5.04.2004

Spells: P

PALE STEED (Conjuration: Creation / Necromancy)
A ghoulish magic steed appears for 1 hour per level.
Level: Ncr 1; Bkgd 1, PaKn 1
Casting Time: 1 minute

In a swirl of damp, gray mist, a ghastly steed takes shape, appearing as an undead version of itself with glowing red eyes.

This spell functions like phantom steed, except as noted above and as follows. The mount is ghostly or skeletal in appearance, usually manifesting as a withered, gnarled, or undead version of a normal mount of that type. Only you can ride this mount.



PERFECT CIRCLE (Abjuration) [Rune]
As protection from imbalance, but 10ft-radius and 10mn/level.
Level: Drd 3; Neutrality 3

A field a neutral energy protects you and you allies from the extremes of alignment and traps summoned creatures that stray from the path of perfect balance.

This spell functions like magic circle against evil, except that it protects you as protection from imbalance and can imprison a called creature that lacks a neutral component to its alignment.



PERSONAL STASIS / HIBERNATION (Abjuration) [Temporal]
You place yourself in suspended animation.
Level: Drd 7, Ncr 7, Sor/Wiz 7
Range: Personal
Target: You
Duration: See text

You throw yourself into a timeless stasis that protects you from the passage of time and the ravages of reality.

This spell functions like temporal stasis, except as noted above and as follows. You place yourself in a state of temporal stasis. When you cast the spell, you designate the length of time the effect lasts, from as brief as 1 round to as long as 1 year.

Druids refer to this spell as hibernation.

Material Component: a powder composed of diamond, emerald, ruby, and sapphire with a total value of at least 4,000gp. Druids can substitute the skull of a bear adorned with amber and pearls worth 2,000gp.



PHANTOM RAM (Conjuration: Creation)
You conjure a phantom ram of terrible might for 1 minute/level.
Level: Drd 8, Shm 6, Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2 levels)
Effect: Phantom ram
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes

A ghostly, otherworldly ram shimmers into existance and charges your enemies.

A phantom ram identical to a goat of travail figurine of wondrous power springs into existence and obeys your commands for the duration of the spell.

Material Component: a small ram carved of ivory and worth 150gp.



PHYSIQUE (Transmutation)
The subject gains +2 to Constitution, Dexterity, and Strength for 1 minute/level.
Level: Clr 2, Drd 2, Dsk 2, Pal 2, Rgr 2, Shm 2, Sor/Wiz 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The creature touched briefly becomes more dextrous, endurant, and stronger.

The transmuted creature becomes more fortified, agile, and brawny. The spell grants a +2 enhancement bonus to Constitution, Dexterity, and Strength, adding the usual benefits to Fortitude and Reflex saves, AC, hit points, melee rolls, and skill checks.



PHYSIQUE, GREATER (Transmutation)
The subject gains +2 to Constitution, Dexterity, and Strength for 1 hour/2 levels.
Level: Clr 4, Drd 4, Dsk 4, Pal 4, Rgr 4, Shm 4, Sor/Wiz 4
Duration: 1 hour/2 levels

The creature touched becomes more dextrous, endurant, and stronger.

This spell functions like physique, except as noted above.



PHYSIQUE, LESSER (Transmutation)
You gain +2 to Constitution, Dexterity, and Strength for 1 round/level.
Level: Clr 1, Drd 1, Dsk 1, Pal 1, Rgr 1, Shm 1, Sor/Wiz 1
Range: Personal
Target: You
Duration: 1 round/level

You become more dextrous, endurant, and stronger.

This spell functions like physique, except as noted above.



PHYSIQUE, MASS (Transmutation)
One subject/level gains +2 to Constitution, Dexterity, and Strength for 1 minute/level.
Level: Clr 6, Drd 6, Shm 6, Sor/Wiz 6
Range: Close (25ft + 5ft/2 levels)
Duration: One creature/level, no two of which can be more than 30 feet apart

The recipients briefly become more dextrous, endurant, and stronger.

This spell functions like physique, except as noted above.



PHYSIQUE OF A LION'S PRIDE (Transmutation)
One subject/level gains +2 to Constitution, Dexterity, and Strength for 1 hour/2 levels.
Level: Clr 8, Drd 8, Sor/Wiz 8
Duration: 1 hour/2 levels

The recipients become more dextrous, endurant, and stronger.

This spell functions like mass physique, except as noted above.



PIG'S SPLENDOR (Transmutation) [Mind-Affecting]
The subject suffers a –4 penalty to Charisma +1/4 levels for 1 minute/level.
Level: Brd 2, Drd 2, Shm 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2lvl)
Target: One creature
Duration: 1 minute/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

The spell's target becomes as charming and influential as a pig.

The transmuted creature becomes gruff, unnerving, and unappealing, taking a penalty to Charisma equal to 4 plus 1 for every four caster levels. This spell cannot lower Charisma below 1.



POLYMORPH OBJECT (Transmutation: Polymorph)
You change any item into any other item.
Level: Sor/Wiz 7, Tnk 6
Range: Touch
Target: One nonmagical object of up to 50 cubic feet/level

With a touch, you tranform a wooden table in iron bars.

This spell functions like polymorph any object, except as noted above and as follows. You may change one object into another object. This spell can also be used to duplicate the effects of transmute mud to rock or transmute rock to mud.



POWER WORD: DEAFEN (Enchantment: Compulsion) [Mind-Affecting]
You deafen one creature with 200hp or less.
Level: Brd 6, Beg 6, Cul 6, Gsh 6, Ncr 6, Shm 6, Sor/Wiz 6
Components: V
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2 levels)
Target: One creature with 200hp or less
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

With a single word, you render your enemies deaf.

You utter a single word of power that causes one creature of your choice to become deafened, whether the creature can hear the word or not. Any creature that currently has 201 or more hit points is unaffected by power word: deafen.



PRIMITIVITY (Necromancy / Transmutation) [Mind-Affecting, Temporal]
You revert a creature to a more primitive form, reducing mental abilities and increasing physical abilities.
Level: Drd 7, Ncr 7, Shm 6, Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft/lvl)
Target: One creature
Duration: 1 hour/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

Your enemy hunches with a gutteral growl as it is thrown back along its evolutionary trek, returned to a more bestial, primitive version of its kind.

You cause the targeted creature to devolve into a more primitive, brutal version of its species. It suffers a –8 penalty to Intelligence, Wisdom, and Charisma (but no score can be reduced below 1 by this spell) and enjoys a +2 bonus to Strength, Constitution, and Dexterity. In addition, the creature is rendered Illiterate, as the barbarian class feature, and loses access to any abilities that require the ability to read.

This effect can be undone by a successful break enchantment, dispel magic, limited wish, miracle, remove curse, or wish.

Creatures immune to magical aging gain a +4 bonus to their save against this spell.



PRISMATIC AURA (Abjuration / Evocation) [Chromatic]
An aura of prismatic energy protects you from specific attacks.
Level: Brd 5, Dsk 4, Gsh 5, Sor/Wiz 5; Rainbow 5
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

A mantle of protective prismatic energy surrounds you.

An aura corresponding to one of the colors of the prismatic spray spell encompasses you, protecting you from harm for the duration of the spell. You choose the color of aura when the spell is cast.

Red: Immunity to Fire spells and effects.
Orange: immunity to Acid spells and effects.
Yellow: Immunity to Electricity spells and effects.
Green: Immunity to poisons.
Blue: Immunity to all Transmutation spells and effects targeting you.
Indigo: Immunity to all Compulsion spells and effects.
Violet: Immunity to all Conjuration (Teleportation) spells and effects that target you and protection from the touch of summoned and conjured creatures.

Any aura grants you a +4 bonus to saves against colorless and prismatic spells, as well as immunity to the effects of the corresponding color.



PRISMATIC TOUCH (Evocation) [Chromatic]
You carry a prismatic attack in your touch.
Level: Brd 6, Dsk 5, Gsh 5, Sor/Wiz 6
Range: Touch
Target: Creature touched

Your hand flashes with a deadly hue of prismatic energy.

This spell functions like prismatic spray, except as noted above and as follows. Your hand glows with a color corresponding to one of the colors of the prismatic spray spell. You choose the color when the spell is cast. With a successful touch attack against the targeted creature, you deal the damage or have the effect of the chosen color; any prismatic spray effect allowing a Reflex save instead allows a Fortitude save when caused by this spell. By choosing orange, for example, you deal 40 points of Acid damage if the creature touched fails its Fortitude save; half-damage if it succeeds.



PROJECT THOUGHT (Evocation) [Language-Dependant, Mind-Affecting]
You telepathically speak to allies.
Level: Beg 0, Cul 0, Nja 1, Sor/Wiz 0
Components: S
Casting Time: 1 standard action
Range: 30-foot radius
Target: 1 creature/2 levels

Your allies briefly hear your voice in their minds.

This spell functions like sending, except as noted above and as follows. You may silently project a single thought of up to 5 words or less to all designated creatures within range.



PROPHECY (Divination) [Temporal]
You learn whether a future action will bring you weal or woe.
Level: Clr 6, Cul 6, Shm 6, Sor/Wiz 9
Components: V, S, M, F
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: Instantaneous

You receive a powerful vision of the future.

A prophecy can tell you whether a particular action within the next year will bring good or bad results for you in the future. The base chance for receiving a meaningful reply is 80% + 1% per caster level, to a maximum of 99%; this roll is made secretly. A question may be so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the prophecy succeeds, you get one of four results:

• Weal (if the action will probably bring good results).
• Woe (for bad results).
• Weal and woe (for both).
• Nothing (for actions that don't have especially good or bad results).

If the spell fails, you get the "nothing" result. A caster who gets the "nothing" result has no way to tell whether it was the consequence of a failed or successful prophecy.

Material Component: incense worth at least 100gp.

Focus: a set of marked sticks, bones, or similar tokens of at least 25gp value.



PROTECTION FROM IMBALANCE (Abjuration)
The subject gains a +2 to AC and saves and protection from mind control, elementals, and outsiders.
Level: Drd 1

An invisible field of perfect balance protects you from the extremes of chaos, evil, good, and law.

This spell functions like protection from evil, except as noted above and as follows. The deflection and resistance bonuses apply to attacks from creatures without a neutral component to their alignment, and non-neutral summoned creatures cannot touch the subject.



PUSH (Evocation) [Force]
You push your target away.
Level: Beg 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2 levels)
Target: One creature
Saving Throw: None
Spell Resistance: Yes

You shove your enemy back with a pulse of force.

The target of push is subjected to a bull rush attempt made by an invisble pulse of force. For the purposes of the opposing Strength checks associated with a bull rush, the pulse of force is considered to have a Strength score equal to the spell's DC and to be of your size category. For a 10th-level caster, the bolt is considered one size category larger than you; at 20th-level, it is considered two size categories larger. The maximum number of feet you can push the target back is equal to the spell's range, even if the result of the opposing Strength checks would indicate a greater distance.

If you succeed at your bull rush attempt, the target also suffers 1d4 points of nonlethal damage per two caster level (maximum 10d4).

For example, a push spell cast by a Medium sorcerer with a Charisma of 18 and targeting a Medium creature would attempt its bull rush with a Strength of 16 (10 + spell level 2 + Charisma modifier 4) and deal 2d4 points of nonlethal damage at 5th level, a Strength of 20 (base DC 16 + size modifier 4) and deal 5d4 points of nonlethal damage at 10th level, and a Strength of 24 (base DC 16 + size modifier 8)and deal 10d4 points of nonlethal damage at 20th level.




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