Spell Descriptions (N-Q)

Renegade Wizard's Spellbook

Renegade

Author Mark Gedak
Publisher Mongoose Publishing
Publish date 2005
OGL Section 15 rws

The material below is designated as Open Game Content.

Necrotic Caress

Transmutation (Contingent – Necromancy) [Contingent Focused, Focused]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Huge or smaller creature touched
Duration: 1 round/4 levels, also see text
Saving Throw: Fortitude negates
Spell Resistance: Yes

Like all caress spells, this spell grants you a touch attack that may be used anytime you could make an unarmed attack. This spell’s effect can be applied in addition to any damage your unarmed attack would otherwise deal. Weapons that allow you to deal unarmed damage do not channel the effects of a caress spell; only the touch of your enchanted hand can do so.

Your hand (or other unarmed attacking appendage) is transformed into an unliving channel of negative energy. Victims of your touch must save each round (including the round they are touched in) or suffer one negative level from the crawling powers of death seeping through them. Multiple touches of this spell, whether it comes from you or another source, are not cumulative, but the one level per round is. If any given target suffers more negative levels than it has Hit Dice, it dies. In addition to any normal dispelling effect being able to negate this spell, any restoration effect, even lesser restoration, will end it as well.

Dispelling you does not end the duration on already affected targets.

Focused Effect: Targets take 1d6 of magical damage if they make their save in any given round of effect.

Contingent Focused Effect: Targets slain by this spell become zombies under your service. Zombies created in this way remain animated for one hour before dying again and remaining dead. The resulting corpses cannot be affected again by any necromantic spell except resurrection or true resurrection.

Night Bolt

Evocation [Darkness]
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: 100 ft.
Area: 100 ft. line
Duration: Instantaneous
Saving Throw: Reflex half, see text
Spell Resistance: Yes

This spell causes a flood of pure, starless night to erupt from the caster’s hand. Writhing and crackling like obsidian lightning, it pours over those unfortunate enough to be caught in its path, ripping the flesh from their bones and robbing them of their senses. The night bolt deals 1d6 points of damage per caster level (maximum 15d6), with a Reflex save allowed for half damage.

In addition to the damage effect, all within the bolt’s path must attempt a Fortitude save or be both blinded and deafened for 2d4 rounds. Those who were successful with their Reflex save gain a +2 circumstance bonus to their save to resist the loss of their senses, as they are able to shield themselves from the worst of the night bolt’s energy.

A night bolt is most effective when cast in at night or in areas of heavy shadow, such as in a narrow alleyway or the twisting tunnels of the under earth. When cast in such circumstances, the night bolt imposes a -1 circumstance penalty to all saves. Conversely, when cast during the daylight or in areas well saturated with light, those in its path benefit from a +1 circumstance bonus to their saves to resist its effects.

Material Components: A sliver of obsidian wrapped in black satin.

One

Transmutation
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 round
Range: 10 feet/2 caster levels radius, centred on the caster
Targets: Up to 1 willing ally/4 caster levels
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

With the casting of this spell, you temporarily link your and your allies’ life energies on a fundamental level, allowing you all to draw upon each other’s life and soul energies in times of need. For the duration of the spell, all affected allies share both their saving throws and their ability score modifiers with one another, meaning a sorcerer linked by this spell to a fighter can use the fighter’s more favourable save bonus and Constitution modifier when attempting a Fortitude save and the fighter can use the sorcerer’s more favourable bonus when forced to attempt a Will save. Likewise, if the sorcerer is grappled, he can use the fighter’s Strength bonus instead of his own when making an opposed grapple checks to escape, or when simply attempting to strike his opponent with a dagger.

Those affected by this spell automatically and unconsciously draw upon the highest ability score or save bonus when needed, with no limit to the number of times any ability may be drawn upon per round. The power of the spell draws only upon its participants innate qualities, meaning that those bonuses to ability scores or saves granted by spells or magic items are ignored. For the purposes of this spell, permanent bonuses granted by wishes or similar magics are considered innate qualities. Likewise, temporary or permanent increases granted by feats or by class abilities, such as a barbarian’s rage or a paladin’s divine grace, are considered to be innate qualities.

The spells effects last only so long as all participants remain within the radius of effect. Should any linked participant move outside that radius, the spell immediately ends. When the spell ends, all participants are considered fatigued.

Material Components: A bit of hair or skin from each participant. Alternately, all participants can link hands during the duration of the casting.

Oozing Sores

Necromancy [Archaic]
Level: Sor/Wiz 3
Components: V, M
Casting Time: 2 rounds
Range: Medium (100 ft. + 10 ft./level)
Target: One character or creature
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

A single character or creature targeted by the spellcaster is suddenly overcome with terrible, debilitating pain. If the target fails his Fortitude, save dozens of sores suddenly burst open on his body, each oozing a grey, foul-smelling puss. The target immediately suffers 1d4 points of damage and suffers another 2 points of damage at the beginning of each round as long as the spell lasts. The target is also helpless for the duration of the spell.

Any attacks against the target while this spell is in effect gain a +2 circumstance bonus to damage as the attacks tear deeply into the oozing sores.

Material Component: A scrap of dead skin.

Oracle

Divination
Level: Sor/Wiz 9
Components: V, S, XP (see text)
Casting Time: 1 hour
Range: Personal
Target: You
Duration: 2 days (see text)
Saving Throw: Fortitude partial, Will partial (see text)

This spell reveals hidden or secret information to the caster concerning the location and condition of a person, item or locale. The answer is never exact and is in the form of a riddle, allegory or a tale, telling how the object, person or locale came to be where it is and why it is in its current condition. Knowledge of the location desired is too vague to make even the riskiest teleport; greater teleport also fails. The information is sufficient, however, to start a quest or expedition.

To cast this spell, the caster must have minimal distractions and disturbances. A calm woodland setting, a quiet temple or the seclusion of his private study would be examples of suitable settings. The actual casting of the spell takes one hour and the caster falls into a deep trance when the spell is completed. If the caster leaves the trance at the end of the duration, he or she awakens fully aware of the present surroundings and circumstance. The knowledge requested is given to the character, but there may be a price to pay.

At the end of the full duration, the caster must make Will and Fortitude saves against a DC of 25. If the Fortitude save fails, the caster is stricken blind. If the Will save is failed, the caster is magically aged 10 years. If both fail, the caster permanently loses all spellcasting abilities. If either save fails, the caster may never again cast this spell by any means.

It would take a significant disturbance to rouse the caster from this trance, and doing so is very harmful. Attacks nearby or against the character, very loud noises or being shaken wakes the caster. Minor noises such as chirping birds or the creaking of a wooden floor, however, would not disturb the caster enough to be dangerous. If the caster is interrupted, the information desired is not granted, and the caster must roll Fortitude and Will saves as if the duration had elapsed.

Blindness, aging and spellcasting loss caused by this spell are permanent and not reversible by any means less than divine intervention.

XP Cost: 1,000 XP

Paean of Greater Glory

Enchantment [Compulsion, Mind-Affecting]
Level: Brd 4
Components: V
Casting Time: 1 standard action
Range: 100 ft.
Area: 100-ft.-radius around you
Duration: Concentration up to 2 rounds/level (see text)
Saving Throw: Will negates
Spell Resistance: Yes

You fill the air with a powerful song of glory that inspires your allies and bolsters their spirits while planting the seeds of doubt in your enemies. Allies able to hear your song gain a +4 morale bonus on attack rolls, damage rolls and skill checks as well as a +2 morale bonus on saving throws and a +2 deflection bonus to their AC. Meanwhile, enemies failing a Will save suffer a –2 morale penalty to all skill checks, saving throws and attack rolls.

The only difficulty with this spell is the fact that you must continue singing for the effects to remain and this song requires your full concentration. You are permitted a single move maintaining the song and any damage you take forces a Concentration check (DC 10 + damage taken) to continue the song. Any attempt on your part to cast a spell or make an attack immediately brings the spell, and all of its effects, to an end.

Painblast

Conjuration (Force)
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: 60 ft.
Area: A 10 ft. wide straight line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

A line of power erupts along the ground between you and the limit of the spell, creating a line of painful force that tosses anyone in its area of effect 5 feet to either side (roll 1d4 for each moved target, on an even roll targets move right and on an odd roll targets move left). All creatures in the area of effect suffer 1d4 points of damage per caster level (maximum 15d4).

If a creature is knocked into another creature, each must make a Reflex save (DC 15) or be knocked prone.

Material Components: A hollow glass rod containing a glob of quicksilver (30 gp value).

Painted Ship

Transmutation
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 hour
Range: Touch
Target: One ship of Medium-size or smaller
Duration: 4 hours/level
Saving Throw: None
Spell Resistance: Yes (harmless, object)

Painted ship transforms the targeted vessel into a rather uninspired oil painting, 4 feet wide and 2 feet high. The painting can be folded, rolled up and carried without damaging the ship. However, if there are any Small or larger living things on board ship when painted ship is cast, the spell fails. During the casting of the spell, the caster must walk the entire length of the ship and enter every compartment on board.

Once the spell’s duration expires, the painting springs back into a full-size vessel. It takes one round for action during a round while the painting to grow into a Tiny vessel, two rounds to become Small and three to become a Medium ship.

If the painting is destroyed before it turns back into a ship, the vessel is destroyed. If the painting is altered, the ship is dealt 1d6 points of structural damage per alteration. By making a Craft (painting) (DC25) check, an artist can repair 1d6 points of damage per hour of work on the painting.

Material Component: Pearl dust worth 500 gp.

Palsy

Necromancy [Fear, Mind-Affecting]
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 living creature
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

The creature affected by this spell is overcome with a mild case of convulsions and seizures. The magical energy of this spell temporarily disables and disrupts the target’s muscles, making it difficult for him to control his fine motor movements. A spellcaster affected by these tremors must make a Concentration check (DC 15) each time he attempts to cast a spell with a somatic component. While casting, his tremors disrupt and ruin the hand motions he must make to complete his spell.

Material Component: A pinch of dirt from a wizard’s grave.

Paper Tigers

Illusion (Shadow)
Level: Brd 4
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Several semi-real creatures
Duration: 1 minute/level (D)
Saving Throw: Will disbelief (if interacted with); varies; see text
Spell Resistance: Yes

You fold 1d4 origami tigers plus 1 per 2 caster levels (up to a maximum of 9) from the material components of the spell. They immediately appear somewhere within range, grow to the size of real tigers, and spring to life to fight under your complete control for the duration of the spell. Only one of the tigers has substance, however, and the rest are no more solid than a mirror image.

Each round, at the beginning of your action, you may select one of the origami tigers to be the real tiger, having the statistics of a tiger — it can be a different tiger each round. You may also ready an action to select a tiger to be the real tiger as a standard action. All the fake tigers function as tigers except that their attacks deal no damage, and even a single point of damage instantly destroys them.

Damage to the real tiger carries over from round to round even if a different tiger is selected to be the real tiger; if it is destroyed, the spell ends.

Material Component: 10 gp worth of black paper and gold foil.

Pass through Element

Abjuration [Varies]
Level: Brd 2, Clr 2, Drd 1, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Effect: Passage through 5 ft./level of a certain element
Duration: 1 minute/level

You can walk through a barrier made from a certain element without harm. At the moment of casting, you select the natural occurrence of an element and you will be able to walk as far as 5 feet per caster level without suffering damage or any adverse effect. This spell does not work with magical expressions of an element, meaning that while it will let you navigate through a burning building, it will not let you cross a wall of fire. You could cross a wall of stone or a wall of ice, since the material is normal and remains there after the spell is cast. If the effect ends while you are immersed in a solid, you are ejected to the nearest safe place and suffer 1d6 points of nonlethal damage for every 10 feet travelled that way. If you are immersed in a non-solid element, you start suffering the effects immediately.

When you use this spell to pass through an element or energy type, it is a spell of that type. For example, pass through element is a water spell when cast to cross a wall of ice. Choosing air allows you to walk through gases, scalding vapour or extremely cold terrain; earth allows you to walk through worked stone or rock, or through metals at half the distance. Picking fire allows you to walk through natural flames or lava at half the distance, and by choosing water you can walk at the bottom of a body of water or cross sheets of ice.

Past’s Façade

Transmutation [Age, Temporal]
Level: Sor/Wiz 5, Brd 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: One hour/level (D)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

This spell transforms the touched creature’s body, returning it to a more youthful form. The creature can be rejuvenated back to its adult age but no further. Only the creature’s physical age is affected, its mind remains untouched.

Any penalties the creature has experienced due to aging can be undone using this spell. An old hag can be returned to a beautiful and youthful maiden, an aged warrior whose strength has left him can be returned to his physical prime but with all the benefits of his well-earned experience.

It is often said that chronomancers do not age. While, to some extent, this is true, more often than not, chronomancers simply use this spell. This spell cannot prevent death from old age and the creature ages normally while it operates. When the spell wears off, the creature is exactly the same age as he would have been had the spell never been cast.

Pearl of Brilliance

Conjuration (Creation) [Light]
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: 0 ft.
Effect: One gleaming silvery sphere in your palm
Duration: 1 minute/level or until expended (D)
Saving Throw: Fortitude partial
Spell Resistance: Yes

A gleaming pearl-sized silver sphere appears in your palm, glowing as brightly as a candle. You can use the pearl to make a melee touch attack or throw it as a splash weapon, making a ranged touch attack with a maximum range of 60 feet. If the sphere is wielded by any other creature, treat it as an improvised melee weapon (–4 nonproficiency penalty on attack rolls) or as a splash weapon with a range increment of 10 feet.

When the pearl hits (either as ranged or melee attack), it breaks and releases a flash of intense light. The target struck takes 1d6 points of damage plus 1 point per caster level (maximum +5). Creatures in the splash area (including the target struck and the wielder, if not you) must make a Fortitude save or be dazzled for 1d4 rounds.

Undead creatures struck take 2d6 points of damage + 2 points per caster level (maximum +10) and must save or be blinded for 2d4 rounds. Undead creatures in the splash area take 1d6 points of damage plus one point per caster level (maximum +5) and must save or be blinded for 1d4 rounds.

The flash from the pearl of brilliance as it breaks counters or dispels any darkness spell of equal or lower level. A darkness spell of equal or higher level counters or dispels pearl of brilliance.

Material Component: A ball of pine resin or candle wax.

Pestilence

Necromancy
Level: Clr 7, Drd 6, Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: 40 ft.
Area of Effect: Cloud spreads in a 40 ft. radius, 40 ft. high, centred on you
Duration: 1 round/2 levels
Saving Throw: See text
Spell Resistance: Yes

This spell creates a cloud of deadly plague vapours that carries every form of virulent disease known to man. The diseases contained within the cloud are made stronger and even more contagious by the magic which transmits them, meaning even the hardiest of victims will be hard pressed to resist infection.

When the spell is cast, a voluminous, noxious greenish grey cloud begins to billow forth from the caster’s every pore, filling the spell’s radius in the space of a single breath. The cloud remains in place for 1 round per 2 caster levels, and then disperses.

While the cloud remains, everyone within the area of effect (save the caster) is immediately exposed to one or more virulent diseases each round. Roll 1d12 and consult the proceeding chart.

1d12 Disease
1 Blinding Sickness
2 Cackle Fever
3 Demon Fever
4 Devil Chills
5 Filth Fever
6 Mindfire
7 Mummy Rot
8 Red Ache
9 Shakes
10 Slimy Doom
11 Roll twice on this chart, ignoring rolls of 11 or 12
12 Roll three times on this chart, ignoring rolls of 11 or 12

The exact effects and base save DCs of the above diseases can be found in the SRD. The bolstering power of magic makes these diseases much more lethal; add the spell’s level to the disease’s base save to determine the actual save DC.

For the purposes of transmission, the diseases carried by pestilence are considered to be inhaled, meaning those who do not breathe or can successfully hold their breath for the spell’s duration do not risk infection. Likewise, there is no incubation period for diseases transmitted via the spell, so all effects are instantaneous.

Beings which are immune to magical diseases are likewise immune to this spell, and pestilence has no effect on undead, constructs or on plant creatures.

Material Components: A vial of stagnant water.

Phantasmal Force

Illusion (Phantasm) [Fear, Mind-Affecting]
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. +10 ft./level)
Targets: One living creature
Duration: Concentration + 1 round
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: Yes

With this spell, you can create a phantasmal image that torments your foes. The phantasmal force has the base attack bonus of the caster and deals 1d6 points of nonlethal damage on each successful attack. Note that because the phantasm is inside the creature’s mind, the phantasm can always use a full-attack action. If disbelieved or if the creature leaves the caster’s line of sight, the phantasmal force immediately dissipates.

Phantasmal Force, Greater

Illusion (Phantasm) [Fear, Mind-Affecting]
Level: Brd 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. +10 ft./level)
Targets: One living creature/5 levels
Duration: Concentration + 1 round/2 levels (maximum +10)
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: Yes

As phantasmal force, but with the following properties: The phantasmal force has the base attack bonus (and any extra attacks from those bonuses) of a fighter of the caster’s level and deals 2d6 points of normal damage on each successful attack. Note that because the phantasm is inside the creature’s mind the phantasm can always use a full-attack action. If disbelieved or if the creature leaves the caster’s line of sight, the phantasmal force immediately dissipates.

Phantasmal Force, Improved

Illusion (Phantasm) [Fear, Mind-Affecting]
Level: Brd 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. +10 ft./level)
Targets: One living creature
Duration: Concentration + 1 round/2 levels (maximum +5)
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: Yes

As phantasmal force, but with the following properties: The phantasmal force has the base attack bonus of a cleric (and any extra attacks from those bonuses) of the caster’s level and deals 1d6 points of normal damage on each successful attack. Note that because the phantasm is inside the creature’s mind the phantasm can alway suse a full-attack action. If disbelieved or if the creature leaves the caster’s line of sight, the phantasmal force immediately dissipates.

Phantasmal Item I

Illusion (Phantasm) [Mind-Affecting]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Phantasmal objects fill a 30 ft.
Duration: Concentration + 1 minute/level
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: Yes

You create a phantasmal image of an item in the minds of all within visual range of the material component. The item mimicked by this spell can have a value up to 25 gp. A weapon created via this spell is not real in any way, however those who fail their Will disbelief saves do suffer normal damage from the weapon until they disbelieve. Armour or shields created in this way provide half the normal armour bonus to AC (rounded down, minimum of +1) against enemies that fail their Will disbelief saves. This is due to the attacker attempting to work around the character’s ‘armour’ and thus not taking full advantage of the weaknesses in the character’s real armour. Note that the armour bonus of the real armour and phantasmal armour do not stack, though a phantasmal shield would stack with real armour and vice versa. Once a creature successfully disbelieves the phantasmal armour or shield, it no longer provides any armour class bonus to the wearer and the wearer uses their normal AC.

Finally, any other items created via this spell have their normal qualities against those who fail their Will disbelief saving throws, such as a phantasmal alchemist’s fire. Note, however, that phantasmal items do not count towards having real items of that type, for example phantasmal thieves’ tools do not help thieves pick locks (in fact, a thief would probably realise that the thieves’ tools were not real once he tried to use them) and neither would a phantasmal alchemist’s lab help an alchemist in his creation of items.

Phantasmal Item II

Illusion (Phantasm) [Mind-Affecting]
Level: Sor/Wiz 2

This spell functions as phantasmal item I, except that an object of 50 gp value can now be mimicked.

Phantasmal Item III

Illusion (Phantasm) [Mind-Affecting]
Level: Sor/Wiz 3

This spell functions as phantasmal item I, except that an object of 100 gp value can now be mimicked.

Phantasmal Item IV

Illusion (Phantasm) [Mind-Affecting]
Level: Sor/Wiz 4
Duration: Concentration + 10 minutes/level

This spell functions as phantasmal item I, except that an object of 250 gp value can now be mimicked.

Phantasmal Item V

Illusion (Phantasm) [Mind-Affecting]
Level:* Sor/Wiz 5
Duration: Concentration + 10 minutes/level

This spell functions as phantasmal item I, except that an object of 500 gp value can now be mimicked.

Phantasmal Item VI

Illusion (Phantasm) [Mind-Affecting]
Level: Sor/Wiz 6
Duration: Concentration + 10 minutes/level

This spell functions as phantasmal item I, except that an object of 1,500 gp value can now be mimicked.

Phantasmal Item VII

Illusion (Phantasm) [Mind-Affecting]
Level: Sor/Wiz 7
Duration: Concentration + 1 hour/level

This spell functions as phantasmal item I, except that an object of 2,500 gp value can now be mimicked.

Phantasmal Item VIII

Illusion (Phantasm) [Mind-Affecting]
Level: Sor/Wiz 8
Duration: Concentration + 1 hour/level

This spell functions as phantasmal item I, except that an object of 5,000 gp value can now be mimicked.

Phantasmal Item IX

Illusion (Phantasm) [Mind-Affecting]
Level: Sor/Wiz 9
Duration: Concentration + 1 hour/level

This spell functions as phantasmal item I, except that an object of 15,000 gp value can now be mimicked.

Phantom Artillery

Conjuration [Creation]
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: 0 ft.
Effect: One quasi-real siege engine
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No

A favourite spell of wizards attached to mercenary companies, this spell creates a temporary siege engine that you and your allies may crew and fire. In addition, each time you prepare the engine for firing, it magically creates its own ammunition. This makes it much easier to prepare the weapon for attack, increasing its rate of fire. The type of siege engine created depends on your caster level.

c Level 7 to 11: You may create a ballista. It takes 2 rounds to prepare this weapon for firing. The ballista counts as silver for overcoming damage reduction. (3d6 damage)

c Level 12 to 16: You may create a ballista as above or a light catapult. It takes 3 rounds to prepare the catapult for firing. The catapult or ballista counts as a magic weapon for overcoming damage reduction. (3d6 damage or 1d6 structure points)

c Level 17 or higher: You may create a ballista, light catapult or a heavy catapult. It takes 4 rounds to prepare a heavy catapult for firing. These siege weapons function as magic weapon for overcoming damage reduction. (4d6 damage or 2d6 structure points)

Material Component: A large rock weighing 1 lb or a crossbow bolt, depending on the type of siege engine created.

Piercing Gaze

Enchantment [Mind-Affecting]
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: None (see text)
Spell Resistance: Yes

Piercing gaze deals actual damage to a target creature by forcing several conflicting urges and emotions on it at the same time. The resulting shock causes mental trauma. To affect a target, the caster must meet its gaze. Thus, blind creatures or a target that cannot see the caster will prevent the spell from working. If successful, the target takes 5d4 points of damage. This can be, at the caster’s option, nonlethal. If piercing gaze deals more than 15 points of nonlethal or normal damage, the target must make a Will save or be stunned for a single round.

Material Component: A smooth piece of tumbled amethyst worth 1 gp.

Plague

Necromancy
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 1 standard action
Range: 50 ft.
Effect: Cloud spreads in a 50 ft. radius, 50 ft. high, centred on you
Duration: 1 round/2 levels
Saving Throw: See text
Spell Resistance: Yes

A more virulent form of the pestilence spell, plague infects its victims with multiple, exquisitely deadly diseases. Each round any living being remains within the area of effect, he must roll twice on the following table.

The exact effects and base save DCs of the above diseases can be found in the SRD. The bolstering power of magic makes these diseases much more lethal; add the spell’s level to the disease’s base save to determine the actual save DC.

The plague spell is far more insidious than pestilence. For the length of the spell’s duration, and for 1d4 rounds after, any being who comes within 5 feet of a being who spent at least one round within the spell’s radius must also save against disease, as though he himself had entered the spell’s area of effect; saves are attempted against the disease’s normal DC (meaning the spell’s level is not added to the DC) and a failed save means the victim contracts the specific disease, or diseases, the carrier was exposed to.

For the purposes of transmission, the diseases carried by plague are considered to be inhaled, meaning those who do not breathe or can successfully hold their breath for the spell’s
duration do not risk infection. Likewise, there is no incubation period for diseases transmitted via the spell, so all effects are instantaneous.

Beings which are immune to magical diseases are likewise immune to this spell, and plague has no effect on undead, on constructs or on plant creatures.

Material Components: A piece of rotting flesh and a vial of pus.

1d12 Disease
1 Blinding Sickness
2 Cackle Fever
3 Demon Fever
4 Devil Chills
5 Filth Fever
6 Mindfire
7 Mummy Rot
8 Red Ache
9 Shakes
10 Slimy Doom
11 Roll twice on this chart, ignoring rolls of 11 or 12
12 Roll three times on this chart, ignoring rolls of 11 or 12

Planar Breach

Conjuration (Creation)
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Duration: 10 rounds
Saving Throw: Fortitude partial (object, see text)
Spell Resistance: None

An extremely dangerous spell, and one that knows no friends, planar breach tears open the barriers between the planes and forms a ragged rift of wild energies and destructive forces. Essentially, the spellcaster begins a powerful summoning spell and lets it go out of control after determining the focal point anywhere within range. At that point, a 10-foot long by 5-foot wide wall rips open and remains open for the entire duration of the spell. Every creature in range of the spell is moved 5 feet each round towards the rift with no save or spell resistance allowed to resist this pull. Dimensional anchor prevents the forced motion. Creatures holding onto fastened structures, such as walls, must make a Strength check DC 25 every round of the spell’s duration to avoid being pulled towards the rift as described above.

If the movement of any creature, for any reason, takes it through this wall, it instantly disappears and must make a Fortitude save. Failure results in disintegration as massive dimensional stress tears them apart. Creatures and objects that succeed at the save are flung to a random plane as the violet layer of a prismatic wall and suffer 5d6 points of force damage from the rough travel. Immunity to disintegration effects prevents the possible death and force damage, but the planar travel still occurs. Dimensional anchor also prevents the disintegration or force damage, but the rift overwhelms it and planar travel still occurs.

You are not immune to any effect of this spell and can easily be killed by it. However, you can choose during the casting of planar breach to include a dimensional anchor effect on yourself and any single ally you are in contact with. This raises the casting time to one round.

Planar Promise

Conjuration (Calling)
Level: Sor/Wiz 8
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Duration: 1 hour
Saving Throw: None
Spell Resistance: No

This spell is an extremely fast version of greater planar ally, based on a simple premise - desperation. When you cast planar promise, you contact your planar ally and make an oath to offer any service it requests in exchange for its immediate help. The service it requests cannot take longer than one hour to perform, as that is the amount of time it is charged to serve you via this spell and it cannot task you to anything self-destructive or suicidal. Other than those limitations, the entity can ask you for anything up to and including the surrender of any single item in your possession or owned by you in another location of up to 100,000 gp in value.

Casting this spell binds you as per the spell geas to do as you have promised. Willingly breaking this geas or allowing it to be broken or dispelled renders you unable to cast any calling spell until you fulfil your promise to the planar entity. Once you do, this limitation lifts and you are free to cast said spells again.

The Games Master is encouraged to make the return services for this spell costly and/or difficult, discouraging its casual use.

Plausible Excuse

Enchantment (Charm) [Mind-Affecting]
Level: Brd 2, Sor/Wiz 2
Components: S, M
Casting Time: 1 standard action
Duration: 1 day/level
Range: Close (25 ft. +5 ft./2 levels)
Targets: One creature/level
Saving Throw: Will negates
Spell Resistance: Yes

Upon casting this spell, those affected by it will believe that you were in their company for a period of time equal to your level in hours (or less, if you so desire at the time of casting). These vague memories will last for a period of days equal to your level. After this time passes, the false memories will fade, as minor details often do. Those individuals unaffected by the spell will have no idea that the spell was cast, but their memories of your presence will conflict with those you’ve enchanted.

Material Component: A small mirror left with one of the spell’s targets or in the location of your alibi’s presence.

Player Instrument

Conjuration (Calling)
Level: Brd 3
Components: V, S, F
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./caster level)
Target: 1 musical instrument
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

You are able to make a musical instrument play as if you were physically playing it, without having to be in contact with the instrument. You must make a Perform check to determine the quality of the playing. The instrument continues to play until you are out of the spell’s range or the duration expires. You may use this to spell to use your bardic music abilities, but doing so requires a Concentration check each round (DC 15 + damage sustained, if any) and counts as a move action.

Focus: The focus is a musical instrument.

Player Instrument, Greater

Conjuration (Calling)
Level: Brd 5
Duration: 1 minute/level

This spell functions like player instrument except it has a greater duration and the Concentration check to use the instrument for your bardic abilities is reduced to DC 10 + damage sustained.

Focus: The focus is a musical instrument.

Pocket Paradise

Conjuration (Creation)
Level: Brd 6
Components: V, S
Casting Time: 1 minute
Range: 30 ft.
Effect: Extradimensional paradise, up to 30 ft./level radius area
Duration: 10 minutes/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

To cast this spell, you must render a performance in song, oration or music that evokes the image of a lush paradise. As the casting continues, your description grows more vivid in the minds of the subjects until, after one minute, all subjects find themselves physically transported to the location you have described.

At first glance, the paradise may seem similar to that created by a magnificent mansion spell. However, the pocket paradise is much more opulent and pleasant. The exact design is left to the bard in question, but typical paradises resemble balmy tropical islands, silk-strewn seraglios or crystal towers atop craggy mountains. Whatever the appearance, the actual total area of the paradise is a 30-foot radius per caster level.

Those within the paradise find themselves the subject of pampered treatment at the hands of a staff of illusory servitors; again, the exact design of these servitors is left to you.
Although there is delicious food and sweet drink in plenty, all of this is illusion, and provides no sustenance. Further, any rest gained while in the paradise is fleeting, and those exiting find themselves just as fatigued as they were when they went in.

Time spent here cannot be used to apply to the eight hours of rest a spellcaster needs to regain spells.

However, the paradise has a soothing effect on the minds of those within it. Those who rest at least 10 minutes in the paradise find themselves cured of the following conditions: cowering, dazed, dazzled, fascinated, frightened, nauseated, panicked, shaken, sickened, and stunned. In addition, they are allowed to make a new save against any other mind-affecting effects they suffer from when they first enter the pocket paradise.

A subject of the spell may opt to leave the paradise at any time before the spell’s duration expires. Once someone has left, they cannot return. If you leave, the spell ends and everyone remaining inside is ejected as well.

Poetic License

Transmutation
Level: Brd 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 24 hours
Saving Throw: Will negates
Spell Resistance: Yes

With this spell, the bard is able to attach a negative or positive stigma to another person using creative storytelling. This stigma may cast the person in such a light that all of his past deeds become more heroic, increasing his renown and reputation as a result; or, the spell may socially damage him, extolling his wickedness and ruthlessness, making it more likely that those whom he meets react unfavourably. When the bard casts the spell, he decides whether the person receives a +2 or -2 enhancement bonus for social interactions only. This bonus applies to the use of the following skills: Bluff, Diplomacy, Gather Information, Intimidate or Perform. This bonus also applies to any generic Charisma check that is made in a social situation. This spell’s effect may only be cancelled through use of a break enchantment, limited wish, miracle, remove curse or wish spell. A target may only be affected by a single casting of this spell at a time.

Material Components: A feathered quill and high quality ink worth at least 30 gp.

Poison Weapon

Conjuration (Creation) [Poison]
Level: Asn1, Clr 1, Rgr 1, Sor/Wiz 1

This spell functions like magic weapon, except that instead of gaining a magical enhancement, the weapon becomes coated with magically created injury poison. The Fortitude DC of the poison is 13. The initial and secondary damage of the poison is 1d4 points of Dexterity damage.

Poison Weapon, Greater

Conjuration (Creation) [Poison]
Level: Asn 3, Clr 4, Rgr 3, Sor/Wiz 3
Components: V, S, M/DF

This spell functions like greater magic weapon, except that instead of gaining a magical enhancement, the weapon becomes coated with a potent magically created injury poison. The Fortitude DC of the poison is 10 + ½ your caster level + your relevant ability modifier. The initial and secondary damage of the poison is 1d4 points of Dexterity damage per four caster levels (maximum 5d4).

Material Component: A snakeskin and a filament of wolfram.

Portal in a Storm

Conjuration (Teleportation)
Level: Clr 7, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: See text
Effect: Creates a number of magical portals to other planes within a storm
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No

This spell may only be cast within a storm. It creates a dangerous instability within the storm, so that every flash of lightning opens a momentary portal to another random plane of existence. These portals exist until the next lightning bolt closes the current portal and opens another nearby, within 1d10x250 feet. A Spot check (DC 20) is needed to sight the currently open portal. Each portal looks quite different, so a character can make a Knowledge (the planes) check (DC 15) to identify the plane that the portal goes to. (Portals to far-off or little-known planes may exhibit very odd characteristics, making the Knowledge check much more difficult).

The instability tends to make the storm much more violent, forcing Profession (sailor) checks every round to keep the ship on course. The portals are always large enough to sail a ship through, but larger ships tend to exhaust the power of the spell. Whenever a ship passes through one of these portals, make a caster check. If the result is lower than the DC for the ship types listed below, the spell ends. The caster cannot choose to fail this check, nor is the spell dismissible.

Ship Size Closure DC
Tiny 5
Small 10
Medium 15
Large 25
Huge 30
Gargantuan 50
Colossal 60

Under normal circumstances, the portal changes every 1d6 rounds, whenever the lightning flashes. Spells that create electrical effects, such as lightning bolt, call lightning or even a shocking grasp discharge will trigger a new portal. A random portal leads to the following plane:

d20 Plane
1-7 Plane of Water
8-11 Plane of Air
12-13 Plane of Fire
14-15 Plane of Earth
16-17 Astral Plane
18-19 An outer plane
20 The portal appears on top of the ship – roll again, but the ship is automatically transported.

This spell functions like a plane shift – the ship arrives 5d% miles from a desired location. The portal usually links to another storm at sea on the destination plane, if such a phenomenon exists. However, the spell is not guaranteed to deposit the ship in a sea. Portal in a storm is one-way, although it can be cast on another plane in the hopes of opening a portal back to the Prime Material Plane (replace the current plane with the Prime Material Plane in the above table).

Material Component: A forked lighting rod, which must be thrown overboard. If the caster uses a forked rod for a particular plane (see plane shift), there is a 25% chance per portal that it leads to that desired plane.

Portents and Omens

Divination
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 round
Range: Medium (100 feet + 10 ft./level)
Target: One creature/2 levels
Duration: One hour
Saving Throw: Will negates
Spell Resistance: Yes

This spell makes the caster acutely aware of the world around him, letting him take special note of subtle signs that can foretell the future. More importantly, this spell allows the caster to directly manipulate these signs to improve his luck or impair that of others. If the caster wishes to improve his own future, this spell provides a +1 luck bonus to all ability checks, skill checks, saving throws and attack rolls.

If the caster wishes to exacerbate the future of others, each desired target in range gets a Will save to negate the spell’s effect. Failure to save against the portents and omens means the target suffers a –1 luck penalty to all ability checks, skill checks, saving throws and attack rolls.

Neither of these effects can be dispelled once the spell has been cast but dissipate automatically when the duration expires.

Material Component: An intricate wood and cloth doll costing 10 gp for each target.

Power Word Block

Conjuration (Creation) [Force]
Level: Sor/Wiz 2
Components: V
Casting Time: 1 swift action
Range: Personal
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

With the utterance of a single word, you conjure a waiting pulse of pure magical force. The next physical attack that would strike you is met with this force and deflected harmlessly. Only an attack that would have hit you is deflected this way, though the spell will act to save your familiar if it is in contact with you instead.

For the purposes of this spell, any spell that requires a melee or ranged attack roll counts as a physical attack. Once cast, you may not choose to allow the next attack to hit without making an attempt to block it, nor can you suspend the protection to allow a beneficial spell that would normally be blocked.

Power Word Deafen

Conjuration (Creation) [Sonic]
Level: Sor/Wiz 6
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature with up to 150 hit points
Duration: See text
Saving Throw: None
Spell Resistance: Yes

You choose any one creature in range and speak a single word of power. If the target creature has 50 hit points or less, it is instantly struck deaf permanently. This has all of the effects of the deafness spell and can be cured the same way. Creatures with 51-75 hit points are deafened for one full day. If the target has more than 76 hit points, it is only deafened for 1d4+1 minutes. If a creature has more than 150 hit points, it cannot be targeted by this spell at all.

Power Word Fear

Conjuration (Creation, Fear)
Level: Sor/Wiz 3
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Any number of creatures with up to 60 total hit points within a 15-foot radius sphere
Duration: See text
Saving Throw: None
Spell Resistance: Yes

A single word echoes from you and fills the area of effect with an unsettling magical energy. All affected targets, beginning with the lowest hit points and adding another creature until the hit point limit is reached, act as if struck with the cause fear spell. Any creature with more than 20 hit points is only affected for one round, but weaker targets flee in panic as per the cause fear spell for 1d4+1 rounds.

Power Word Pain

Conjuration (Creation, Force)
Level: Sor/Wiz 4
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Any number of creatures with up to 80 total hit points within a 15-foot radius sphere
Duration: See text
Saving Throw: None
Spell Resistance: Yes

A potent echo of agony accompanies your spoken word, shrieking through the spell’s area of effect and driving target creatures to their knees through the crushing force of overwhelming pain. The spell’s targets, beginning with the lowest hit points and adding another creature until the hit point limit is reached, act as if struck with a symbol of pain spell and are considered prone for one full round after being affected. Unlike the symbol spell, this affect only lasts 1d4 rounds. If any given target creature has more than 30 hit points, it is only affected for 1 round and is not forced prone at all. Conversely, any target with fewer than five hit points in the area of effect dies instantly from agonising shock with no save possible.

Power Word, Push

Conjuration (Creation, Force)
Level: Sor/Wiz 1
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./level)
Target: Any creature with fewer than 20 hit points or any object under 50 pounds
Duration: 1 round
Saving Throw: None
Spell Resistance: Yes

The echo of this spell’s single word strikes any applicable target creature or object you can draw line of sight and line of effect on. It does no physical damage, but the target moves immediately to the end of the spell’s range in as straight a line as possible. If it collides with a solid object during this motion, both it and the object suffer equivalent falling damage equal to the distance travelled from the original position to where it impacted. The spell’s imparted motion ends immediately if this occurs. If the impacted object is capable of doing so, it may make a Reflex save to avoid the pushed object or creature.

Power Word Rage

Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 8
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature with 100 hp or less
Duration: See text
Saving Throw: None
Spell Resistance: Yes

You utter a single word of power that causes one target creature within range of the spell to fly into a blind, murderous rage, 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 101 or more hit points is unaffected by power word rage.

Any creature affected by power word rage immediately flies into a murderous frenzy, attacking the closest creature to him with little regard for his own safety. This rage approximates that of a barbarian (see the SRD), except the target of the spell does not distinguish friend from foe. He does, however, gain all ability bonuses and the Will saving throw bonus. He may not use any skills based on Charisma, Dexterity or Intelligence (even those normally useable by raging barbarians), nor may he cast spells or activate magic items that require a command word, spell trigger or spell completion to function. At the end of the spell, the target is fatigued as a barbarian would be after raging.

Hit Points Duration
50 or less 1d4 hours
51-75 1d4 minutes
76-100 1d4 rounds

Power Word, Slumber

Conjuration (Creation, Sonic)
Level: Sor/Wiz 5
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./level)
Duration: See text
Area: Any number of creatures with up to 100 total hit points within a 15-foot radius sphere
Saving Throw: None
Spell Resistance: Yes

The inexorable power of sleep fills the area of effect when you speak this powerful word. The spell selects targets one at a time, beginning with the lowest hit points first and adding another target until it reaches its limit. If a new target creature would take the total over 100, that target is unaffected. Targets of this word are immediately knocked unconscious as per the sleep spell.

Individual creatures with more than 40 hit points only are asleep for 1d4 rounds, creatures with 20 to 39 hit points are asleep for one minute and weaker creatures are rendered unconscious until awakened or eight hours pass.

Predict Weather

Divination
Level: Drd 0, Clr 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 minute
Range: Personal
Area: 1 mile/level
Duration: Instantaneous

By casting this spell, you are able to predict the future weather within its radius of effect. The Games Master will inform you of the coming weather conditions (calm, stormy and so on) for a period of up to 1 day per caster level. This spell has no ability to predict weather with magical cause, such as those conditions created by other spells. It will only correctly predict natural weather.

Prevent Missile

Abjuration
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: See text

This spell is used to intercept incoming missile attacks. Upon casting this spell, an invisible defensive field comes into being around the spell’s recipient. Whenever the recipient is the target of a missile attack (arrows, bolts, javelins, thrown spears, and so on.) the field activates and destroys the missile. Normal missiles receive no save, however enchanted missiles (+1 arrow, +1 flaming bolt and so on) receive a Fortitude save equal to the attacker’s base Fortitude save bonus + the enchanted missile’s effective magic bonus (see the SRD for more information about magic weapons and their effective magic bonus).

The number of counter missiles available to the recipient is equal to 1 + 1 per two caster levels (maximum 5). When all counter missiles have been used, the field dissipates.

Privacy Guarantee

Evocation [Force]
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: See text
Target: A creature scrying you
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

If you become aware that you are being scried, either through a check or a detect scrying spell, you channel a blast of destructive energy at the scrier. The energy deals 1d6 points of damage per caster level (10d6 maximum). This spell does not provide any information about the scrier. The damage harms only the scrier, and not the means of scrying (a mirror or crystal ball). It does not disrupt the scrying attempt unless, of course, the scrier is killed or knocked unconscious. Alternatively, rather than channelling a blast of destructive energy, you can channel a single-target spell effect of 3rd level or lower at the scrier. Spells requiring touch or an attack roll cannot be channelled. Since you have no knowledge of the scrier, you do not always know if a spell will prove effective.

For example, you can channel a charm person spell, but the scrier might be undead or someone otherwise unaffected by charm person. You must have the spell currently prepared (sorcerers must know the spell) and after channelling the effect, the spell slot is used.

Protection from Air Creatures

Abjuration [Earth]
Level: Drd 2, Sor/Wiz 3

As protection from fire creatures, except that the deflection and resistance bonus applies to creatures with the air subtype and that only summoned and conjured air creatures cannot touch the subject.

Material Component: A small stick of graphite, a pinch of diamond dust (10gp worth) and a crushed firefly.

Protection from Earth Creatures

Abjuration [Air]
Level: Drd 2, Sor/Wiz 3

As protection from fire creatures, except that the deflection and resistance bonus applies to creatures with the earth subtype and that only summoned or conjured earth creatures cannot touch the subject.

Material Component: A ruby (at least 10gp worth) and a three feathers plucked from a flightless bird.

Protection from Fire Creatures

Abjuration [Water]
Level: Drd 2, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No; see text

This spell wards a creature from attack by creatures with the fire subtype. It protects against the special abilities of fire creatures and from summoned or conjured fire creatures. It creates a magical barrier around the subject at a distance of one foot. The barrier moves with the subject and has two principle effects:

c First, the subject of this spell receives a +2 deflection bonus to Armour Class and a +2 resistance bonus to saves against the spell-like and supernatural abilities of fire creatures.

c Second, the barrier blocks bodily contact by summoned or conjured fire creatures. This causes the natural weapons of fire creatures to fail and the creature to recoil if such attacks require touching the warded creature. This protection against summoned and conjured creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and to touch the warded creature.

Material Component: An aquamarine (at least 10gp worth) and a splash of seawater.

Protection from Oozes and Slimes

Abjuration
Level: Clr 3, Sor/Wiz 3
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No; see text

This spell wards a creature from attacks by oozes and slimes. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject.

The subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by oozes and slimes. The protection ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.

Material Component: A mixture of rare salts with which you trace a 3-foot -diameter circle on the floor (or ground) around the creature to be warded.

Protection from Undead

Necromancy
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Targets: Creature touched
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No

This spell wards a creature from attacks by undead. It creates a magical barrier around the subject at a distance of one foot. The barrier moves with the subject and has two major effects:

First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both of these bonuses apply to attacks made by undead. Second, the barrier blocks any attempt by undead to possess the warded creature or to exercise mental control over it, as with the protection from evil spell.

Material Component: One bone from a creature that had the ability to turn undead.

Protection from Water

Abjuration
Level: Sor/Wiz 2
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Targets: Object touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Highly prized amongst wizards, this spell allows you to completely protect any inanimate object of up to two cubic feet from water. Commonly used to seal spellbooks and scrolls from the damaging effects of immersion in water, this spell remains in effect until dispelled. However, it will not protect the objects from other damaging effects, even if water related – crushing damage from being at depth or heat damage from steam, for example.

Material Focus: Object to be protected.

Protection from Water Creatures

Abjuration [Fire]
Level: Drd 2, Sor/Wiz 3

As protection from fire creatures, except that the deflection and resistance bonus applies to creatures with the water subtype and that only summoned and conjured water creatures cannot touch the subject.

Material Component: A small sapphire (10gp worth) and the ashes from a bonfire.

Public Whisper

Transmutation
Level: Brd 0, Clr 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level (D)

You give your voice a magical quality so that your words, even your whispers, can be heard by all within 100 feet. This effect proves true even over loud noises, like combat. You cannot be selective with this spell, however. Everyone within 100 feet can hear everything you say.

Pulsing Fireball

Evocation [Fire]
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius spread
Duration: 5 rounds
Saving Throw: Reflex half
Spell Resistance: Yes

You hurl a fireball at a specified target point. The resulting explosion is identical to that of a fireball in all respects, dealing 10d6 points of fire damage. Each round after the initial explosion, on your initiative, the spell detonates another fireball at the same target point. Each additional fireball deals 2d6 less damage than the previous round’s explosion. Creatures caught in the blast radius must make a Reflex save or suffer full damage each time they are caught in an explosion. A successful dispel magic cast on the target point will negate this spell.

Material Components: Twelve pebble-sized pieces of sulphur tied together by a length of string.

Pure Sight

Divination
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 minute
Range: Personal
Target: You
Duration: 1 hour per level (D)

Pure sight duplicates the effects of several lesser divinations, allowing the caster a great chance of detecting anything that is amiss in the area. While pure sight lasts, the caster can change its effect as a free action on his turn once per round, choosing from the following effects: arcane eye, clairvoyance, detect chaos, detect evil, detect good, detect law, detect magic, detect poison, detect scrying, detect secret doors, detect undead or see invisibility. While this spell is in effect, a pale, magical light surrounds the caster’s eyes, conferring the constant effects of a darkvision spell. These effects call for saving throws as normal but the DC is based on the pure sight spell.

In addition, as long as at least one hour remains in pure sight’s duration, the caster can change its detection ability to duplicate the effects of arcane true seeing. This effect will last for one hour, cannot be changed and ends the pure sight spell immediately after the hour has elapsed.

Pyrotic Caress

Transmutation [Focused]
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 swift action
Range: Touch
Target: Creature touched
Duration: 1 round/4 levels, also see text
Saving Throw: Fortitude negates
Spell Resistance: Yes

Like all caress spells, this spell grants you a touch attack that may be used anytime you could make an unarmed attack. This spell’s effect can be applied in addition to any damage your unarmed attack would otherwise deal. Weapons that allow you to deal unarmed damage do not channel the effects of a caress spell; only the touch of your enchanted hand can do so.

Targets who suffer the effect of this spell burst into flame. This deals 2d6 fire damage each round for one round per caster level. Applicable targets that contact the target must make a Fortitude save or catch a secondary effect that deals 1d6 fire damage on them per round for as long as the target has left on its effect’s duration. The effect must be negated on any being affected separately; thus, if a target is neutralised, any secondary effect it may have spawned continues. If a target is slain with this spell and any duration remains on the spell’s effect, the corpse burns to ashes one round later and the effect ends. You are immune to catching secondary and tertiary effects yourself.

Focused Effect: Secondary effects are 2d6 instead and they can spawn tertiary effects that deal 1d6.

Quick Freeze

Evocation [Cold]
Level: Drd 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One item or creature
Duration: See text
Saving Throw: Fortitude negates (object)
Spell Resistance: Yes (object)

A creature affect by a quick freeze suffers 1d4 damage per level of the casting (10d4 maximum). In addition, the subject can only take a single move or standard action on the following round and suffers a –2 penalty to AC, melee attack rolls, melee damage rolls and Reflex saves during that time, as well as halved jumping distance.

Alternatively, a single object may be hit with a quick freeze. The object’s effective hardness is halved until the end of the following round, making it easier to break or shatter.

Material Components: A sprinkling of mercury, silver dust and pure water.

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