Spells M P

Mage Armor

School: conjuration (creation) [force]
Level: sorcerer/wizard 1

Casting Time: 1 standard action
Components: V, S, F (a piece of cured leather)

Range: touch
Target:creature touched
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: no

An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.
Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor.


Mage Hand

School: transmutation
Level: bard 0, sorcerer/wizard 0

Casting Time: 1 standard action
Components: V, S

Range: close (25 ft. + 5 ft./2 levels)
Target:one nonmagical, unattended object weighing up to 5 lb.
Duration: Concentration
Saving Throw: none
Spell Resistance: no

You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range.


Mage’s Disjunction

School: abjuration
Level: sorcerer/wizard 9
Casting
Casting Time: 1 standard action
Components: V

Range: close (25 ft. + 5 ft./2 levels)
Area: all magical effects and magic items within a 40-ft.-radius burst, or one magic item (see text)
Duration: 1 minute/level
Saving Throw: Will negates (object)
Spell Resistance: no

All magical effects and magic items within the radius of the spell, except for those that you carry or touch, are disjoined. That is, spells and spelllike effects are separated into their individual components (ending the effect as a dispel magic spell does), and each permanent magic item must make a successful Will save or be turned into a normal item for the duration of this spell. An item in a creature’s possession uses its own Will save bonus or its possessor’s Will save bonus, whichever is higher. If an item’s saving throw results in a natural 1 on the die, the item is destroyed instead of being suppressed.
You also have a 1% chance per caster level of destroying an antimagic field. If the antimagic field survives the disjunction, no items within it are disjoined.
You can also use this spell to target a single item. The item gets a Will save at a –5 penalty to avoid being permanently destroyed. Even artifacts are subject to disjunction, though there is only a 1% chance per caster level of actually affecting such powerful items. If successful, the artifact’s power unravels and it is destroyed (with no save). If an artifact is destroyed, you must make a DC 25 Will save or permanently lose all spellcasting abilities.
These abilities cannot be recovered by mortal magic, not even miracle or wish. Destroying artifacts is a dangerous business, and it is 95% likely to attract the attention of some powerful being who has an interest in or connection with the device.


Mage’s Faithful Hound

School: conjuration (creation)
Level:sorcerer/wizard 5
Casting Time: 1 standard action
Components: V, S, M (a tiny silver whistle, a piece of bone, and a thread)
Range: close (25 ft. + 5 ft./2 levels)
Effect: phantom watchdog
Duration: 1 hour/caster level or until discharged, then 1 round/ caster level; see text
Saving Throw: none
Spell Resistance: no
You conjure up a phantom watchdog that is invisible to everyone but yourself. It then guards the area where it was conjured (it does not move). The hound immediately starts barking loudly if any Small or larger creature approaches within 30 feet of it. (Those within 30 feet of the hound when it is conjured may move about in the area, but if they leave and return, they activate the barking.) The hound sees invisible and ethereal creatures. It does not react to figments, but it does react to shadow illusions.

If an intruder approaches to within 5 feet of the hound, the dog stops barking and delivers a vicious bite (+10 attack bonus, 2d6+3 points of piercing damage) once per round. The dog also gets the bonuses appropriate to an invisible creature.

The dog is considered ready to bite intruders, so it delivers its first bite on the intruder’s turn. Its bite is the equivalent of a magic weapon for the purpose of damage reduction. The hound cannot be attacked, but it can be dispelled.

The spell lasts for 1 hour per caster level, but once the hound begins barking, it lasts only 1 round per caster level. If you are ever more than 100 feet distant from the hound, the spell ends.


Mage’s Lucubration

School: transmutation
Level:Wiz 6
Casting Time: 1 standard action
Components: V, S
Range: personal
Target: you
Duration: instantaneous
You instantly recall any one spell of 5th level or lower that you have used during the past 24 hours. The spell must have been actually cast during that period. The recalled spell is stored in your mind as through prepared in the normal fashion.

If the recalled spell requires material components, you must provide them. The recovered spell is not usable until the material components are available.


Mage’s Magnificent Mansion

School: conjuration (creation)
Level:sorcerer/wizard 7
Casting Time: 1 standard action
Components: V, S, F (a miniature ivory door, a piece of polished marble, and a silver spoon, each worth 5 gp)
Range: close (25 ft. + 5 ft./2 levels)
Effect: extradimensional mansion, up to three 10-ft. cubes/ level (S)
Duration: 2 hours/level (D)
Saving Throw: none
Spell Resistance: no
You conjure up an extradimensional dwelling that has a single entrance on the plane from which the spell was cast. The entry point looks like a faint shimmering in the air that is 4 feet wide and 8 feet high. Only those you designate may enter the mansion, and the portal is shut and made invisible behind you when you enter. You may open it again from your own side at will. Once observers have passed beyond the entrance, they are in a magnificent foyer with numerous chambers beyond.

The atmosphere is clean, fresh, and warm.

You can create any floor plan you desire to the limit of the spell’s effect. The place is furnished and contains sufficient foodstuffs to serve a nine-course banquet to a dozen people per caster level. A staff of near-transparent servants (as many as two per caster level), liveried and obedient, wait upon all who enter. The servants function as unseen servant spells except that they are visible and can go anywhere in the mansion.

Since the place can be entered only through its special portal, outside conditions do not affect the mansion, nor do conditions inside it pass to the plane beyond.


Mage’s Private Sanctum

School: abjuration
Level:sorcerer/wizard 5
Casting Time: 10 minutes
Components: V, S, M (a sheet of lead, a piece of glass, a wad of cotton, and powdered chrysolite)
Range: close (25 ft. + 5 ft./2 levels)
Area: 30-ft. cube/level (S)
Duration: 24 hours (D)
Saving Throw: none
Spell Resistance: no
This spell ensures privacy. Anyone looking into the area from outside sees only a dark, foggy mass. Darkvision cannot penetrate it. No sounds, no matter how loud, can escape the area, so nobody can eavesdrop from outside. Those inside can see out normally.

Divination (scrying) spells cannot perceive anything within the area, and those within are immune to detect thoughts.

The ward prevents speech between those inside and those outside (because it blocks sound), but it does not prevent other communication, such as a sending or message spell, or telepathic communication, such as that between a wizard and her familiar.

The spell does not prevent creatures or objects from moving into and out of the area.

Mage’s private sanctum can be made permanent with a permanency spell.


Mage’s Sword

School: evocation [force]
Level:sorcerer/wizard 7
Casting Time: 1 standard action
Components: V, S, F (a miniature platinum sword worth 250 gp)
Range: close (25 ft. + 5 ft./2 levels)
Effect: one sword
Duration: 1 round/level (D)
Saving Throw: none
Spell Resistance: yes
This spell brings into being a shimmering, swordlike plane of force. The sword strikes at any opponent within its range, as you desire, starting in the round that you cast the spell.

The sword attacks its designated target once each round on your turn. Its attack bonus is equal to your caster level + your Int bonus or your Cha bonus (for wizards or sorcerers, respectively) with an additional +3 enhancement bonus. As a force effect, it can strike ethereal and incorporeal creatures.

It deals 4d6+3 points of force damage, with a threat range of 19–20 and a critical multiplier of x2.

The sword always strikes from your direction. It does not get a bonus for flanking or help a combatant get one. If the sword goes beyond the spell range from you, goes out of your sight, or you are not directing it, it returns to you and hovers.

Each round after the first, you can use a standard action to switch the sword to a new target. If you do not, the sword continues to attack the previous round’s target.

The sword cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. The sword’s AC is 13 (10, +0 size bonus for Medium object, +3 deflection bonus).

If an attacked creature has spell resistance, the resistance is checked the first time Mage’s sword strikes it. If the sword is successfully resisted, the spell is dispelled. If not, the sword has its normal full effect on that creature for the duration of the spell.


Magic Aura

School: illusion (glamer)
Level:bard 1, sorcerer/wizard 1
Casting Time: 1 standard action
Components: V, S, F (a small square of silk that must be passed over the object that receives the aura)
Range: touch
Target: one touched object weighing up to 5 lb./level
Duration: one day/level (D)
Saving Throw: none; see text
Spell Resistance: no
You alter an item’s aura so that it registers to detect spells (and spells with similar capabilities) as though it were nonmagical, or a magic item of a kind you specify, or the subject of a spell you specify.

If the object bearing magic aura has identify cast on it or is similarly examined, the examiner recognizes that the aura is false and detects the object’s actual qualities if he succeeds on a Will save. Otherwise, he believes the aura and no amount of testing reveals what the true magic is.

If the targeted item’s own aura is exceptionally powerful (if it is an artifact, for instance), magic aura doesn’t work.

Note: A magic weapon, shield, or suit of armor must be a masterwork item, so a sword of average make, for example, looks suspicious if it has a magical aura.


Magic Circle against Chaos

School: abjuration [lawful]
Level: cleric 3, paladin 3, sorcerer/wizard 3

This spell functions like magic circle against evil, except that it is similar to protection from chaos instead of protection from evil, and it can imprison a nonlawful called creature.


Magic Circle against Evil

School: abjuration [good]
Level: cleric 3, paladin 3, sorcerer/wizard 3

Casting Time: 1 standard action
Components: V, S, ./DF (a 3-foot diameter circle of powdered silver)

Range: touch
Area: 10-ft.-radius emanation from touched creature
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: no; see text

All creatures within the area gain the effects of a protection from evil spell, and no nongood summoned creatures can enter the area either.
You must overcome a creature’s spell resistance in order to keep it at bay (as in the third function of protection from evil), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies’ spell resistance.
This spell has an alternative version that you may choose when casting it. A magic circle against evil can be focused inward rather than outward. When focused inward, the spell binds a nongood called creature (such as those called by the lesser planar binding, planar binding, and greater planar binding spells) for a maximum of 24 hours per caster level, provided that you cast the spell that calls the creature within 1 round of casting the magic circle. The creature cannot cross the circle’s boundaries. If a creature too large to fit into the spell’s area is the subject of the spell, the spell acts as a normal protection from evil spell for that creature only.
A magic circle leaves much to be desired as a trap. If the circle of powdered silver laid down in the process of spellcasting is broken, the effect immediately ends. The trapped creature can do nothing that disturbs the circle, directly or indirectly, but other creatures can. If the called creature has spell resistance, it can test the trap once a day. If you fail to overcome its spell resistance, the creature breaks free, destroying the circle. A creature capable of any form of dimensional travel (astral projection, blink, dimension door, etherealness, gate, plane shift, shadow walk, teleport, and similar abilities) can simply leave the circle through that means. You can prevent the creature’s extradimensional escape by casting a dimensional anchor spell on it, but you must cast the spell before the creature acts. If you are successful, the anchor effect lasts as long as the magic circle does. The creature cannot reach across the magic circle, but its ranged attacks (ranged weapons, spells, magical abilities, and the like) can. The creature can attack any target it can reach with its ranged attacks except for the circle itself.
You can add a special diagram (a two-dimensional bounded figure with no gaps along its circumference, augmented with various magical sigils) to make the magic circle more secure. Drawing the diagram by hand takes 10 minutes and requires a DC 20 Spellcraft check. You do not know the result of this check. If the check fails, the diagram is ineffective. You can take 10 when drawing the diagram if you are under no particular time pressure to complete the task. This task also takes 10 full minutes. If time is no factor at all, and you devote 3 hours and 20 minutes to the task, you can take 20.
A successful diagram allows you to cast a dimensional anchor spell on the magic circle during the round before casting any summoning spell.
The anchor holds any called creatures in the magic circle for 24 hours per caster level. A creature cannot use its spell resistance against a magic circle prepared with a diagram, and none of its abilities or attacks can cross the diagram. If the creature tries a Charisma check to break free of the trap (see the lesser planar binding spell), the DC increases by 5. The creature is immediately released if anything disturbs the diagram—even a straw laid across it. The creature itself cannot disturb the diagram either directly or indirectly, as noted above.
This spell is not cumulative with protection from evil and vice versa.


Magic Circle against Good

School: abjuration [evil]
Level: cleric 3, sorcerer/wizard 3

This spell functions like magic circle against evil, except that it is similar to protection from good instead of protection from evil, and it can imprison a nonevil called creature.


Magic Circle against Law

School: abjuration [chaotic]
Level: cleric 3, sorcerer/wizard 3

This spell functions like magic circle against evil, except that it is similar to protection from law instead of protection from evil, and it can imprison a nonchaotic called creature.


Magic Fang, Greater

School: transmutation
Level: druid 3, ranger 3

Range: close (25 ft. + 5 ft./2 levels)
Target:one living creature
Duration: 1 hour/level

This spell functions like magic fang, except that the enhancement bonus on attack and damage rolls is +1 per four caster levels (maximum +5). This bonus does not allow a natural weapon to bypass damage reduction aside from magic.
Alternatively, you may imbue all of the creature’s natural weapons with a +1 enhancement bonus (regardless of your caster level).
Greater magic fang can be made permanent with a permanency spell.


Magic Fang

School: transmutation
Level: druid 1, ranger 1

Casting Time: 1 standard action
Components: V, S, DF

Range: touch
Target:living creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)

Magic fang gives one natural weapon of the subject a +1 enhancement bonus on attack and damage rolls. The spell can affect a slam attack, fist, bite, or other natural weapon. The spell does not change an unarmed strike’s damage from nonlethal damage to lethal damage.
Magic fang can be made permanent with a permanency spell.


Magic Jar

School: necromancy
Level:sorcerer/wizard 5
Casting Time: 1 standard action
Components: V, S, F (a gem or crystal worth at least 100 gp)
Range: medium (100 ft. + 10 ft./level)
Target: one creature
Duration: 1 hour/level or until you return to your body
Saving Throw: Will negates; see text
Spell Resistance: yes
By casting magic jar, you place your soul in a gem or large crystal (known as the magic jar), leaving your body lifeless.

Then you can attempt to take control of a nearby body, forcing its soul into the magic jar. You may move back to the jar (thereby returning the trapped soul to its body) and attempt to possess another body. The spell ends when you send your soul back to your own body, leaving the receptacle empty.

To cast the spell, the magic jar must be within spell range and you must know where it is, though you do not need line of sight or line of effect to it. When you transfer your soul upon casting, your body is, as near as anyone can tell, dead.

While in the magic jar, you can sense and attack any life force within 10 feet per caster level (and on the same plane of existence). You do need line of effect from the jar to the creatures. You cannot determine the exact creature types or positions of these creatures. In a group of life forces, you can sense a difference of 4 or more Hit Dice between one creature and another and can determine whether a life force is powered by positive or negative energy. (Undead creatures are powered by negative energy. Only sentient undead creatures have, or are, souls.)

You could choose to take over either a stronger or a weaker creature, but which particular stronger or weaker creature you attempt to possess is determined randomly.

Attempting to possess a body is a full-round action. It is blocked by protection from evil or a similar ward. You possess the body and force the creature’s soul into the magic jar unless the subject succeeds on a Will save. Failure to take over the host leaves your life force in the magic jar, and the target automatically succeeds on further saving throws if you attempt to possess its body again.

If you are successful, your life force occupies the host body, and the host’s life force is imprisoned in the magic jar. You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal. You can’t choose to activate the body’s extraordinary or supernatural abilities. The creature’s spells and spell-like abilities do not stay with the body.

As a standard action, you can shift freely from a host to the magic jar if within range, sending the trapped soul back to its body. The spell ends when you shift from the jar to your own body.

If the host body is slain, you return to the magic jar, if within range, and the life force of the host departs (it is dead). If the host body is slain beyond the range of the spell, both you and the host die. Any life force with nowhere to go is treated as slain.

If the spell ends while you are in the magic jar, you return to your body (or die if your body is out of range or destroyed). If the spell ends while you are in a host, you return to your body (or die, if it is out of range of your current position), and the soul in the magic jar returns to its body (or dies if it is out of range). Destroying the receptacle ends the spell, and the spell can be dispelled at either the magic jar or the host’s location.


Magic Missile

School: evocation [force]
Level: sorcerer/wizard 1

Casting Time: 1 standard action
Components: V, S

Range: medium (100 ft. + 10 ft./level)
Targets up to five creatures, no two of which can be more than 15 ft. apart
Duration: instantaneous
Saving Throw: none
Spell Resistance: yes

A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.
The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Objects are not damaged by the spell.
For every two caster levels beyond 1st, you gain an additional missile— two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.


Magic Mouth

School: illusion (glamer)
Level:bard 1, sorcerer/wizard 2
Casting Time: 1 standard action
Components: V, S, M (a small bit of honeycomb and jade dust worth 10 gp)
Range: close (25 ft. + 5 ft./2 levels)
Target: one creature or object
Duration: permanent until discharged
Saving Throw: Will negates (object)
Spell Resistance: yes (object)
This spell imbues the chosen object or creature with an enchanted mouth that suddenly appears and speaks its message the next time a specified event occurs. The message, which must be 25 or fewer words long, can be in any language known by you and can be delivered over a period of 10 minutes. The mouth cannot utter verbal components, use command words, or activate magical effects. It does, however, move according to the words articulated; if it were placed upon a statue, the mouth of the statue would move and appear to speak. Of course, magic mouth can be placed upon a tree, rock, or any other object or creature.

The spell functions when specific conditions are fulfilled according to your command as set in the spell. Commands can be as general or as detailed as desired, although only visual and audible triggers can be used. Triggers react to what appears to be the case. Disguises and illusions can fool them. Normal darkness does not defeat a visual trigger, but magical darkness or invisibility does. Silent movement or magical silence defeats audible triggers. Audible triggers can be keyed to general types of noises or to a specific noise or spoken word. Actions can serve as triggers if they are visible or audible. A magic mouth cannot distinguish alignment, level, Hit Dice, or class except by external garb.

The range limit of a trigger is 15 feet per caster level, so a 6th-level caster can command a magic mouth to respond to triggers as far as 90 feet away. Regardless of range, the mouth can respond only to visible or audible triggers and actions in line of sight or within hearing distance.

Magic mouth can be made permanent with a permanency spell.


Magic Stone

School: transmutation
Level: cleric 1, druid 1

Casting Time: 1 standard action
Components: V, S, DF

Range: touch
Targets up to three pebbles touched
Duration: 30 minutes or until discharged
Saving Throw: Will negates (harmless, object)
Spell Resistance: yes (harmless, object)

You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung.
If hurled, they have a range increment of 20 feet. If slung, treat them as sling bullets (range increment 50 feet). The spell gives them a +1 enhancement bonus on attack and damage rolls. The user of the stones makes a normal ranged attack. Each stone that hits deals 1d6+1 points of damage (including the spell’s enhancement bonus), or 2d6+2 points against undead.


Magic Vestment

School: transmutation
Level: cleric 3

Casting Time: 1 standard action
Components: V, S, DF

Range: touch
Target:armor or shield touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: yes (harmless, object)

You imbue a suit of armor or a shield with an enhancement bonus of +1 per four caster levels (maximum +5 at 20th level).
An outfit of regular clothing counts as armor that grants no AC bonus for the purpose of this spell.


Magic Weapon, Greater

School: transmutation
Level: cleric 4, paladin 3, sorcerer/wizard 3

Casting Time: 1 standard action
Components: V, S, ./DF (powdered lime and carbon)

Range: close (25 ft. + 5 ft./2 levels)
Target:one weapon or fifty projectiles (all of which must be in contact with each other at the time of casting)
Duration: 1 hour/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: yes (harmless, object)

This spell functions like magic weapon, except that it gives a weapon an enhancement bonus on attack and damage rolls of +1 per four caster levels (maximum +5). This bonus does not allow a weapon to bypass damage reduction aside from magic.
Alternatively, you can affect as many as fifty arrows, bolts, or bullets.
The projectiles must be of the same kind, and they have to be together (in the same quiver or other container). Projectiles, but not thrown weapons, lose their transmutation when used. Treat shuriken as projectiles, rather than as thrown weapons, for the purpose of this spell.


Magic Weapon

School: transmutation
Level: cleric 1, paladin 1, sorcerer/wizard 1

Casting Time: 1 standard action
Components: V, S, DF

Range: touch
Target:weapon touched
Duration: 1 min./level
Saving Throw: Will negates (harmless, object)
Spell Resistance: yes (harmless, object)

Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. An enhancement bonus does not stack with a masterwork weapon’s +1 bonus on attack rolls.
You can’t cast this spell on a natural weapon, such as an unarmed strike (instead, see magic fang). A monk’s unarmed strike is considered a weapon, and thus it can be enhanced by this spell.


Major Creation

School: conjuration (creation)
Level:sorcerer/wizard 5
Casting Time: 10 minutes
Range: close (25 ft. + 5 ft./2 levels)
Duration: see text
This spell functions like minor creation, except that you can also create an object of mineral nature: stone, crystal, metal, or the like. The duration of the created item varies with its relative hardness and rarity, as indicated on the following table.

Hardness and Rarity Examples Duration
Vegetable matter 2 hr./level
Stone, crystal, base metals 1 hr./level
Precious metals 20 min./level
Gems 10 min./level
Rare metal1 1 round/level
1 Includes adamantine, alchemical silver, and mithral. You can’t use major creation to create a cold iron item.

Major Image

School: illusion (figment)
Level: bard 3, sorcerer/wizard 3

Duration: Concentration + 3 rounds

This spell functions like silent image, except that sound, smell, and thermal illusions are included in the spell effect. While concentrating, you can move the image within the range.
The image disappears when struck by an opponent unless you cause the illusion to react appropriately.


Make Whole

School: transmutation
Level: cleric 2, sorcerer/wizard 2

Range: close (25 ft. + 5 ft./2 levels)
Target:one object of up to 10 cu. ft./level or one construct creature

This spell functions as mending, except that it repairs 1d6 points of damage per level. In addition, make whole can be used on broken magic items (at 0 hit points or less) and it restores the magic abilities of the item if your caster level is at least twice that of the item. Items with charges (such as wands) and single use items (such as potions and scrolls) cannot be repaired in this way. This spell repairs damage done to construct creatures, bypassing their immunity to magic as if it did not allow spell resistance. When used in this way, make whole can restore no more than 5d6 points of damage.


Mark of Justice

School: necromancy
Level: cleric 5, paladin 4

Casting Time: 10 minutes
Components: V, S, DF

Range: touch
Target:creature touched
Duration: permanent; see text
Saving Throw: none
Spell Resistance: yes

You draw an indelible mark on the subject and state some behavior on the part of the subject that will activate the mark. When activated, the mark curses the subject. Typically, you designate some sort of criminal behavior that activates the mark, but you can pick any act you please.
The effect of the mark is identical with the effect of bestow curse.
Since this spell takes 10 minutes to cast and involves writing on the target, you can cast it only on a creature that is willing or restrained.
Like the effect of bestow curse, a mark of justice cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. Remove curse works only if its caster level is equal to or higher than your mark of justice caster level. These restrictions apply regardless of whether the mark has activated.
Mass (Spell Name)
Any spell whose name begins with mass is alphabetized in this chapter according to the spell name. Thus, the description of a mass spell appears near the description of the spell on which it is based. Spell chains that have mass spells in them include those based on the spells bear’s endurance, bull’s strength, cat’s grace, charm monster, cure critical wounds, cure light wounds, cure moderate wounds, cure serious wounds, eagle’s splendor, enlarge person, fox’s cunning, heal, hold monster, hold person, inflict critical wounds, inflict light wounds, inflict moderate wounds, inflict serious wounds, invisibility, owl’s wisdom, reduce person, and suggestion.


Maze

School: conjuration (teleportation)
Level: sorcerer/wizard 8

Casting Time: 1 standard action
Components: V, S

Range: close (25 ft. + 5 ft./2 levels)
Target:one creature
Duration: see text
Saving Throw: none
Spell Resistance: yes

You banish the subject into an extradimensional labyrinth of force planes. Each round on its turn, it may attempt a DC 20 Intelligence check to escape the labyrinth as a full-round action. If the subject doesn’t escape, the maze disappears after 10 minutes, forcing the subject to leave.
On escaping or leaving the maze, the subject reappears where it had been when the maze spell was cast. If this location is filled with a solid object, the subject appears in the nearest open space. Spells and abilities that move a creature within a plane, such as teleport and dimension door, do not help a creature escape a maze spell, although a plane shift spell allows it to exit to whatever plane is designated in that spell. Minotaurs are not affected by this spell.


Meld into Stone

School: transmutation [earth]
Level: cleric 3, druid 3

Casting Time: 1 standard action
Components: V, S, DF

Range: personal
Target:you
Duration: 10 min./level

Meld into stone enables you to meld your body and possessions into a single block of stone. The stone must be large enough to accommodate your body in all three dimensions. When the casting is complete, you and not more than 100 pounds of nonliving gear merge with the stone.
If either condition is violated, the spell fails and is wasted.
While in the stone, you remain in contact, however tenuous, with the face of the stone through which you melded. You remain aware of the passage of time and can cast spells on yourself while hiding in the stone.
Nothing that goes on outside the stone can be seen, but you can still hear what happens around you. Minor physical damage to the stone does not harm you, but its partial destruction (to the extent that you no longer fit within it) expels you and deals you 5d6 points of damage. The stone’s complete destruction expels you and slays you instantly unless you make a DC 18 Fortitude save.
Any time before the duration expires, you can step out of the stone through the surface that you entered. If the spell’s duration expires or the effect is dispelled before you voluntarily exit the stone, you are violently expelled and take 5d6 points of damage.
The following spells harm you if cast upon the stone that you are occupying: Stone to flesh expels you and deals you 5d6 points of damage.
Stone shape deals you 3d6 points of damage but does not expel you.
Transmute rock to mud expels you and then slays you instantly unless you make a DC 18 Fortitude save, in which case you are merely expelled.
Finally, passwall expels you without damage.


Mending

School: transmutation
Level: bard 0, cleric 0, druid 0, sorcerer/wizard 0
Casting
Casting Time: 1 standard action
Components: V, S

Range: 10 ft.
Target:one object of up to 1 lb./level
Duration: instantaneous
Saving Throw: Will negates (harmless, object)
Spell Resistance:: yes (harmless, object)

This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to full hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are broken (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs).
This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.


Message

School: transmutation [language-dependent]
Level: bard 0, sorcerer/ wizard 0

Casting Time: 1 standard action
Components: V, S, F (a piece of copper wire)

Range: medium (100 ft. + 10 ft./level)
Targets one creature/level
Duration: 10 min./level
Saving Throw: none
Spell Resistance: no

You can whisper messages and receive whispered replies with little chance of being overheard. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path’s entire length lies within the spell’s range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning. It doesn’t transcend language barriers. To speak a message, you must mouth the words and whisper, possibly allowing observers the opportunity to read your lips.


Meteor Swarm

School: evocation [fire]
Level: sorcerer/wizard 9
Casting
Casting Time: 1 standard action
Components: V, S

Range: long (400 ft. + 40 ft./level)
Area: four 40-ft.-radius spreads, see text
Duration: instantaneous
Saving Throw: none or Reflex half, see text
Spell Resistance: yes

Meteor swarm is a very powerful and spectacular spell that is similar to fireball in many aspects. When you cast it, four 2-foot-diameter spheres spring from your outstretched hand and streak in straight lines to the spots you select. The meteor spheres leave a fiery trail of sparks.
If you aim a sphere at a specific creature, you may make a ranged touch attack to strike the target with the meteor. Any creature struck by one of these spheres takes 2d6 points of bludgeoning damage (no save) and receives no saving throw against the sphere’s fire damage (see below).
If a targeted sphere misses its target, it simply explodes at the nearest corner of the target’s space. You may aim more than one meteor at the same target.
Once a sphere reaches its destination, it explodes in a 40-foot-radius spread, dealing 6d6 points of fire damage to each creature in the area.
If a creature is within the area of more than one sphere, it must save separately against each. Despite stemming from separate spheres, all of the fire damage is added together after the saves have been made, and fire resistance is applied only once.


Mind Blank

School: abjuration
Level: sorcerer/wizard 8
Casting
Casting Time: 1 standard action
Components: V, S

Range: close (25 ft. + 5 ft./2 levels)
Target:one creature
Duration: 24 hours
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)

The subject is protected from all devices and spells that gather information about the target through divination magic (such as detect evil, locate creature, scry, and see invisibile). This spell also grants a +8 bonus on saving throws against all mind-affecting spells and effects.
Mind blank even foils limited wish, miracle, and wish spells when they are used in such a way as to gain information about the target. In the case of scrying that scans an area the creature is in, such as arcane eye, the spell works but the creature simply isn’t detected. Scrying attempts that are targeted specifically at the subject do not work at all.


Mind Fog

School: enchantment (compulsion) [mind-affecting]
Level:bard 5, sorcerer/wizard 5
Casting Time: 1 standard action
Components: V, S
Range: medium (100 ft. + 10 ft./level)
Effect: fog spreads in 20-ft. radius, 20 ft. high
Duration: 30 minutes and 2d6 rounds; see text
Saving Throw: Will negates
Spell Resistance: yes
Mind fog produces a bank of thin mist that weakens the mental resistance of those caught in it. Creatures in the mind fog take a –10 competence penalty on Wisdom checks and

Will saves. (A creature that successfully saves against the fog is not affected and need not make further saves even if it remains in the fog.) Affected creatures take the penalty as long as they remain in the fog and for 2d6 rounds thereafter. The fog is stationary and lasts for 30 minutes (or until dispersed by wind).

A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.

The fog is thin and does not significantly hamper vision.


Minor Creation

School: conjuration (creation)
Level:sorcerer/wizard 4
Casting Time: 1 minute
Components: V, S, M (a tiny piece of matter of the same sort of item you plan to create with minor creation)
Range: 0 ft.
Effect: unattended, nonmagical object of nonliving plant matter, up to 1 cu. ft./level
Duration: 1 hour/level (D)
Saving Throw: none
Spell Resistance: no
You create a nonmagical, unattended object of nonliving vegetable matter. The volume of the item created cannot exceed 1 cubic foot per caster level. You must succeed on an appropriate skill check to make a complex item.

Attempting to use any created object as a material component causes the spell to fail.


Minor Image

School: illusion (figment)
Level: bard 2, sorcerer/wizard 2

Duration: Concentration +2 rounds

This spell functions like silent image, except that minor image includes some minor sounds but not understandable speech.


Miracle

School: evocation
Level: cleric 9

Casting Time: 1 standard action
Components: V, S; see text

Range: see text
Target, Effect, or Area see text
Duration: see text
Saving Throw: see text
Spell Resistance: yes

You don’t so much cast a miracle as request one. You state what you would like to have happen and request that your deity (or the power you pray to for spells) intercede.
A miracle can do any of the following things. – Duplicate any cleric spell of 8th level or lower. – Duplicate any other spell of 7th level or lower. – Undo the harmful effects of certain spells, such as feeblemind or insanity. – Have any effect whose power level is in line with the above effects.
Alternatively, a cleric can make a very powerful request. Casting such a miracle costs the cleric 25,000 gp in powdered diamond because of the powerful divine energies involved. Examples of especially powerful miracles of this sort could include the following: – Swinging the tide of a battle in your favor by raising fallen allies to continue fighting. – Moving you and your allies, with all your and their gear, from one plane to a specific locale through planar barriers with no chance of error. – Protecting a city from an earthquake, volcanic eruption, flood, or other major natural disaster.
In any event, a request that is out of line with the deity’s (or alignment’s) nature is refused.
A duplicated spell allows saving throws and spell resistance as normal, but the save DCs are as for a 9th-level spell. When a miracle spell duplicates a spell with a material component that costs more than 100 gp, you must provide that component.


Mirage Arcana

School: illusion (glamer)
Level: bard 5, sorcerer/wizard 5

Casting Time: 1 standard action
Components: V, S

Area: one 20-ft. cube/level (S)
Duration: Concentration +1 hou./ level (D)

This spell functions like hallucinatory terrain, except that it enables you to make any area appear to be something other than it is. The illusion includes audible, visual, tactile, and olfactory elements. Unlike hallucinatory terrain, the spell can alter the appearance of structures (or add them where none are present). Still, it can’t disguise, conceal, or add creatures (though creatures within the area might hide themselves within the illusion just as they can hide themselves within a real location).


Mirror Image

School: illusion (figment)
Level: bard 2, sorcerer/wizard 2
Casting
Casting Time: 1 standard action
Components: V, S

Range: personal
Target:you
Duration: 1 min/level

This spell creates a number of illusionary doubles of you that inhabit your square. These doubles make it difficult for enemies to precisely locate and attack you.
When mirror image is cast, 1d4 images plus one image per three caster levels (maximum eight images total) are created. These images remain in your space and move with you, mimicking your movements, sounds, and actions exactly. Whenever you are attacked or are the target of a spell that requires an attack roll, there is a possibility that the attack targets one of your images instead. If the attack is a hit, roll randomly to see whether the selected target is real or a figment. If it is a figment, the figment is destroyed. If the attack targets you and misses by 5 or less, one of your figments is destroyed by the near miss. Area spells affect you normally and do not destroy any of your figments. Spells and effects that do not require an attack roll affect you normally and do not destroy any of your figments.
An attacker must be able to see the figments to be fooled. If you are invisible or the attacker is blind, the spell has no effect (although the normal miss chances still apply).


Misdirection

School: illusion (glamer)
Level: bard 2, sorcerer/wizard 2

Casting Time: 1 standard action
Components: V, S

Range: close (25 ft. + 5 ft./2 levels)
Target:one creature or object, up to a 10-ft. cube in size
Duration: 1 hour/level
Saving Throw: none or Will negates; see text
Spell Resistance: no

By means of this spell, you misdirect the information from divination spells that reveal auras (detect evil, detect magic, discern lies, and the like).
On casting the spell, you choose another object within range. For the duration of the spell, the subject of misdirection is detected as if it were the other object. Neither the subject nor the other object gets a saving throw against this effect. Detection spells provide information based on the second object rather than on the actual target of the detection unless the caster of the detection succeeds on a Will save. For instance, you could make yourself detect as a tree if one were within range at casting: not evil, not lying, not magical, neutral in alignment, and so forth. This spell does not affect other types of divination magic (augury, detect thoughts, clairaudienc./clairvoyance, and the like).


Mislead

School: Illusion (figment, glamer)
Level: bard 5, sorcerer/wizard 6

Casting Time: 1 standard action
Components: S

Range: close (25 ft. + 5 ft./2 levels)
Targe./Effect yo./one illusory double
Duration: 1 round/level (D) and concentration + 3 rounds; see text
Saving Throw: none or Will disbelief (if interacted with); see text; Spell
Resistance: no

You become invisible (as improved invisibility, a glamer), and at the same time, an illusory double of you (as major image, a figment) appears.
You are then free to go elsewhere while your double moves away. The double appears within range but thereafter moves as you direct it (which requires concentration beginning on the first round after the casting). You can make the figment appear superimposed perfectly over your own body so that observers don’t notice an image appearing and you turning invisible. You and the figment can then move in different directions. The double moves at your speed and can talk and gesture as if it were real, but it cannot attack or cast spells, though it can pretend to do so.
The illusory double lasts as long as you concentrate upon it, plus 3 additional rounds. After you cease concentration, the illusory double continues to carry out the same activity until the duration expires.
The improved invisibility lasts for 1 round per level, regardless of concentration.


Mnemonic Enhancer

School: transmutation
Level:Wiz 4
Casting Time: 10 minutes
Components: V, S, M (a piece of string, and ink consisting of squid secretion mixed with black dragon’s blood), F (an ivory plaque worth 50 gp)
Range: personal
Target: you
Duration: instantaneous
Casting this spell allows you to prepare additional spells or retain spells recently cast. Pick one of these two versions when the spell is cast.

Prepare: You prepare up to three additional levels of spells. A cantrip counts as 1/2 level for this purpose. You prepare and cast these spells normally.

Retain: You retain any spell of 3rd level or lower that you had cast up to 1 round before you started casting the mnemonic enhancer. This restores the previously cast spell to your mind.

In either event, the spell or spells prepared or retained fade after 24 hours (if not cast).


Modify Memory

School: enchantment (compulsion) [mind-affecting]
Level: bard 4

Casting Time: 1 round; see text
Components: V, S

Range: close (25 ft. + 5 ft./2 levels)
Target:one living creature
Duration: permanent
Saving Throw: Will negates
Spell Resistance: yes

You reach into the subject’s mind and modify as many as 5 minutes of its memories in one of the following ways: – Eliminate all memory of an event the subject actually experienced.
This spell cannot negate charm, gea./quest, suggestion, or similar spells. – Allow the subject to recall with perfect clarity an event it actually experienced. – Change the details of an event the subject actually experienced. – Implant a memory of an event the subject never experienced.
Casting the spell takes 1 round. If the subject fails to save, you proceed with the spell by spending as much as 5 minutes (a period of time equal to the amount of memory time you want to modify) visualizing the memory you wish to modify in the subject. If your concentration is disturbed before the visualization is complete, or if the subject is ever beyond the spell’s range during this time, the spell is lost.
A modified memory does not necessarily affect the subject’s actions, particularly if it contradicts the creature’s natural inclinations. An illogical modified memory is dismissed by the creature as a bad dream, too much wine, or another similar excuse.


Moment of Prescience

School: divination
Level: sorcerer/wizard 8

Casting Time: 1 standard action
Components: V, S

Range: personal
Target:you
Duration: 1 hour/level or until discharged

This spell grants you a powerful sixth sense in relation to yourself.
Once during the spell’s duration, you may choose to use its effect. This spell grants you an insight bonus equal to your caster level (maximum +25) on any single attack roll, opposed ability or skill check, or saving throw. Alternatively, you can apply the insight bonus to your AC against a single attack (even if flat-footed). Activating the effect doesn’t take an action; you can even activate it on another character’s turn if needed.
You must choose to use the moment of prescience before you make the roll it is to modify. Once used, the spell ends.
You can’t have more than one moment of prescience active on you at the same time.


Mount

School: conjuration (summoning)
Level: sorcerer/wizard 1

Casting Time: 1 round
Components: V, S, M (a bit of horse hair)

Range: close (25 ft. + 5 ft./2 levels)
Effect: one mount
Duration: 2 hours/level (D)
Saving Throw: none
Spell Resistance: no

You summon a light horse or a pony (your choice) to serve you as a mount. The steed serves willingly and well. The mount comes with a bit and bridle and a riding saddle.


Move Earth

School: transmutation [earth]
Level: druid 6, sorcerer/wizard 6

Casting Time: see text
Components: V, S, M (clay, loam, and sand and an iron blade)

Range: long (400 ft. + 40 ft./level)
Area: dirt in an area up to 750 ft. square and up to 10 ft. deep (S)
Duration: instantaneous
Saving Throw: none
Spell Resistance: no

Move earth moves dirt (clay, loam, sand), possibly collapsing embankments, moving hillocks, shifting dunes, and so forth.
In no event can rock formations be collapsed or moved. The area to be affected determines the casting time. For every 150-foot square (up to 10 feet deep), casting takes 10 minutes. The maximum area, 750 feet by 750 feet, takes 4 hours and 10 minutes to move.
This spell does not violently break the surface of the ground. Instead, it creates wavelike crests and troughs, with the earth reacting with glacierlike fluidity until the desired result is achieved. Trees, structures, rock formations, and such are mostly unaffected except for changes in elevation and relative topography.
The spell cannot be used for tunneling and is generally too slow to trap or bury creatures. Its primary use is for digging or filling moats or for adjusting terrain contours before a battle.
This spell has no effect on earth creatures.


Neutralize Poison

School: conjuration (healing)
Level: Bard 4, Cleric 4, Druid 4, Paladin 4, Ranger 3
Casting
Casting Time: 1 standard action
Components: V, S, ./DF (charcoal)

Range: touch
Target:creature or object of up to 1 cu. ft./level touched
Duration: 10 min/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: yes (harmless, object)

You detoxify any sort of venom in the creature or object touched. If the target is a creature, you must make a caster level check (1d20 + caster level) against the DC of each poison affecting the target. Success means that the poison is neutralized. A cured creature suffers no additional effects from the poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don’t go away on their own.
The creature is immune to any poison it is exposed to during the duration of the spell. Unlike with delay poison, such effects aren’t postponed until after the duration—the creature need not make any saves against poison effects applied to it during the length of the spell.
This spell can instead neutralize the poison in a poisonous creature or object for the duration of the spell, at the caster’s option. If cast on a creature, the creature recieves a Will save to negate the effect.


Nightmare

School: illusion (phantasm) [Mind-Affecting, Evil]
Level:bard 5, sorcerer/wizard 5
Casting Time: 10 minutes
Components: V, S
Range: unlimited
Target: one living creature
Duration: instantaneous
Saving Throw: Will negates; see text
Spell Resistance: yes
You send a hideous and unsettling phantasmal vision to a specific creature that you name or otherwise specifically designate.

The nightmare prevents restful sleep and causes 1d10 points of damage. The nightmare leaves the subject fatigued and unable to regain arcane spells for the next 24 hours.

The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to that creature.

Knowledge Will Save Modifier
None1 +10
Secondhand (you have heard of the subject) +5
Firsthand (you have met the subject) +0
Familiar (you know the subject well) –5
1 You must have some sort of connection to a creature you have no knowledge of.
Connection Will Save Modifier
Likeness or picture –2
Possession or garment –4
Body part, lock of hair, bit of nail, etc. –10

Dispel evil cast on the subject while you are casting the spell dispels the nightmare and causes you to be stunned for 10 minutes per caster level of the dispel evil.

If the recipient is awake when the spell begins, you can choose to cease casting (ending the spell) or to enter a trance until the recipient goes to sleep, whereupon you become alert again and complete the casting. If you are disturbed during the trance, you must succeed on a Spellcraft check as if you were in the midst of casting a spell or the spell ends.

If you choose to enter a trance, you are not aware of your surroundings or the activities around you while in the trance.

You are defenseless, both physically and mentally, while in the trance. (You always fail any saving throw, for example.)

Creatures who don’t sleep (such as elves, but not half-elves) or dream are immune to this spell.


Nondetection

School: abjuration
Level: ranger 4, sorcerer/wizard 3

Casting Time: 1 standard action
Components: V, S, M (diamond dust worth 50 gp)

Range: touch
Target:creature or object touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: yes (harmless, object)

The warded creature or object becomes difficult to detect by divination spells such as clairaudienc./clairvoyance, locate object, and detect spells.
Nondetection also prevents location by such magic items as crystal balls. If a divination is attempted against the warded creature or item, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 11 + the caster level of the spellcaster who cast nondetection. If you cast nondetection on yourself or on an item currently in your possession, the DC is 15 + your caster level.
If cast on a creature, nondetection wards the creature’s gear as well as the creature itself.


Obscure Object

School: abjuration
Level: bard 1, cleric 3, sorcerer/wizard 2

Casting Time: 1 standard action
Components: V, S, ./DF (chameleon skin)

Range: touch
Target:one object touched of up to 100 lb./level
Duration: 8 hours (D)
Saving Throw: Will negates (object)
Spell Resistance: yes (object)

This spell hides an object from location by divination (scrying) effects, such as the scrying spell or a crystal ball. Such an attempt automatically fails (if the divination is targeted on the object) or fails to perceive the object (if the divination is targeted on a nearby location, object, or person).


Obscuring Mist

School: conjuration (creation)
Level: cleric 1, druid 1, sorcerer/wizard 1

Casting Time: 1 standard action
Components: V, S

Range: 20 ft.
Effect: cloud spreads in 20-ft. radius from you, 20 ft. high
Duration: 1 min./level
Saving Throw: none
Spell Resistance: no

A misty vapor arises around you. It is stationary. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).
A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round.
A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell’s area. A wall of fire burns away the fog in the area into which it deals damage.
This spell does not function underwater.


Open/Close

School: transmutation
Level: bard 0, sorcerer/wizard 0

Casting Time: 1 standard action
Components: V, S, F (a brass key)

Range: close (25 ft. + 5 ft./2 levels)
Target:object weighing up to 30 lb. or portal that can be opened or closed
Duration: instantaneous
Saving Throw: Will negates (object)
Spell Resistance: yes (object)

You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things weighing 30 pounds or less.
Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this spell’s ability to affect.


Order’s Wrath

School: evocation [lawful]
Level: cleric 4

Casting Time: 1 standard action
Components: V, S

Range: medium (100 ft. + 10 ft./level)
Area: nonlawful creatures within a burst that fills a 30-ft. cube
Duration: instantaneous (1 round); see text
Saving Throw: Will partial; see text
Spell Resistance: yes

You channel lawful power to smite enemies. The power takes the form of a three-dimensional grid of energy. Only chaotic and neutral (not lawful) creatures are harmed by the spell.
The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to chaotic creatures (or 1d6 points of damage per caster level, maximum 10d6, to chaotic outsiders) and causes them to be dazed for 1 round. A successful Will save reduces the damage to half and negates the daze effect.
The spell deals only half damage to creatures who are neither chaotic nor lawful, and they are not dazed. They can reduce the damage in half again (down to one-quarter of the roll) with a successful Will save.


Overland Flight

School: transmutation
Level: sorcerer/wizard 5

Components: : V, S

Range: personal
Target:you
Duration: 1 hour/level

This spell functions like a fly spell, except you can fly at a speed of 40 feet (30 feet if wearing medium or heavy armor, or if carrying a medium or heavy load) with bonus on Fly skill checks equal to half your caster level. When using this spell for long-distance movement, you can hustle without taking nonlethal damage (a forced march still requires
Constitution checks). This means you can cover 64 miles in an eighthour period of flight (or 48 miles at a speed of 30 feet).


Owl’s Wisdom, Mass

School: transmutation
Level: cleric 6, druid 6, sorcerer/wizard 6

Range: close (25 ft. + 5 ft./2 levels)
Target:one creature/level, no two of which can be more than 30 ft. apart

This spell functions like owl’s wisdom, except that it affects multiple creatures.


Owl’s Wisdom

School: transmutation
Level: cleric 2, druid 2, paladin 2, ranger 2, sorcerer/wizard 2

Casting Time: 1 standard action
Components: V, S, ./DF (feathers or droppings from an owl)

Range: touch
Target:creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: yes

The transmuted creature becomes wiser. The spell grants a +4 enhancement bonus to Wisdom, adding the usual benefit to Wisdomrelated skills. Clerics, druids, and rangers (and other Wisdom-based spellcasters) who receive owl’s wisdom do not gain any additional bonus spells for the increased Wisdom, but the save DCs for their spells increase.


Passwall

School: transmutation
Level: sorcerer/wizard 5

Casting Time: 1 standard action
Components: V, S, M (sesame seeds)

Range: touch
Effect: 5 ft. by 8 ft. opening, 10 ft. deep plus 5 ft. deep per three additional levels
Duration: 1 hour/level (D)
Saving Throw: none
Spell Resistance: no

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


Pass without Trace

School: transmutation
Level: druid 1, ranger 1

Casting Time: 1 standard action
Components: V, S, DF

Range: touch
Targets one creature/level touched
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)

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


Permanency

School: universal
Level:sorcerer/wizard 5
Casting Time: 2 rounds
Components: V, S, M (see tables below)
Range: see text
Target, Effect, or Area: see text
Duration: permanent; see text
Saving Throw: none
Spell Resistance: no
This spell makes certain other spells permanent.

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

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

Spell Minimum Caster Level GP Cost
Arcane sight 11th 7,500 gp
Comprehend languages 9th 2,500 gp
Darkvision 10th 5,000 gp
Detect magic 9th 2,500 gp
Read magic 9th 2,500 gp
See invisibility 10th 5,000 gp
Tongues 11th 7,500 gp

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

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

Spell Minimum Caster Level GP Cost
Enlarge person 9th 2,500 gp
Magic fang 9th 2,500 gp
Magic fang, greater 11th 7,500 gp
Reduce person 9th 2,500 gp
Resistance 9th 2,500 gp
Telepathic bond1 13th 12,500 gp
1 Only bonds two creatures per casting of permanency.

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

Spell Minimum Caster Level GP Cost
Alarm 9th 2,500 gp
Animate objects 14th 15,000 gp
Dancing lights 9th 2,500 gp
Ghost sound 9th 2,500 gp
Gust of wind 11th 7,500 gp
Invisibility 10th 5,000 gp
Mage’s private sanctum 13th 12,500 gp
Magic mouth 10th 5,000 gp
Phase door 15th 17,500 gp
Prismatic sphere 17th 22,500 gp
Prismatic wall 16th 20,000 gp
Shrink item 11th 7,500 gp
Solid fog 12th 10,000 gp
Stinking cloud 11th 7,500 gp
Symbol of death 16th 20,000 gp
Symbol of fear 14th 15,000 gp
Symbol of insanity 16th 20,000 gp
Symbol of pain 13th 12,500 gp
Symbol of persuasion 14th 15,000 gp
Symbol of sleep 16th 20,000 gp
Symbol of stunning 15th 17,500 gp
Symbol of weakness 15th 17,500 gp
Teleportation circle 17th 22,500 gp
Wall of fire 12th 10,000 gp
Wall of force 13th 7,500 gp
Web 10th 5,000 gp

Spells cast on other creatures, objects, or locations (not on you) are vulnerable to dispel magic as normal.


Permanent Image

School: illusion (figment)
Level: bard 6, sorcerer/wizard 6

Effect: figment that cannot extend beyond a 20-ft. cube + one 10-ft. cube/level (S)
Duration: permanent (D)

This spell functions like silent image, except that the figment includes visual, auditory, olfactory, and thermal elements, and the spell is permanent. By concentrating, you can move the image within the limits of the range, but it is static while you are not concentrating.
Material Component: A bit of fleece plus powdered jade worth 100 gp.


Persistent Image

School: illusion (figment)
Level: bard 5, sorcerer/wizard 5

Duration: 1 min./level (D)

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


Phantasmal Killer

School: illusion (phantasm) [fear, mind-affecting]
Level: sorcerer/wizard 4

Casting Time: 1 standard action
Components: V, S

Range: medium (100 ft. + 10 ft./level)
Target:one living creature
Duration: instantaneous
Saving Throw: Will disbelief, then Fortitude partial; see text; Spell
Resistance: yes

You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject’s subconscious mind into something that its conscious mind can visualize: this most horrible beast. Only the spell’s subject can see the phantasmal killer. You see only a vague shape. The target first gets a Will save to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save or die from fear. Even if the Fortitude save is successful, the subject takes 3d6 points of damage.
If the subject of a phantasmal killer attack succeeds in disbelieving and is wearing a helm of telepathy, the beast can be turned upon you. You must then disbelieve it or become subject to its deadly fear attack.


Phantom Steed

School: conjuration (creation)
Level:bard 3, sorcerer/wizard 3
Casting Time: 10 minutes
Components: V, S
Range: 0 ft.
Effect: one quasi-real, horselike creature
Duration: 1 hour/level (D)
Saving Throw: none
Spell Resistance: no
You conjure a Large, quasi-real, horselike creature. The steed can be ridden only by you or by the one person for whom you specifically created the mount. A phantom steed has a black head and body, gray mane and tail, and smoke-colored, insubstantial hooves that make no sound. It has what seems to be a saddle, bit, and bridle. It does not fight, but animals shun it and refuse to attack it.

The mount has an AC of 18 (–1 size, +4 natural armor, +5 Dex) and 7 hit points +1 hit point per caster level. If it loses all its hit points, the phantom steed disappears. A phantom steed has a speed of 20 feet per caster level, to a maximum of 240 feet. It can bear its rider’s weight plus up to 10 pounds per caster level.

These mounts gain certain powers according to caster level. A mount’s abilities include those of mounts of lower caster levels. 8th Level: The mount can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed. 10th Level: The mount can use water walk at will (as the spell, no action required to activate this ability). 12th Level: The mount can use air walk at will (as the spell, no action required to activate this ability) for up to 1 round at a time, after which it falls to the ground. 14th Level: The mount can fly at its speed with a bonus on Fly skill checks equal to your caster level.


Phantom Trap

School: illusion (glamer)
Level:sorcerer/wizard 2
Casting Time: 1 standard action
Components: V, S, M (special dust worth 50 gp)
Range: touch
Target: object touched
Duration: permanent (D)
Saving Throw: none
Spell Resistance: no
This spell makes a lock or other small mechanism seem to be trapped to anyone who can detect traps. You place the spell upon any small mechanism or device, such as a lock, hinge, hasp, cork, cap, or ratchet. Any character able to detect traps, or who uses any spell or device enabling trap detection, is 100% certain a real trap exists. Of course, the effect is illusory and nothing happens if the trap is “sprung”; its primary purpose is to frighten away thieves or make them waste precious time.

If another phantom trap is active within 50 feet when the spell is cast, the casting fails.


Phase Door

School: conjuration (creation)
Level: sorcerer/wizard 7

Casting Time: 1 standard action
Components: V

Range: touch
Effect: ethereal 5 ft. by 8 ft. opening, 10 ft. deep + 5 ft. deep per three levels
Duration: one usage per two levels
Saving Throw: none
Spell Resistance: no

This spell creates an ethereal passage through wooden, plaster, or stone walls, but not other materials. The phase door is invisible and inaccessible to all creatures except you, and only you can use the passage. You disappear when you enter the phase door and appear when you exit. If you desire, you can take one other creature (Medium or smaller) through the door. This counts as two uses of the door. The door does not allow light, sound, or spell effects through it, nor can you see through it without using it. Thus, the spell can provide an escape route, though certain creatures, such as phase spiders, can follow with ease. A gem of true seeing or similar magic reveals the presence of a phase door but does not allow its use.
A phase door is subject to dispel magic. If anyone is within the passage when it is dispelled, he is harmlessly ejected just as if he were inside a passwall effect.
You can allow other creatures to use the phase door by setting some triggering condition for the door. Such conditions can be as simple or elaborate as you desire. They can be based on a creature’s name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, and hit points don’t qualify.
Phase door can be made permanent with a permanency spell.


Planar Ally, Greater

School: conjuration (calling) [see text for lesser planar ally];
Level: cleric 8
Components: V, S, DF, M (offerings worth 2,500 gp plus payment)
Effect: up to three called elementals or outsiders, totaling no more than 18 HD, no two of which can be more than 30 ft. apart when they appear.
This spell functions like lesser planar ally, except that you may call a single creature of 18 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 18. The creatures agree to help you and request your return payment together.


Planar Ally, Lesser

School: conjuration (calling) [see text]
Level:cleric 4
Casting Time: 10 minutes
Components: V, S, DF, M (offerings worth 500 gp plus payment, see text)
Range: close (25 ft. + 5 ft./2 levels)
Effect: one called elemental or outsider of 6 HD or less
Duration: instantaneous
Saving Throw: none
Spell Resistance: no
By casting this spell, you request your deity to send you an elemental or outsider (of 6 HD or less) of the deity’s choice. If you serve no particular deity, the spell is a general plea answered by a creature sharing your philosophical alignment. If you know an individual creature’s name, you may request that individual by speaking the name during the spell (though you might get a different creature anyway).

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

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

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

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

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

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


Planar Ally

School: conjuration (calling) [see text for lesser planar ally];
Level: cleric 6
Components: V, S, DF, M (offerings worth 1,250 gp plus payment)
Effect: one or two called elementals or outsiders, totaling no more than 12 HD, which cannot be more than 30 ft. apart when they appear
This spell functions like lesser planar ally, except you may call a single creature of 12 HD or less, or two creatures of the same kind whose Hit Dice total no more than 12. The creatures agree to help you and request your return payment together.


Planar Binding, Greater

School: conjuration (calling) [see text for lesser planar binding];
Level: sorcerer/wizard 8
Components: V, S
Targets: up to three elementals or outsiders, totaling no more than 18 HD, no two of which can be more than 30 ft. apart when they appear.
This spell functions like lesser planar binding, except that you may call a single creature of 18 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 18. Each creature gets a saving throw, makes an independent attempt to escape, and must be individually persuaded to aid you.


Planar Binding, Lesser

School: conjuration (calling) [see text]
Level:sorcerer/wizard 5
Casting Time: 10 minutes
Components: V, S
Range: close (25 ft. + 5 ft./2 levels); see text
Target: one elemental or outsider with 6 HD or less
Duration: instantaneous
Saving Throw: Will negates
Spell Resistance: no and yes; see text
Casting this spell attempts a dangerous act: to lure a creature from another plane to a specifically prepared trap, which must lie within the spell’s range. The called creature is held in the trap until it agrees to perform one service in return for its freedom.

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

The target creature is allowed a Will saving throw. If the saving throw succeeds, the creature resists the spell. If the saving throw fails, the creature is immediately drawn to the trap (spell resistance does not keep it from being called).

The creature can escape from the trap by successfully pitting its spell resistance against your caster level check, by dimensional travel, or with a successful Charisma check (DC 15 + 1/2 your caster level + your Cha modifier). It can try each method once per day. If it breaks loose, it can flee or attack you. A dimensional anchor cast on the creature prevents its escape via dimensional travel. You can also employ a calling diagram (see magic circle against evil) to make the trap more secure.

If the creature does not break free of the trap, you can keep it bound for as long as you dare. You can attempt to compel the creature to perform a service by describing the service and perhaps offering some sort of reward.

You make a Charisma check opposed by the creature’s Charisma check. The check is assigned a bonus of +0 to +6 based on the nature of the service and the reward. If the creature wins the opposed check, it refuses service. New offers, bribes, and the like can be made or the old ones reoffered every 24 hours. This process can be repeated until the creature promises to serve, until it breaks free, or until you decide to get rid of it by means of some other spell. Impossible demands or unreasonable commands are never agreed to. If you ever roll a natural 1 on the Charisma check, the creature breaks free of the spell’s effect and can escape or attack you.

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

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


Planar Binding

School: conjuration (calling) [see text for lesser planar binding];
Level: sorcerer/wizard 6
Components: V, S
Targets: up to three elementals or outsiders, totaling no more than 12 HD, no two of which can be more than 30 ft. apart when they appear
This spell functions like lesser planar binding, except that you may call a single creature of 12 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 12. Each creature gets a saving throw, makes an independent attempt to escape, and must be individually persuaded to aid you.


Plane Shift

School: conjuration (teleportation)
Level: cleric 5, sorcerer/wizard 7

Casting Time: 1 standard action
Components: V, S, F (a forked metal rod attuned to the plane of travel)

Range: touch
Target:creature touched, or up to eight willing creatures joining hands
Duration: instantaneous
Saving Throw: Will negates
Spell Resistance: yes

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


Plant Growth

School: transmutation
Level:druid 3, ranger 3
Casting Time: 1 standard action
Components: V, S, DF
Range: see text
Target: or Area see text
Duration: instantaneous
Saving Throw: none
Spell Resistance: no
Plant growth has different effects depending on the version chosen.

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

At your option, the area can be a 100-foot-radius circle, a 150-foot-radius semicircle, or a 200-foot-radius quarter circle. You may designate places within the area that are not affected.

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

Plant growth counters diminish plants.

This spell has no effect on plant creatures.


Plant Shape II

School: transmutation (polymorph)
Level: wizar./sorcerer 6

This spell functions as plant shape I except that it also allows you to assume the form of a Large creature of the plant type. If the creature has immunity or resistance to any elements, you gain resistance 20 to those elements. You are also immune to critical hits and sneak attacks while in plant shape. If the creature has vulnerability to one element, you gain that vulnerability.
Large plant: If the form you take is that of a Large plant, you gain a +4 enhancement bonus to your Strength, a +2 enhancement bonus to your
Constitution, and a +4 natural armor bonus.


Plant Shape III

School: transmutation (polymorph)
Level: wizar./sorcerer 7

This spell functions as plant shape I except that it also allows you to assume the form of a Huge creature of the plant type. If the form you assume has any of the following abilities, you gain the listed ability: darkvision 60 feet, low-light vision, constrict, DR, improved grab, poison, regeneration 5, shriek, and trample. If the form you assume does not possess the ability to move, your speed is reduced to 5 feet and you lose all other forms of movement. If the creature has immunity or resistance to any elements, you gain resistance 20 to those elements. You are also immune to critical hits and sneak attacks while in plant shape. If the creature has vulnerability to one element, you gain that vulnerability.
Huge plant: If the form you take is that of a Huge plant, you gain a +8 enhancement bonus to your Strength, a –2 penalty to your Dexterity, a +4 enhancement bonus to your Constitution, and a +6 natural armor bonus.


Plant Shape I

School: transmutation (polymorph)
Level: wizar./sorcerer 5
Casting
Casting Time: 1 standard action
Components: V, S, M (a piece of the creature whose form you plan to assume)

Range: personal
Target:you
Duration: 1 min/level (D)

When you cast this spell you can assume the form of any Small or
Medium creature of the plant type. If the form you assume has any of the following abilities, you gain the listed ability: darkvision 60 feet, low-light vision, constrict, improved grab, poison, and shriek. If the form you assume does not possess the ability to move, your speed is reduced to 5 feet and you lose all other forms of movement. If the creature has vulnerability to one element, you gain that vulnerability.
Small plant: If the form you take is that of a Small plant, you gain a +2 enhancement bonus to your Constitution and a +2 natural armor bonus.
Medium plant: If the form you take is that of a Medium plant, you gain a +2 enhancement bonus to your Strength, a +2 enhancement bonus to your Constitution, and a +2 natural armor bonus.


Poison

School: necromancy
Level: cleric 4, druid 3

Casting Time: 1 standard action
Components: V, S, DF

Range: touch
Target:living creature touched
Duration: instantaneous; see text
Saving Throw: Fortitude negates; see text
Spell Resistance: yes

Calling upon the venomous powers of natural predators, you infect the subject with a horrible poison by making a successful melee touch attack. The poison deals 1d10 points of temporary Constitution damage immediately and another 1d10 points of temporary Constitution damage 1 minute later. Each instance of damage can be negated by a
Fortitude save (DC 10 + ./2 your caster level + your Wis modifier).


Polar Ray

School: evocation [cold]
Level: sorcerer/wizard 8

Casting Time: 1 standard action
Components: V, S, F (a white ceramic cone or prism)

Range: close (25 ft. + 5 ft./2 levels)
Effect: ray
Duration: instantaneous
Saving Throw: none
Spell Resistance: yes

A blue-white ray of freezing air and ice springs from your hand. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d6 points of cold damage per caster level (maximum 25d6) and 1d4 points of Dexterity drain.


Polymorph Any Object

School: transmutation (polymorph)
Level:sorcerer/wizard 8
Casting Time: 1 standard action
Components: V, S, M/DF (mercury, gum arabic, and smoke)
Range: close (25 ft. + 5 ft./2 levels)
Target: one creature, or one nonmagical object of up to 100 cu. ft./level
Duration: see text
Saving Throw: Fortitude negates (object); see text; Spell
Resistance: yes (object)
This spell functions like greater polymorph, except that it changes one object or creature into another. The duration of the spell depends on how radical a change is made from the original state to its enchanted state. The duration is determined by using the following guidelines.

Changed Subject Is: Increase to Duration Factor1
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
1 Add all that apply. Look up the total on the next table.
Duration Factor Duration Example
0 20 minutes Pebble to human
2 1 hour Marionette to human
4 3 hours Human to marionette
5 12 hours Lizard to manticore
6 2 days Sheep to wool coat
7 1 week Shrew to manticore
9+ Permanent Manticore to shrew

If the target of the spell does not have physical ability scores (Strength, Dexterity, or Constitution), this spell grants a base score of 10 to each missing ability score. If the target of the spell does not have mental ability scores (Intelligence, Wisdom, or Charisma), polymorph any object grants a score of 5 to such scores.

Damage taken by the new form can result in the injury or death of the polymorphed creature. In general, damage occurs when the new form is changed through physical force.

A nonmagical object cannot be made into a magic item with this spell. Magic items aren’t affected by this spell.

This spell cannot create material of great intrinsic value, such as copper, silver, gems, silk, gold, platinum, mithral, or adamantine. It also cannot reproduce the special properties of cold iron in order to overcome the damage reduction of certain creatures.

This spell can also be used to duplicate the effects of baleful polymorph, polymorph, flesh to stone, stone to flesh, transmute mud to rock, transmute metal to wood, or transmute rock to mud.


Polymorph, Greater

School: transmutation (polymorph)
Level: wizar./sorcerer 7

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


Polymorph

School: transmutation (polymorph)
Level: wizar./sorcerer 5
Casting
Casting Time: 1 standard action
Components: V, S, M (a piece of the creature whose form you choose)

Range: touch
Target:living creature touched
Duration: 1 min/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)

This spell transforms a willing creature into an animal, humanoid or elemental of your choosing; the spell has no effect on unwilling creatures. If you use this spell to cause the target to take on the form of an animal or magical beast, it functions as beast shape II. If the form is that of an elemental, the spell functions as elemental body I. If the form is that of a humanoid, the spell functions as alter self. The subject may choose to resume its normal form as a full-round action; doing so ends the spell for that subject alone.


Power Word Blind

School: enchantment (compulsion) [mind-affecting]
Level: sorcerer/ wizard 7

Casting Time: 1 standard action
Components: V

Range: close (25 ft. + 5 ft./2 levels)
Target:one creature with 200 hp or less
Duration: see text
Saving Throw: none
Spell Resistance: yes

You utter a single word of power that causes one creature of your choice to become blinded, whether the creature can hear the word or not. The duration of the spell depends on the target’s current hit point total.
Any creature that currently has 201 or more hit points is unaffected by power word blind.
Hit Points D uration 50 or less Permanent 51–100 1d4+1 minutes 101–200 1d4+1 rounds


Power Word Kill

School: enchantment (compulsion) [death, mind-affecting]
Level: sorcerer/wizard 9

Casting Time: 1 standard action
Components: V

Range: close (25 ft. + 5 ft./2 levels)
Target:one living creature with 100 hp or less
Duration: instantaneous
Saving Throw: none
Spell Resistance: yes

You utter a single word of power that instantly kills one creature of your choice, whether the creature can hear the word or not. Any creature that currently has 101 or more hit points is unaffected by power word kill.


Power Word Stun

School: enchantment (compulsion) [mind-affecting]
Level: sorcerer/ wizard 8

Casting Time: 1 standard action
Components: V

Range: close (25 ft. + 5 ft./2 levels)
Target:one creature with 150 hp or less
Duration: See text
Saving Throw: none
Spell Resistance: yes

You utter a single word of power that instantly causes one creature of your choice to become stunned, whether the creature can hear the word or not. The duration of the spell depends on the target’s current hit point total. Any creature that currently has 151 or more hit points is unaffected by power word stun.
Hit Points D uration 50 or less 4d4 rounds 51–100 2d4 rounds 101–150 1d4 rounds


Prayer

School: enchantment (compulsion) [mind-affecting]
Level: cleric 3, paladin 3

Casting Time: 1 standard action
Components: V, S, DF

Range: 40 ft.
Area: all allies and foes within a 40-ft.-radius burst centered on you
Duration: 1 round/level
Saving Throw: none
Spell Resistance: yes

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


Prestidigitation

School: universal
Level: bard 0, sorcerer/wizard 0

Casting Time: 1 standard action
Components: V, S

Range: 10 ft.
Target, Effect, or Area see text
Duration: 1 hour
Saving Throw: see text
Spell Resistance: no

Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material.
It cannot deal damage or affect the concentration of spellcasters.
Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a 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

School: abjuration
Level: sorcerer/wizard 9

Components: : V

Range: 10 ft.
Effect: 10-ft.-radius sphere centered on you

This spell functions like prismatic wall, except you conjure up an immobile, opaque globe of shimmering, multicolored light that surrounds you and protects you from all forms of attack. The sphere flashes in all colors of the visible spectrum.
The sphere’s blindness effect on creatures with less than 8 HD lasts 2d4x10 minutes.
You can pass into and out of the prismatic sphere and remain near it without harm. When you’re inside it, however, the sphere blocks any attempt to project something through the sphere (including spells).
Other creatures that attempt to attack you or pass through suffer the effects of each color, one at a time.
Typically, only the upper hemisphere of the globe will exist, since you are at the center of the sphere, so the lower half is usually excluded by the floor surface you are standing on.
The colors of the sphere have the same effects as the colors of a prismatic wall.
Prismatic sphere can be made permanent with a permanency spell.


Prismatic Spray

School: evocation
Level: sorcerer/wizard 7

Casting Time: 1 standard action
Components: V, S

Range: 60 ft.
Area: cone-shaped burst
Duration: instantaneous
Saving Throw: see text
Spell Resistance: yes

This spell causes seven shimmering, intertwined, multicolored beams of light to spray from your hand. Each beam has a different power.
Creatures in the area of the spell with 8 HD or less are automatically blinded for 2d4 rounds. Every creature in the area is randomly struck by one or more beams, which have additional effects. 1d8 C olor 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 1d6 points of Con 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 twice more, ignoring any “8” results.


Prismatic Wall

School: abjuration
Level: sorcerer/wizard 8

Casting Time: 1 standard action
Components: V, S

Range: close (25 ft. + 5 ft./2 levels)
Effect: wall 4 ft./level wide, 2 ft./level high
Duration: 10 min./level (D)
Saving Throw: see text
Spell Resistance: see text

Prismatic wall creates a vertical, opaque wall—a shimmering, multicolored plane of light that protects you from all forms of attack.
The wall flashes with seven colors, each of which has a distinct power and purpose. The wall is immobile, and you can pass through and remain near the wall without harm. Any other creature with less than 8 HD that is within 20 feet of the wall is blinded by the colors for 2d4 rounds if it looks at the wall.
The wall’s maximum proportions are 4 feet wide per caster level and 2 feet high per caster level. A prismatic wall spell cast to materialize in a space occupied by a creature is disrupted, and the spell is wasted.
Each color in the wall has a special effect. The accompanying table shows the seven colors of the wall, the order in which they appear, their effects on creatures trying to attack you or pass through the wall, and the magic needed to negate each color.
The wall can be destroyed, color by color, in consecutive order, by various magical effects; however, the first color must be brought down before the second can be affected, and so on. A rod of cancellation or a mage’s disjunction spell destroys a prismatic wall, but an antimagic field fails to penetrate it. Dispel magic and greater dispel magic 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 can be made permanent with a permanency spell.


Produce Flame

School: evocation [fire]
Level: druid 1

Casting Time: 1 standard action
Components: V, S

Range: 0 ft.
Effect: flame in your palm
Duration: 1 min./level (D)
Saving Throw: none
Spell Resistance: yes

Flames as bright as a torch appear in your open hand. The flames harm neither you nor your equipment.
In addition to providing illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee touch attack, dealing fire damage equal to 1d6 +1 point per caster level (maximum +5).
Alternatively, you can hurl the flames up to 120 feet as a thrown weapon.
When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves.
This spell does not function underwater.


Programmed Image

School: illusion (figment)
Level: bard 6, sorcerer/wizard 6

Components: V, S, M (fleece and jade dust worth 25 gp)

Effect: visual figment that cannot extend beyond a 20-ft. cube + one 10-ft. cube/level (S)
Duration: permanent until triggered, then 1 round/level

This spell functions like silent image, except that this spell’s figment activates when a specific condition occurs. The figment includes visual, auditory, olfactory, and thermal elements, including intelligible speech.
You set the triggering condition (which may be a special word) when casting the spell. The event that triggers the illusion can be as general or as specific and detailed as desired but must be based on an audible, tactile, olfactory, or visual trigger. The trigger cannot be based on some quality not normally obvious to the senses, such as alignment. See magic mouth for more details about such triggers.


Project Image

School: illusion (shadow)
Level: bard 6, sorcerer/wizard 7

Casting Time: 1 standard action
Components: V, S, M (a small replica of you worth 5 gp)

Range: medium (100 ft. + 10 ft./level)
Effect: one shadow duplicate
Duration: 1 round/level (D)
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: no

You tap energy from the Plane of Shadow to create a quasi-real, illusory version of yourself. The projected image looks, sounds, and smells like you but is intangible. The projected image mimics your actions (including speech) unless you direct it to act differently (which is a move action).
You can see through its eyes and hear through its ears as if you were standing where it is, and during your turn you can switch from using its senses to using your own, or back again, as a free action. While you are using its senses, your body is considered blinded and deafened.
If you desire, any spell you cast whose range is touch or greater can originate from the projected image instead of from you. The projected image can’t cast any spells on itself except for illusion spells.
The spells affect other targets normally, despite originating from the projected image.
Objects are affected by the projected image as if they had succeeded on their Will save.
You must maintain line of effect to the projected image at all times. If your line of effect is obstructed, the spell ends. If you use dimension door, teleport, plane shift, or a similar spell that breaks your line of effect, even momentarily, the spell ends.


Protection from Arrows

School: abjuration
Level: sorcerer/wizard 2

Casting Time: 1 standard action
Components: V, S, F (a piece of tortoise or turtle shell)

Range: touch
Target:creature touched
Duration: 1 hour/level or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)

The warded creature gains resistance to ranged weapons. The subject gains damage reduction 1./magic against ranged weapons. This spell doesn’t grant you the ability to damage creatures with similar damage reduction. Once the spell has prevented a total of 10 points of damage per caster level (maximum 100 points), it is discharged.


Protection from Chaos

School: abjuration [lawful]
Level: cleric 1, paladin 1, sorcerer/wizard 1

This spell functions like protection from evil, except that the deflection and resistance bonuses apply to attacks from chaotic creatures, and chaotic summoned creatures cannot touch the subject.


Protection from Energy

School: abjuration
Level: cleric 3, druid 3, ranger 2, sorcerer/wizard 3

Casting Time: 1 standard action
Components: V, S, DF

Range: touch
Target:creature touched
Duration: 10 min./level or until discharged
Saving Throw: Fortitude negates (harmless)
Spell Resistance: yes (harmless)

Protection from energy grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic).
When the spell absorbs 12 points per caster level of energy damage (to a maximum of 120 points at 10th level), it is discharged.
Protection from energy overlaps (and does not stack with) resist energy.
If a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its power is exhausted.


Protection from Evil

School: abjuration [good]
Level: cleric 1, paladin 1, sorcerer/wizard 1

Casting Time: 1 standard action
Components: V, S, ./DF

Range: touch
Target:creature touched
Duration: 1 min./level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: no; see text

This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.
First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.
Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil effect. If the protection from evil effect ends before the effect granting mental control does, the would-be controller 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 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.
Good summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.


Protection from Good

School: abjuration [evil]
Level: cleric 1, sorcerer/wizard 1

This spell functions like protection from evil, except that the deflection and resistance bonuses apply to attacks from good creatures, and good summoned creatures cannot touch the subject.


Protection from Law

School: abjuration [chaotic]
Level: cleric 1, sorcerer/wizard 1

This spell functions like protection from evil, except that the deflection and resistance bonuses apply to attacks from lawful creatures, and lawful summoned creatures cannot touch the subject.


Protection from Spells

School: abjuration
Level: sorcerer/wizard 8

Casting Time: 1 standard action
Components: V, S, M (diamond worth 500 gp), F (One 1,000 gp diamond per target. Each subject must carry the gem for the duration of the spell. If a subject loses the gem, the spell ceases to affect him.)

Range: touch
Targets: up to one creature touched per four levels
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)

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


Prying Eyes, Greater

School: divination
Level:sorcerer/wizard 8
This spell functions like prying eyes, except that the eyes can see all things as they actually are, just as if they had true seeing with a range of 120 feet. Thus, they can navigate darkened areas at full normal speed. Also, a greater prying eye’s maximum Perception modifier is +25 instead of +15.


Prying Eyes

School: divination
Level:sorcerer/wizard 5
Casting Time: 1 minute
Components: V, S, M (a handful of crystal marbles)
Range: 1 mile
Effect: 10 or more levitating eyes
Duration: 1 hour/level; see text (D)
Saving Throw: none
Spell Resistance: no
You create a number of semitangible, visible magical orbs (called “eyes”) equal to 1d4 + your caster level. These eyes move out, scout around, and return as you direct them when casting the spell. Each eye can see 120 feet (normal vision only) in all directions.

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

An eye traveling in darkness must find its way by touch.

When you create the eyes, you specify instructions you want them to follow in a command of no more than 25 words.

Any knowledge you possess is known by the eyes as well.

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

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

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


Purify Food and Drink

School: transmutation
Level: cleric 0, druid 0

Casting Time: 1 standard action
Components: V, S

Range: 10 ft.
Target:1 cu. ft./level of contaminated food and water
Duration: instantaneous
Saving Throw: Will negates (object)
Spell Resistance: yes (object)

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


Pyrotechnics

School: transmutation
Level: bard 2, sorcerer/wizard 2

Casting Time: 1 standard action
Components: V, S, M (one fire source)

Range: long (400 ft. + 40 ft./level)
Target:one fire source, up to a 20-ft. cube
Duration: 1d4+1 rounds, or 1d4+1 rounds after creatures leave the smoke cloud; see text
Saving Throw: Will negates or Fortitude negates; see text; Spell
Resistance: yes or no; see text

Pyrotechnics turns a fire into either a burst of blinding fireworks or a thick cloud of choking smoke, depending on the version you choose.
The spell uses one fire source, which is immediately extinguished. A fire so large that it exceeds a 20-foot cube is only partly extinguished.
Magical fires are not extinguished, although a fire-based creature used as a source takes 1 point of damage per caster level.
Fireworks: The fireworks are a flashing, fiery, momentary burst of glowing, colored aerial lights. This effect causes creatures within 120 feet of the fire source to become blinded for 1d4+1 rounds (Will negates).
These creatures must have line of sight to the fire to be affected. Spell resistance can prevent blindness.
Smoke Cloud: A writhing stream of smoke billows out from the source, forming a choking cloud. The cloud spreads 20 feet in all directions and lasts for 1 round per caster level. All sight, even darkvision, is ineffective in or through the cloud. All within the cloud take –4 penalties to Strength and Dexterity (Fortitude negates). These effects last for 1d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud.
Spell resistance does not apply.


Quench

School: transmutation
Level:druid 3
Casting Time: 1 standard action
Components: V, S, DF
Range: medium (100 ft. + 10 ft./level)
Area: or Target one 20-ft. cube/level (S) or one fire-based magic item
Duration: instantaneous
Saving Throw: none or Will negates (object)
Spell Resistance: no or yes (object)
Quench is often used to put out forest fires and other conflagrations. It extinguishes all nonmagical fires in its area. The spell also dispels any fire spells in its area, though you must succeed on a dispel check (1d20 +1 per caster level, maximum +15) against each spell to dispel it. The DC to dispel such spells is 11 + the caster level of the fire spell.

Each elemental (fire) creature within the area of a quench spell takes 1d6 points of damage per caster level (maximum 15d6, no save allowed).

Alternatively, you can target the spell on a single magic item that creates or controls flame. The item loses all its fire-based magical abilities for 1d4 hours unless it succeeds on a Will save. Artifacts are immune to this effect.