocking ethereal travel. Like a wall of force, a forcecage resists dispel magic although a mage's disjunction still functions. The walls of a forcecage can be damaged by spells as normal, except for disintegrate which automatically destroys it. The walls of a forcecage can be damaged by weapons and supernatural abilities, but they have a Hardness of 30 and a number of hit points equal to 20 per caster level. Contact with a sphere of annihilationor rod of cancellation instantly destroys a forcecage. Barred Cage : This version of the spell produces a 20-foot cube made of bands of force (similar to a wall of force spell) for bars. The bands are a half-inch wide, with half-inch gaps between them. Any creature capable of passing through such a small space can escape; others are confined within the barred cage. You can't attack a creature in a barred cage with a weapon unless the weapon can fit between the gaps. Even against such weapons (including arrows and similar ranged attacks), a creature in the barred cage has cover. All spells and breath weapons can pass through the gaps in the bars. Windowless Cell : This version of the spell produces a 10-foot cube with no way in and no way out. Solid walls of force form its six sides. |
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Forceful Hand | ||||||||||||||||||||||
Evocation [Force] | 1 standard action | PRPG-O | ||||||||||||||||||||
None - Yes | Sor/Wiz 6 | V, S, F | ||||||||||||||||||||
1 round/level (D) | Medium | General | ||||||||||||||||||||
Effect: 10-ft. hand | ||||||||||||||||||||||
Hand pushes creatures away. |
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This spell functions as interposing hand, except that it can also pursue and bull rush one opponent you select. The forceful hand gets one bull rush attack per round. This attack does not provoke an attack of opportunity. Its CMB for bull rush checks uses your caster level in place of its base attack bonus, with a +8 bonus for its Strength score (27), and a +1 bonus for being Large. The hand always moves with the opponent to push them back as far as possible. It has no movement limit for this purpose. Directing the spell to a new target is a move action. Forceful hand prevents the opponent from moving closer to you without first succeeding on a bull rush attack, moving both the forceful hand and the target closer to you. The forceful hand can instead be directed to interpose itself, as interposing hand does. |
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Freezing Sphere | ||||||||||||||||||||||
Evocation [Cold] | 1 standard action | PRPG-O | ||||||||||||||||||||
Reflex half; see text - Yes | Sor/Wiz 6 | V, S, F | ||||||||||||||||||||
Instant or 1 round/level; see text | Long | General | ||||||||||||||||||||
Target, Effect, or Area: See text | ||||||||||||||||||||||
Freezes water or deals cold damage. |
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Freezing sphere creates a frigid globe of cold energy that streaks from your fingertips to the location you select, where it explodes in a 40-foot-radius burst, dealing 1d6 points of cold damage per caster level (maximum 15d6) to each creature in the area. A creature of the water subtype instead takes 1d8 points of cold damage per caster level (maximum 15d8) and is staggered for 1d4 rounds. If the freezing sphere strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches in a 40-foot radius. This ice lasts for 1 round per caster level. Creatures that were swimming on the surface of a targeted body of water become trapped in the ice. Attempting to break free is a full-round action. A trapped creature must make a DC 25 Strength check or a DC 25 Escape Artist check to do so. You can refrain from firing the globe after completing the spell, if you wish. Treat this as a touch spell for which you are holding the charge. You can hold the charge for as long as 1 round per level, at the end of which time the freezing sphere bursts centered on you (and you receive no saving throw to resist its effect). Firing the globe in a later round is a standard action. |
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Lesser Geas | ||||||||||||||||||||||
Enchantment (Compulsion) [Language-dependent] [Mind-affecting] | 1 round | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Brd 3, Sor/Wiz 4 | V | ||||||||||||||||||||
1 day/level or until discharged (D) | Close | General | ||||||||||||||||||||
Target: One living creature with 7 HD or less | ||||||||||||||||||||||
Commands subject of 7 HD or less. |
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A lesser geas places a magical command on a creature to carry out some service or to refrain from some action or course of activity, as desired by you. The creature must have 7 or fewer HD and be able to understand you. While a geas cannot compel a creature to kill itself or perform acts that would result in certain death, it can cause almost any other course of activity. The geased creature must follow the given instructions until the geas is completed, no matter how long it takes. If the instructions involve some open-ended task that the recipient cannot complete through his own actions, the spell remains in effect for a maximum of 1 day per caster level. A clever recipient can subvert some instructions. If the subject is prevented from obeying the lesser geas for 24 hours, it takes a –2 penalty to each of its ability scores. Each day, another –2 penalty accumulates, up to a total of –8. No ability score can be reduced to less than 1 by this effect. The ability score penalties are removed 24 hours after the subject resumes obeying the lesser geas. A lesser geas (and all ability score penalties) can be ended by break enchantment, limited wish, remove curse, miracle, or wish . Dispel magic does not affect a lesser geas . |
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Geas/Quest | ||||||||||||||||||||||
Enchantment (Compulsion) [Language-dependent] [Mind-affecting] | 10 minutes | PRPG-O | ||||||||||||||||||||
None - Yes | Brd 6, Charm 6, Clr 6, Nobility 6, Sor/Wiz 6 | V | ||||||||||||||||||||
1 day/level or until discharged (D) | Close | General | ||||||||||||||||||||
Target: One living creature | ||||||||||||||||||||||
As lesser geas, but affects any creature. |
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This spell functions similarly to lesser geas, except that it affects a creature of any HD and allows no saving throw. If the subject is prevented from obeying the geas/quest for 24 hours, it takes a –3 penalty to each of its ability scores. Each day, another –3 penalty accumulates, up to a total of –12. No ability score can be reduced to less than 1 by this effect. The ability score penalties are removed 24 hours after the subject resumes obeying the geas/quest. A remove curse spell ends a geas/quest spell only if its caster level is at least two higher than your caster level. Break enchantment does not end a geas/quest, but limited wish, miracle, and wish do. Bards, sorcerers, and wizards usually refer to this spell as geas, while clerics call the same spell quest . |
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Good Hope | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates (harmless) - Yes (harmless) | Brd 3 | V, S | ||||||||||||||||||||
1 min./level | Medium | 30 minutes | ||||||||||||||||||||
Targets: One living creature/level, no two of which may be more than 30 ft. apart | ||||||||||||||||||||||
Subjects gain +2 on attack rolls, damage rolls, saves, and checks. |
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This spell instills powerful hope in the subjects. Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Good hope counters and dispels crushing despair |
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Grasping Hand | ||||||||||||||||||||||
Evocation [Force] | 1 standard action | PRPG-O | ||||||||||||||||||||
None - Yes | Sor/Wiz 7, Strength 7 | V, S, F | ||||||||||||||||||||
1 round/level (D) | Medium | General | ||||||||||||||||||||
Effect: 10-ft. hand | ||||||||||||||||||||||
Hand provides cover, pushes, or grapples. |
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This spell functions as interposing hand, except that it can also grapple one opponent you select. The grasping hand gets one grapple attack per round. This attack does not provoke an attack of opportunity. Its CMB and CMD for grapple checks use your caster level in place of its base attack bonus, with a +10 bonus for its Strength (31) score and a +1 bonus for being Large (its Dexterity is 10, granting no bonus on the Combat Maneuver Defense). The hand holds but does not harm creatures that it grapples. Directing the spell to a new target is a move action. The grasping hand can instead be directed to bull rush a target, using the same bonuses outlined above, or it can be directed to interpose itself, as interposing hand does. |
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Heroes' Feast | ||||||||||||||||||||||
Conjuration [Creation] | 10 minutes | PRPG-O | ||||||||||||||||||||
None - No | Brd 6, Clr 6, Community 6 | V, S, DF | ||||||||||||||||||||
1 hour plus 12 hours; see text | Close | 24 hours | ||||||||||||||||||||
Effect: Feast for one creature/level | ||||||||||||||||||||||
Food for one creature/level cures and grants combat bonuses. |
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You bring forth a great feast, including a magnificent table, chairs, service, and food and drink. The feast takes 1 hour to consume, and the beneficial effects do not set in until this hour is over. Every creature partaking of the feast is cured of all sickness and nausea, receives the benefits of both neutralize poison and remove disease, and gains 1d8 temporary hit points + 1 point per two caster levels (maximum +10) after imbibing the nectar-like beverage that is part of the feast. The ambrosial food grants each creature that partakes a +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects for 12 hours. If the feast is interrupted for any reason, the spell is ruined and all effects of the spell are negated. |
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Heroism | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates (harmless) - Yes (harmless) | Brd 2, Charm 4, Sor/Wiz 3 | V, S | ||||||||||||||||||||
10 min./level | Touch | 1 hour | ||||||||||||||||||||
Target: Creature touched | ||||||||||||||||||||||
Gives +2 on attack rolls, saves, skill checks. |
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This spell imbues a single creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saves, and skill checks. |
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Greater Heroism | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates (harmless) - Yes (harmless) | Brd 5, Sor/Wiz 6 | V, S | ||||||||||||||||||||
1 min./level | Touch | 30 minutes | ||||||||||||||||||||
Target: Creature touched | ||||||||||||||||||||||
Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp. |
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This spell imbues a single creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saves, and skill checks. This spell functions like heroism except the creature gains a +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to your caster level (maximum 20). |
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Hideous Laughter | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Brd 1, Sor/Wiz 2 | V, S, M | ||||||||||||||||||||
1 round/level | Close | General | ||||||||||||||||||||
Target: One creature; see text | ||||||||||||||||||||||
Subject loses actions for 1 round/level. |
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This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless. After the spell ends, it can act normally. On the creature's next turn, it may attempt a new saving throw to end the effect. This is a full round action that does not provoke attacks of opportunity. If this save is successful, the effect ends. If not, the creature continues laughing for the entire duration. A creature with an Intelligence score of 2 or lower is not affected. A creature whose type is different from the caster's receives a +4 bonus on its saving throw, because humor doesn't "translate" well. |
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Hold Animal | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates; see text - Yes | Animal 2, Drd 2, Rgr 2 | V, S, F/DF | ||||||||||||||||||||
1 round/level (D); see text | Medium | General | ||||||||||||||||||||
Target: One animal | ||||||||||||||||||||||
Paralyzes one animal for 1 round/level. |
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This spell functions like hold person except that it affects an animal instead of a humanoid. |
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Hold Monster | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates; see text - Yes | Brd 4, Law 6, Sor/Wiz 5 | V, S, F/DF | ||||||||||||||||||||
1 round/level (D); see text | Medium | General | ||||||||||||||||||||
Target: One living creature | ||||||||||||||||||||||
As hold person, but any creature. |
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This spell functions like hold person except that it affects any living creature that fails its Will save. |
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Mass Hold Monster | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates; see text - Yes | Sor/Wiz 9 | V, S, F/DF | ||||||||||||||||||||
1 round/level (D); see text | Medium | General | ||||||||||||||||||||
Targets: One or more creatures, no two of which can be more than 30 ft. apart | ||||||||||||||||||||||
As hold monster, but all within 30 ft. |
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This spell functions like hold person except that it affects any living creature that fails its Will save. This spell functions like hold person except that it affects multiple creatures and holds any living creature that fails its Will save. |
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Hold Person | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates; see text - Yes | Brd 2, Clr 2, Sor/Wiz 3 | V, S, F/DF | ||||||||||||||||||||
1 round/level (D); see text | Medium | General | ||||||||||||||||||||
Target: One humanoid creature | ||||||||||||||||||||||
Paralyzes one humanoid for 1 round/level. |
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The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. This is a full-round action that does not provoke attacks of opportunity. A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown. |
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Mass Hold Person | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates; see text - Yes | Sor/Wiz 7 | V, S, F/DF | ||||||||||||||||||||
1 round/level (D); see text | Medium | General | ||||||||||||||||||||
Targets: One or more humanoid creatures, no two of which can be more than 30 ft. apart | ||||||||||||||||||||||
As hold person, but all within 30 ft. |
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The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. This is a full-round action that does not provoke attacks of opportunity. A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown. This spell functions like hold person except as noted above. |
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Holy Word | ||||||||||||||||||||||
Evocation [Good] [Sonic] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will partial - Yes | Clr 7, Good 7 | V | ||||||||||||||||||||
Instant | 40 ft. | General | ||||||||||||||||||||
Area: Nongood creatures in a 40-ft.-radius spread centered on you | ||||||||||||||||||||||
Kills, paralyzes, blinds, or deafens nongood subjects. |
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Any nongood creature within the area of a holy word spell suffers the following ill effects.
The effects are cumulative and concurrent. A successful Will save reduces or eliminates these effects. Creatures affected by multiple effects make only one save and apply the result to all the effects. Deafened : The creature is deafened for 1d4 rounds. Save negates. Blinded : The creature is blinded for 2d4 rounds. Save reduces the blinded effect to 1d4 rounds. Paralyzed : The creature is paralyzed and helpless for 1d10 minutes. Save reduces the paralyzed effect to 1 round. Killed : Living creatures die. Undead creatures are destroyed. Save negates. If the save is successful, the creature instead takes 3d6 points of damage + 1 point per caster level (maximum +25). Furthermore, if you are on your home plane when you cast this spell, nongood extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the holy word or not. The banishment effect allows a Will save (at a –4 penalty) to negate. Creatures whose HD exceed your caster level are unaffected by holy word. |
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Hypnotic Pattern | ||||||||||||||||||||||
Illusion (Pattern) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Brd 2, Sor/Wiz 2 | S, M; see text | ||||||||||||||||||||
Concentration + 2 rounds | Medium | General | ||||||||||||||||||||
Effect: Colorful lights in a 10-ft.-radius spread | ||||||||||||||||||||||
Fascinates 2d4 + level HD of creatures. |
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A twisting pattern of subtle, shifting colors weaves through the air, fascinating creatures within it. Roll 2d4 and add your caster level (maximum 10) to determine the total number of HD of creatures affected. Creatures with the fewest HD are affected first; and, among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Affected creatures become fascinated by the pattern of colors. Sightless creatures are not affected. A wizard or sorcerer need not utter a sound to cast this spell, but a bard must perform as a verbal component. |
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Hypnotism | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 round | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Brd 1, Sor/Wiz 1 | V, S | ||||||||||||||||||||
2d4 rounds (D) | Close | General | ||||||||||||||||||||
Area: Several living creatures, no two of which may be more than 30 ft. apart | ||||||||||||||||||||||
Fascinates 2d4 HD of creatures. |
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Your gestures and droning incantation fascinate nearby creatures, causing them to stop and stare blankly at you. In addition, you can use their rapt attention to make your suggestions and requests seem more plausible. Roll 2d4 to see how many total HD of creatures you affect. Creatures with fewer HD are affected before creatures with more HD. Only creatures that can see or hear you are affected, but they do not need to understand you to be fascinated. If you use this spell in combat, each target gains a +2 bonus on its saving throw. If the spell affects only a single creature not in combat at the time, the saving throw has a penalty of –2. While the subject is fascinated by this spell, it reacts as though it were two steps more friendly in attitude. This allows you to make a single request of the affected creature (provided you can communicate with it). The request must be brief and reasonable. Even after the spell ends, the creature retains its new attitude toward you, but only with respect to that particular request. A creature that fails its saving throw does not remember that you enspelled it. |
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Ice Storm | ||||||||||||||||||||||
Evocation [Cold] | 1 standard action | PRPG-O | ||||||||||||||||||||
None - Yes | Drd 4, Sor/Wiz 4, Water 5, Weather 5 | V, S, M/DF | ||||||||||||||||||||
1 round/level (D) | Long | General | ||||||||||||||||||||
Area: Cylinder (20-ft. radius, 40 ft. high) | ||||||||||||||||||||||
Hail deals 5d6 damage in cylinder 40 ft. across. |
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Great magical hailstones pound down upon casting this spell, dealing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature in the area. This damage only occurs once, when the spell is cast. For the remaining duration of the spell, heavy snow and sleet rains down in the area. Creatures inside this area take a –4 penalty on Perception skill checks and the entire area is treated as difficult terrain. At the end of the duration, the snow and hail disappear, leaving no aftereffects (other than the damage dealt). |
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Illusory Script (M) | ||||||||||||||||||||||
Illusion (Phantasm) [Mind-affecting] | 1 minute per page | PRPG-O | ||||||||||||||||||||
Will negates; see text - Yes | Brd 3, Sor/Wiz 3 | V, S, M | ||||||||||||||||||||
One day/level (D) | Touch | General | ||||||||||||||||||||
Target: One touched object weighing no more than 10 lbs. | ||||||||||||||||||||||
Materials: Lead-based ink worth 50 gp | ||||||||||||||||||||||
Only select creatures can read text. |
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You write instructions or other information on parchment, paper, or any suitable writing material. The illusory script appears to be some form of foreign or magical writing. Only the person (or people) designated by you at the time of the casting can read the writing; it's unintelligible to any other character. Any unauthorized creature attempting to read the script triggers a potent illusory effect and must make a saving throw. A successful saving throw means the creature can look away with only a mild sense of disorientation. Failure means the creature is subject to a suggestion implanted in the script by you at the time the illusory script spell was cast. The suggestion lasts only 30 minutes. Typical suggestions include "Close the book and leave," "Forget the existence of this note," and so forth. If successfully dispelled by dispel magic the illusory script and its secret message disappear. The hidden message can be read by a combination of the true seeing spell with the read magic or comprehend languages spell. |
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Insanity | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Charm 7, Madness 7, Sor/Wiz 7 | V, S | ||||||||||||||||||||
Instant | Medium | General | ||||||||||||||||||||
Target: One living creature | ||||||||||||||||||||||
Subject suffers continuous confusion. |
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The affected creature suffers from a continuous confusion effect, as the spell. Remove curse does not removeinsanity. Greater restoration, heal, limited wish, miracle, or wish can restore the creature. |
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Interposing Hand | ||||||||||||||||||||||
Evocation [Force] | 1 standard action | PRPG-O | ||||||||||||||||||||
None - Yes | Sor/Wiz 5 | V, S, F | ||||||||||||||||||||
1 round/level (D) | Medium | General | ||||||||||||||||||||
Effect: 10-ft. hand | ||||||||||||||||||||||
Hand provides cover against 1 opponent. |
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Interposing hand creates a Large magic hand that appears between you and one opponent. This floating, disembodied hand then moves to remain between the two of you, regardless of where you move or how the opponent tries to get around it, providing cover (+4 AC) for you against that opponent. Nothing can fool the hand—it sticks with the selected opponent in spite of darkness invisibility , polymorphing, or any other attempt at hiding or disguise. The hand does not pursue an opponent, however. An interposing hand is 10 feet long and about that wide with its fingers outstretched. It has as many hit points as you do when you're undamaged, and is AC 20 (–1 size, +11 natural). It takes damage as a normal creature, but most magical effects that don't cause damage do not affect it. The hand never provokes attacks of opportunity from opponents. It cannot push through a wall of force or enter an antimagic field, but it suffers the full effect of a prismatic wall or prismatic sphere The hand makes saving throws as its caster. Disintegrate or a successful dispel magic destroys it. Any creature weighing 2,000 pounds or less that tries to push past the hand is slowed to half its normal speed. The hand cannot reduce the speed of a creature weighing more than 2,000 pounds, but it still affects the creature's attacks. Directing the spell to a new target is a move action. |
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Irresistible Dance | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will partial - Yes | Brd 6, Sor/Wiz 8 | V | ||||||||||||||||||||
1d4+1 rounds | Touch | General | ||||||||||||||||||||
Target: Living creature touched | ||||||||||||||||||||||
Forces subject to dance. |
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The subject feels an undeniable urge to dance and begins doing so, complete with foot shuffling and tapping. The spell effect makes it impossible for the subject to do anything other than caper and prance in place. The effect imposes a –4 penalty to Armor Class and a –10 penalty on Reflex saves, and it negates any AC bonus granted by a shield the target holds. The dancing subject provokes attacks of opportunity each round on its turn. A successful Will save reduces the duration of this effect to 1 round. |
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Lightning Bolt | ||||||||||||||||||||||
Evocation [Electricity] | 1 standard action | PRPG-O | ||||||||||||||||||||
Reflex half - Yes | Adp 3, Sor/Wiz 3 | V, S, M | ||||||||||||||||||||
Instant | 120 ft. | General | ||||||||||||||||||||
Area: 120-ft. line | ||||||||||||||||||||||
Electricity deals 1d6/level damage. |
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You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster level (maximum 10d6) to each creature within its area. The bolt begins at your fingertips. The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell's range permits; otherwise, it stops at the barrier just as any other spell effect does. |
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Lullaby | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Brd 0 | V, S | ||||||||||||||||||||
Concentration + 1 round/level (D) | Medium | General | ||||||||||||||||||||
Area: Living creatures within a 10-ft.-radius burst | ||||||||||||||||||||||
Makes subject drowsy; –5 on Perception checks, –2 on Will saves against sleep. |
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Any creature within the area that fails a Will save becomes drowsy and inattentive, taking a –5 penalty on Perception checks and a –2 penalty on Will saves against sleep effects while the lullaby is in effect. Lullaby lasts for as long as the caster concentrates, plus up to 1 round per caster level thereafter. |
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Mage Armor | ||||||||||||||||||||||
Conjuration (Creation) [Force] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates (harmless) - No | Sor/Wiz 1 | V, S, F | ||||||||||||||||||||
1 hour/level (D) | Touch | 6 hours | ||||||||||||||||||||
Target: Creature touched | ||||||||||||||||||||||
Gives subject +4 armor bonus. |
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An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor. |
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Mage's Sword (F) | ||||||||||||||||||||||
Evocation [Force] | 1 standard action | PRPG-O | ||||||||||||||||||||
None - Yes | Sor/Wiz 7 | V, S, F | ||||||||||||||||||||
1 round/level (D) | Close | General | ||||||||||||||||||||
Effect: One sword | ||||||||||||||||||||||
Focus: A miniature platinum sword worth 250 gp | ||||||||||||||||||||||
Floating magic blade strikes opponents. |
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This spell brings into being a shimmering, sword-like plane of force. The sword strikes at any opponent within its range, as you desire, starting in the round that you cast the spell. The sword attacks its designated target once each round on your turn. Its attack bonus is equal to your caster level + your Intelligence bonus or your Charisma bonus (for wizards or sorcerers, respectively) with an additional +3 enhancement bonus. As a force effect, it can strike ethereal and incorporeal creatures. It deals 4d6+3 points of force damage, with a threat range of 19–20 and a critical multiplier of ×2. The sword always strikes from your direction. It does not get a bonus for flanking or help a combatant get one. If the sword goes beyond the spell range from you, goes out of your sight, or you are not directing it, it returns to you and hovers. Each round after the first, you can use a standard action to switch the sword to a new target. If you do not, the sword continues to attack the previous round's target. The sword cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellationaffects it. The sword's AC is 13 (10, +0 size bonus for Medium object, +3 deflection bonus). If an attacked creature has spell resistance, the resistance is checked the first time mage's sword strikes it. If the sword is successfully resisted, the spell is dispelled. If not, the sword has its normal full effect on that creature for the duration of the spell. |
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Magic Circle against Law | ||||||||||||||||||||||
Abjuration [Chaotic] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates (harmless) - No; see text | Chaos 3, Clr 3, Sor/Wiz 3 | V, S, M/DF | ||||||||||||||||||||
10 min./level | Touch | 4 hours | ||||||||||||||||||||
Area: 10-ft.-radius emanation from touched creature | ||||||||||||||||||||||
As protection spells, but 10-ft. radius and 10 min./level. |
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This spell functions like magic circle against evilexcept that it is similar to protection from law instead of protection from evil, and it can imprison a nonchaotic called creature. |
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Magic Missile | ||||||||||||||||||||||
Evocation [Force] | 1 standard action | PRPG-O | ||||||||||||||||||||
None - Yes | Sor/Wiz 1 | V, S | ||||||||||||||||||||
Instant | Medium | General | ||||||||||||||||||||
Targets: Up to five creatures, no two of which can be more than 15 ft. apart | ||||||||||||||||||||||
1d4+1 damage; +1 missile per two levels above 1st (max 5). |
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A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage. The missile strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature can't be singled out. Objects are not damaged by the spell. For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage. |
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Mind Fog | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Brd 5, Sor/Wiz 5 | V, S | ||||||||||||||||||||
30 minutes and 2d6 rounds; see text | Medium | 6 hours | ||||||||||||||||||||
Effect: Fog spreads in 20-ft. radius, 20 ft. high | ||||||||||||||||||||||
Subjects in fog get –10 to Wis and Will checks. |
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Mind fog produces a bank of thin mist that weakens the mental resistance of those caught in it. Creatures in the mind fog take a –10 penalty on Wisdom checks and Will saves. (A creature that successfully saves against the fog is not affected and need not make further saves even if it remains in the fog.) Affected creatures take the penalty as long as they remain in the fog and for 2d6 rounds thereafter. The fog is stationary and lasts for 30 minutes (or until dispersed by wind). A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round. The fog is thin and does not significantly hamper vision. |
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Modify Memory | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 round; see text | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Brd 4 | V, S | ||||||||||||||||||||
Permanent | Close | General | ||||||||||||||||||||
Target: One living creature | ||||||||||||||||||||||
Changes 5 minutes of subject's memories. |
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You reach into the subject's mind and modify as many as 5 minutes of its memories in one of the following ways.
Casting the spell takes 1 round. If the subject fails to save, you proceed with the spell by spending as much as 5 minutes (a period of time equal to the amount of memory you want to modify) visualizing the memory you wish to modify in the subject. If your concentration is disturbed before the visualization is complete, or if the subject is ever beyond the spell's range during this time, the spell is lost. A modified memory does not necessarily affect the subject's actions, particularly if it contradicts the creature's natural inclinations. An illogical modified memory is dismissed by the creature as a bad dream, too much wine, or another similar excuse. |
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Nightmare | ||||||||||||||||||||||
Illusion (Phantasm) [Mind-affecting] [Evil] | 10 minutes | PRPG-O | ||||||||||||||||||||
Will negates; see text - Yes | Brd 5, Madness 5, Sor/Wiz 5 | V, S | ||||||||||||||||||||
Instant | Unlimited | General | ||||||||||||||||||||
Target: One living creature | ||||||||||||||||||||||
Sends vision dealing 1d10 damage, fatigue. |
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You send a hideous and unsettling phantasmal vision to a specific creature that you name or otherwise specifically designate. The nightmare prevents restful sleep and causes 1d10 points of damage. The nightmare leaves the subject fatigued and unable to regain arcane spells for the next 24 hours. The difficulty of the save depends on your knowledge the subject and the physical connection (if any) you have to that creature.
Dispel evil cast on the subject while you are casting the spell dispels the nightmare and causes you to be stunned for 10 minutes per caster level of the dispel evil . If the recipient is awake when the spell begins, you can choose to cease casting (ending the spell) or to enter a trance until the recipient goes to sleep, whereupon you become alert again and complete the casting. If you are disturbed during the trance, you must succeed on a Concentration check as if you were in the midst of casting a spell or the spell ends. If you choose to enter a trance, you are not aware of your surroundings or the activities around you while in the trance. You are defenseless, both physically and mentally, while in the trance. (You always fail Reflex and Will saving throws, for example.) Creatures who don't sleep (such as elves, but not half-elves) or dream are immune to this spell. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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.
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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. |
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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 . |
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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. |
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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 .
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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. |
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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. |
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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. |
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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. |
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Rage | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
None - Yes | Brd 2, Destruction 3, Madness 3, Sor/Wiz 3 | V, S | ||||||||||||||||||||
Concentration + 1 round/level (D) | Medium | 5 minutes | ||||||||||||||||||||
Targets: One willing living creature per three levels, no two of which may be more than 30 ft. apart | ||||||||||||||||||||||
Gives +2 to Str and Con, +1 on Will saves, –2 to AC. |
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Each affected creature gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a –2 penalty to AC. The effect is otherwise identical with a barbarian's rage except that the subjects aren't fatigued at the end of the rage. |
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Rainbow Pattern | ||||||||||||||||||||||
Illusion (Pattern) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Brd 4, Sor/Wiz 4 | V, S, M, F; see text | ||||||||||||||||||||
Concentration +1 round/level (D) | Medium | General | ||||||||||||||||||||
Effect: Colorful lights with a 20-ft.-radius spread | ||||||||||||||||||||||
Lights fascinate 24 HD of creatures. |
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A glowing, rainbow-hued pattern of interweaving colors fascinates those within it. Rainbow pattern fascinates a maximum of 24 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. An affected creature that fails its saves is fascinated by the pattern. With a simple gesture (a free action), you can make the rainbow pattern move up to 30 feet per round (moving its effective point of origin). All fascinated creatures follow the moving rainbow of light, trying to remain within the effect. Fascinated creatures who are restrained and removed from the pattern still try to follow it. If the pattern leads its subjects into a dangerous area, each fascinated creature gets a second save. If the view of the lights is completely blocked, creatures who can't see them are no longer affected. The spell does not affect sightless creatures. |
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Ray of Frost | ||||||||||||||||||||||
Evocation [Cold] | 1 standard action | PRPG-O | ||||||||||||||||||||
None - Yes | Sor/Wiz 0 | V, S | ||||||||||||||||||||
Instant | Close | General | ||||||||||||||||||||
Effect: Ray | ||||||||||||||||||||||
Ray deals 1d3 cold damage. |
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A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage. |
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Resilient Sphere | ||||||||||||||||||||||
Evocation [Force] | 1 standard action | PRPG-O | ||||||||||||||||||||
Reflex negates - Yes | Sor/Wiz 4 | V, S, F | ||||||||||||||||||||
1 min./level (D) | Close | General | ||||||||||||||||||||
Effect: 1-ft.-diameter/level sphere, centered around a creature | ||||||||||||||||||||||
Force globe protects but traps one subject. |
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A globe of shimmering force encloses a creature, provided the creature is small enough to fit within the diameter of the sphere. The sphere contains its subject for the spell's duration. The sphere functions as a wall of force, except that it can be negated by dispel magic . A subject inside the sphere can breathe normally. The sphere cannot be physically moved either by people outside it or by the struggles of those within. |
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Scare | ||||||||||||||||||||||
Necromancy [Fear] [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will partial - Yes | Brd 2, Sor/Wiz 2 | V, S, M | ||||||||||||||||||||
1 round/level or 1 round; see text for cause fear | Medium | General | ||||||||||||||||||||
Targets: One living creature per three levels, no two of which can be more than 30 ft. apart | ||||||||||||||||||||||
Panics creatures of less than 6 HD. |
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This spell functions like cause fear, except that it causes all targeted creatures of less than 6 HD to become frightened. |
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Scintillating Pattern | ||||||||||||||||||||||
Illusion (Pattern) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
None - Yes | Madness 8, Sor/Wiz 8 | V, S, M | ||||||||||||||||||||
Concentration + 2 rounds | Close | General | ||||||||||||||||||||
Effect: Colorful lights in a 20-ft.-radius spread | ||||||||||||||||||||||
Twisting colors confuse, stun, or render unconscious. |
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A twisting pattern of coruscating colors weaves through the air, affecting creatures within. The spell affects a total number of HD of creatures equal to your caster level (maximum 20). Creatures with the fewest HD are affected first, and among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. The spell affects each subject according to its HD. 6 or less : Unconscious for 1d4 rounds, then stunned for 1d4 rounds, and then confusedfor 1d4 rounds. (Treat an unconscious result as stunned for nonliving creatures.) 7 to 12 : Stunned for 1d4 rounds, then confusedfor an additional 1d4 rounds. 13 or more :Confusedfor 1d4 rounds. Sightless creatures are not affected by scintillating pattern . |
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Sepia Snake Sigil (M) | ||||||||||||||||||||||
Conjuration (Creation) [Force] | 10 minutes | PRPG-O | ||||||||||||||||||||
Reflex negates - No | Brd 3, Sor/Wiz 3 | V, S, M | ||||||||||||||||||||
Permanent or until discharged; until released or 1d4 days + 1 day/level; see text | Touch | 24 hours | ||||||||||||||||||||
Target: One touched book or written work | ||||||||||||||||||||||
Materials: Powdered amber worth 500 gp and a snake scale | ||||||||||||||||||||||
Creates text symbol that immobilizes reader. |
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You cause a small symbol to appear in the text of a written work. The text containing the symbol must be at least 25 words long. When anyone reads the text containing the symbol, the sepia snake sigil springs into being, transforming into a large sepia serpent that strikes at the reader, provided there is line of effect between the symbol and the reader. Simply seeing the enspelled text is not sufficient to trigger the spell; the subject must deliberately read it. The target is entitled to a save to evade the snake's strike. If it succeeds, the sepia snake dissipates in a flash of brown light accompanied by a puff of dun-colored smoke and a loud noise. If the target fails its save, it is engulfed in a shimmering amber field of force and immobilized until released, either at your command or when 1d4 days + 1 day per caster level have elapsed. While trapped in the amber field of force, the subject does not age, breathe, grow hungry, sleep, or regain spells. It is preserved in a state of suspended animation, unaware of its surroundings. It can be damaged by outside forces (and perhaps even killed), since the field provides no protection against physical injury. However, a dying subject does not lose hit points or become stable until the spell ends. The hidden sigil cannot be detected by normal observation, and detect magic reveals only that the entire text is magical. A dispel magic can remove the sigil. An erase spell destroys the entire page of text. Sepia snake sigil can be cast in combination with other spells that hide or garble text, such as secret page |
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Shatter | ||||||||||||||||||||||
Evocation [Sonic] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates (object); Will negates (object) or Fortitude half; see text - Yes | Brd 2, Clr 2, Destruction 2, Sor/Wiz 2 | V, S, M/DF | ||||||||||||||||||||
Instant | Close | General | ||||||||||||||||||||
Area or Target: 5-ft.-radius spread; or one solid object or one crystalline creature | ||||||||||||||||||||||
Sonic vibration damages objects or crystalline creatures. |
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Shatter creates a loud, ringing noise that breaks brittle, nonmagical objects; sunders a single solid, nonmagical object; or damages a crystalline creature. Used as an area attack, shatter destroys nonmagical objects of crystal, glass, ceramic, or porcelain. All such objects within a 5-foot radius of the point of origin are smashed into dozens of pieces by the spell. Objects weighing more than 1 pound per your level are not affected, but all other objects of the appropriate composition are shattered. Alternatively, you can target shatter against a single solid nonmagical object, regardless of composition, weighing up to 10 pounds per caster level. Targeted against a crystalline creature (of any weight), shatter deals 1d6 points of sonic damage per caster level (maximum 10d6), with a Fortitude save for half damage. |
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Shield | ||||||||||||||||||||||
Abjuration [Force] | 1 standard action | PRPG-O | ||||||||||||||||||||
- | Sor/Wiz 1 | V, S | ||||||||||||||||||||
1 min./level (D) | Personal | 30 minutes | ||||||||||||||||||||
Target: You | ||||||||||||||||||||||
Invisible disc gives +4 to AC, blocks magic missiles. |
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Shield creates an invisible shield of force that hovers in front of you. It negates magic missileattacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance. |
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Shocking Grasp | ||||||||||||||||||||||
Evocation [Electricity] | 1 standard action | PRPG-O | ||||||||||||||||||||
None - Yes | Sor/Wiz 1 | V, S | ||||||||||||||||||||
Instant | Touch | General | ||||||||||||||||||||
Target: Creature or object touched | ||||||||||||||||||||||
Touch delivers 1d6/level electricity damage (max 5d6). |
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Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or is carrying a metal weapon or is made of metal). |
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Shout | ||||||||||||||||||||||
Evocation [Sonic] | 1 standard action | PRPG-O | ||||||||||||||||||||
Fortitude partial or Reflex negates (object); see text - Yes (object) | Brd 4, Destruction 5, Sor/Wiz 4 | V | ||||||||||||||||||||
Instant | 30 ft. | General | ||||||||||||||||||||
Area: Cone-shaped burst | ||||||||||||||||||||||
Deafens all within cone and deals 5d6 sonic damage. |
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You emit an ear-splitting yell that deafens and damages creatures in its path. Any creature within the area is deafened for 2d6 rounds and takes 5d6 points of sonic damage. A successful save negates the deafness and reduces the damage by half. Any exposed brittle or crystalline object or crystalline creature takes 1d6 points of sonic damage per caster level (maximum 15d6). An affected creature is allowed a Fortitude save to reduce the damage by half, and a creature holding fragile objects can negate damage to them with a successful Reflex save. A shout spell cannot penetrate a silence spell. |
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Greater Shout | ||||||||||||||||||||||
Evocation [Sonic] | 1 standard action | PRPG-O | ||||||||||||||||||||
Fortitude partial or Reflex negates (object); see text - Yes (object) | Brd 6, Sor/Wiz 8 | V | ||||||||||||||||||||
Instant | 60 ft. | General | ||||||||||||||||||||
Components:: V, S, F (a metal or ivory horn) | ||||||||||||||||||||||
Devastating yell deals 10d6 sonic damage; stuns creatures. |
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You emit an ear-splitting yell that deafens and damages creatures in its path. Any creature within the area is deafened for 2d6 rounds and takes 5d6 points of sonic damage. A successful save negates the deafness and reduces the damage by half. Any exposed brittle or crystalline object or crystalline creature takes 1d6 points of sonic damage per caster level (maximum 15d6). An affected creature is allowed a Fortitude save to reduce the damage by half, and a creature holding fragile objects can negate damage to them with a successful Reflex save. A shout spell cannot penetrate a silence spell. This spell functions like shout except that the cone deals 10d6 points of sonic damage (or 1d6 points of sonic damage per caster level, maximum 20d6, against exposed brittle or crystalline objects or crystalline creatures). It also causes creatures to be stunned for 1 round and deafened for 4d6 rounds. A creature in the area of the cone can negate the stunning and halve both the damage and the duration of the deafness with a successful Fortitude save. A creature holding vulnerable objects can attempt a Reflex save to negate the damage to those objects. |
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Sleep | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 round | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Adp 1, Brd 1, Sor/Wiz 1 | V, S, M | ||||||||||||||||||||
1 min./level | Medium | General | ||||||||||||||||||||
Area: One or more living creatures within a 10-ft.-radius burst | ||||||||||||||||||||||
Puts 4 HD of creatures into magical slumber. |
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A sleep spell causes a magical slumber to come upon 4 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures. |
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Sleet Storm | ||||||||||||||||||||||
Conjuration (Creation) [Cold] | 1 standard action | PRPG-O | ||||||||||||||||||||
None - No | Drd 3, Sor/Wiz 3, Weather 4 | V, S, M/DF | ||||||||||||||||||||
1 round/level | Long | General | ||||||||||||||||||||
Area: Cylinder (40-ft. radius, 20 ft. high) | ||||||||||||||||||||||
Hampers vision and movement. |
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Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy. A creature can walk within or through the area of sleet at half normal speed with a DC 10 Acrobatics check. Failure means it can't move in that round, while failure by 5 or more means it falls (see the Acrobatics skill for details). The sleet extinguishes torches and small fires. |
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Song of Discord | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] [Sonic] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Brd 5 | V, S | ||||||||||||||||||||
1 round/level | Medium | General | ||||||||||||||||||||
Area: Creatures within a 20-ft.-radius spread | ||||||||||||||||||||||
Forces targets to attack each other. |
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This spell causes those within the area to turn on each other rather than attack their foes. Each affected creature has a 50% chance to attack the nearest target each round. (Roll to determine each creature's behavior every round at the beginning of its turn.) A creature that does not attack its nearest neighbor is free to act normally for that round. Creatures forced by a song of discord to attack their fellows employ all methods at their disposal, choosing their deadliest spells and most advantageous combat tactics. They do not, however, harm targets that have fallen unconscious. |
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Sound Burst | ||||||||||||||||||||||
Evocation [Sonic] | 1 standard action | PRPG-O | ||||||||||||||||||||
Fortitude partial - Yes | Brd 2, Clr 2 | V, S, F/DF | ||||||||||||||||||||
Instant | Close | General | ||||||||||||||||||||
Area: 10-ft.-radius spread | ||||||||||||||||||||||
Deals 1d8 sonic damage to subjects; may stun them. |
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You blast an area with a tremendous cacophony. Every creature in the area takes 1d8 points of sonic damage and must succeed on a Fortitude save to avoid being stunned for 1 round. Creatures that cannot hear are not stunned but are still damaged. |
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Spiritual Weapon | ||||||||||||||||||||||
Evocation [Force] | 1 standard action | PRPG-O | ||||||||||||||||||||
None - Yes | Clr 2, War 2 | V, S, DF | ||||||||||||||||||||
1 round/level (D) | Medium | General | ||||||||||||||||||||
Effect: Magic weapon of force | ||||||||||||||||||||||
Magic weapon attacks on its own. |
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A weapon made of force appears and attacks foes at a distance, as you direct it, dealing 1d8 force damage per hit, + 1 point per three caster levels (maximum +5 at 15th level). The weapon takes the shape of a weapon favored by your deity or a weapon with some spiritual significance or symbolism to you (see below) and has the same threat range and critical multipliers as a real weapon of its form. It strikes the opponent you designate, starting with one attack in the round the spell is cast and continuing each round thereafter on your turn. It uses your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus your Wisdom modifier as its attack bonus. It strikes as a spell, not as a weapon, so for example, it can damage creatures that have damage reduction. As a force effect, it can strike incorporeal creatures without the reduction in damage associated with incorporeality. The weapon always strikes from your direction. It does not get a flanking bonus or help a combatant get one. Your feats or combat actions do not affect the weapon. If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers. Each round after the first, you can use a move action to redirect the weapon to a new target. If you do not, the weapon continues to attack the previous round's target. On any round that the weapon switches targets, it gets one attack. Subsequent rounds of attacking that target allow the weapon to make multiple attacks if your base attack bonus would allow it to. Even if the spiritual weapon is a ranged weapon, use the spell's range, not the weapon's normal range increment, and switching targets still is a move action. A spiritual weapon cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellationaffects it. A spiritual weapon 's AC against touch attacks is 12 (10 + size bonus for Tiny object). If an attacked creature has spell resistance, you make a caster level check (1d20 + caster level) against that spell resistance the first time the spiritual weapon strikes it. If the weapon is successfully resisted, the spell is dispelled. If not, the weapon has its normal full effect on that creature for the duration of the spell. The weapon that you get is often a force replica of your deity's own personal weapon. A cleric without a deity gets a weapon based on his alignment. A neutral cleric without a deity can create a spiritual weapon of any alignment, provided he is acting at least generally in accord with that alignment at the time. The weapons associated with each alignment are as follows: chaos (battleaxe), evil (light flail), good (warhammer), law (longsword). |
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Suggestion | ||||||||||||||||||||||
Enchantment (Compulsion) [Language-dependent] [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Brd 2, Charm 3, Sor/Wiz 3 | V, M | ||||||||||||||||||||
1 hour/level or until completed | Close | 30 minutes | ||||||||||||||||||||
Target: One living creature | ||||||||||||||||||||||
Compels subject to follow stated course of action. |
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You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell. The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed. A very reasonable suggestion causes the save to be made with a penalty (such as –1 or –2). |
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Mass Suggestion | ||||||||||||||||||||||
Enchantment (Compulsion) [Language-dependent] [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Brd 5, Sor/Wiz 6 | V, M | ||||||||||||||||||||
1 hour/level or until completed | Medium | 30 minutes | ||||||||||||||||||||
Targets: One creature/level, no two of which can be more than 30 ft. apart | ||||||||||||||||||||||
As suggestion, affects subject/level. |
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You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell. The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed. A very reasonable suggestion causes the save to be made with a penalty (such as –1 or –2). This spell functions like suggestion, except that it can affect more creatures. The same suggestion applies to all these creatures. |
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Symbol of Fear (M) | ||||||||||||||||||||||
Necromancy [Fear] [Mind-affecting] | 10 minutes | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Clr 6, Sor/Wiz 6 | V, S, M | ||||||||||||||||||||
See text | 0 ft.; see text | General | ||||||||||||||||||||
Effect: One symbol | ||||||||||||||||||||||
Materials: Mercury and phosphorus, plus powdered diamond and opal worth a total of 1,000 gp | ||||||||||||||||||||||
Triggered rune panics nearby creatures. |
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This spell functions like symbol of death, except that all creatures within 60 feet of the symbol of fear instead become panicked for 1 round per caster level. Note : Magic traps such as symbol of fear are hard to detect and disable. A rogue (only) can use the Perception skill to find a symbol of fear and Disable Device to thwart it. The DC in each case is 25 + spell level, or 31 for symbol of fear . |
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Symbol of Insanity (M) | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 10 minutes | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Clr 8, Sor/Wiz 8 | V, S, M | ||||||||||||||||||||
See text | 0 ft.; see text | General | ||||||||||||||||||||
Effect: One symbol | ||||||||||||||||||||||
Materials: Mercury and phosphorus, plus powdered diamond and opal worth a total of 5,000 gp | ||||||||||||||||||||||
Triggered rune renders nearby creatures insane. |
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This spell functions like symbol of death, except that all creatures within the radius of the symbol of insanity instead become permanently insane (as the insanity spell). Unlike symbol of death, symbol of insanity has no hit point limit; once triggered, a symbol of insanity simply remains active for 10 minutes per caster level. Note : Magic traps such as symbol of insanity are hard to detect and disable. A rogue (only) can use the Perception skill to find a symbol of insanity and Disable Device to thwart it. The DC in each case is 25 + spell level, or 33 for symbol of insanity . |
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Symbol of Persuasion (M) | ||||||||||||||||||||||
Enchantment (Charm) [Mind-affecting] | 10 minutes | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Clr 6, Sor/Wiz 6 | V, S, M | ||||||||||||||||||||
See text | 0 ft.; see text | General | ||||||||||||||||||||
Effect: One symbol | ||||||||||||||||||||||
Materials: Mercury and phosphorus, plus powdered diamond and opal worth a total of 5,000 gp | ||||||||||||||||||||||
Triggered rune charms nearby creatures. |
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This spell functions like symbol of death, except that all creatures within the radius of a symbol of persuasion instead become charmed by the caster (as the charm monster spell) for 1 hour per caster level. Unlike symbol of death, symbol of persuasion has no hit point limit; once triggered, a symbol of persuasion simply remains active for 10 minutes per caster level. Note : Magic traps such as symbol of persuasion are hard to detect and disable. A rogue (only) can use the Perception skill to find a symbol of persuasion and Disable Device to thwart it. The DC in each case is 25 + spell level, or 31 for symbol of persuasion . |
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Symbol of Sleep (M) | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 10 minutes | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Clr 5, Sor/Wiz 5 | V, S, M | ||||||||||||||||||||
See text | 0 ft.; see text | General | ||||||||||||||||||||
Effect: One symbol | ||||||||||||||||||||||
Materials: Mercury and phosphorus, plus powdered diamond and opal worth a total of 1,000 gp | ||||||||||||||||||||||
Triggered rune puts nearby creatures into catatonic slumber. |
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This spell functions like symbol of death, except that all creatures of 10 HD or less within 60 feet of the symbol of sleep instead fall into a catatonic slumber for 3d6 × 10 minutes. Unlike with the sleep spell, sleeping creatures cannot be awakened by nonmagical means before this time expires. Unlike symbol of death, symbol of sleep has no hit point limit; once triggered, a symbol of sleep simply remains active for 10 minutes per caster level. Note : Magic traps such as symbol of sleep are hard to detect and disable. A rogue (only) can use the Perception skill to find a symbol of sleep and Disable Device to thwart it. The DC in each case is 25 + spell level, or 30 for symbol of sleep . |
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Symbol of Stunning (M) | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 10 minutes | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Clr 7, Sor/Wiz 7 | V, S, M | ||||||||||||||||||||
See text | 0 ft.; see text | General | ||||||||||||||||||||
Effect: One symbol | ||||||||||||||||||||||
Materials: Mercury and phosphorus, plus powdered diamond and opal worth a total of 5,000 gp | ||||||||||||||||||||||
Triggered rune stuns nearby creatures. |
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This spell functions like symbol of death, except that all creatures within 60 feet of a symbol of stunning instead become stunned for 1d6 rounds. Note : Magic traps such as symbol of stunning are hard to detect and disable. A rogue (only) can use the Perception skill to find a symbol of stunning and Disable Device to thwart it. The DC in each case is 25 + spell level, or 32 for symbol of stunning . |
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Sympathetic Vibration | ||||||||||||||||||||||
Evocation [Sonic] | 10 minutes | PRPG-O | ||||||||||||||||||||
None; see text - Yes | Brd 6 | V, S, F | ||||||||||||||||||||
Up to 1 round/level | Touch | 12 hours | ||||||||||||||||||||
Target: One freestanding structure | ||||||||||||||||||||||
Deals 2d10 damage/round to freestanding structure. |
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By attuning yourself to a freestanding structure, you can create a damaging vibration within it. Once it begins, the vibration deals 2d10 points of damage per round to the target structure, bypassing hardness. You can choose at the time of casting to limit the duration of the spell; otherwise it lasts for 1 round per level. If the spell is cast upon a target that is not freestanding, the surrounding stone dissipates the effect and no damage occurs. Sympathetic vibration cannot affect creatures (including constructs). Since a structure is an unattended object, it gets no saving throw to resist the effect. |
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Sympathy (M) | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 hour | PRPG-O | ||||||||||||||||||||
Will negates; see text - Yes | Drd 9, Sor/Wiz 8 | V, S, M | ||||||||||||||||||||
2 hours/level (D) | Close | General | ||||||||||||||||||||
Target: One location (up to a 10-ft. cube/level) or one object | ||||||||||||||||||||||
Materials: A drop of honey and crushed pearls worth 1,500 gp | ||||||||||||||||||||||
Object or location attracts certain creatures. |
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You cause an object or location to emanate magical vibrations that attract either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you. The particular kind of creature to be affected must be named specifically. A creature subtype is not specific enough. Likewise, the specific alignment must be named. Creatures of the specified kind or alignment feel elated and pleased to be in the area or desire to touch or possess the object. The compulsion to stay in the area or touch the object is overpowering. If the save is successful, the creature is released from the enchantment, but a subsequent save must be made 1d6 × 10 minutes later. If this save fails, the affected creature attempts to return to the area or object. Sympathy counters and dispels antipathy . |
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Telekinetic Sphere | ||||||||||||||||||||||
Evocation [Force] | 1 standard action | PRPG-O | ||||||||||||||||||||
Reflex negates (object) - Yes (object) | Sor/Wiz 8 | V, S, M | ||||||||||||||||||||
1 min./level (D) | Close | General | ||||||||||||||||||||
Effect: 1-ft.-diameter/level sphere, centered around creatures or objects | ||||||||||||||||||||||
As resilient sphere, but you move the sphere telekinetically. |
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This spell functions like resilient sphere but the creatures or objects caught inside the globe created by the spell are made nearly weightless. Anything contained within a telekinetic sphere weighs only one-sixteenth of its normal weight. You can telekinetically lift anything in the sphere that normally weighs 5,000 pounds or less. The telekinetic control extends from you out to medium range (100 feet + 10 feet per caster level) after the sphere has succeeded in encapsulating its contents. You can move the sphere, along with the objects and creatures it contains that weigh a total of 5,000 pounds or less, by concentrating on the sphere. You can begin moving a sphere in the round after casting the spell. If you concentrate on doing so (a standard action), you can move the sphere as much as 30 feet in a round. If you cease concentrating, the sphere does not move in that round (if on a level surface) or descends at its falling rate (if aloft) until it reaches a level surface. You can resume concentrating on your next turn or any later turn during the spell's duration. The sphere falls at a rate of only 60 feet per round, which is not fast enough to cause damage to the contents of the sphere. You can move the sphere telekinetically even if you are in it. |
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Tiny Hut | ||||||||||||||||||||||
Evocation [Force] | 1 standard action | PRPG-O | ||||||||||||||||||||
None - No | Brd 3, Sor/Wiz 3 | V, S, M | ||||||||||||||||||||
2 hours/level (D) | 20 ft. | 12 hours | ||||||||||||||||||||
Effect: 20-ft.-radius sphere centered on your location | ||||||||||||||||||||||
Creates shelter for 10 creatures. |
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You create an unmoving, opaque sphere of force of any color you desire around yourself. Half the sphere projects above the ground, and the lower hemisphere passes through the ground. As many as nine other Medium creatures can fit into the field with you; they can freely pass into and out of the hut without harming it. However, if you remove yourself from the hut, the spell ends. The temperature inside the hut is 70° F if the exterior temperature is between 0° and 100° F. An exterior temperature below 0° or above 100° lowers or raises the interior temperature on a 1-degree-for-1 basis. The hut also provides protection against the elements, such as rain, dust, and sandstorms. The hut withstands any wind of less than hurricane force, but a hurricane (75+ mph wind speed) or greater force destroys it. The interior of the hut is a hemisphere. You can illuminate it dimly upon command or extinguish the light as desired. Although the force field is opaque from the outside, it is transparent from within. Missiles, weapons, and most spell effects can pass through the hut without affecting it, although the occupants cannot be seen from outside the hut (they have total concealment). |
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Touch of Idiocy | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
None - Yes | Madness 2, Sor/Wiz 2 | V, S | ||||||||||||||||||||
10 min./level | Touch | General | ||||||||||||||||||||
Target: Living creature touched | ||||||||||||||||||||||
Subject takes 1d6 penalty to Int, Wis, and Cha. |
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With a touch, you reduce the target's mental faculties. Your successful melee touch attack applies a 1d6 penalty to the target's Intelligence, Wisdom, and Charisma scores. This penalty can't reduce any of these scores below 1. This spell's effect may make it impossible for the target to cast some or all of its spells, if the requisite ability score drops below the minimum required to cast spells of that level. |
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Wail of the Banshee | ||||||||||||||||||||||
Necromancy [Death] [Sonic] | 1 standard action | PRPG-O | ||||||||||||||||||||
Fortitude negates - Yes | Death 9, Repose 9, Sor/Wiz 9 | V | ||||||||||||||||||||
Instant | Close | General | ||||||||||||||||||||
Target: One living creature/level within a 40-ft.-radius spread | ||||||||||||||||||||||
Deals 10 damage/level to 1 creature/level. |
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When you cast this spell, you emit a terrible, soul-chilling scream that possibly kills creatures that hear it (except for yourself). The spell affects up to one creature per caster level, inflicting 10 points of damage per caster level. Creatures closest to the point of origin are affected first. |
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Wall of Force | ||||||||||||||||||||||
Evocation [Force] | 1 standard action | PRPG-O | ||||||||||||||||||||
None - No | Sor/Wiz 5 | V, S, M | ||||||||||||||||||||
1 round /level (D) | Close | General | ||||||||||||||||||||
Effect: Wall whose area is up to one 10-ft. square/level | ||||||||||||||||||||||
Wall is immune to damage. |
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A wall of force creates an invisible wall of pure force. The wall cannot move and is not easily destroyed. A wall of force is immune to dispel magic although a mage's disjunction can still dispel it. Awall of force can be damaged by spells as normal, except fordisintegrate which automatically destroys it. It can be damaged by weapons and supernatural abilities, but a wall of force has hardness 30 and a number of hit points equal to 20 per caster level. Contact with a sphere of annihilationor rod of cancellation instantly destroys a wall of force. Breath weapons and spells cannot pass through a wall of force in either direction, although dimension door, teleport, and similar effects can bypass the barrier. It blocks ethereal creatures as well as material ones (though ethereal creatures can usually circumvent the wall by going around it, through material floors and ceilings). Gaze attacks can operate through a wall of force . The caster can form the wall into a flat, vertical plane whose area is up to one 10-foot square per level. The wall must be continuous and unbroken when formed. If its surface is broken by any object or creature, the spell fails. Wall of force can be made permanent with a permanency spell. |
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Wall of Ice | ||||||||||||||||||||||
Evocation [Cold] | 1 standard action | PRPG-O | ||||||||||||||||||||
Reflex negates; see text - Yes | Sor/Wiz 4 | V, S, M | ||||||||||||||||||||
1 min./level | Medium | General | ||||||||||||||||||||
Effect: Anchored plane of ice, up to one 10-ft. square/level, or hemisphere of ice with a radius of up to 3 ft. + 1 ft./level | ||||||||||||||||||||||
Ice plane creates wall or hemisphere creates dome. |
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This spell creates an anchored plane of ice or a hemisphere of ice, depending on the version selected. A wall of ice cannot form in an area occupied by physical objects or creatures. Its surface must be smooth and unbroken when created. Any creature adjacent to the wall when it is created may attempt a Reflex save to disrupt the wall as it is being formed. A successful save indicates that the spell automatically fails. Fire can melt a wall of ice, and it deals full damage to the wall (instead of the normal half damage taken by objects). Suddenly melting a wall of ice creates a great cloud of steamy fog that lasts for 10 minutes. Ice Plane : A sheet of strong, hard ice appears. The wall is 1 inch thick per caster level. It covers up to a 10-foot-square area per caster level (so a 10th-level wizard can create a wall of ice 100 feet long and 10 feet high, a wall 50 feet long and 20 feet high, or any other combination of length and height that does not exceed 1,000 square feet). The plane can be oriented in any fashion as long as it is anchored. A vertical wall need only be anchored on the floor, while a horizontal or slanting wall must be anchored on two opposite sides. Each 10-foot square of wall has 3 hit points per inch of thickness. Creatures can hit the wall automatically. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 15 + caster level. Even when the ice has been broken through, a sheet of frigid air remains. Any creature stepping through it (including the one who broke through the wall) takes 1d6 points of cold damage + 1 point per caster level (no save). Hemisphere : The wall takes the form of a hemisphere whose maximum radius is 3 feet + 1 foot per caster level. The hemisphere is as hard to break through as the ice plane form, but it does not deal damage to those who go through a breach. |
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Weird | ||||||||||||||||||||||
Illusion (Phantasm) [Fear] [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will disbelief, then Fortitude partial; see text - Yes | Madness 9, Sor/Wiz 9 | V, S | ||||||||||||||||||||
Instant | Medium | General | ||||||||||||||||||||
Targets: Any number of creatures, no two of which can be more than 30 ft. apart | ||||||||||||||||||||||
As phantasmal killer, but affects all within 30 ft. |
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This spell functions like phantasmal killer, except it can affect more than one creature. Only the affected creatures see the phantasmal creatures attacking them, though you see the attackers as shadowy shapes. If a subject's Fortitude save succeeds, it still takes 3d6 points of damage and is stunned for 1 round. The subject also takes 1d4 points of Strength damage. |
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Word of Chaos | ||||||||||||||||||||||
Evocation [Chaotic] [Sonic] | 1 standard action | PRPG-O | ||||||||||||||||||||
None or Will negates; see text - Yes | Chaos 7, Clr 7 | V | ||||||||||||||||||||
Instant | 40 ft. | General | ||||||||||||||||||||
Area: Nonchaotic creatures in a 40-ft.-radius spread centered on you | ||||||||||||||||||||||
Kills, confuses, stuns, or deafens nonchaotic subjects. |
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Any nonchaotic creature within the area of a word of chaos spell suffers the following ill effects, depending on their HD.
The effects are cumulative and concurrent. A successful Will save reduces or eliminates these effects. Creatures affected by multiple effects make only one save and apply the result to all the effects. Deafened : The creature is deafened for 1d4 rounds. Save negates. Stunned : The creature is stunned for 1 round. Save negates. Confused : The creature is confused for 1d10 minutes. This is a mind-affecting enchantment effect. Save reduces the confused effect to 1 round. Killed : Living creatures die. Undead creatures are destroyed. Save negates. If the save is successful, the creature instead takes 3d6 points of damage + 1 point per caster level (maximum +25). Furthermore, if you are on your home plane when you cast this spell, nonchaotic extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the word of chaos or not. The banishment effect allows a Will save (at a –4 penalty) to negate. Creatures whose HD exceed your caster level are unaffected by word of chaos. |
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Zone of Truth | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Clr 2, Pal 2 | V, S, DF | ||||||||||||||||||||
1 min./level | Close | 30 minutes | ||||||||||||||||||||
Area: 20-ft.-radius emanation | ||||||||||||||||||||||
Subjects within range cannot lie. |
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Creatures within the emanation area (or those who enter it) can't speak any deliberate and intentional lies. Each potentially affected creature is allowed a save to avoid the effects when the spell is cast or when the creature first enters the emanation area. Affected creatures are aware of this enchantment. Therefore, they may avoid answering questions to which they would normally respond with a lie, or they may be evasive as long as they remain within the boundaries of the truth. Creatures who leave the area are free to speak as they choose. |