PANACEA.. 1

PAVILION OF GRANDEUR.. 2

PERINARCH.. 2

PERINARCH, PLANAR.. 3

PERSISTENT BLADE. 4

PHANTASMAL ASSAILANTS. 4

PHANTASMAL DECOY.. 5

PHANTASMAL DISORIENTATION.. 5

PHANTASMAL THIEF. 6

PHANTOM BEAR.. 6

PHANTOM FOE. 7

PHANTOM STAG.. 8

PHANTOM THREAT. 9

PHANTOM WOLF. 9

PLAGUE OF RATS. 10

PLAGUE OF UNDEAD.. 10

PLANAR BUBBLE. 11

PLANAR EXCHANGE. 11

PLANAR EXCHANGE, GREATER.. 11

PLANAR EXCHANGE, LESSER.. 12

PLANAR TOLERANCE. 12

PLANE SHIFT, GREATER.. 13

PLANT BODY.. 13

POISON THORNS. 13

POISON VINES. 14

PORTAL ALARM... 14

PORTAL ALARM, IMPROVED.. 15

PORTAL BEACON.. 15

POSITIVE ENERGY AURA.. 15

PRIMAL FORM... 16

PRISMATIC EYE. 16

PRISMATIC RAY.. 17

PROBE THOUGHTS. 18

PROGRAMMED AMNESIA.. 18

PROTECTION FROM NEGATIVE ENERGY.. 19

PROTECTION FROM POSITIVE ENERGY.. 19

PROTÉGÉ. 20

PUPPETEER.. 20

PANACEA

Conjuration (Healing)
Level: Cleric 4, druid 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless)

 

You kneel next to your afflicted comrade and speak the soft words of this spell. At your touch a golden radiance infuses your companion.

 

This spell channels positive energy into a creature to wipe away its afflictions. It immediately ends any of the following conditions affecting the subject: blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, and stunned.

 

It negates sleep effects and the effect of the feeblemind spell, and ends any additional effects from poison, as the neutralize poison spell. It also cures 1d8 points of damage + 1 point per caster level (maximum +20).

 

Panacea does not remove ability damage, negative levels, or drained levels.

 

Used against an undead creature, panacea deals damage instead of curing the creature (which takes half damage if it makes a Will saving throw), but it has no other effect.

 

PAVILION OF GRANDEUR

Conjuration (Creation)
Level: Creation 9
Components: V, S, DF
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Extradimensional pavilion, up to five 10-ft. cubes/level (S), plus feast for 12 creatures/level
Duration: 24 hours/level (D) plus 12 hours; see text
Saving Throw: None
Spell Resistance: No

 

Thinking sweet thoughts of home and hearth, you conjure an invisible bastion of comfort and security.

 

You conjure up a grand pavilion-sized tent 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 10 feet wide by 15 feet high. Only those you designate can enter the pavilion, and the entrance is shut and made invisible behind you when you enter. You can open it again from your own side at will. Once observers have passed beyond the entrance, they are in a spacious tent decorated in the colors of your faith. The lighting can vary between darkness and daylight, and the temperature between 40 and 90 degrees Fahrenheit, at your discretion when casting the spell.

 

The pavilion is sumptuously furnished, including a full meal for a dozen creatures per caster level.

 

Anyone who spends 1 hour dining here gains benefits identical to those of a heroes’ feast spell (PH 240). While in the pavilion, creatures heal naturally at double the normal rate (not including fast healing or regeneration).

 

PERINARCH

Transmutation
Level: Druid 4, Limbo 4, sorcerer/ wizard 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Duration: 1 round/level; see text
Saving Throw: None (object) and Reflex negates; see text
Spell Resistance: No

 

Limbo impinges on all sides—colors, sounds, and elements. You speak the words and feel the power of the plane buckle within your mind, then relax as you impress order upon the chaos.

 

This spell grants temporary control over the terrain of Limbo. Normally, unless controlled, the Ever-Changing Chaos of Limbo (DMG 158) is just what the plane’s name implies: a roiling soup of energy and elements. Natives learn to control it or to inhabit areas that have enjoyed some measure of control for a long period, but visitors to areas of “raw” limbo must make a DC 16 Wisdom check to gain control over the dangerous roil.

 

The perinarch spell gives you automatic control of a radius of raw Limbo (an area not already stabilized or within some other creature’s control) in close range. Control allows you to reshape the raw limbo as you desire, adding or subtracting one of the four basic elements once per round as a standard action. A favorite among travelers from the Material Plane is a chunk of earth surrounded by a small atmosphere of air.

 

The effect of this spell overlaps with the control already (potentially) established with a Wisdom check. Your allies can give their control over to you concurrently with the spell being cast, if they so choose. Control cannot be wrested away from you while the spell is in effect (which is one of the best reasons to cast this spell, even if you have a high Wisdom).

 

If you move more than 100 feet away from the area that you controlled, the order you imposed fades away.

 

You are unable to achieve any works of complexity within an area you control, but you can mix two or three elements in a crude fashion; a few examples are provided below. You can attempt to seize control of a new area that already contains foes; however, foes can make a Reflex save to get out of the area.

 

Thick Barrier: You can “thicken” empty air with dust and rock, creating a zone around yourself and your allies that outside creatures must hack or force a way through. Their speed drops to 5 feet, or 10 feet for Large or larger creatures.

 

Fiery Barrier: You can create a thick field of flame that deals 3d10 points of fire damage to any creature attempting to pass through it. The field also deals 3d10 points of fire damage for each round a creature lingers within it.

 

Complete Barrier: You can create a complete barrier of solid stone up to 1 foot thick encircling yourself and your allies, preventing access by any other than the most accomplished tunnelers.

 

On the other hand, you can attempt to trap foes within their own bubble of solid stone.

 

PERINARCH, PLANAR

Transmutation
Level: Druid 9, Limbo 9, sorcerer/ wizard 9
The god’s domain was made entirely of water, but your spell creates a bubble of air and a place to stand.

 

This spell functions like perinarch, except that you can cast this spell on any highly morphic or divinely morphic plane (DMG 148).

 

PERSISTENT BLADE

Evocation [Force]
Level: Sorcerer/wizard 1
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One dagger made of force
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

 

You hold a dagger in your hand and concentrate on it, evoking the power of the spell. A duplicate of the dagger, made of translucent force, appears besides it and flies off at your command.

 

You bring into being a tiny blade of force. The blade flies at a speed of 40 feet (perfect) and attacks any target within its range, as you desire, starting in the round when you cast the spell.

 

The blade attacks on your turn once each round, striking with an attack bonus equal to your base attack bonus + 1/2 your Cha modifier or Int modifier (for sorcerers and wizards, respectively) and deals 1d4 points of damage, with a critical threat range of 19–20. If an ally also attacks the creature, the blade moves on your turn to flank the target.

 

As a force effect, it can strike ethereal and incorporeal creatures. The blade cannot be attacked.

 

Each round after the first, you can use a standard action to switch the blade to a new target; otherwise, it continues to attack the same target.

 

If an attacked creature has spell resistance, the resistance is checked the first time the persistent blade strikes. If the blade is successfully resisted, the spell is dispelled.

 

If not, the blade has its normal full effect on that creature for the duration of the spell.

 

Focus: A silvered dagger.

 

PHANTASMAL ASSAILANTS

Illusion (Phantasm) [Fear, Mind-Affecting]
Level: Sorcerer/wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Will disbelief (if interacted with), then Fortitude half; see text
Spell Resistance: Yes

 

You point at your intended target. Instantly, shadowy shapes form at your flank and rush toward the creature you indicate, surrounding it. Others nearby do not notice the images that plague your target.

 

You create phantasmal images of nightmare creatures in the target’s mind, visible only as shadowy shapes to you and unseen by all others. If the target succeeds on an initial Will save, it recognizes that the images are not real, and the spell fails. If not, the phantasms strike the target, dealing 8 points of Wisdom damage and 8 points of Dexterity damage (4 points each on a successful Fortitude save). If the subject of a phantasmal assailant succeeds in disbelieving and is wearing a helm of telepathy, the spell can be turned back upon you with the same effect.

 

PHANTASMAL DECOY

Illusion (Phantasm) [Mind-Affecting]
Level: Ranger 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: 1 round/level
Saving Throw: Will negates, and Will disbelief (if interacted with)
Spell Resistance: Yes

 

Reaching into your foe’s mind, you weave an illusion of his most hated foe.

 

You create a phantasmal image of the subject’s most hated enemy by sifting through the subconscious mind of the subject. Only you and the spell’s subject can see the phantasmal creature, and the phantasm seems blurry and indistinct to you. If the target fails its Will saving throw, you designate a space that the phantasm appears to occupy. The subject must attack the phantasm, or move to be adjacent to it.

 

A creature that attacks the phantasm is allowed an additional saving throw to disbelieve the illusion. If moving up to the phantasm would cause the subject to cross dangerous terrain (such as a pool of lava), it does not move to be adjacent to the phantasm. It merely moves as close as it can and takes no further actions unless the phantasm moves to a space it can reach.

 

As a move action, you can move a phantasmal decoy up to 60 feet in any direction. Because it’s not real, a phantasmal decoy isn’t affected by terrain that slows movement (although you can slow its progress voluntarily if you like to help maintain the facade of realism).

 

PHANTASMAL DISORIENTATION

Illusion (Phantasm) [Mind-Affecting]
Level: Druid 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: 1 minute/level (D)
Saving Throw: Will negates; see text
Spell Resistance: Yes

 

You create ever-shifting phantasmal terrain and landmarks that confuse the subject when it tries to move. The very ground shifts and twists beneath the subject’s feet, and the landscape moves of its own accord.

 

The subject finds it nearly impossible to walk in a straight line.

 

The target of a phantasmal disorientation spell must make a Will save after this spell is cast to discern true landmarks from phantasmal ones. If the save succeeds, the creature moves and acts normally. If the save fails, it instead moves in a direction 90 degrees to either side (equal chance of going left or right), and cannot target any creature with ranged attacks or ranged spells.

 

Because of the disorientation, the subject doesn’t realize it’s headed in the wrong direction until it meaningfully interacts with its environment (by making an attack or manipulating an object such as a door, for example). For the duration of the spell, an affected creature must succeed on a Will save each round to move normally.

 

A phantasmal disorientation spell affects only the direction of movement and attacks made at range. Creatures subject to it can still make melee attacks, cast personal or touch spells, or otherwise act normally.

 

PHANTASMAL THIEF

Conjuration (Creation)
Level: Greed 8, sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One invisible, mindless, shapeless thief
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

 

As you invoke this spell, the spool begins to spin, the thread vanishing as it unravels.

 

There is a wrinkle of force that flashes briefly; then it evaporates, leaving only the promise of power behind.

 

An invisible force, not unlike the product of an unseen servant spell (PH 297), comes into being where you wish. On your turn, this force steals objects from others as you inaudibly direct it (a free action). A phantasmal thief can steal an object from a creature or can pick up an unattended object, as long as the object weighs no more than 1 pound per caster level. It cannot break into locked chests. A phantasmal thief has a Hide modifier (useful against those who can see invisible creatures) and a Move Silently modifier both equal to your caster level.

 

If a phantasmal thief goes undetected, it can steal any object a creature possesses but is not holding or wearing.

 

Even objects in a bag of holding can be stolen. It can steal objects, bring objects to you, or put them back where they came from. It can take no other actions.

 

A phantasmal thief needs 1 round to steal an object and another round to bring it to you.

 

A phantasmal thief can hold only one object at a time, and the object becomes invisible in its grasp.

 

A thief cannot take an item if it is detected by the creature it’s trying to steal from (with a Listen or Spot check). However, the thief can repeat the attempt in the next round. It cannot be harmed in any way, although it can be dispelled.

 

A phantasmal thief can steal an object from a creature’s hand by making a successful disarm attempt. It does so with a bonus on the disarm check equal to your caster level. If a phantasmal thief is used in this way, it disappears after it brings the stolen object to you.

 

Material Component: A spool of green thread.

 

PHANTOM BEAR

Conjuration (Summoning)
Level: Druid 9
Components: V, S, DF
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Effect: One summoned phantom bear
Duration: Concentration, up to 1 round/level
Saving Throw: None
Spell Resistance: No

 

The ghostly image of a great bear appears before you. It rises silently on its hind legs and violently falls onto its forepaws, still making no sound. Then it opens its mouth, releasing a tremendous roar.

 

This spell functions like phantom wolf (page 157), except that you conjure an incorporeal bear with a fearsome roar.

 

Phantom Bear CR 14
N Huge magical beast (incorporeal)
Init
+9;
Senses darkvision 60 ft.; Listen +20, Spot +20
AC 25, touch 25, flat-footed 16; Dodge, Mobility
hp 147 (14 HD)
Fort +13, Ref +17, Will +7
Speed fly 60 ft. (good)
Melee 2 claws +23 incorporeal touch (2d6 plus 3d6 cold) and bite +22 incorporeal touch (2d8 plus 3d6 cold)
Space 15 ft.; Reach 15 ft.
Base Atk +14; Grp
Atk Options Combat Reflexes
Special Actions fearsome roar
Abilities Str —, Dex 29, Con 20, Int 11, Wis 17, Cha 28
SQ incorporeal traits
Feats Combat Reflexes, Dodge, Mobility, Multiattack, Weapon Focus (bite)
Skills Listen +20, Spot +20
Fearsome Roar (Su) 120-ft. radius, once every 1d4 rounds, Will DC 26 negates. Creatures within 30 feet become panicked, others within the area become frightened for 3d6 rounds if they fail their saves.

 

PHANTOM FOE

Illusion (Phantasm) [Mind-Affecting]
Level: Assassin 2, sorcerer/wizard 2
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Will disbelief
Spell Resistance: No

 

By waving around a tiny pewter figurine and picturing in your mind the figurine attacking the target creature, you complete the spell. You feel a phantasmal force leap from the figurine toward your target.

 

If the target creature fails its saving throw, this spell creates in the subject’s mind an illusory double of whichever creature currently threatens it that it deems most dangerous. The form of this phantom foe changes as appropriate whenever the target perceives a different threatening creature more dangerous than the last. This illusory double provides two effects.

 

First, the subject believes it is being flanked by the phantom foe and the real creature the foe duplicates. Thus, the duplicated creature is always considered to be flanking the subject in melee. A creature that can’t be flanked is immune to this aspect of the spell.

 

Second, the subject of the spell is unable to determine that the phantom foe is not a real threat, and whenever the subject attempts to attack the creature duplicated by the phantom foe, that creature benefits from a 50% miss chance against attacks from the subject of the spell. Because this miss chance comes from the subject’s inability to tell the phantom foe from the original, it is rolled separately from any miss chance that applies due to displacement or concealment.

 

Creatures other than the subject cannot see the phantom foe, although they can attempt to guess its location by how the target acts. If the subject is not threatened by any creature at the start of its turn, the spell ends.

 

Focus: A tiny pewter figure of a warrior that is worth 10 gp.

 

PHANTOM STAG

Conjuration (Creation)
Level: Druid 5
Components: V, S
Casting Time: 1 standard action
Range: 0 ft.
Effect: One quasi-real, staglike creature
Duration: 1 hour/level (D)
Saving Throw: None; see text
Spell Resistance: No

 

Putting your fingers to your lips to whistle, you blow a deer’s call, and a great ghostly stag appears before you.

 

You conjure a Large, corporeal staglike creature that bears you or a person you designate into combat or overland at great speed. A phantom stag has a black body and head with sharp, silvery antlers, and smoke-colored, insubstantial hooves that make no sound. It has no saddle, bridle, or bit, but it is exceptionally alert to the nudges and balance changes of its rider.

 

The phantom stag has an AC of 20 (–1 size, +6 natural armor, +5 Dex) and 40 hit points +5 hit points per caster level. It attacks with its antlers at a +10 bonus, dealing 1d8+9 points of damage (doubled on a successful charge). It can also trample Medium or smaller foes, who must succeed on a Reflex save (18 + 1/2 your caster level) or take 1d6+9 points of damage as the stag moves through their space.

 

A phantom stag has a speed of 20 feet per caster level, to a maximum of 300 feet. It can bear its rider’s weight plus up to 10 pounds per caster level in other gear. It ignores terrain elements such as undergrowth, rubble, or mud that would slow its movement.

 

Phantom stags gain certain powers according to caster level. A mount’s abilities include those associated with any lower caster levels.

 

12th Level: The phantom stag can use air walk at will (as the spell, PH 196, no action required to activate this ability) for up to 1 round at a time, after which it falls to the ground. The phantom stag gains a +2 deflection bonus to AC.

 

14th Level: The phantom stag can fly at its speed (average maneuverability).

 

The phantom stag gains a +4 deflection bonus to AC.

 

16th Level: The phantom stag’s antlers have the ghost touch (DMG 224) and wounding (DMG 226) weapon special abilities. The phantom stag gains a +6 deflection bonus to AC.

 

18th Level: The phantom stag can use etherealness on behalf of its rider (as the spell, PH 228, caster level 18th).

 

The phantom stag gains a +8 deflection bonus to AC.

 

PHANTOM THREAT

Illusion (Phantasm) [Mind-Affecting]
Level: Bard 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

 

Reaching out to your foe’s mind, you cause him to feel as though a threat looms close behind no matter which way he turns.

 

You create the sensation in the subject’s mind that it is threatened by more foes than it actually faces. Though the subject doesn’t actually perceive any additional enemies (and thus doesn’t waste any attacks on the phantasm), a creature affected by this spell is considered flanked, even if not threatened by other creatures. No amount of convincing by others can help the subject of this spell avoid its effect—only a successful saving throw against the spell when initially cast can help the target. A creature that can’t be flanked is immune to this spell.

 

PHANTOM WOLF

Conjuration (Summoning)
Level: Druid 8
Components: V, S, DF
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Effect: One summoned phantom wolf
Duration: Concentration, up to 1 round/level
Saving Throw: None
Spell Resistance: No

 

Cupping a hand to your mouth, you howl like a wolf, and in a moment, mist coalesces into a wolflike form with terrible jaws.

 

Phantom Wolf CR 12
N Large magical beast (incorporeal)
Init +9; Senses darkvision 60 ft.; Listen +20, Spot +20
Aura frightful presence
AC 25, touch 25, flat-footed 16; Dodge, Mobility
hp 113 (12 HD)
Fort +12, Ref +17, Will +7
Speed fly 60 ft. (good)
Melee bite +22 incorporeal touch (2d6 plus 3d6 cold)
Space 15 ft.; Reach 15 ft.
Base Atk +14; Grp
Atk Options Combat Reflexes
Abilities Str —, Dex 29, Con 18, Int 11, Wis 17, Cha 26
SQ incorporeal traits
Feats Alertness, Combat Reflexes, Dodge, Mobility, Weapon Focus (bite)
Skills Listen +20, Spot +20
Frightful Presence (Su) 30-ft. radius, Will DC 24 negates. Creatures with less than 12 HD become frightened for 3d6 rounds if they fail their saves. An opponent that succeeds on the save is immune to that same phantom wolf’s frightful presence for 24 hours.

 

You conjure forth an incorporeal white wolf with abnormally large, frosty jaws.

 

This phantom wolf follows your mental commands, acting on your behalf as long as it remains within range and you continue to concentrate on it.

 

A phantom wolf appears where you designate and acts as you direct on your turn. You don’t need to maintain line of effect once the spell is cast, but the spell ends if the phantom wolf is ever outside the spell’s range.

 

PLAGUE OF RATS

Conjuration (Summoning)
Level: Pestilence 5
Components: V, S, DF
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Effect: One swarm of rats/2 levels, each of which is adjacent to at least one other swarm
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

 

Black balls of fur litter the ground, rolling about as they rapidly expand, growing tails, feet, and snarling, diseased mouths.

 

You summon a number of rat swarms (MM 239)—one per two caster levels—to a maximum of six swarms at 12th level. The swarms must be summoned so that each one is adjacent to at least one other swarm (that is, the swarms must fill one contiguous area). You can summon the rat swarms so that they share the spaces of other creatures. Each swarm attacks any creatures occupying its space. If no living creatures are within its space, a swarm attacks or pursues the nearest creature as best it can. You have no control over its target or direction of travel.

 

PLAGUE OF UNDEAD

Necromancy [Evil]
Level: Cleric 9, sorcerer/ wizard 9
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One or more corpses within range
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

 

Unleashing a cold rush of necromantic energy, you cause a host of undead to rise from the bodies of the fallen.

 

This spell turns the bones or bodies of dead creatures into undead skeletons (MM 225) or zombies (MM 265) with maximum hit points for their Hit Dice. If you can control them, these undead follow your spoken commands.

 

The undead remain animated until destroyed (a destroyed skeleton or zombie can’t be animated again).

 

Regardless of the specific numbers or kinds of undead created with this spell, you can’t create more HD of undead with this spell than four times your caster level with a single casting of plague of undead.

 

The undead you create remain under your control indefinitely. No matter how many times you use this spell or animate dead (PH 198), however, you can control only 4 HD worth of undead creatures per caster level. The limit imposed by this spell and the animate dead spell are the same, meaning that creatures you animate with either spell count against this limit. If you exceed this number, all the newly created creatures fall under your control and any excess undead from previous castings of this spell or animate dead become uncontrolled. Any time you must release part of the undead that you control because of this spell or animate dead, you choose which undead are released until the total HD of undead you control is equal to four times your caster level.

 

The bones and bodies required for this spell follow the same restrictions as animate dead.

 

Material Component: A black sapphire worth 100 gp or several black sapphires with a total value of 100 gp.

 

PLANAR BUBBLE

Abjuration
Level: Cleric 7, sorcerer/ wizard 7
Components: V, S, M/DF
Casting
Time: 1 standard action
Range: Touch
Ar ea: 10-ft.-radius emanation from touched creature
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: No; see text

 

You cast the spell and sprinkle silver dust around you. Where it lands the dust sparkles and evaporates, and the elemental region around you calms and becomes more hospitable.

 

This spell creates an area around the subject creature that emulates its native planar environment. Thus, a character hailing from the Material Plane would have normal gravity, temperature, magic, and so on. This spell cast on a native of the Plane of Shadow (DMG 152) would make the area around the creature mimic its home plane’s normal gravity, a mild neutral alignment, enhanced shadow spells, and impeded light or fire spells.

 

Arcane Material Component: A sprinkling of silver dust.

 

PLANAR EXCHANGE

Conjuration (Calling) [see text for lesser planar exchange]
Level: Cleric 6 This spell functions like
lesser planar exchange, except as noted here. You trade places with an avoral guardinal (MM 141), bone devil (MM 52), or babau demon (MM 40). The called creature has full access to all its abilities, with one exception: A demon or devil you conjure can’t summon other creatures.

 

If the creature is slain, you take 3d6 points of damage and the spell ends.

 

PLANAR EXCHANGE, GREATER

Conjuration (Calling) [see text for lesser planar exchange]
Level: Cleric 8 This spell functions like
lesser planar exchange, except as noted here. You trade places with a leonal guardinal (MM 142), barbed devil (MM 51), or hezrou demon (MM 44). The called creature has full access to all its abilities, with one exception: A demon or devil you conjure can’t summon other creatures. If the creature is slain, you take 4d6 points of damage and the spell ends.

 

PLANAR EXCHANGE, LESSER

Conjuration (Calling)
Level: Cleric 4
Components: V, S, DF
Casting Time: 1 round
Range: 0 ft.
Effect: One called creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

 

You cross your arms and close your eyes, intoning the ancient spell. There is a bright flash, and another creature stands in your place.

 

When you cast this spell, you call a celestial brown bear (MM 269), celestial griffon (MM 139), fiendish dire ape (MM 62), or fiendish tiger (MM 281), at your option, to your precise location. At the same instant, you are transported to that creature’s home plane, where you exist in stasis for the duration of the spell. To a casual observer, it appears that you have transformed into the called creature (though an onlooker who makes a DC 25 Spot check notices the slight gap in time between your disappearance and the creature’s appearance). If the called creature would not fit in the place you occupied when you cast the spell, the spell fails.

 

If the called creature is slain, you take 2d6 points of damage, the spell ends, and you are returned to your origin plane in the space last occupied by the called creature.

 

A celestial creature (MM 31) called by this spell gains damage reduction 5/magic; resistance to acid 5, cold 5, and electricity 5; spell resistance equal to its HD +5; and a smite evil attack that provides a bonus equal to its HD on one damage roll.

 

A fiendish creature (MM 107) called by this spell gains damage reduction 5/magic; resistance to acid 5 and fire 5; spell resistance equal to its HD +5; and a smite good attack that provides a bonus equal to its HD on one damage roll.

 

You have full control over the creature’s actions and can perceive the environment around the called creature as if you were seeing through its eyes, hearing through its ears, and so on.

 

While in stasis, you can’t take any actions other than to control the called creature or to dismiss the spell, nor can anything on the creature’s home plane affect you in any way. You also can’t perceive anything around your body’s location. When you dismiss the spell, or when the creature is slain, you appear in the creature’s location, and it is returned to its home plane.

 

When you use a calling spell that calls a chaotic, evil, good, or lawful creature, it is a spell of that type.

 

PLANAR TOLERANCE

Level: Cleric 4, druid 4, Elysium 2, ranger 4, sorcerer/wizard 5
Duration: 1 hour/level

 

You have barely time to bark out a few elder words of power, but then the pressure subsides, and you know you are safe long enough to complete your mission.

 

This spell functions like avoid planar effects (page 19), except as noted above.

 

PLANE SHIFT, GREATER

Conjuration (Teleportation)
Level: Cleric 7, sorcerer/wizard 8
You and the others link hands, and you concentrate on the forked copper rod.

 

You rap the fork against your thigh and speak the words of the spell. You know where you’re going, and as the landscape around you fades, a new plane takes shape around you.

 

This spell functions like plane shift (PH 262), except that if you have visited the desired location, the spell takes you to the precise location (rather than 5 to 500 miles distant).

 

PLANT BODY

Transmutation
Level: Druid 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level

 

Radiating out from your hands, moss and ivy covers your flesh until you resemble a shambling mound.

 

You imbue yourself with powerful transformative magic, gaining some of the characteristics of the plant type.

 

Any spell or effect that would affect plant creatures also affects you, for the duration of plant body.

 

When subject to this spell, you are immune to extra damage from critical hits, mind-affecting spells and abilities, poison, sleep, paralysis, stunning, and polymorphing.

 

Your ability scores, skills, and feats are unaffected (although your new form might make it difficult or impossible for you to use certain skills or feats).

 

POISON THORNS

Transmutation
Level: Druid 5

 

Black, glistening thorns emerge from your skin, causing you no damage but endangering those who attack you in melee.

 

This spell functions like thornskin (page 219), except as noted above, and a scratch from the thorns is sufficient to deliver a dose of poison to your attacker. Any creature grappling you is exposed to the poison each round at the start of your turn. The poison from the thorns deals 1d4 points of Strength damage immediately and another 1d4 points of Strength damage 1 minute later. Each instance of damage can be negated by a successful Fortitude save (DC 10 + 1/2 your caster level + your Wis modifier).

 

Material Component: A dried black rose.

 

POISON VINES

Conjuration (Creation)
Level: Druid 4
Saving Throw: Fortitude negates; see text
Spell Resistance: Yes

 

In an instant you cause glistening green vines to spring up at your command.

 

This spell functions like vine mine (page 230), except that the vines you create are poisonous (contact, 1d6 Dex/2d6 Dex). A successful Fortitude save is required only upon the first entry into the spell’s area (and again 1 minute later); creatures don’t have to save each time they enter (or each round they remain within). You are immune to the poison of the vines you create, and you can select a number of other targets equal to your caster level to share this immunity.

 

PORTAL ALARM

Abjuration
Level: Bard 2, sorcerer/wizard 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One interplanar gate or portal
Duration: 2 hours/level (D)
Saving Throw: None
Spell Resistance: No

 

You cast a tiny bell at the portal, and it rings as you finish the last gesture of the spell. With the completion of the spell, the bell vanishes in midair, but it continues to ring for a few moments more.

 

Portal alarm sounds a mental or audible alarm each time a creature of Tiny or larger size passes through the magic gate or portal the spell is cast upon. You decide at the time of casting whether the portal alarm will be mental or audible.

 

Mental Alarm: A mental alarm alerts you (and only you) as long as you remain within 1 mile of the warded area and on the same plane. You notice a mental tremor that would awaken you from a normal sleep but does not otherwise disturb concentration (it would not interfere with spellcasting). A silence spell has no effect on a mental alarm.

 

Audible Alarm: An audible portal alarm produces the sound of a hand bell, buzzer, or other similar repeating sound that can be heard clearly up to 60 feet away, and it pierces closed doors and extends onto other planes.

 

The ringing can be heard faintly up to 180 feet away and lasts for 1 round.

 

Creatures within the area of a silence spell cannot hear the ringing, and if the portal itself is within the area of a silence spell, no alarm is sounded.

 

Ethereal and astral creatures trigger a portal alarm if they pass through the portal.

 

You can set a portal alarm with a password, determined at the time of the casting, and this password can be discerned with the analyze portal spell (page 10). Those speaking the password before passing through the portal do not set off the alarm.

 

Material Component: A tiny bell.

 

PORTAL ALARM, IMPROVED

Abjuration
Level: Bard 4, sorcerer/wizard 4
Components: V, S, F
Duration: 8 hours/level (D)

 

This spell functions like portal alarm, with the following additions.

 

• You can designate the alarm set off by an improved portal alarm to be mental, audible, or both.

 

• If a mental alarm is chosen, you receive a mental picture of all creatures that have passed through the portal and which direction they passed through. The mental image provides information as if you were standing 10 feet away from the portal.

 

• You can enable another creature to receive the mental alarm instead of yourself. You must touch the creature, which receives a Will saving throw to negate the effect, if applicable.

 

Focus: A small leather pouch containing three brass bells.

 

PORTAL BEACON

Transmutation
Level: Cleric 1, sorcerer/wizard 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One interplanar gate or portal
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

 

Mentally marking the appearance and location of the portal, you implant that knowledge into others, allowing them to be drawn to the portal like a loadstone to metal.

 

You alter a magic gate or portal so it sends out a mental beacon for up to six creatures, including yourself if you choose. These individuals must be known to you but need not be present at the time of casting. Once you cast portal beacon, these creatures know the direction and distance to the targeted portal for the spell’s duration.

 

Moving to a plane other than the two connected by the portal ends the spell for that creature but leaves it intact for others. You can have any number of portal beacons tuned to you without impairing other abilities or actions.

 

POSITIVE ENERGY AURA

Conjuration (Healing)
Level: Cleric 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Area: 10-ft.-radius emanation centered on you
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

 

You speak the eldritch phrases of power and an aura of white, shining, positive energy surrounds you.

 

Each round on your turn, every living creature within 10 feet of you gains 1 hit point per three caster levels (maximum 5). Creatures can’t exceed their full normal hit point totals as a result of this effect. Undead creatures take 2 points of damage per round.

 

Characters with immunity to positive energy effects are not affected by this aura. A positive energy aura does not affect you.

 

PRIMAL FORM

Transmutation
Level: Druid 3, sorcerer/wizard 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level (D)

 

By calling on the ancient and timeless magical energies of the elements, you complete the spell. Immediately your form begins to change, taking on aspects of the element you envisioned while casting the spell.

 

When you cast this spell, choose an element (air, earth, fire, or water).

 

You assume the physical appearance and many of the qualities and abilities of a Medium elemental of the chosen element (MM 96–100). Primal form also grants you the elemental subtype appropriate to the chosen element.

 

You gain a +4 bonus on saving throws against mind-affecting spells and abilities.

 

There is a 25% chance that critical hits and sneak attacks scored on you are negated, as if you were wearing armor with the light fortification special ability (DMG 219). You cannot cast spells, and you lose any spell-like, supernatural, and extraordinary abilities of your own form. You gain additional abilities depending on the element you chose when you cast the spell: Air: Fly speed 20 feet (perfect).

 

Earth: Damage reduction 5/—.

 

Fire: 1d4 fire damage, resistance to fire 10, burn (MM 98).

 

Water: Swim 90 feet, drench (MM 101).

 

Your equipment melds into your new form and becomes nonfunctional.

 

PRISMATIC EYE

Evocation
Level: Sorcerer/wizard 7
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Magical eye
Duration: 1 round/level
Saving Throw: See text
Spell Resistance: Yes

 

With a popping sound, a moist, apple-sized eye with a rainbow-hued iris appears and sends a beam of colored light at the foe you designate.

 

You create a visible orb that can produce ray effects duplicating the beams of a prismatic spray spell (PH 264). You can move the eye up to your speed as a move action, but it cannot go beyond the spell’s range.

 

Starting in the round the eye appears, you can command it to fire a ray (50-foot range) as a free action once per round.

 

You must succeed on a ranged touch attack with a ray to strike a target, but each ray uses a +6 bonus on attack rolls instead of your ranged attack bonus.

 

A target struck by a ray suffers the effect of one beam of a prismatic spray spell (roll 1d8 to determine the effect, rerolling any result of 8), except that the save DC (if applicable) is 19. After a particular color of ray has been used, it is no longer available to the eye, and die rolls that indicate the same color are rerolled. Once all seven rays have been fired, the eye remains until the spell’s duration expires. You can still move it, but it can fire no more rays.

 

The eye is a Fine object with AC 18 (+8 size) and 9 hit points. It uses your save bonuses for saving throws.

 

Focus: A polished, rainbow-hued abalone shell.

 

PRISMATIC RAY

Evocation
Level: Sorcerer/wizard 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: Yes

 

You feel within you, as the spell nears completion, various energies locked in a battle within your body. As nausea threatens to overcome you, you croak out the final syllables of arcane power and point your hand. A single beam of brilliantly colored light then shoots from your outstretched hand.

 

You must succeed on a ranged touch attack with the ray to strike a target.

 

On a successful attack, a creature with 6 Hit Dice or fewer is blinded for 2d4 rounds by the prismatic ray in addition to suffering a randomly determined
Effect: 
          Color of
1d8     Beam         Effects
  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 Con damage instead)
  5        Blue            Turned to stone (Fortitude negates)
  6       Indigo           Insane, as spell (Will negates)
  7       Violet            Sent to another plane (Will negates)
  8                        Two effects; roll twice more, ignoring any “8” results

 

PROBE THOUGHTS

Divination [Mind-Affecting]
Level: Mind 6, sorcerer/wizard 6
Components: V, S
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Concentration, up to 1 round/level
Saving Throw: Will negates; see text
Spell Resistance: Yes

 

Reaching out with your thoughts, you break through your target’s mental defenses and reap answers to your desires.

 

All of the subject’s memories and knowledge are accessible to you, ranging from memories deep below the surface to those still easily called to mind. You can learn the answer to one question per round, to the best of the subject’s knowledge. You pose the questions telepathically, and the answers to those questions are imparted directly to your mind. You and the subject do not need to speak the same language, though less intelligent creatures might yield up only appropriate visual images in answer to your questions. The subject is not aware that its mind is being probed, unless you wish to make it aware.

 

If the subject moves beyond the range of the spell, the effect ends.

 

PROGRAMMED AMNESIA

Enchantment (Compulsion) [Mind-Affecting]
Level: Sorcerer/wizard 9
Components: V, S, M
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes

 

As you finish the complicated procedure necessary to cast the spell, your target’s mind opens up to you like a book. You see the target’s memories like stories and know that you can rewrite them as a master bard rewrites the inferior works of his apprentices.

 

You can selectively destroy, alter, or implant memories in the subject creature as you see fit. Casting the spell gives you access to all of the subject’s thoughts and memories, allowing you to implement as many of the following specific effects as you like.

 

Memory Erasure: Memories possessed by the subject can be erased, including knowledge of specific events, people, or places. You can erase up to one full week of memories from the subject’s mind.

 

Memory Implant: You can create false memories in the subject’s mind as you see fit. You can implant memories of being friends with a hated enemy, events that didn’t really take place, or betrayals by people the subject regards as friends.

 

Negative Levels: You can bestow a number of negative levels equal to 1/2 the subject’s character level (rounding down, minimum 1st level) or less. This effect represents erasure of class knowledge and training. These negative levels never become permanent level loss, but they cannot be removed by spells such as restoration, instead returning at a rate of one level per day.

 

Persona Rebuilding: By erasing the subject’s previous personality and implanting a false set of memories, you can build a new persona for the creature, altering its alignment, beliefs, values, and personality traits. (Some class abilities might be affected by alignment changes.) Programmed Trigger: You can program the subject to delay the onset of any of the above effects until a specific event takes place, such as the receipt of a coded message, capture by enemies, or arrival at some destination. Similarly, you could specify some or all of the alterations you create in a subject to be removed by a specific event.

 

The nature of programmed amnesia is such that a subject given new memories (whether willing or not) might be given cause to suspect that those memories are false, based on how complete your programming is. For example, a paladin subject to a persona rebuilding effect that changes her alignment to neutral loses her paladin abilities. Unless you impart a specific believable memory of why she changed alignment, the character will perceive this unexplained gap in her memory and might take steps (such as seeking a magical cure for her “amnesia”) that could negate the spell’s effect (see below).

 

Generally, your subject must be either willing to undergo the spell or restrained in some way so that it cannot leave or interfere with the casting. Programmed amnesia cannot be dispelled, and so is normally permanent unless you care to specify events that will end the effect. Its effect can also be removed by a greater restoration, miracle, or wish spell.

 

Material Component: A set of small crystal lenses set in gold loops worth 500 gp.

 

PROTECTION FROM NEGATIVE ENERGY

Abjuration
Level: Cleric 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

 

Swaddling your ally in a protective field drawn by your hand like a blanket, you guard him against negative energy attacks.

 

The warded creature gains partial protection against negative energy effects.

 

For as long as the spell lasts, it subtracts 10 from the hit point damage dealt by any negative energy effect (such as an inflict spell) that adversely affects it.

 

Negative energy effects that don’t deal hit point damage to the subject, such as an energy drain spell, affect the subject normally.

 

PROTECTION FROM POSITIVE ENERGY

Abjuration
Level: Cleric 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates
Spell Resistance: Yes

 

A black seed of magic floats above your finger, and you implant it in the creature before you, guarding it against positive energy.

 

The warded creature gains partial protection against positive energy effects.

 

For as long as the spell lasts, it subtracts 10 from the hit point damage dealt by any positive energy effect (such as a cure spell) that adversely affects it.

 

Positive energy effects that don’t deal hit point damage to the subject, such as turning attempts, affect the subject normally.

 

PROTÉGÉ

Transmutation
Level: Bard 4
Components: V, S
Casting Time: 1 round
Range: Touch
Target: One creature with Intelligence 3 or higher
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

 

You admonish your chosen subject even as you offer a supportive slap on the back.

 

With that simple action, you complete the spell and see in your target a realization of its new abilities.

 

You briefly grant some bard abilities to a creature of your choice. The subject of the spell can then function as a bard of one-half your current bard level with respect to bardic music and bardic knowledge. However, protégé imparts no spellcasting ability and does not grant access to spells not normally available to the subject. For Perform checks and bardic music prerequisites, the creature uses its own ranks in Perform or one-half of your ranks (modified by its own Charisma modifier), whichever is better.

 

PUPPETEER

Enchantment (Compulsion) [Mind-Affecting]
Level: Bard 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes

 

In casting this spell, you see what others do not—strings of silver energy running from your hands and feet to your target’s wrists and ankles. You wave, and she waves back, in an awkward, resisting fashion. You start walking toward the edge of the cliff. . . .

 

You force the subject to mimic your actions. The subject matches your motions exactly, though it takes a –4 penalty to Dexterity and Strength. Its movements look awkward, and its actions aren’t as effective as if it were actually doing them itself. You can try to make the subject commit a suicidal act, but it receives another Will save to break the spell. If that save is successful, the subject collapses, helpless and in a comatose state, for 1d4 rounds.

 

Anyone observing the subject of this spell can determine that the subject’s actions are being controlled by making a DC 15 Sense Motive check (or DC 10 if the controlling bard is also visible).

 

This spell doesn’t grant the subject extraordinary, supernatural, spell-like abilities, or spellcasting abilities, even if you have and use such abilities during the spell’s duration.