Spells (P)
Sections:
.Passwall
.Pass without trace
.Permanency
.Permanent image
.Persistent image
.Phantasmal killer
.Phantom steed
.Phase door
.Planar ally
.Planar binding
.Plane shift
.Plant growth
.Poison
.Polymorph any object
.Polymorph other
.Polymorph self
.Power word, blind
.Power word, kill
.Power word, stun
.Prayer
.Prestidigitation
.Prismatic sphere
.Prismatic spray
.Prismatic wall
.Produce flame
.Programmed image
.Project image
.Protection from arrows
.Protection from chaos
.Protection from elements
.Protection from evil
.Protection from good
.Protection from law
.Protection from spells
.Prying eyes
.Purify food and drink
.Pyrotechnics
Tables:
.Permanency - Self
.Permanency - Other
.Permanency - Objects or Areas
.Polymorph any Object - Increase to Duration Factor
.Polymorph any Object - Duration
.Power word, blind - Duration
.Prismatic Sphere
.Prismatic Spray - Effects
.Prismatic Wall
Spells (P)
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.


Passwall

Transmutation
The character creates a passage through wooden, plaster, or stone walls, but not through metal or other harder materials. If the wall's thickness is more than 1 foot per caster level, then a single passwall simply makes a niche or short tunnel. Several passwall spells can then form a continuing passage to breach very thick walls. When passwall ends, creatures within the passage are ejected out the nearest exit. If someone dispels the passwall or the character dismisses 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.

Pass without trace

Transmutation
The subjects can move through any type of terrain and leave neither footprints nor scent. Tracking the subject is impossible by nonmagical means.

Permanency

Universal
This spell makes certain other spells permanent. Depending on the spell, the character must be at least a minimum level and must expend a number of XP.
The character can make these spells permanent in regard to his or her self:
Permanency - Self
Spell
Minimum Level
XP Cost
Comprehend languages
9th
500 XP
Darkvision
10th
1,000 XP
Detect magic
9th
500 XP
Protection from arrows
11th
1,500 XP
Read magic
9th
500 XP
See invisibility
10th
1,000 XP
Tongues
11th
1,500 XP
The character casts the desired spell and then follows it with the permanency spell. The character cannot cast these spells on other creatures. This application of permanency can be dispelled only by a caster of greater level than the character was when the character cast the spell.
In addition to personal use, permanency can be used to make the following spells permanent on him or herself, another creature, or an object (as appropriate):
Permanency - Other
Spell
Minimum Level
XP Cost
Enlarge
9th
500 XP
Magic Fang
9th
500 XP
Resistance
9th
250 XP
Additionally, the following spells can be cast upon objects or areas only and rendered permanent:
Permanency - Objects or Areas
Spell
Minimum Level
XP Cost
Alarm
9th
500 XP
Dancing lights
9th
500 XP
Ghost sound
9th
500 XP
Gust of wind
11th
1,500 XP
Invisibility
10th
1,000 XP
Magic mouth
10th
1,000 XP
Phase door
15th
3,500 XP
Prismatic sphere
17th
4,500 XP
Shrink item
11th
1,500 XP
Solid fog
12th
2,000 XP
Stinking cloud
11th
1,500 XP
Symbol
16th
4,000 XP
Teleportation circle
17th
4,500 XP
Wall of fire
12th
2,000 XP
Wall of force
13th
2,500 XP
Web
10th
1,000 XP
Spells cast on other creatures, objects, or locations (not on the character) are vulnerable to dispel magic as normal.
The DM may allow other selected spells to be made permanent. Researching this possible application of a spell costs as much time and money as independently researching the selected spell. If the DM has already determined that the application is not possible, the research automatically fails. Note that the character never learns what is possible except by the success or failure of the character's research.

Permanent image

Illusion (Figment)
This spell creates the visual illusion of an object, creature, or force, as visualized by the character. The figment includes visual, auditory, olfactory, and thermal elements, and the spell is permanent. By concentrating, the character can move the image within the limits of the range, but it is static while the character is not concentrating.

Persistent image

Illusion (Figment)
This spell creates the visual illusion of an object, creature, or force, as visualized by the character. The figment includes visual, auditory, olfactory, and thermal components, and the figment follows a script determined by the character. The figment follows that script without the character's having to concentrate on it. The illusion can include intelligible speech if the character wishes.

Phantasmal killer

Illusion (Phantasm)
[Fear, Mind-Affecting]
Only the spell's subject can see the phantasmal killer. The character sees only a shadowy shape. The subject first gets a Will save to recognize the image as unreal. If the subject fails, the phantasm touches the subject, and the subject must succeed at a Fortitude save or die from fear. Even if the Fortitude save is successful, the subject takes 3d6 points of damage.
If the subject of a phantasmal killer attack succeeds in disbelieving and is wearing a helm of telepathy, the beast can be turned upon the character. The character must then disbelieve it or suffer its deadly fear attack.

Phantom steed

Conjuration (Creation)
The character conjures a quasi-real, horselike creature. The steed can be ridden only by the character or by the one person for whom the character 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 all normal animals shun it and refuse to attack it. (Dire animals and nonintelligent creatures can attack it.)
The mount has an Armor Class 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.
These mounts gain certain powers according to caster level. A mount's abilities include those of mounts of lower caster levels.

Phase door

Conjuration (Creation)
This spell creates an ethereal passage through wooden, plaster, or stone walls, but not other materials. The phase door is invisible and inaccessible to all creatures except the character, and only the character can use the passage. The character disappears when the character enters the phase door and appears when the character exits. If the character desires, the character can take one other creature (Medium-size 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 the character see through it without using it. Gems of true seeing and similar magic reveal the presence of a phase door but do not allow its use.
A phase door is subject to dispel magic. If anyone is within the passage when it is dispelled, he is harmlessly ejected.
A phase door can be made permanent with a permanency spell.
The character can allow other creatures to use the phase door by setting some triggering condition for the door. Such conditions can be as simple or elaborate as the character desires. They can be based on a creature's name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, HD, and hit points don't qualify.

Planar ally

Conjuration (Calling) [see text]
By casting this spell, the character requests the character's deity to send the character an elemental or outsider (of up to 16 HD), or a number of creatures of the same type whose HD total no more than 16 HD, of the deity's choice. If the character serves no particular deity, the spell is a general plea answered by a creature sharing the character's philosophical alignment. If the character knows an individual creature's name, the character may request that individual by speaking the name during the spell (though the character might get a different creature anyway).
The character may ask the creature to perform one task for the character, and the creature may request some service in return. The more demanding the character's request, the greater return favor the creature asks for. This bargaining takes at least 1 round, so any actions by the creature begin in the round after it arrives. If the character agrees to the service, the creature performs the task the character requested, reports back to the character afterward (if possible), and returns to its home plane. The character is honor bound to perform the return favor. If the character calls multiple creatures with this spell the creatures, as a group, agree to perform one task for the character and request one favor in return.
A creature may accept some form of payment, such as a magic item, in return for its service. The creature may keep it or may deliver the item to another member of the character's religion somewhere else, where it can help the religion's cause.
Note: When the character uses a calling spell that calls an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

Planar binding

Conjuration (Calling) [see text]
Casting this spell attempts a dangerous act: to lure a creature or creatures from another plane to a specifically prepared trap, which must lie within the spell's range. The character may call a single creature of up to 16 HD or a number of creatures of the same type whose HD total no more than 16. The called creature is held in the trap until it agrees to perform one service in return for its freedom.
To create the trap, the character must use a magic circle spell, focused inward. The type of creature to be bound must be known and stated. If it has a specific, proper, or given name, this must be used in casting the spell.
The target creature must attempt 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 the creature from being called). The creature can escape from the trap with a successful SR roll, dimensional travel, or a successful Charisma check (DC 16 + 1/2 the caster's level + the caster's Charisma modifier). It can try each method once per day. If it breaks loose, it can flee or attack the character. A dimensional anchor cast on the creature prevents its escape via dimensional travel. The character can also employ a calling diagram to make the trap more secure.
If the creature does not break free of the trap, the character can keep it bound for as long as the character dares. The character can attempt to compel the creature to perform a service by describing the service and perhaps offering some sort of reward. The character makes a Charisma check opposed by the creature's Charisma check. The DM then assigns a bonus based on the service and reward, from 0 to +6. This bonus applies to the character's Charisma check. If the creature wins the opposed check, it refuses service.
If multiple creatures are called each creature gets a save, makes an independent attempt to escape, and must be individually persuaded to aid the character.
New offers, bribes, and the like can be made or the old ones reoffered every 24 hours. This can be repeated until the creature promises to serve, until it breaks free, or until the character decides to get rid of it by means of some other spell. Impossible demands or unreasonable commands are never agreed to. If the character rolls a 1 on the Charisma check, the creature breaks free of the binding and can escape or attack the character.
Once the requested service is completed, the creature need only so inform the character to be instantly sent back whence it came. The creature might later seek revenge. If the character assigns some open-ended task that the creature cannot complete though its own actions (such as "Wait here" or "Defend this area against attack"), the spell remains in effect for a maximum of 1 day per caster level, and the creature gains an immediate chance to break free. Note that a clever recipient can subvert some instructions.
When the character uses a calling spell to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

Plane shift

Transmutation
The character moves him or herself or some other creature to another plane of existence or alternate dimension. If several willing persons link hands in a circle, up to eight can be affected by the plane shift at the same time. Pinpoint accuracy as to a particular arrival location on the intended plane is nigh impossible. From the Material Plane, the character can reach any other plane, though the character appears 5 to 500 miles (5d%) from the character's intended destination.
Note: Plane shift transports the creatures instantaneously and then ends. The creatures need to find other means if they are to travel back.

Plant growth

Transmutation
Plant growth has different effects depending on the version chosen.
Overgrowth: The first effect causes normal vegetation within long range (400 feet + 40 feet per 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 DM may allow faster movement for very small or very large creatures.) The area must have brush and trees in it for this spell to take effect.
At the character's option, the area can be a circle with a radius of 100 feet, a semicircle with a radius of 150 feet, or a quarter circle with a radius of 200 feet. The character may also designate areas within the area that are not affected.
Enrichment: The second 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.

Poison

Necromancy
The character inflicts the subject with a 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 + one-half caster level + caster's Wisdom modifier).

Polymorph any object

Transmutation
This spell changes one object or creature into another. The new form can range in size from Diminutive to one size larger than the subject's normal form. Upon changing, the subject regains lost hit points as if having rested for a day (though this healing does not restore temporary ability damage and provide other benefits of resting for a day; and changing back does not heal the creature further). If slain, the polymorphed creature or object reverts to its original form, though it remains dead.
The target acquires the physical and natural abilities of the creature or object it has been polymorphed into while retaining its own mind. Physical abilities include natural size and Strength, Dexterity, and Constitution scores. The subject also takes the Intelligence score of the creature or object it has been polymorphed into. Natural abilities include armor, natural weapons, and similar gross physical qualities. A body with extra limbs does not allow a character to make more attacks (or more advantageous two-weapon attacks) than normal. Natural abilities also include mundane movement capabilities, but not magical flight and other magical forms of travel. Extremely high speeds for certain creatures are the result of magical ability, so they are not granted by this spell. Other nonmagical abilities (such as low-light vision) are considered natural abilities and are retained.
Any part of the body or piece of equipment that is separated from the whole reverts to its original form.
The creature's new scores and faculties are average ones for the race or species into which it has been transformed.
The subject retains its Wisdom, and Charisma scores, level and class, hit points (despite any change in its Constitution score), alignment, base attack bonus, and base saves. (New Strength, Dexterity, and Constitution scores may affect final attack and save bonuses.) If the original form didn't have a Wisdom or Charisma score, it gains those scores of the new form.
The subject retains its own type, extraordinary abilities, spells, and spell-like abilities, but not its supernatural abilities. The subject can cast spells for which it has components. It needs a humanlike voice for verbal components and humanlike hands for somatic components. The subject does not gain the spell-like abilities of its new form. The subject does not gain the supernatural abilities or the extraordinary abilities of the new creature.
The new form can be disorienting. Any time the polymorphed creature is in a stressful or demanding situation (such as combat), the creature must succeed at a Will save (DC 19) or suffer a -2 penalty on all attack rolls, saves, skill checks, and ability checks until the situation passes. Creatures who are polymorphed for a long time (years and years) grow accustomed to their new form and can overcome some of these drawbacks (DM's discretion).
When the polymorph occurs, the creature's equipment, if any, transforms to match the new form. If the new form is a creature that does not use equipment, the equipment melds into the new form and becomes nonfunctional. Material components and focuses melded in this way cannot be used to cast spells. If the new form uses equipment, the subject's equipment changes to match the new form and retains its properties.
The character can freely designate the new form's minor physical qualities (such as hair color, hair texture, and skin color) within the normal ranges for a creature of that type. The new form's significant physical qualities (such as height, weight, and gender) are also under the character's control, but must fall within the norms for the new form's species. The subject can be changed into a member of its own species or even into itself. (If changed into itself, it does not suffer the abovementioned penalties from the disorientation of a new form.)
The subject is effectively disguised as an average member of the new form's race. If the character uses this spell to create a disguise, the character get a +10 bonus on the character's Disguise check.
Incorporeal or gaseous forms cannot be assumed, and incorporeal or gaseous creatures are immune to being polymorphed. A natural shapeshifter can take its natural form as a standard action.
The duration of the spell depends on how radical a change is made from the original state to its enchanted state. The DM determines the duration by using the following guidelines:
Polymorph any Object - Increase to Duration Factor
Changed Subject Is:
Increase to Duration Factor*
Same kingdom (animal, vegetable, mineral)
+5
Same class (mammals, fungi, metals, etc.)
+2
Same size
+2
Related (twig is to tree, wolf fur is to wolf, etc.)
+2
Same or lower Intelligence
+2
*Add all that apply. Look up the total on the next table.
Polymorph any Object - Duration
Factor
Example
Duration
0
Pebble to human
20 minutes
2
Marionette to human
1 hour
4
Human to marionette
3 hours
5
Lizard to manticore
12 hours
6
Sheep to wool coat
2 days
7
Shrew to manticore
1 week
9+
Manticore to shrew
Permanent
This spell cannot create material of great intrinsic value.
This spell can also be used to duplicate the effects of polymorph other, flesh to stone, stone to flesh, transmute mud to rock, transmute water to dust, or transmute rock to mud.

Polymorph other

Transmutation
Polymorph other changes the subject into another form of creature. The new form can range in size from Diminutive to one size larger than the subject's normal form. Upon changing, the subject regains lost hit points as if having rested for a day (though this healing does not restore temporary ability damage and provide other benefits of resting for a day; and changing back does not heal the creature further). If slain, the polymorphed creature reverts to its original form, though it remains dead.
The polymorphed creature acquires the physical and natural abilities of the creature it has been polymorphed into while retaining its own mind. Physical abilities include natural size and Strength, Dexterity, and Constitution scores. Natural abilities include armor, natural weapons, and similar gross physical qualities. A body with extra limbs does not allow a character to make more attacks (or more advantageous two-weapon attacks) than normal. Natural abilities also include mundane movement capabilities, but not magical flight and other magical forms of travel. Extremely high speeds for certain creatures are the result of magical ability, so they are not granted by this spell. Other nonmagical abilities (such as low-light vision) are considered natural abilities and are retained.
Any part of the body or piece of equipment that is separated from the whole reverts to its original form.
The creature's new scores and faculties are average ones for the race or species into which it has been transformed.
The subject retains its Intelligence, Wisdom, and Charisma scores, level and class, hit points (despite any change in its Constitution score), alignment, base attack bonus, and base saves. (New Strength, Dexterity, and Constitution scores may affect final attack and save bonuses.) The subject retains its own type, extraordinary abilities, spells, and spell-like abilities, but not its supernatural abilities. The subject can cast spells for which it has components. It needs a humanlike voice for verbal components and humanlike hands for somatic components. The subject does not gain the spell-like abilities of its new form. The subject does not gain the supernatural abilities or the extraordinary abilities of the new creature.
The new form can be disorienting. Any time the polymorphed creature is in a stressful or demanding situation (such as combat), the creature must succeed at a Will save (DC 19) or suffer a -2 penalty on all attack rolls, saves, skill checks, and ability checks until the situation passes. Creatures who are polymorphed for a long time (years and years) grow accustomed to their new form and can overcome some of these drawbacks (DM's discretion).
When the polymorph occurs, the creature's equipment, if any, transforms to match the new form. If the new form is a creature who does not use equipment, the equipment melds into the new form and becomes nonfunctional. Material components and focuses melded in this way cannot be used to cast spells. If the new form uses equipment, the subject's equipment changes to match the new form and retains its properties.
The character can freely designate the new form's minor physical qualities (such as hair color, hair texture, and skin color) within the normal ranges for a creature of that type. The new form's significant physical qualities (such as height, weight, and gender) are also under the character's control, but must fall within the norms for the new form's species. The subject can be changed into a member of its own species or even into itself. (If changed into itself, it does not suffer the abovementioned penalties from the disorientation of a new form.)
The subject is effectively disguised as an average member of the new form's race. If the character uses this spell to create a disguise, the character get a +10 bonus on the character's Disguise check.
Incorporeal or gaseous forms cannot be assumed, and incorporeal or gaseous creatures are immune to being polymorphed. A natural shapeshifter can take its natural form as a standard action.

Polymorph self

Transmutation
The caster is changed into another form of creature. The new form can range in size from Diminutive to one size larger than the caster's normal form. Upon changing, the character regains lost hit points as if having rested for a day (though this healing does not restore temporary ability damage and provide other benefits of resting for a day; and changing back does not heal the caster further). If slain, the character reverts to his or her original form, though the creature remains dead.
The polymorphed character acquires the physical and natural abilities of the creature he or she has been polymorphed into while retaining his or her own mind. Physical abilities include natural size and Strength, Dexterity, and Constitution scores. Natural abilities include armor, natural weapons, and similar gross physical qualities. A body with extra limbs does not allow a character to make more attacks (or more advantageous two-weapon attacks) than normal. Natural abilities also include mundane movement capabilities, but not magical flight and other magical forms of travel. Extremely high speeds for certain creatures are the result of magical ability, so they are not granted by this spell. Other nonmagical abilities (such as low-light vision) are considered natural abilities and are retained.
Any part of the body or piece of equipment that is separated from the whole reverts to its original form.
The character's new scores and faculties are average ones for the race or species into which he or she has been transformed.
The character retains his or her Intelligence, Wisdom, and Charisma scores, level and class, hit points (despite any change in the character's Constitution score), alignment, base attack bonus, and base saves. (New Strength, Dexterity, and Constitution scores may affect final attack and save bonuses.) The character retains his or her own type, extraordinary abilities, spells, and spell-like abilities, but not its supernatural abilities. The character can cast spells for which he or she has components. The character needs a humanlike voice for verbal components and humanlike hands for somatic components. The caster does not gain the spell-like abilities of the new form. The character does not gain the supernatural abilities or the extraordinary abilities of the new creature.
The new form can be disorienting. Any time the polymorphed character is in a stressful or demanding situation (such as combat), the caster must succeed at a Will save (DC 19) or suffer a -2 penalty on all attack rolls, saves, skill checks, and ability checks until the situation passes. Characters who are polymorphed for a long time (years and years) grow accustomed to their new form and can overcome some of these drawbacks (DM's discretion).
When the polymorph occurs, the character's equipment, if any, transforms to match the new form. If the new form is a creature that does not use equipment, the equipment melds into the new form and becomes nonfunctional. Material components and focuses melded in this way cannot be used to cast spells. If the new form uses equipment, the caster's equipment changes to match the new form and retains its properties.
The character can freely designate the new form's minor physical qualities (such as hair color, hair texture, and skin color) within the normal ranges for a creature of that type. The new form's significant physical qualities (such as height, weight, and gender) are also under the character's control, but must fall within the norms for the new form's species. The character can be changed into a member of his or her own species or even into itself. (If changed into itself, it does not suffer the abovementioned penalties from the disorientation of a new form.)
The character is effectively disguised as an average member of the new form's race. If the character uses this spell to create a disguise, the character gets a +10 bonus on the character's Disguise check.
Incorporeal or gaseous forms cannot be assumed, and incorporeal or gaseous creatures are immune to being polymorphed. A natural shapeshifter can take its natural form as a standard action.
The character can change form as often as desired for the duration of the spell simply by willing it so. Each change is a full-round action. The character regains hit points as if having rested for a day only from the initial transformation, however.

Power word, blind

Conjuration (Creation)
This spell blinds one or more creatures. It affects the creatures with the lowest hit point totals first, selecting subjects one at a time until the next target would put it over the limit of 200. (Creatures with negative hit points count as having 0 hit points.)
The duration of the spell depends on the total hit points of the affected creatures:
Power word, blind - Duration
Hit Points Duration
Up to 50 Permanent
51 to 100 1d4+1 minutes
101 to 200 1d4+1 rounds

Power word, kill

Conjuration (Creation) [Death]
The character can either target a single creature or let the spell affect a group.
If power word, kill is targeted at a single creature, that creature dies if it has 100 or fewer hit points.
If power word, kill is cast as an area spell, it kills creatures in a 15-foot-radius sphere. It kills only creatures that have 20 or fewer hit points, and only up to a total of 200 hit points of such creatures. The spell affects creatures with the lowest hit point totals first until the next creature would put the total over the limit of 200. (Creatures with negative hit points count as having 0 hit points.)

Power word, stun

Conjuration (Creation)
One creature of the character's choice is stunned, whether the creature can hear the word or not. A creature with 50 or fewer hit points remains stunned for 4d4 rounds, one with 51 to 100 hit points is stunned for 2d4 rounds, one with 101 to 150 hit points is stunned for 1d4 rounds, and a creature with 151 hit points or more is not affected.
A stunned creature can't act and loses any Dexterity bonus to AC. Attackers gain +2 bonuses to attack it.

Prayer

Conjuration (Creation)
The character and the character's allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while foes suffer a -1 penalty on such rolls.

Prestidigitation

Universal
Once cast, the prestidigitation spell enables the character to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. Prestidigitations can slowly lift 1 pound of material. They can color, clean, or soil items in a 1-foot cube each round. They can chill, warm, or flavor 1 pound of nonliving material. They cannot inflict damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.

Prismatic sphere

Abjuration
The character conjures up an immobile, opaque globe of shimmering, multicolored light that surrounds the character and protects the character from all forms of attack. The sphere flashes in all colors of the visible spectrum. The sphere flashes with seven colors, each of which has a distinct power and purpose. The sphere is immobile, and the character can pass through and remain near the sphere without harm.
When the character is inside the sphere, the sphere blocks any attempt to project something through the sphere (including spells). Other creatures who attempt to attack the character or pass through suffer the effects of each color, one at a time.
Typically, only the upper hemisphere of the globe will exist, since the character is at the center of the sphere, so the lower half is usually excluded by the floor surface the character is standing on.
Any creature with fewer than 8 HD that is within 20 feet of the sphere is blinded for 2d4 x 10 minutes by the colors if it looks at the wall.
Each color in the sphere has a special effect. The accompanying table shows the seven colors of the sphere, the order in which they appear, their effects on creatures trying to attack the character or pass through the sphere, and the magic needed to negate each color.
The sphere can be destroyed, color by color, in consecutive order, by various magical effects; however, the first must be brought down before the second can be affected, and so on. A rod of cancellation or a disjunction spell destroys a prismatic sphere, but an antimagic field fails to penetrate it. Dispel magic and greater dispelling cannot dispel the sphere or anything within it. Spell resistance is effective against a prismatic sphere, but the caster level check must be repeated for each color present.
Prismatic Sphere
Color
Order
Effect of Color
Negated By
Red
1st
Stops nonmagical ranged weapons
Cone of Cold


Deals 20 ponts of fire damage (Reflex half)

Orange
2nd
Stops magical ranged weapoins
Gust of Wind


Deals 40 points of acid damage (Reflex half)

Yellow
3rd
Stops poisons, gasses, and petrification
Disintegrate


Deals 80 points of electricity damage (Reflex half)

Green
4th
Stops breath weapons
Passwall


Poison (Kills; Fortitute partial to take 20 points of damage instead)

Blue
5th
Stops divination and mental attacks
Magic Missile


Turned to stone (Fortitude negates)

Indigo
6th
Stops all spells
Daylight


Will save or become insane (as insanity spell)

Violet
7th
Energy field destroys all objects and
Dispel Magic effects


Creatures are sent to another plane (Will negates)

The violet effect makes the special effects of the other six colors redundant, but they are included here because certain magic items can create prismatic effects one color at a time, and SR might render some colors ineffective (see above).

Prismatic spray

Evocation
This spell causes seven shimmering, intertwined, multicolored beams of light to spray from the character's hand. Each beam has a different power. Creatures in the area of the spell with 8 HD or less are automatically blinded (see blindness/deafness) for 2d4 rounds. All creatures in the area are randomly struck by one or more beams, which have additional effects.
Prismatic Spray - Effects
1d8
Color of Beam
Effect
1
Red
20 points fire damage (Reflex half)
2
Orange
40 points acid damage (Reflex half)
3
Yellow
80 points electricity damage (Reflex half)
4
Green Poison
(Kills; Fortitude partial, take 20 points of damage instead)
5
Blue
Turned to stone (Fortitude negates)
6
Indigo
Insane, as insanity spell (Will negates)
7
Violet
Sent to another plane (Will negates)
8

Struck by two rays; roll again twice, ignoring any "8" results.

Prismatic wall

Abjuration
Prismatic wall creates a vertical, opaque wall-a shimmering, multicolored plane of light that protects the character from all forms of attack. The wall flashes with seven colors, each of which has a distinct power and purpose. The wall is immobile, and the character can pass through and remain near the wall without harm. However, any other creature with fewer than 8 HD that is within 20 feet of the wall is blinded (see blindness/deafness) for 2d4 rounds by the colors if it looks at the wall.
The wall's maximum proportions are 4 feet wide per caster level and 2 feet high per caster level. A prismatic wall spell cast to materialize in a space occupied by a creature is disrupted, and the spell is wasted.
Each color in the wall has a special effect. The accompanying table shows the seven colors of the wall, the order in which they appear, their effects on creatures trying to attack the character or pass through the wall, and the magic needed to negate each color.
The wall can be destroyed, color by color, in consecutive order, by various magical effects; however, the first must be brought down before the second can be affected, and so on. A rod of cancellation or a disjunction spell destroys a prismatic wall, but an antimagic field fails to penetrate it. Dispel magic and greater dispelling cannot dispel the wall or anything beyond it. Spell resistance is effective against a prismatic wall, but the caster level check must be repeated for each color present.
Prismatic Wall
Color
Order
Effect of Color
Negated By
Red
1st
Stops nonmagical ranged weapons
Cone of Cold


Deals 20 ponts of fire damage (Reflex half)

Orange
2nd
Stops magical ranged weapoins
Gust of Wind


Deals 40 points of acid damage (Reflex half)

Yellow
3rd
Stops poisons, gasses, and petrification
Disintegrate


Deals 80 points of electricity damage (Reflex half)

Green
4th
Stops breath weapons
Passwall


Poison (Kills; Fortitute partial to take 20 points of damage instead)

Blue
5th
Stops divination and mental attacks
Magic Missile


Turned to stone (Fortitude negates)

Indigo
6th
Stops all spells
Daylight


Will save or become insane (as insanity spell)

Violet
7th
Energy field destroys all objects and
Dispel Magic effects


Creatures are sent to another plane (Will negates)

The violet effect makes the special effects of the other six colors redundant, but they are included here because certain magic items can create prismatic effects one color at a time, and SR might render some colors ineffective (see above).

Produce flame

Evocation [Fire]
Flames appear in the character's hand. The character can hurl them or use them to touch enemies. The bright flames, which illuminate out to 20 feet as torches do, appear in the character's open hand and harm neither the character nor the character's equipment.
The character can strike opponents with a melee touch attack, dealing fire damage equal to 1d4 +1 point per two caster levels (maximum +10). Alternatively, the character can hurl the flames up to 120 feet as a thrown weapon. When doing so, the character attacks with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner does the character hurl the flames than a new set appears in the character's hand.

Programmed image

Illusion (Figment)
This spell creates the visual illusion of an object, creature, or force, as visualized by the character. The illusion includes visual, auditory, olfactory, and thermal elements, including intelligible speech. The figment activates when a specific condition occurs.
The character sets the triggering condition (which may be a special word) when casting the spell. The event that triggers the illusion can be as general or as specific and detailed as desired but must be based on an audible, tactile, olfactory, or visual trigger. The trigger cannot be based on some quality not normally obvious to the senses.

Project image

Illusion (Shadow)
The character creates a shadow duplicate of him or herself; it looks, sounds, and smells like the character but is intangible. The shadow mimics the character's actions (including speech) unless the character concentrate on making it act differently. The character can see through its eyes and hear through its ears as if the character were standing where it is, and during the character's turn in a round the character can switch from seeing through its eyes to seeing normally, or back again. If the character desires, any spell the character casts whose range is touch or greater can originate from the shadow instead of from the character. (The shadow is quasi-real, just real enough to cast spells that the character originates.) The shadow can cast spells on itself only if those spells affect shadows.
The character must maintain line of effect to the shadow at all times. If the character's line of effect is obstructed, the spell ends. If the character uses a spell that breaks the character's line of effect, even momentarily, the spell ends.

Protection from arrows

Abjuration
The warded creature gains resistance to ranged weapons. The subject gains damage reduction 10/+1 against ranged weapons. It ignores the first 10 points of damage each time it takes damage from a ranged weapon, though a weapon with a +1 enhancement bonus or any magical attack bypasses the reduction. The damage reduction increases with the caster level to 10/+2 at 5th, 10/+3 at 10th, 10/+4 at 15th, and 10/+5 at 20th. Once the spell has prevented a total of 10 points of damage per caster level (maximum 100 points), it is discharged.

Protection from chaos

Abjuration [Lawful]
This spell wards a creature from attacks by chaotic creatures, from mental control, and from summoned or conjured creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects:
First, the subject gets a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made by chaotic creatures.
Second, the barrier blocks any attempt to possess the warded creature or to exercise mental control over the creature. The protection does not prevent a spell that gains mental control, but it prevents the caster of such a spell from mentally commanding the protected creature. If the protection from chaos effect ends before the mental control effect does, the caster would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment.
Third, the spell prevents bodily contact by summoned or conjured creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Lawful elementals and outsiders are immune to this effect. The protection against contact by summoned or 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 touch the warded creature.

Protection from elements

Abjuration
This abjuration grants a creature temporary invulnerability to the selected energy type (acid, cold, fire, electricity, or sonic). When the spell absorbs 12 points per caster level of elemental damage, it is discharged. The spell protects the recipient's equipment as well.
Protection from elements absorbs only damage. The character could still suffer unfortunate side effects.
Note: Protection from elements overlaps (and does not stack with) resist elements and endure elements. If a character is warded by protection from elements and one or both of the other spells, the protection spell absorbs damage until it is exhausted. If a character is warded by resist elements and endure elements at the same time, the resist spell absorbs damage but the endure spell does not.

Protection from evil

Abjuration [Good]
This spell wards a creature from attacks by evil creatures, from mental control, and from summoned or conjured creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects:

Protection from good

Abjuration [Evil]
This spell wards a creature from attacks by good creatures, from mental control, and from summoned or conjured creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects:

Protection from law

Abjuration [Chaotic]
This spell wards a creature from attacks by lawful creatures, from mental control, and from summoned or conjured creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects:

Protection from spells

Abjuration
Subjects gain a +8 resistance bonus on saving throws against spells and spell-like abilities (but not against supernatural and extraordinary abilities).

Prying eyes

Divination
The character creates ten or more semitangible, visible magical orbs (called "eyes") that move out, scout around, and return as the character directs them when casting the spell. When an eye returns, it relays what it has seen to the character and then disappears. Each eye is about the size of a small apple and can see 120 feet (normal vision only) in all directions.
The spell conjures 1d4 eyes plus one eye per caster level. While the individual eyes are quite fragile, they're small and difficult to spot. Each eye is a Fine construct that has 1 hit point, has AC 18 (+8 bonus for its size), flies at a speed of 30 feet with perfect maneuverability, and a +16 skill modifier on Hide checks. The eyes are subject to illusions, darkness, fog, and any other factors that would affect the character's ability to receive visual information about the character's surroundings. An eye traveling through darkness must find its way by touch.
When the character creates the eyes, the character specifies instructions the character wants the eyes to follow in a command of up to twenty-five words. Any knowledge the character possesses is known by the eyes as well.
In order to report their findings, the eyes must return to the character's hand. Each replays in the character's mind everything it has seen during its existence. It takes an eye only 1 round to replay 1 hour of recorded images.
If an eye ever gets more than one mile distant from the character, it instantly ceases to exist. However, the character's link with the eye is such that the character won't know if the eye was destroyed because it wandered out of range or because of some other event.
The eyes exist for up to 1 hour per caster level or until they return to the character. After relaying its findings, an eye disappears. Dispel magic can destroy eyes. Roll separately for each eye caught in an area dispel. Of course, if the eye is sent into darkness, then it's very possible that it could hit a wall or similar obstacle and destroy itself.

Purify food and drink

Universal
This spell makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type, nor upon magic potions.
Note: Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.

Pyrotechnics

Transmutation
Pyrotechnics turns a fire into either a burst of blinding fireworks or a thick cloud of choking smoke, depending on the version the character chooses.