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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8" />
<meta name="viewport" content="width=device-width,minimum-scale=1.0" />
<title>v3.5 SRD / Spells / Spells (P-R)</title>
<link rel="stylesheet" href="../main.css" />
<script src="../main.js"></script>
</head>
<body>
<p>
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.
</p>
<h1>SPELLS (P-R)</h1>
<h2>Table of Contents</h2>
<ul id="table-of-contents">
<li><a href="#passwall">Passwall</a></li>
<li><a href="#pass-without-trace">Pass Without Trace</a></li>
<li><a href="#permanency">Permanency</a></li>
<li><a href="#permanent-image">Permanent Image</a></li>
<li><a href="#persistent-image">Persistent Image</a></li>
<li><a href="#phantasmal-killer">Phantasmal Killer</a></li>
<li><a href="#phantom-steed">Phantom Steed</a></li>
<li><a href="#phantom-trap">Phantom Trap</a></li>
<li><a href="#phase-door">Phase Door</a></li>
<li><a href="#planar-ally">Planar Ally</a></li>
<li><a href="#planar-ally-greater">Planar Ally, Greater</a></li>
<li><a href="#planar-ally-lesser">Planar Ally, Lesser</a></li>
<li><a href="#planar-binding">Planar Binding</a></li>
<li><a href="#planar-binding-greater">Planar Binding, Greater</a></li>
<li><a href="#planar-binding-lesser">Planar Binding, Lesser</a></li>
<li><a href="#plane-shift">Plane Shift</a></li>
<li><a href="#plant-growth">Plant Growth</a></li>
<li><a href="#poison">Poison</a></li>
<li><a href="#polar-ray">Polar Ray</a></li>
<li><a href="#polymorph">Polymorph</a></li>
<li><a href="#polymorph-any-object">Polymorph Any Object</a></li>
<li><a href="#power-word-blind">Power Word Blind</a></li>
<li><a href="#power-word-kill">Power Word Kill</a></li>
<li><a href="#power-word-stun">Power Word Stun</a></li>
<li><a href="#prayer">Prayer</a></li>
<li><a href="#prestidigitation">Prestidigitation</a></li>
<li><a href="#prismatic-sphere">Prismatic Sphere</a></li>
<li><a href="#prismatic-spray">Prismatic Spray</a></li>
<li><a href="#prismatic-wall">Prismatic Wall</a></li>
<li><a href="#produce-flame">Produce Flame</a></li>
<li><a href="#programmed-image">Programmed Image</a></li>
<li><a href="#project-image">Project Image</a></li>
<li><a href="#protection-from-arrows">Protection From Arrows</a></li>
<li><a href="#protection-from-chaos">Protection From Chaos</a></li>
<li><a href="#protection-from-energy">Protection From Energy</a></li>
<li><a href="#protection-from-evil">Protection From Evil</a></li>
<li><a href="#protection-from-good">Protection From Good</a></li>
<li><a href="#protection-from-law">Protection From Law</a></li>
<li><a href="#protection-from-spells">Protection From Spells</a></li>
<li><a href="#prying-eyes">Prying Eyes</a></li>
<li><a href="#prying-eyes-greater">Prying Eyes, Greater</a></li>
<li><a href="#purify-food-and-drink">Purify Food and Drink</a></li>
<li><a href="#pyrotechnics">Pyrotechnics</a></li>
<li><a href="#quench">Quench</a></li>
<li><a href="#rage">Rage</a></li>
<li><a href="#rainbow-pattern">Rainbow Pattern</a></li>
<li><a href="#raise-dead">Raise Dead</a></li>
<li><a href="#ray-of-enfeeblement">Ray of Enfeeblement</a></li>
<li><a href="#ray-of-exhaustion">Ray of Exhaustion</a></li>
<li><a href="#ray-of-frost">Ray of Frost</a></li>
<li><a href="#read-magic">Read Magic</a></li>
<li><a href="#reduce-animal">Reduce Animal</a></li>
<li><a href="#reduce-person">Reduce Person</a></li>
<li><a href="#reduce-person-mass">Reduce Person, Mass</a></li>
<li><a href="#refuge">Refuge</a></li>
<li><a href="#regenerate">Regenerate</a></li>
<li><a href="#reincarnate">Reincarnate</a></li>
<li>
<a href="#remove-blindness-deafness">Remove Blindness/Deafness</a>
</li>
<li><a href="#remove-curse">Remove Curse</a></li>
<li><a href="#remove-disease">Remove Disease</a></li>
<li><a href="#remove-fear">Remove Fear</a></li>
<li><a href="#remove-paralysis">Remove Paralysis</a></li>
<li><a href="#repel-metal-or-stone">Repel Metal or Stone</a></li>
<li><a href="#repel-vermin">Repel Vermin</a></li>
<li><a href="#repel-wood">Repel Wood</a></li>
<li><a href="#repulsion">Repulsion</a></li>
<li><a href="#resilient-sphere">Resilient Sphere</a></li>
<li><a href="#resistance">Resistance</a></li>
<li><a href="#resist-energy">Resist Energy</a></li>
<li><a href="#restoration">Restoration</a></li>
<li><a href="#restoration-greater">Restoration, Greater</a></li>
<li><a href="#restoration-lesser">Restoration, Lesser</a></li>
<li><a href="#resurrection">Resurrection</a></li>
<li><a href="#reverse-gravity">Reverse Gravity</a></li>
<li><a href="#righteous-might">Righteous Might</a></li>
<li><a href="#rope-trick">Rope Trick</a></li>
<li><a href="#rusting-grasp">Rusting Grasp</a></li>
</ul>
<h2 id="passwall">Passwall</h2>
<p>Transmutation</p>
<p><strong>Level:</strong> Sor/Wiz 5</p>
<p><strong>Components:</strong> V, S, M</p>
<p><strong>Casting Time:</strong> 1 standard action</p>
<p><strong>Range:</strong> Touch</p>
<p><strong>Effect:</strong> 5 ft. by 8 ft. opening, 10 ft. deep plus 5 ft. deep per three additional levels</p>
<p><strong>Duration:</strong> 1 hour/level (D)</p>
<p><strong>Saving Throw:</strong> None</p>
<p><strong>Spell Resistance:</strong> No</p>
<p>
You create a passage through wooden, plaster, or stone walls, but not through metal or other harder materials. The
passage is 10 feet deep plus an additional 5 feet deep per three caster levels above 9th (15 feet at 12th, 20 feet
at 15th, and a maximum of 25 feet deep at 18th level). If the wall’s thickness is more than the depth of the
passage created, then a single <i>passwall</i> simply makes a niche or short tunnel. Several
<i>passwall</i> spells can then form a continuing passage to breach very thick walls. When <i>passwall</i> ends,
creatures within the passage are ejected out the nearest exit. If someone dispels the <i>passwall</i> or you
dismiss it, creatures in the passage are ejected out the far exit, if there is one, or out the sole exit if there
is only one.
</p>
<p><em>Material Component:</em> A pinch of sesame seeds.</p>
<h2 id="pass-without-trace">Pass Without Trace</h2>
<p>Transmutation</p>
<p><strong>Level:</strong> Drd 1, Rgr 1</p>
<p><strong>Components:</strong> V, S, DF</p>
<p><strong>Casting Time:</strong> 1 standard action</p>
<p><strong>Range:</strong> Touch</p>
<p><strong>Targets:</strong> One creature/level touched</p>
<p><strong>Duration:</strong> 1 hour/level (D)</p>
<p><strong>Saving Throw:</strong> Will negates (harmless)</p>
<p><strong>Spell Resistance:</strong> Yes (harmless)</p>
<p>
The subject or subjects can move through any type of terrain and leave neither footprints nor scent. Tracking the
subjects is impossible by nonmagical means.
</p>
<h2 id="permanency">Permanency</h2>
<p>Universal</p>
<p><strong>Level:</strong> Sor/Wiz 5</p>
<p><strong>Components:</strong> V, S, XP</p>
<p><strong>Casting Time:</strong> 2 rounds</p>
<p><strong>Range:</strong> See text</p>
<p><strong>Target, Effect, or Area:</strong> See text</p>
<p><strong>Duration:</strong> Permanent; see text</p>
<p><strong>Saving Throw:</strong> None</p>
<p><strong>Spell Resistance:</strong> No</p>
<p>This spell makes certain other spells permanent.</p>
<p>Depending on the spell, you must be of a minimum caster level and must expend a number of XP.</p>
<p>You can make the following spells permanent in regard to yourself.</p>
<table data-debug="no-caption" class="half-width-table">
<tbody>
<tr>
<th>Spell</th>
<th>Minimum Caster Level</th>
<th>XP Cost</th>
</tr>
<tr>
<td><i>Arcane sight</i></td>
<td>11th</td>
<td>1,500 XP</td>
</tr>
<tr>
<td><i>Comprehend languages</i></td>
<td>9th</td>
<td>500 XP</td>
</tr>
<tr>
<td><i>Darkvision</i></td>
<td>10th</td>
<td>1,000 XP</td>
</tr>
<tr>
<td><i>Detect magic</i></td>
<td>9th</td>
<td>500 XP</td>
</tr>
<tr>
<td><i>Read magic</i></td>
<td>9th</td>
<td>500 XP</td>
</tr>
<tr>
<td><i>See invisibility</i></td>
<td>10th</td>
<td>1,000 XP</td>
</tr>
<tr>
<td><i>Tongues</i></td>
<td>11th</td>
<td>1,500 XP</td>
</tr>
</tbody>
</table>
<p>
You cast the desired spell and then follow it with the
<i>permanency</i> spell. You cannot cast these spells on other creatures. This application of
<i>permanency</i> can be dispelled only by a caster of higher level than you were when you cast the spell.
</p>
<p>
In addition to personal use, <i>permanency</i> can be used to make the following spells permanent on yourself,
another creature, or an object (as appropriate).
</p>
<table data-debug="no-caption" class="half-width-table">
<tbody>
<tr>
<th>Spell</th>
<th>Minimum Caster Level</th>
<th>XP Cost</th>
</tr>
<tr>
<td><i>Enlarge person</i></td>
<td>9th</td>
<td>500 XP</td>
</tr>
<tr>
<td><i>Magic fang</i></td>
<td>9th</td>
<td>500 XP</td>
</tr>
<tr>
<td><i>Magic fang, greater</i></td>
<td>11th</td>
<td>1,500 XP</td>
</tr>
<tr>
<td><i>Reduce person</i></td>
<td>9th</td>
<td>500 XP</td>
</tr>
<tr>
<td><i>Resistance</i></td>
<td>9th</td>
<td>500 XP</td>
</tr>
<tr>
<td><i>Telepathic bond</i><sup>1</sup></td>
<td>13th</td>
<td>2,500 XP</td>
</tr>
<tr>
<td colspan="3">1 Only bonds two creatures per casting of <i>permanency</i>.</td>
</tr>
</tbody>
</table>
<p>Additionally, the following spells can be cast upon objects or areas only and rendered permanent.</p>
<table data-debug="no-caption" class="half-width-table">
<tbody>
<tr>
<th>Spell</th>
<th>Minimum Caster Level</th>
<th>XP Cost</th>
</tr>
<tr>
<td><i>Alarm</i></td>
<td>9th</td>
<td>500 XP</td>
</tr>
<tr>
<td><i>Animate objects</i></td>
<td>14th</td>
<td>3,000 XP</td>
</tr>
<tr>
<td><i>Dancing lights</i></td>
<td>9th</td>
<td>500 XP</td>
</tr>
<tr>
<td><i>Ghost sound</i></td>
<td>9th</td>
<td>500 XP</td>
</tr>
<tr>
<td><i>Gust of wind</i></td>
<td>11th</td>
<td>1,500 XP</td>
</tr>
<tr>
<td><i>Invisibility</i></td>
<td>10th</td>
<td>1,000 XP</td>
</tr>
<tr>
<td><i>Mage’s private sanctum</i></td>
<td>13th</td>
<td>2,500 XP</td>
</tr>
<tr>
<td><i>Magic mouth</i></td>
<td>10th</td>
<td>1,000 XP</td>
</tr>
<tr>
<td><i>Phase door</i></td>
<td>15th</td>
<td>3,500 XP</td>
</tr>
<tr>
<td><i>Prismatic sphere</i></td>
<td>17th</td>
<td>4,500 XP</td>
</tr>
<tr>
<td><i>Prismatic wall</i></td>
<td>16th</td>
<td>4,000 XP</td>
</tr>
<tr>
<td><i>Shrink item</i></td>
<td>11th</td>
<td>1,500 XP</td>
</tr>
<tr>
<td><i>Solid fog</i></td>
<td>12th</td>
<td>2,000 XP</td>
</tr>
<tr>
<td><i>Stinking cloud</i></td>
<td>11th</td>
<td>1,500 XP</td>
</tr>
<tr>
<td><i>Symbol of death</i></td>
<td>16th</td>
<td>4,000 XP</td>
</tr>
<tr>
<td><i>Symbol of fear</i></td>
<td>14th</td>
<td>3,000 XP</td>
</tr>
<tr>
<td><i>Symbol of insanity</i></td>
<td>16th</td>
<td>4,000 XP</td>
</tr>
<tr>
<td><i>Symbol of pain</i></td>
<td>13th</td>
<td>2,500 XP</td>
</tr>
<tr>
<td><i>Symbol of persuasion</i></td>
<td>14th</td>
<td>3,000 XP</td>
</tr>
<tr>
<td><i>Symbol of sleep</i></td>
<td>16th</td>
<td>4,000 XP</td>
</tr>
<tr>
<td><i>Symbol of stunning</i></td>
<td>15th</td>
<td>3,500 XP</td>
</tr>
<tr>
<td><i>Symbol of weakness</i></td>
<td>15th</td>
<td>3,500 XP</td>
</tr>
<tr>
<td><i>Teleportation circle</i></td>
<td>17th</td>
<td>4,500 XP</td>
</tr>
<tr>
<td><i>Wall of fire</i></td>
<td>12th</td>
<td>2,000 XP</td>
</tr>
<tr>
<td><i>Wall of force</i></td>
<td>13th</td>
<td>2,500 XP</td>
</tr>
<tr>
<td><i>Web</i></td>
<td>10th</td>
<td>1,000 XP</td>
</tr>
</tbody>
</table>
<p>
Spells cast on other creatures, objects, or locations (not on you) are vulnerable to <i>dispel magic</i> as
normal.
</p>
<p><em>XP Cost:</em> See tables above.</p>
<h2 id="permanent-image">Permanent Image</h2>
<p>Illusion (Figment)</p>
<p><strong>Level:</strong> Brd 6, Sor/Wiz 6</p>
<p><strong>Effect:</strong> Figment that cannot extend beyond a 20-ft. cube + one 10-ft. cube/level (S)</p>
<p><strong>Duration:</strong> Permanent (D)</p>
<p>
This spell functions like <i>silent image,</i> except that the figment includes visual, auditory, olfactory, and
thermal elements, and the spell is permanent. By concentrating, you can move the image within the limits of the
range, but it is static while you are not concentrating.
</p>
<p><em>Material Component:</em> A bit of fleece plus powdered jade worth 100 gp.</p>
<h2 id="persistent-image">Persistent Image</h2>
<p>Illusion (Figment)</p>
<p><strong>Level:</strong> Brd 5, Sor/Wiz 5</p>
<p><strong>Duration:</strong> 1 min./level (D)</p>
<p>
This spell functions like <i>silent image,</i> except that the figment includes visual, auditory, olfactory, and
thermal components, and the figment follows a script determined by you. The figment follows that script without
your having to concentrate on it. The illusion can include intelligible speech if you wish.
</p>
<p><em>Material Component:</em> A bit of fleece and several grains of sand.</p>
<h2 id="phantasmal-killer">Phantasmal Killer</h2>
<p>Illusion (Phantasm) [Fear, Mind-Affecting]</p>
<p><strong>Level:</strong> Sor/Wiz 4</p>
<p><strong>Components:</strong> V, S</p>
<p><strong>Casting Time:</strong> 1 standard action</p>
<p><strong>Range:</strong> Medium (100 ft. + 10 ft./level)</p>
<p><strong>Target:</strong> One living creature</p>
<p><strong>Duration:</strong> Instantaneous</p>
<p><strong>Saving Throw:</strong> Will disbelief (if interacted with), then Fortitude partial; see text</p>
<p><strong>Spell Resistance:</strong> Yes</p>
<p>
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.
</p>
<p>
If the subject of a <i>phantasmal killer</i> attack succeeds in disbelieving and is wearing a
<i>helm of telepathy,</i> the beast can be turned upon you. You must then disbelieve it or become subject to its
deadly fear attack.
</p>
<h2 id="phantom-steed">Phantom Steed</h2>
<p>Conjuration (Creation)</p>
<p><strong>Level:</strong> Brd 3, Sor/Wiz 3</p>
<p><strong>Components:</strong> V, S</p>
<p><strong>Casting Time:</strong> 10 minutes</p>
<p><strong>Range:</strong> 0 ft.</p>
<p><strong>Effect:</strong> One quasi-real, horselike creature</p>
<p><strong>Duration:</strong> 1 hour/level (D)</p>
<p><strong>Saving Throw:</strong> None</p>
<p><strong>Spell Resistance:</strong> No</p>
<p>
You conjure a Large, quasi-real, horselike creature. The steed can be ridden only by you or by the one person for
whom you specifically created the mount. A phantom steed has a black head and body, gray mane and tail, and
smoke-colored, insubstantial hooves that make no sound. It has what seems to be a saddle, bit, and bridle. It does
not fight, but animals shun it and refuse to attack it.
</p>
<p>
The mount has an AC of 18 (–1 size, +4 natural armor, +5 Dex) and 7 hit points +1 hit point per caster level. If
it loses all its hit points, the phantom steed disappears. A phantom steed has a speed of 20 feet per caster
level, to a maximum of 240 feet. It can bear its rider’s weight plus up to 10 pounds per caster level.
</p>
<p>
These mounts gain certain powers according to caster level. A mount’s abilities include those of mounts of lower
caster levels.
</p>
<p>
<em>8th Level:</em> The mount can ride over sandy, muddy, or even swampy ground without difficulty or decrease in
speed.
</p>
<p>
<em>10th Level:</em> The mount can use <i>water walk</i> at will (as the spell, no action required to activate
this ability).
</p>
<p>
<em>12th Level:</em> The mount can use <i>air walk</i> at will (as the spell, no action required to activate this
ability) for up to 1 round at a time, after which it falls to the ground.
</p>
<p><em>14th Level:</em> The mount can fly at its speed (average maneuverability).</p>
<h2 id="phantom-trap">Phantom Trap</h2>
<p>Illusion (Glamer)</p>
<p><strong>Level:</strong> Sor/Wiz 2</p>
<p><strong>Components:</strong> V, S, M</p>
<p><strong>Casting Time:</strong> 1 standard action</p>
<p><strong>Range:</strong> Touch</p>
<p><strong>Target:</strong> Object touched</p>
<p><strong>Duration:</strong> Permanent (D)</p>
<p><strong>Saving Throw:</strong> None</p>
<p><strong>Spell Resistance:</strong> No</p>
<p>
This spell makes a lock or other small mechanism seem to be trapped to anyone who can detect traps. You place the
spell upon any small mechanism or device, such as a lock, hinge, hasp, cork, cap, or ratchet. Any character able
to detect traps, or who uses any spell or device enabling trap detection, is 100% certain a real trap exists. Of
course, the effect is illusory and nothing happens if the trap is “sprung”; its primary purpose is to frighten
away thieves or make them waste precious time.
</p>
<p>If another <i>phantom trap</i> is active within 50 feet when the spell is cast, the casting fails.</p>
<p>
<em>Material Component:</em> A piece of iron pyrite touched to the object to be trapped while the object is
sprinkled with a special dust requiring 50 gp to prepare.
</p>
<h2 id="phase-door">Phase Door</h2>
<p>Conjuration (Creation)</p>
<p><strong>Level:</strong> Sor/Wiz 7, Travel 8</p>
<p><strong>Components:</strong> V</p>
<p><strong>Casting Time:</strong> 1 standard action</p>
<p><strong>Range:</strong> 0 ft.</p>
<p><strong>Effect:</strong> Ethereal 5 ft. by 8 ft. opening, 10 ft. deep + 5 ft. deep per three levels</p>
<p><strong>Duration:</strong> One usage per two levels</p>
<p><strong>Saving Throw:</strong> None</p>
<p><strong>Spell Resistance:</strong> No</p>
<p>
This spell creates an ethereal passage through wooden, plaster, or stone walls, but not other materials. The
<i>phase door</i> is invisible and inaccessible to all creatures except you, and only you can use the passage. You
disappear when you enter the <i>phase door</i> and appear when you exit. If you desire, you can take one other
creature (Medium or smaller) through the door. This counts as two uses of the door. The door does not allow light,
sound, or spell effects through it, nor can you see through it without using it. Thus, the spell can provide an
escape route, though certain creatures, such as phase spiders, can follow with ease. A
<i>gem of true seeing</i> or similar magic reveals the presence of a <i>phase door</i> but does not allow its use.
</p>
<p>
A <i>phase door</i> is subject to <i>dispel magic.</i> If anyone is within the passage when it is dispelled, he is
harmlessly ejected just as if he were inside a <i>passwall</i> effect.
</p>
<p>
You can allow other creatures to use the <i>phase door</i> by setting some triggering condition for the door. Such
conditions can be as simple or elaborate as you desire. They can be based on a creature’s name, identity, or
alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit
Dice, and hit points don’t qualify.
</p>
<p><i>Phase door</i> can be made permanent with a <i>permanency</i> spell.</p>
<h2 id="planar-ally">Planar Ally</h2>
<p>Conjuration (Calling) [see text for <i>lesser planar ally</i>]</p>
<p><strong>Level:</strong> Clr 6</p>
<p>
<strong>Effect:</strong> One or two called elementals or outsiders, totaling no more than 12 HD, which cannot be
more than 30 ft. apart when they appear
</p>
<p>
This spell functions like <i>lesser planar ally</i>, except you may call a single creature of 12 HD or less, or
two creatures of the same kind whose Hit Dice total no more than 12. The creatures agree to help you and request
your return payment together.
</p>
<p><em>XP Cost:</em> 250 XP.</p>
<h2 id="planar-ally-greater">Planar Ally, Greater</h2>
<p>Conjuration (Calling) [see text for <i>lesser planar ally</i>]</p>
<p><strong>Level:</strong> Clr 8</p>
<p>
<strong>Effect:</strong> Up to three called elementals or outsiders, totaling no more than 18 HD, no two of which
can be more than 30 ft. apart when they appear.
</p>
<p>
This spell functions like <i>lesser planar ally</i>, except that you may call a single creature of 18 HD or less,
or up to three creatures of the same kind whose Hit Dice total no more than 18. The creatures agree to help you
and request your return payment together.
</p>
<p><em>XP Cost:</em> 500 XP.</p>
<h2 id="planar-ally-lesser">Planar Ally, Lesser</h2>
<p>Conjuration (Calling) [see text]</p>
<p><strong>Level:</strong> Clr 4</p>
<p><strong>Components:</strong> V, S, DF, XP</p>
<p><strong>Casting Time:</strong> 10 minutes</p>
<p><strong>Range:</strong> Close (25 ft. + 5 ft./2 levels)</p>
<p><strong>Effect:</strong> One called elemental or outsider of 6 HD or less</p>
<p><strong>Duration:</strong> Instantaneous</p>
<p><strong>Saving Throw:</strong> None</p>
<p><strong>Spell Resistance:</strong> No</p>
<p>
By casting this spell, you request your deity to send you an elemental or outsider (of 6 HD or less) of the
deity’s choice. If you serve no particular deity, the spell is a general plea answered by a creature sharing your
philosophical alignment. If you know an individual creature’s name, you may request that individual by speaking
the name during the spell (though you might get a different creature anyway).
</p>
<p>
You may ask the creature to perform one task in exchange for a payment from you. Tasks might range from the simple
to the complex. You must be able to communicate with the creature called in order to bargain for its services.
</p>
<p>
The creature called requires a payment for its services. This payment can take a variety of forms, from donating
gold or magic items to an allied temple, to a gift given directly to the creature, to some other action on your
part that matches the creature’s alignment and goals. Regardless, this payment must be made before the creature
agrees to perform any services. The bargaining takes at least 1 round, so any actions by the creature begin in the
round after it arrives.
</p>
<p>
A task taking up to 1 minute per caster level requires a payment of 100 gp per HD of the creature called. For a
task taking up to 1 hour per caster level, the creature requires a payment of 500 gp per HD. A long-term task, one
requiring up to one day per caster level, requires a payment of 1,000 gp per HD.
</p>
<p>
A nonhazardous task requires only half the indicated payment, while an especially hazardous task might require a
greater gift. Few if any creatures will accept a task that seems suicidal (remember, a called creature actually
dies when it is killed, unlike a summoned creature). However, if the task is strongly aligned with the creature’s
ethos, it may halve or even waive the payment.
</p>
<p>
At the end of its task, or when the duration bargained for expires, the creature returns to its home plane (after
reporting back to you, if appropriate and possible).
</p>
<p>
<em>Note:</em> When you use a calling spell that calls an air, chaotic, earth, evil, fire, good, lawful, or water
creature, it is a spell of that type.
</p>
<p><em>XP Cost:</em> 100 XP.</p>
<h2 id="planar-binding">Planar Binding</h2>
<p>Conjuration (Calling) [see text for <i>lesser planar binding</i>]</p>
<p><strong>Level:</strong> Sor/Wiz 6</p>
<p><strong>Components:</strong> V, S</p>
<p>
<strong>Targets:</strong> Up to three elementals or outsiders, totaling no more than 12 HD, no two of which can be
more than 30 ft. apart when they appear
</p>
<p>
This spell functions like <i>lesser planar binding,</i> except that you may call a single creature of 12 HD or
less, or up to three creatures of the same kind whose Hit Dice total no more than 12. Each creature gets a save,
makes an independent attempt to escape, and must be individually persuaded to aid you.
</p>
<h2 id="planar-binding-greater">Planar Binding, Greater</h2>
<p>Conjuration (Calling) [see text for <i>lesser planar binding</i>]</p>
<p><strong>Level:</strong> Sor/Wiz 8</p>
<p><strong>Components:</strong> V, S</p>
<p>
<strong>Targets:</strong> Up to three elementals or outsiders, totaling no more than 18 HD, no two of which can be
more than 30 ft. apart when they appear.
</p>
<p>
This spell functions like <i>lesser planar binding,</i> except that you may call a single creature of 18 HD or
less, or up to three creatures of the same kind whose Hit Dice total no more than 18. Each creature gets a saving
throw, makes independent attempts to escape, and must be persuaded to aid you individually.
</p>
<h2 id="planar-binding-lesser">Planar Binding, Lesser</h2>
<p>Conjuration (Calling) [see text]</p>
<p><strong>Level:</strong> Sor/Wiz 5</p>
<p><strong>Components:</strong> V, S</p>
<p><strong>Casting Time:</strong> 10 minutes</p>
<p><strong>Range:</strong> Close (25 ft. + 5 ft./2 levels); see text</p>
<p><strong>Target:</strong> One elemental or outsider with 6 HD or less</p>
<p><strong>Duration:</strong> Instantaneous</p>
<p><strong>Saving Throw:</strong> Will negates</p>
<p><strong>Spell Resistance:</strong> No and Yes; see text</p>
<p>
Casting this spell attempts a dangerous act: to lure a creature from another plane to a specifically prepared
trap, which must lie within the spell’s range. The called creature is held in the trap until it agrees to perform
one service in return for its freedom.
</p>
<p>
To create the trap, you must use a <i>magic circle</i> spell, focused inward. The kind of creature to be bound
must be known and stated. If you wish to call a specific individual, you must use that individual’s proper name in
casting the spell.
</p>
<p>
The target creature is allowed a Will saving throw. If the saving throw succeeds, the creature resists the spell.
If the saving throw fails, the creature is immediately drawn to the trap (spell resistance does not keep it from
being called). The creature can escape from the trap with by successfully pitting its spell resistance against
your caster level check, by dimensional travel, or with a successful Charisma check (DC 15 + 1/2 your caster level
+ your Cha modifier). It can try each method once per day. If it breaks loose, it can flee or attack you. A
<i>dimensional anchor</i> cast on the creature prevents its escape via dimensional travel. You can also employ a
calling diagram (see <i>magic circle against evil</i>) to make the trap more secure.
</p>
<p>
If the creature does not break free of the trap, you can keep it bound for as long as you dare. You can attempt to
compel the creature to perform a service by describing the service and perhaps offering some sort of reward. You
make a Charisma check opposed by the creature’s Charisma check. The check is assigned a bonus of +0 to +6 based on
the nature of the service and the reward. If the creature wins the opposed check, it refuses service. New offers,
bribes, and the like can be made or the old ones reoffered every 24 hours. This process can be repeated until the
creature promises to serve, until it breaks free, or until you decide to get rid of it by means of some other
spell. Impossible demands or unreasonable commands are never agreed to. If you roll a 1 on the Charisma check, the
creature breaks free of the binding and can escape or attack you.
</p>
<p>
Once the requested service is completed, the creature need only so inform you to be instantly sent back whence it
came. The creature might later seek revenge. If you assign some open-ended task that the creature cannot complete
though its own actions the spell remains in effect for a maximum of one day per caster level, and the creature
gains an immediate chance to break free. Note that a clever recipient can subvert some instructions.
</p>
<p>
When you use a calling spell to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a
spell of that type.
</p>
<h2 id="plane-shift">Plane Shift</h2>
<p>Conjuration (Teleportation)</p>
<p><strong>Level:</strong> Clr 5, Sor/Wiz 7</p>
<p><strong>Components:</strong> V, S, F</p>
<p><strong>Casting Time:</strong> 1 standard action</p>
<p><strong>Range:</strong> Touch</p>
<p><strong>Target:</strong> Creature touched, or up to eight willing creatures joining hands</p>
<p><strong>Duration:</strong> Instantaneous</p>
<p><strong>Saving Throw:</strong> Will negates</p>
<p><strong>Spell Resistance:</strong> Yes</p>
<p>
You move yourself or some other creature to another plane of existence or alternate dimension. If several willing
persons link hands in a circle, as many as eight can be affected by the <i>plane shift</i> at the same time.
Precise accuracy as to a particular arrival location on the intended plane is nigh impossible. From the Material
Plane, you can reach any other plane, though you appear 5 to 500 miles (5d%) from your intended destination.
</p>
<p>
<i>Note: Plane shift</i> transports creatures instantaneously and then ends. The creatures need to find other
means if they are to travel back.
</p>
<p>
<em>Focus:</em> A small, forked metal rod. The size and metal type dictates to which plane of existence or
alternate dimension the spell sends the affected creatures.
</p>
<h2 id="plant-growth">Plant Growth</h2>
<p>Transmutation</p>
<p><strong>Level:</strong> Drd 3, Plant 3, Rgr 3</p>
<p><strong>Components:</strong> V, S, DF</p>
<p><strong>Casting Time:</strong> 1 standard action</p>
<p><strong>Range:</strong> See text</p>
<p><strong>Target or Area:</strong> See text</p>
<p><strong>Duration:</strong> Instantaneous</p>
<p><strong>Saving Throw:</strong> None</p>
<p><strong>Spell Resistance:</strong> No</p>
<p><i>Plant growth</i> has different effects depending on the version chosen.</p>
<p>
<em>Overgrowth:</em> This effect causes normal vegetation (grasses, briars, bushes, creepers, thistles, trees,
vines) within long range (400 feet + 40 feet per caster level) to become thick and overgrown. The plants entwine
to form a thicket or jungle that creatures must hack or force a way through. Speed drops to 5 feet, or 10 feet for
Large or larger creatures. The area must have brush and trees in it for this spell to take effect.
</p>
<p>
At your option, the area can be a 100-foot-radius circle, a 150-foot-radius semicircle, or a 200-foot-radius
quarter circle.
</p>
<p>You may designate places within the area that are not affected.</p>
<p>
<em>Enrichment:</em> This effect targets plants within a range of one-half mile, raising their potential
productivity over the course of the next year to one-third above normal.
</p>
<p><i>Plant growth</i> counters <i>diminish plants</i>.</p>
<p>This spell has no effect on plant creatures.</p>
<h2 id="poison">Poison</h2>
<p>Necromancy</p>
<p><strong>Level:</strong> Clr 4, Drd 3</p>
<p><strong>Components:</strong> V, S, DF</p>
<p><strong>Casting Time:</strong> 1 standard action</p>
<p><strong>Range:</strong> Touch</p>
<p><strong>Target:</strong> Living creature touched</p>
<p><strong>Duration:</strong> Instantaneous; see text</p>
<p><strong>Saving Throw:</strong> Fortitude negates; see text</p>
<p><strong>Spell Resistance:</strong> Yes</p>
<p>
Calling upon the venomous powers of natural predators, you infect the subject with a horrible poison by making a
successful melee touch attack. The poison deals 1d10 points of temporary Constitution damage immediately and
another 1d10 points of temporary Constitution damage 1 minute later. Each instance of damage can be negated by a
Fortitude save (DC 10 + 1/2 your caster level + your Wis modifier).
</p>
<h2 id="polar-ray">Polar Ray</h2>
<p>Evocation [Cold]</p>
<p><strong>Level:</strong> Sor/Wiz 8</p>
<p><strong>Components:</strong> V, S, F</p>
<p><strong>Casting Time:</strong> 1 standard action</p>
<p><strong>Range:</strong> Close (25 ft. + 5 ft./2 levels)</p>
<p><strong>Effect:</strong> Ray</p>
<p><strong>Duration:</strong> Instantaneous</p>
<p><strong>Saving Throw:</strong> None</p>
<p><strong>Spell Resistance:</strong> Yes</p>
<p>
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).
</p>
<p><em>Focus:</em> A small, white ceramic cone or prism.</p>
<h2 id="polymorph">Polymorph</h2>
<p>Transmutation</p>
<p><strong>Level:</strong> Sor/Wiz 4</p>
<p><strong>Components:</strong> V, S, M</p>
<p><strong>Casting Time:</strong> 1 standard action</p>
<p><strong>Range:</strong> Touch</p>
<p><strong>Target:</strong> Willing living creature touched</p>
<p><strong>Duration:</strong> 1 min./level (D)</p>
<p><strong>Saving Throw:</strong> None</p>
<p><strong>Spell Resistance:</strong> No</p>
<p>
This spell functions like <i>alter self,</i> except that you change the willing subject into another form of
living creature. The new form may be of the same type as the subject or any of the following types: aberration,
animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. The assumed form
can’t have more Hit Dice than your caster level (or the subject’s HD, whichever is lower), to a maximum of 15 HD
at 15th level. You can’t cause a subject to assume a form smaller than Fine, nor can you cause a subject to assume
an incorporeal or gaseous form. The subject’s creature type and subtype (if any) change to match the new form.
</p>
<p>
Upon changing, the subject regains lost hit points as if it had rested for a night (though this healing does not
restore temporary ability damage and provide other benefits of resting; and changing back does not heal the
subject further). If slain, the subject reverts to its original form, though it remains dead.
</p>
<p>
The subject gains the Strength, Dexterity, and Constitution scores of the new form but retains its own
Intelligence, Wisdom, and Charisma scores. It also gains all extraordinary special attacks possessed by the form
but does not gain the extraordinary special qualities possessed by the new form or any supernatural or spell-like
abilities.
</p>
<p>
Incorporeal or gaseous creatures are immune to being <i>polymorphed</i>, and a creature with the shapechanger
subtype can revert to its natural form as a standard action.
</p>
<p><em>Material Component:</em> An empty cocoon.</p>
<h2 id="polymorph-any-object">Polymorph Any Object</h2>
<p>Transmutation</p>
<p><strong>Level:</strong> Sor/Wiz 8, Trickery 8</p>
<p><strong>Components:</strong> V, S, M/DF</p>
<p><strong>Casting Time:</strong> 1 standard action</p>
<p><strong>Range:</strong> Close (25 ft. + 5 ft./2 levels)</p>
<p><strong>Target:</strong> One creature, or one nonmagical object of up to 100 cu. ft./level</p>
<p><strong>Duration:</strong> See text</p>
<p><strong>Saving Throw:</strong> Fortitude negates (object); see text</p>
<p><strong>Spell Resistance:</strong> Yes (object)</p>
<p>
This spell functions like <i>polymorph,</i> except that it changes one object or creature into another. The
duration of the spell depends on how radical a change is made from the original state to its enchanted state. The
duration is determined by using the following guidelines.
</p>
<table data-debug="no-caption" class="full-width-table">
<tbody>
<tr>
<th>Changed Subject Is:</th>
<th>Increase to Duration Factor<sup>1</sup></th>
</tr>
<tr>
<td>Same kingdom (animal, vegetable, mineral)</td>
<td>+5</td>
</tr>
<tr>
<td>Same class (mammals, fungi, metals, etc.)</td>
<td>+2</td>
</tr>
<tr>
<td>Same size</td>
<td>+2</td>
</tr>
<tr>
<td>Related (twig is to tree, wolf fur is to wolf, etc.)</td>
<td>+2</td>
</tr>
<tr>
<td>Same or lower Intelligence</td>
<td>+2</td>
</tr>
<tr>
<td colspan="2">1 Add all that apply. Look up the total on the next table.</td>
</tr>
</tbody>
</table>
<table data-debug="no-caption" class="half-width-table">
<tbody>
<tr>
<th>Duration Factor</th>
<th>Duration</th>
<th>Example</th>
</tr>
<tr>
<td>0</td>
<td>20 minutes</td>
<td>Pebble to human</td>
</tr>
<tr>
<td>2</td>
<td>1 hour</td>
<td>Marionette to human</td>
</tr>
<tr>
<td>4</td>
<td>3 hours</td>
<td>Human to marionette</td>
</tr>
<tr>
<td>5</td>
<td>12 hours</td>
<td>Lizard to manticore</td>
</tr>
<tr>
<td>6</td>
<td>2 days</td>
<td>Sheep to wool coat</td>
</tr>
<tr>
<td>7</td>
<td>1 week</td>
<td>Shrew to manticore</td>
</tr>
<tr>
<td>9+</td>
<td>Permanent</td>
<td>Manticore to shrew</td>
</tr>
</tbody>
</table>
<p>
Unlike <i>polymorph, polymorph any object</i> does grant the creature the Intelligence score of its new form. If
the original form didn’t have a Wisdom or Charisma score, it gains those scores as appropriate for the new form.
</p>
<p>
Damage taken by the new form can result in the injury or death of the polymorphed creature. In general, damage
occurs when the new form is changed through physical force.
</p>
<p>
A nonmagical object cannot be made into a magic item with this spell. Magic items aren’t affected by this spell.
</p>
<p>
This spell cannot create material of great intrinsic value, such as copper, silver, gems, silk, gold, platinum,
mithral, or adamantine. It also cannot reproduce the special properties of cold iron in order to overcome the
damage reduction of certain creatures.
</p>
<p>
This spell can also be used to duplicate the effects of
<i>baleful polymorph, polymorph, flesh to stone</i>, <i>stone to flesh</i>, <i>transmute mud to rock</i>,
<i>transmute metal to wood,</i> or
<i>transmute rock to mud.</i>
</p>
<p><em>Arcane Material Component:</em> Mercury, gum arabic, and smoke.</p>
<h2 id="power-word-blind">Power Word Blind</h2>
<p>Enchantment (Compulsion) [Mind-Affecting]</p>
<p><strong>Level:</strong> Sor/Wiz 7, War 7</p>
<p><strong>Components:</strong> V</p>
<p><strong>Casting Time:</strong> 1 standard action</p>
<p><strong>Range:</strong> Close (25 ft. + 5 ft./2 levels)</p>
<p><strong>Target:</strong> One creature with 200 hp or less</p>
<p><strong>Duration:</strong> See text</p>
<p><strong>Saving Throw:</strong> None</p>
<p><strong>Spell Resistance:</strong> Yes</p>
<p>
You utter a single word of power that causes one creature of your choice 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 by
<i>power word blind</i>.
</p>
<table data-debug="no-caption" class="half-width-table">
<tbody>
<tr>
<th>Hit Points</th>
<th>Duration</th>
</tr>
<tr>
<td>50 or less</td>
<td>Permanent</td>
</tr>
<tr>
<td>51–100</td>
<td>1d4+1 minutes</td>
</tr>
<tr>
<td>101–200</td>
<td>1d4+1 rounds</td>
</tr>
</tbody>
</table>
<h2 id="power-word-kill">Power Word Kill</h2>
<p>Enchantment (Compulsion) [Death, Mind-Affecting]</p>
<p><strong>Level:</strong> Sor/Wiz 9, War 9</p>
<p><strong>Components:</strong> V</p>
<p><strong>Casting Time:</strong> 1 standard action</p>
<p><strong>Range:</strong> Close (25 ft. + 5 ft./2 levels)</p>
<p><strong>Target:</strong> One living creature with 100 hp or less</p>
<p><strong>Duration:</strong> Instantaneous</p>
<p><strong>Saving Throw:</strong> None</p>
<p><strong>Spell Resistance:</strong> Yes</p>
<p>
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
<i>power word kill</i>.
</p>
<h2 id="power-word-stun">Power Word Stun</h2>
<p>Enchantment (Compulsion) [Mind-Affecting]</p>
<p><strong>Level:</strong> Sor/Wiz 8, War 8</p>
<p><strong>Components:</strong> V</p>
<p><strong>Casting Time:</strong> 1 standard action</p>
<p><strong>Range:</strong> Close (25 ft. + 5 ft./2 levels)</p>
<p><strong>Target:</strong> One creature with 150 hp or less</p>
<p><strong>Duration:</strong> See text</p>
<p><strong>Saving Throw:</strong> None</p>
<p><strong>Spell Resistance:</strong> Yes</p>
<p>
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 <i>power word stun</i>.
</p>
<table data-debug="no-caption" class="half-width-table">
<tbody>
<tr>
<th>Hit Points</th>
<th>Duration</th>
</tr>
<tr>
<td>50 or less</td>
<td>4d4 rounds</td>
</tr>
<tr>
<td>51–100</td>
<td>2d4 rounds</td>
</tr>