Index of Spells by Name Letters - P

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Pack of Ghouls
    SPELLSandSPELLCRAFT
  Arc 5, Clr 5  
    General

You summon a pack of ghouls.

Pain
    Complete Arcane
  Wuj 4  
    General

The target creatures are struck by wracking pains and agony, giving them a -4 penalty on attack rolls, skill checks, and ability checks. A successful Fortitude save lessens this penalty to -2.

Panacea
    Miniatures
  Arc 4, Clr 4, Drd 5, Hlr 4  
    General

Removes most afflictions.

Parboil
    Sandstorm
  Arc 5, Clr 5, Sor/Wiz 4  
    General

Flash-heats air dealing 6d6 fire and 2d4 Intelligence damage to one or more creatures.

Parching Touch
    Sandstorm
  Sor/Wiz 1, Thirst 1  
    General

One touch/level deals 1d6 desication damage and possibly 1 Con damage.

Pass through Ice
    Frostburn
  Arc 5, Clr 5, Drd 5  
    General

Subject can pass through ice or snow like water.

Pass without Trace
Transmutation 1 standard action SRD
Will negates (harmless) - Yes (harmless) Arc 1, Asn 2, BVal 1, Drd 1, Rgr 1, Shu 1, Slayer of Domiel 2 V, S, DF
1 hour/level (D) Touch 6 hours
Targets: One creature/level touched

One subject/level leaves no tracks.

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.

Passwall
Transmutation 1 standard action SRD
None - No Arc 5, Cavern 5, Shu 5, Sor/Wiz 5, Wuj 5 V, S, M
1 hour/level (D) Touch 6 hours
Effect: 5 ft. by 8 ft. opening, 10 ft. deep plus 5 ft. deep per three additional levels

Creates passage through wood or stone wall.

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 walls 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.

Path of the Exalted
    Book of Exalted Deeds
  Sanctified 3  
    24 hours

Caster receives divine guidance from a higher power.

Pavilion of Grandeur
    Complete Divine
  Creation 9  
    24 hours

A feast and a great pavilion are created.

Peaceful Serenity of Io
    RotDrg
  Arc 2, Brd 2, Clr 2, Drd 2  
    1 hour

Grant subject +4 bonus on Concentration checks and against compulsions and fear effects.

Pending Potion
    MoE
  Artificer 1  
    General

Target potion or oil takes effect at a later time.

Percussion
    Song and Silence
  Brd 0  
    1 hour

Creates illusory drum accompaniment.

Perfect Summons
    Book of Exalted Deeds
  Sor/Wiz 4  
    General

Creates an area where only good creatures can be summoned.

Perinarch
    Planar Handbook
  Arc 4, Drd 4, Sor/Wiz 4  
    General

Gain greater control over Limbo's morphic essence.

Planar Perinarch
    Planar Handbook
  Arc 9, Drd 9, Sor/Wiz 9  
    General

Gain control over a small area of any divinely morphic plane.

Permanency (XP)
Universal 2 rounds SRD
None - No Sor/Wiz 5, Time 5, Wuj 5 V, S, XP
Permanent; see text See text General
Target; Effect; or Area: See text
XP Cost: Varies

Makes certain spells permanent.

This spell makes certain other spells permanent. Depending on the spell, you must be of a minimum caster level and must expend a number of XP.

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

SpellMinimum Caster LevelXP Cost
Arcane sight11th1,500 XP
Comprehend languages9th500 XP
Darkvision10th1,000 XP
Detect magic9th500 XP
Read magic9th500 XP
See invisibility10th1,000 XP
Tongues11th1,500 XP

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).

SpellMinimum Caster LevelXP Cost
Enlarge person9th500 XP
Magic fang9th500 XP
Magic fang, greater11th1,500 XP
Reduce person9th500 XP
Resistance9th500 XP
Telepathic bond 113th2,500 XP
Silvered Claws 9th500 XP
Silvered Weapon, Alternate 9th500 XP
Touch of Adamantine 12th2,000 XP
Enhance Familiar 11th1,500 XP
Fortify Familiar 12th2,000 XP

1 Only bonds two creatures per casting of permanency.

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

SpellMinimum Caster LevelXP Cost
Alarm9th500 XP
Animate objects14th3,000 XP
Dancing lights9th500 XP
Ghost sound9th500 XP
Gust of wind11th1,500 XP
Invisibility10th1,000 XP
Mage's private sanctum13th2,500 XP
Magic mouth10th1,000 XP
Phase door15th3,500 XP
Prismatic sphere17th4,500 XP
Prismatic wall16th4,000 XP
Shrink item11th1,500 XP
Solid fog12th2,000 XP
Stinking cloud11th1,500 XP
Symbol of death16th4,000 XP
Symbol of fear14th3,000 XP
Symbol of insanity16th4,000 XP
Symbol of pain13th2,500 XP
Symbol of persuasion14th3,000 XP
Symbol of sleep16th4,000 XP
Symbol of stunning15th3,500 XP
Symbol of weakness15th3,500 XP
Teleportation circle17th4,500 XP
Wall of fire12th2,000 XP
Wall of force13th2,500 XP
Web10th1,000 XP
Curtain of Light13th2,500 XP
Emerald Planes10th1,000 XP
Expeditious Excavation 15th3,500 XP
Familiar Pocket 10th1,000 XP
Otiluke's Dispelling Screen 12th2,000 XP
Spiritwall 13th2,500 XP
Otiluke's Greater Dispelling Screen 15th3,500 XP
Ice Web12th2,000 XP
Wall of coldfire12th2,000 XP
Black Sand11th1,500 XP
Wall of Magma13th2,500 XP
Wall of Sand 212th2,000 XP
Wall of Water12th2,000 XP
Spell8th level + 1 per spell level (min 9th)500 XP * spell level (min 500 XP)

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

Permanent Image (M)
Illusion (Figment) 1 standard action SRD
Will disbelief (if interacted with) - No Arc 6, Brd 6, Creation 7, Moon 6, Shu 6, Sor/Wiz 6, Wuj 6 V, S, M
Permanent (D) Long 24 hours
Effect: Figment that cannot extend beyond a 20-ft. cube + one 10-ft. cube/level (S)
Materials: A bit of fleece plus powdered jade worth 100 gp.

Includes sight, sound, and smell.

This spell creates the visual illusion of an object, creature, or force, as visualized by you.

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.

Permanent Soul Binding (M) (XP)
Conjuration (Teleportation) 8 hours ATB
Will negates (harmless, object) - No Arc 9, Clr 9, Drd 9, Sor/Wiz 9 V, S, M, XP
Instant Touch General
Targets: 1 Creature and 1 item
Materials: A red colored gem worth 5000gp.
XP Cost: 2000 XP

Permanently soul bind an item to a person.

The item gains a Permanent mark of Soulbinding (This is different from the Temporary binding marks.) and the item will disintigrate and appear near or in the possesion of the creature touched when the target creature is reborn in the Fount of Lost Souls. Soulbound Items can be identified as such with a Knowledge(San Suras) check (DC 10) or a Search check (DC 20).

Permeable Form
    Lords
  Sor/Wiz 3  
    General

Immediate: You become incorporeal for 1 round.

Persistent Blade (F)
    Magic of Faerun
  Sor/Wiz 1  
    General

Blade of force attacks target, automatically flanks.

Persistent Image
Illusion (Figment) 1 standard action SRD
Will disbelief (if interacted with) - No Arc 5, Brd 5, Illusion 5, Shu 5, Sor/Wiz 5, Wuj 5 V, S, M
1 min./level (D) Long 30 minutes
Effect: Visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)

As major image, but no concentration required.

This spell creates the visual illusion of an object, creature, or force, as visualized by you.

The figment includes visual, auditory, olfactory, and thermal elements, 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.

Pestilence
    Book of Vile Darkness
  Arc 8, Clr 8, Drd 7  
    General

Subject gains a disease, as do all who touch him.

Phade's Fearsome Aspect
    Dragon 333
  Arc 2, Brd 2, Clr 2, Sor/Wiz 2  
    5 minutes

The target gains a +5 bonus on Intimidate checks and can demoralize as a swift action.

Phantasmal Assailants
    Complete Arcane
  HB 2, Sor/Wiz 2  
    General

Phantasm deals 4 Wis damage and 4 Dex damage.

Phantasmal Decoy
    Complete Divine
  Arc 3, Rgr 3  
    General

Creates illusory enemy for foe to chase.

Phantasmal Disorientation
    Complete Divine
  Arc 6, Drd 6  
    1 hour

Fools creature's sense of direction, making movement difficult.

Phantasmal Killer
Illusion (Phantasm) [Fear] [Mind-Affecting] 1 standard action SRD
Will disbelief (if interacted with), then Fortitude partial; see text - Yes Dream 4, Duskblade 4, HB 4, Illusion 4, Madness 6, MH 4, Sor/Wiz 4, Wmg 4 V, S
Instant Medium General
Target: One living creature

Fearsome illusion kills subject or deals 3d6 damage.

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.

Phantasmal Thief
    Draconomicon
  Greed 8, Sor/Wiz 8  
    General

Creates an unseen force that steals from others.

Phantom Battle
    PHBII
  Beguiler 4, Brd 3, Sor/Wiz 4  
    General

Illusion of battle flanks creatures and denies attacks of opportunity.

Phantom Bear
    Complete Divine
  Arc 9, Drd 9  
    General

As phantom wolf, except you instead conjure an incorporeal bear with a fearsome roar.

Phantom Foe (F)
    Dragon 324
  Asn 2, Sor/Wiz 2  
    General

Phantasm flanks subject.

Phantom Guardians
    RoD
  Sor/Wiz 3  
    6 hours

Create illusion of group of guards.

Phantom Stag
    Complete Divine
  Arc 5, Drd 5  
    6 hours

Magic stag appears for 1 hour/level.

Phantom Steed
Conjuration (Creation) 10 minutes SRD
None - No Brd 3, HB 3, Sor/Wiz 3, Spider 3 V, S
1 hour/level (D) 0 ft. 6 hours
Effect: One quasi-real, horselike creature

Magic horse appears for 1 hour/level.

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 riders 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 (average maneuverability).

Mass Phantom Steed
Conjuration (Creation) 15 minutes ATB
None - No Brd 6, Sor/Wiz 7 V, S
1 hour/level (D) Close 6 hours
Effect: One quasi-real, horselike creature/2 levels

Magic horses appear for 1 hour/level.

You conjure one Large, quasi-real, horselike creature per 2 caster levels (maximum 15 horses). Each 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 22 (-1 size, +6 natural armor, +7 Dex) and 14 hit points +2 hit points 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 riders 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 (good maneuverability).

Phantom Threat
    CW
  Brd 1, HB 1  
    General

Subject is flanked despite nothing being there.

Phantom Trap (M)
Illusion (Glamer) 1 standard action SRD
None - No Sor/Wiz 2 V, S, M
Permanent (D) Touch 24 hours
Target: Object touched
Materials: A piece of iron pyrite touched to the object to be trapped while the object is sprinkled with a special dust requiring 50 gp to prepare.

Makes item seem trapped.

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.

Phantom Wolf
    Complete Divine
  Arc 8, Drd 8  
    General

Incorporeal wolf fights for you.

Phase Door
Conjuration (Creation) 1 standard action SRD
None - No Beguiler 7, Sor/Wiz 7, Travel 8 V
1 usage/2 levels 0 ft. 12 hours
Effect: Ethereal 5 ft. by 8 ft. opening, 10 ft. deep + 5 ft. deep per three levels

Creates an invisible passage through wood or stone.

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 creatures name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, and hit points dont qualify.

Phase door can be made permanent with a permanency spell.

Phieran's Resolve
    Book of Exalted Deeds
  Sanctified 3  
    30 minutes

+4 sacred bonus on saves against spells with the evil descriptor.

Phoenix Fire (F)
    Book of Exalted Deeds
  Sanctified 7  
    General

Evil creatures take 2d6 damage/caster level as you immolate yourself.

Plague Carrier
    RoF
  Clr 3, Drd 3, Sor/Wiz 4  
    General

As contagion, except target can transmit the disease for a short time.

Plague of Nightmares (F)
    Book of Vile Darkness
  Corrupt 8  
    General

Subject takes ld4 Con damage and does not heal.

Plague of Rats
    Complete Divine
  Pestilence 5  
    General

Summon horde of diseased rats.

Plague of Undead (M)
    Libris
  Arc 9, Clr 9, Sor/Wiz 9  
    General

Animates horde of undead.

Planar Ally (XP)
Conjuration (Calling) [Varies] 10 minutes SRD
None - No APeace 6, Arc 6, Clr 6, DrgBlw 6, Exalted Arcanist 6, Hth 6, Summoner 6 V, S, DF, XP
Instant Close 24 hours
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
XP Cost: 250 XP.

As lesser planar ally, but up to 12 HD.

By casting this spell, you request your deity to send you an elemental or outsider (of 12 HD or less) of the deitys choice or two creatures of the same kind whose Hit Dice total no more than 12. 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 creatures 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 creatures 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 creatures called in order to bargain for their services.

The creatures called require a payment for their 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 creatures' alignment and goals. Regardless, this payment must be made before the creatures 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 one 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 creatures' 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.

Greater Planar Ally (XP)
Conjuration (Calling) [Varies] 10 minutes SRD
None - No APeace 8, Arc 8, Clr 8, DrgBlw 8, Drow 8, Exalted Arcanist 8, Summoner 8 V, S, DF, XP
Instant Close 24 hours
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.
XP Cost: 500 XP

As lesser planar ally, but up to 18 HD.

By casting this spell, you request your deity to send you an elemental or outsider (of 18 HD or less) of the deitys choice or up to three creatures of the same kind whose Hit Dice total no more than 18. 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 creatures 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 creatures 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 creatures called in order to bargain for their services.

The creatures called require a payment for their 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 creatures' alignment and goals. Regardless, this payment must be made before the creatures 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 one 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 creatures' 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.

Lesser Planar Ally (XP)
Conjuration (Calling) [Varies] 10 minutes SRD
None - No APeace 4, Arc 4, Celestial 4, Clr 4, DrgBlw 4, Exalted Arcanist 4, Hth 4, KotC 4, Sin-L 4, Summoner 4 V, S, DF, XP
Instant Close 24 hours
Effect: One called elemental or outsider of 6 HD or less
XP Cost: 100 XP

Exchange services with a 6 HD extraplanar creature.

By casting this spell, you request your deity to send you an elemental or outsider (of 6 HD or less) of the deitys 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 one 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 Binding
Conjuration (Calling) 10 minutes SRD
Will negates - No and Yes; see text Dem 4, Demonic 6, Diabolic 6, Hth 6, Sor/Wiz 6 V, S
Instant Close ; see text 24 hours
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

As lesser planar binding, but up to 12 HD.

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 save, makes an independent attempt to escape, and must be individually persuaded to aid you.

Casting this spell attempts a dangerous act to lure a creature from another plane to a specifically prepared trap, which must lie within the spells 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 individuals 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 with 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 creatures 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 roll a 1 on the Charisma check, the creature breaks free of the binding and can escape or attack you.

Once the requested service is completed, the creature need only so 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 though its own actions the spell remains in effect for a maximum of one 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.

Greater Planar Binding
Conjuration (Calling) 10 minutes SRD
Will negates - No and Yes; see text Hth 8, Sor/Wiz 8 V, S
Instant Close ; see text 24 hours
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.

As lesser planar binding, but up to 18 HD.

Casting this spell attempts a dangerous act to lure a creature from another plane to a specifically prepared trap, which must lie within the spells 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 individuals 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 with 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 creatures 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 roll a 1 on the Charisma check, the creature breaks free of the binding and can escape or attack you.

Once the requested service is completed, the creature need only so 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 though its own actions the spell remains in effect for a maximum of one 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.

Lesser Planar Binding
Conjuration (Calling) 10 minutes SRD
Will negates - No and Yes; see text Dem 3, Demonic 5, Diabolic 5, Hth 5, Rune 5, Sor/Wiz 5 V, S
Instant Close ; see text 24 hours
Target: one elemental or outsider with 6HD or less

Traps extraplanar creature of 6 HD or less until it performs a task.

Casting this spell attempts a dangerous act to lure a creature from another plane to a specifically prepared trap, which must lie within the spells 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 individuals 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 with 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 creatures 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 roll a 1 on the Charisma check, the creature breaks free of the binding and can escape or attack you.

Once the requested service is completed, the creature need only so 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 though its own actions the spell remains in effect for a maximum of one 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 Bubble
    Planar Handbook
  Arc 7, Clr 7, Sor/Wiz 7  
    1 hour

Create bubble around target creature that emulates target's native planar environment.

Planar Exchange
    Planar Handbook
  Arc 6, Clr 6  
    General

Trade places with one of three planar creatures (your choice).

Greater Planar Exchange
    Planar Handbook
  Arc 8, Clr 8  
    General

Trade places with one of three greater planar creatures (your choice).

Lesser Planar Exchange
    Planar Handbook
  Arc 4, Clr 4  
    General

Trade places with one of four lesser planar creatures (your choice).

Planar Familiar (XP)
    Spellbook Archive
  Arc 3, Clr 3  
    General

Transmute your familiar or similar creature into a celestial, fiendish, axiomatic, or anarchic creature.

Planar Navigation (F)
    Stormwrack
  Sor/Wiz 9  
    General

Send a whole ship to another plane.

Planar Tolerance
    SPC
  Arc 4, Clr 4, Drd 4, Rgr 4, Sor/Wiz 5  
    6 hours

Provides long-term protection against overtly damaging planar traits.

Plane Shift
Conjuration (Teleportation) 1 standard action SRD
Will negates - Yes APeace 5, Arc 5, Clr 5, Sor/Wiz 7 V, S, F
Instant Touch General
Target: Creature touched, or up to eight willing creatures joining hands

As many as eight subjects travel to another plane.

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.

Note: Plane shift transports creatures instantaneously and then ends. The creatures need to find other means if they are to travel back.

Greater Plane Shift
    SPC
  Arc 7, Clr 7, Sor/Wiz 8  
    General

Plane shift accurately to your desired destination.

Plant Body
    SPC
  Arc 5, Drd 5  
    1 hour

Your type changes to plant.

Plant Growth
Transmutation 1 standard action SRD
None - No Arc 3, Drd 3, Life 3, Plant 3, Rgr 3, Shu 3, Wuj 3 V, S, DF
Instant See text 24 hours
Target or Area: See text

Grows vegetation, improves crops.

Plant growth has different effects depending on the version chosen.

Overgrowth: This effect causes normal vegetation (grasses, briars, bushes, creepers, thistles, trees, vines) 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.

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 one-half 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.

Pocket Cave
    CR
  IOTDF 5  
    6 hours

Creates an extradimensional space where you and your allies can hide.

Poison
Necromancy 1 standard action SRD
Fortitude negates; see text - Yes Arc 4, Asn 4, Blg 3, Blk 4, Clr 4, Drd 3, HB 3, Pestilence 4, Scalykind 4, Slime 3, Wmg 3 V, S, DF
Instant; see text Touch General
Target: Living creature touched

Touch deals 1d10 Con damage, repeats in 1 min.

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 + 1/2 your caster level + your Wis modifier).

Poison Needles
    Complete Arcane
  Wuj 4  
    General

Deal 1d4/level max (5d4) with normal ranged attack and deal con damage, or paralyze, or dex damage.

Poison Thorns
    Complete Divine
  Arc 5, Drd 5  
    General

You grow thorns that poison your attackers.

Poison Vines
    Magic of Faerun
  Arc 7, Drd 7  
    1 hour

Vines that entangle and are poisonous.

Polar Ray
Evocation [Cold] 1 standard action SRD
None - Yes Cold 8, Duskblade 5, Sor/Wiz 8, Wmg 8 V, S, F/DF
Instant Close General
Effect: Ray

Ranged touch attack deals 1d6/level cold damage.

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).

Polymorph
Transmutation (Polymorph) 1 standard action SRD
None - No Adp 4, Arc 4, HB 4, Sor/Wiz 4, Transformation 5, Wuj 4 V, S, M
1 min./level (D) Touch 30 minutes
Target: Willing living creature touched

Gives one willing subject a new form.

This spell functions like alter self, except that you change the willing subject into another form of living creature. The new form may be of the same type as the subject or any of the following types: aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. The assumed form can't have more Hit Dice than your caster level (or the subject's HD, whichever is lower), to a maximum of 15 HD at 15th level. You can't cause a subject to assume a form smaller than Fine, nor can you cause a subject to assume an incorporeal or gaseous form. The subject's creature type and subtype (if any) change to match the new form.

Upon changing, the subject regains lost hit points as if it had rested for a night (though this healing does not restore temporary ability damage and provide other benefits of resting; and changing back does not heal the subject further). If slain, the subject reverts to its original form, though it remains dead.

The subject gains the Strength, Dexterity, and Constitution scores of the new form but retains its own Intelligence, Wisdom, and Charisma scores. It also gains all extraordinary special attacks possessed by the form but does not gain the extraordinary special qualities possessed by the new form or any supernatural or spell-like abilities.

Incorporeal or gaseous creatures are immune to being polymorphed, and a creature with the shapechanger subtype can revert to its natural form as a standard action.

Polymorph Any Object
Transmutation (Polymorph) 1 standard action SRD
Fortitude negates (object); see text - Yes (object) Commerce 9, Renewal 8, Sor/Wiz 8, Transformation 8, Trickery 8, Wuj 8 V, S, M/DF
See text Close 12 hours
Target: One creature, or one nonmagical object of up to 100 cu. ft./level

Changes any subject into anything else.

This spell functions like 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 Factor (1)
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 FactorDurationExample
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

Unlike polymorph, polymorph any object does grant the creature the Intelligence score of its new form. If the original form didn't have a Wisdom or Charisma score, it gains those scores as appropriate for the new form.

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, flesh to stone, stone to flesh, transmute mud to rock, transmute metal to wood, or transmute rock to mud.

Portal Alarm
    MotP
  Brd 2, Sor/Wiz 2  
    12 hours

Attach an alarm to a portal that my be audible or mental.

Improved Portal Alarm
    MotP
  Brd 4, Sor/Wiz 4  
    General

As the portal alarm spell, and may be mental, audible, or both.

Portal Barricade
    Underdark
  Portal (alt) 5  
    6 hours

Closes portal and prevents it from functioning for 1 hour/level.

Portal Beacon
    SPC
  Arc 1, Clr 1, Sor/Wiz 1  
    6 hours

Six creatures know distance and direction to a magic portal.

Portal Reformat (XP)
    Underdark
  Portal (alt) 8  
    General

Removes or adds one or more keys to portal.

Portal Stabilization
    Underdark
  Portal (alt) 1  
    5 minutes

Stabilize malfunctioning portal for 1 min./level.

Portal View
    Underdark
  Brd 4, Portal (alt) 3, Sor/Wiz 4  
    5 minutes

Turns target portal transparent.

Portal Well
    CV
  Arc 2, Brd 2, Clr 2, Drd 2, Sor/Wiz 2  
    General

When you step into a portal affected by this spell, you can wait for a short time within an extradimensional space between the portal's entrance and exit.

Portal-to-Portal Redirect
    Underdark
  Portal (alt) 6  
    6 hours

Changes destination of portal for 1 hour/level.

Positive Energy Aura
    Planar Handbook
  Arc 4, Clr 4  
    General

10-ft. radius surrounding you heals 2 points of damage/round.

Positive Energy Protection
    MotP
  Arc 3, Clr 3  
    General

Provides protection from Positive Energy effects for 1 round/level.

Power Leech
    Book of Vile Darkness
  Corrupt 5  
    1 hour

You drain subject's ability score 1 point/round and gains +1 bonus per point.

Power Surge (XP)
    Ebberon
  Artificer 3  
    General

Charged spell trigger item gains ternporary charges.

Power Word Blind
Enchantment (Compulsion) [Mind-Affecting] 1 standard action SRD
None - Yes Arc 8, Beguiler 7, Darkness 8, Shu 8, Slime 8, Sor/Wiz 7, War 7, Wuj 7 V
See text Close General
Target: One creature with 200 hp or less

Blinds creature with 200 hp or less.

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 targets current hit point total. Any creature that currently has 201 or more hit points is unaffected by power word blind.

Hit Points, Duration

50 or less, Permanent

51-100, 1d4+1 minutes

101-200, 1d4+1 rounds

Power Word Deafen
    RotDrg
  Sor/Wiz 3  
    General

Deafens one creature with 100 hp or less.

Power Word Disable
    RotDrg
  Sor/Wiz 5  
    General

Reduces living creature with 50 hp or less to 0 hp.

Power Word Distract
    RotDrg
  Sor/Wiz 4  
    General

Makes one creature with 150 hp or less flat-footed*.

Power Word Fatigue
    RotDrg
  Sor/Wiz 1  
    General

Makes one creature with 100 hp or less fatigued.

Power Word Kill
Enchantment (Compulsion) [Death] [Mind-Affecting] 1 standard action SRD
None - Yes Beguiler 9, Darkness 9, Orc 9, Sor/Wiz 9, War 9, Wuj 9 V
Instant Close General
Target: One living creature with 100 hp or less

Kills one creature with 100 hp or less.

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 Maladroit
    RotDrg
  Sor/Wiz 3  
    General

Deals 2 points Dex damage to one creature with 75 hp or less.

Power Word Nauseate
    RotDrg
  Sor/Wiz 6  
    General

Makes one creature with 150 hp or less nauseated.

Power Word Pain
    RotDrg
  Sor/Wiz 1  
    General

Deal 1d6 points of damage per round to one creature with 100 hp or less.

Power Word Petrify
    RotDrg
  Sor/Wiz 8  
    General

Petrifies one creature with 100 hp or less.

Power Word Sicken
    RotDrg
  Sor/Wiz 2  
    General

Sickens one creature with 100 hp or less.

Power Word Stun
Enchantment (Compulsion) [Mind-Affecting] 1 standard action SRD
None - Yes Beguiler 8, Dream 8, Sor/Wiz 8, War 8, Wuj 8 V
See text Close General
Target: One creature with 150 hp or less

Stuns creature with 150 hp or less.

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 targets current hit point total. Any creature that currently has 151 or more hit points is unaffected by power word stun.

Hit Points, Duration

50 or less, 4d4 rounds

51-100, 2d4 rounds

101-150, 1d4 rounds

Power Word Weaken
    RotDrg
  Sor/Wiz 3  
    General

Deals 2 points Str damage to one creature with 75 hp or less.

Pox
    Book of Vile Darkness
  Arc 6, Corruption 6, Drd 6, Pain 6  
    General

One creature/level takes 1d4 Con drain.

Prayer
Enchantment (Compulsion) [Mind-Affecting] 1 standard action SRD
None - Yes APeace 3, Arc 3, ChamGwyn 3, Clr 3, Community 3, Competition 3, KotC 3, Orc 3, Pal 3, Shu 3 V, S, DF
1 round/level 40 ft. 5 minutes
Area: All allies and foes within a 40-ft.-radius burst centered on you

Allies +1 bonus on most rolls, enemies -1 penalty.

You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and your 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.

Precipitate Breach (M)
    Planar Handbook
  Sor/Wiz 5  
    General

You can force planar boundaries to rip, creating a planar breach.

Precipitate Complete Breach (M) (XP)
    Planar Handbook
  Sor/Wiz 9  
    General

You rip wide the boundary between two planes.

Precise Vision
    BoEM
  Sor/Wiz 1  
    1 hour

See Text

Preserve Organ
    Book of Vile Darkness
  Arc 0, Clr 0, Drd 0, Sor/Wiz 0  
    24 hours

Protects one detached organ from decay for 24 hours.

Pressure Sphere
    Stormwrack
  Arc 2, Blackwater 2, Drd 2, Sor/Wiz 2  
    General

Water pressure deals 4d6 damage to submerged targets.

Prestidigitation
Universal 1 standard action SRD
See text - No Brd 0, HB 1, Sor/Wiz 0, Wuj 0 V, S
1 hour 10 ft. General
Target; Effect; or Area: See text

Performs minor tricks.

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.

Price of Loyalty
    PGtE
  Sor/Wiz 2  
    General

Identical to charm person except subject does not know a spell was cast.

Primal Form
    SPC
  Arc 3, Drd 3, Sor/Wiz 3  
    General

You change into elemental, gain some abilities.

Primal Release
    BoEM
  Sor/Wiz 8  
    1 hour

Subject gains physical bonuses (+10, +2, +10, -6, -2, -6) and Base Attack bonus becomes +1/HD of subject and gains feats.

Prismatic Eye (F)
    SPC
  Sor/Wiz 6  
    General

Orb produces individual prismatic rays as touch attacks.

Prismatic Ray
    SPC
  Sor/Wiz 5, Wmg 5  
    General

Blind target with 6 HD or less and deal random effect.

Prismatic Sphere
Abjuration 1 standard action SRD
See text - See text Artifice 9, Family 9, Protection 9, Sor/Wiz 9, Sun 9, Wmg 9 V
10 min./level (D) 10 ft. General
Effect: 10-ft.-radius sphere centered on you

As prismatic wall, but surrounds on all sides.

Prismatic sphere creates a vertical, opaque globe of a shimmering, multicolored light that protects you from all forms of attack. The sphere flashes with seven colors, each of which has a distinct power and purpose. The sphere is immobile, and you can pass through and remain near the sphere without harm. However, any other creature with less than 8 HD that is within 20 feet of the sphere is blinded for 2d4x10 minutes by the colors if it looks at the sphere.

A Prismatic sphere spell cast to materialize in a space occupied by a creature is disrupted, and the spell is wasted.

Each color in the sphere has a special effect. The accompanying table shows the seven colors of the sphere, the order in which they appear, their effects on creatures trying to attack you or pass through the sphere, and the magic needed to negate each color.

The sphere can be destroyed, color by color, in consecutive order, by various magical effects; however, the first 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 sphere, but an antimagic field fails to penetrate it. Dispel magic and dispel magic, greater cannot dispel the sphere or anything beyond it. Spell resistance is effective against a Prismatic sphere, but the caster level check must be repeated for each color present.

Prismatic sphere can be made permanent with a permanency spell.

ColorOrderEffect of ColorNegated By
Red1stStops nonmagical ranged weapons. Deals 20 points of fire damage (Reflex half).Cone of cold
Orange2ndStops magical ranged weapons. Deals 40 points of acid damage (Reflex half).Gust of wind
Yellow3rdStops poisons, gases, and petrification. Deals 80 points of electricity damage (Reflex half).Disintegrate
Green4thStops breath weapons. Poison (Kills; Fortitude partial for 1d6 points of Con damage instead).Passwall
Blue5thStops divination and mental attacks. Turned to stone (Fortitude negates).Magic missile
Indigo6thStops all spells. Will save or become insane (as insanity spell).Daylight
Violet7thEnergy field destroys all objects and effects.1 Creatures sent to another plane (Will negates).Dispel magic

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

Prismatic Spray
Evocation 1 standard action SRD
See text - Yes Sor/Wiz 7, Wmg 7 V, S
Instant 60 ft. General
Area: Cone-shaped burst

Rays hit subjects with variety of effects.

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 Color of Beam Effect
1 Red 20 points fire damage (Reflex half)
2 Orange 40 points acid damage (Reflex half)
3 Yellow 80 points electricity damage (Reflex half)
4 Green Poison (Kills; Fortitude partial, take 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
Abjuration 1 standard action SRD
See text - See text Sor/Wiz 8, Wmg 8 V, S
10 min./level (D) Close General
Effect: Wall 4 ft./level wide, 2 ft./level high

Wall’s colors have array of effects.

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. However, any other creature with less than 8 HD that is within 20 feet of the wall is blinded for 2d4 rounds by the colors if it looks at the wall.

The wall’s maximum proportions are 4 feet wide per caster level and 2 feet high per caster level. A prismatic wall spell cast to materialize in a space occupied by a creature is disrupted, and the spell is wasted.

Each color in the wall has a special effect. The accompanying table shows the seven colors of the wall, the order in which they appear, their effects on creatures trying to attack 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 dispel magic, greater 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.

ColorOrderEffect of ColorNegated By
Red1stStops nonmagical ranged weapons. Deals 20 points of fire damage (Reflex half).Cone of cold
Orange2ndStops magical ranged weapons. Deals 40 points of acid damage (Reflex half).Gust of wind
Yellow3rdStops poisons, gases, and petrification. Deals 80 points of electricity damage (Reflex half).Disintegrate
Green4thStops breath weapons. Poison (Kills; Fortitude partial for 1d6 points of Con damage instead).Passwall
Blue5thStops divination and mental attacks. Turned to stone (Fortitude negates).Magic missile
Indigo6thStops all spells. Will save or become insane (as insanity spell).Daylight
Violet7thEnergy field destroys all objects and effects.1 Creatures sent to another plane (Will negates).Dispel magic

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

Probe Thoughts
    Complete Divine
  Mind 6, Sor/Wiz 6  
    General

Read subject's memories, one question/round.

Produce Flame
Evocation [Fire] 1 standard action SRD
None - Yes Arc 1, Blg 2, Drd 1, Fire 2, Orc 2, Shu 2 V, S
1 min./level (D) 0 ft. General
Effect: Flame in your palm

1d6 damage +1/level, touch or thrown.

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 Amnesia (M)
    Complete Arcane
  Sor/Wiz 9  
    General

You can selectively destroy, alter, or implant memories in the target creature as you see fit.

Programmed Image (M)
Illusion (Figment) 1 standard action SRD
Will disbelief (if interacted with) - No Arc 7, Brd 6, Shu 7, Sor/Wiz 6, Wuj 6 V, S, M
Permanent until triggered, then 1 round/level Long 12 hours
Effect: Visual figment that cannot extend beyond a 20-ft. cube + one 10-ft. cube/level (S)
Materials: A bit of fleece and jade dust worth 25 gp.

As major image, plus triggered by event.

This spell creates the visual illusion of an object, creature, or force, as visualized by you. 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 (M)
Illusion (Shadow) 1 standard action SRD
Will disbelief (if interacted with) - No Beguiler 7, Brd 6, Illusion 7, Sor/Wiz 7 V, S, M
1 round/level (D) Medium General
Effect: One shadow duplicate
Materials: A small replica of you (a doll), which costs 5 gp to create.

Illusory double can talk and cast spells.

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.

Pronouncement Of Fate
    HoH
  Arc 4, Clr 4  
    General

Imposes a -4 penalty on an offender's attacks, damage, saves, and checks; target loses actions.

Protection from Arrows
Abjuration 1 standard action SRD
Will negates (harmless) - Yes (harmless) HB 2, Sor/Wiz 2, Wuj 2 V, S, F
1 hour/level or until discharged Touch 6 hours
Target: Creature touched

Subject immune to most ranged attacks.

The warded creature gains resistance to ranged weapons. The subject gains damage reduction 10/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
Abjuration [Lawful] 1 standard action SRD
Will negates (harmless) - No; see text Adp 1, Arc 1, Clr 1, EmBarachiel 1, HB 1, Law 1, Pal 1, Sor/Wiz 1, Wuj 1 V, S, M/DF
1 min./level (D) Touch 5 minutes
Target: Creature touched

+2 to AC and saves, counter mind control, hedge out elementals and outsiders.

This spell wards a creature from attacks by chaotic 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 chaotic 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 chaotic effect. If the protection from chaos 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. Lawful 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 Charm
    Complete Arcane
  Wuj 2  
    General

The recipient of this spell gains a resistance bonus of +1 per three caster levels (maximum +5) on any Will save against charm or compulsion spells or effects.

Protection from Dessication
    Sandstorm
  Arc 3, Clr 3, Drd 2, Rgr 2, Sor/Wiz 3, Summer 3  
    1 hour

Absorb 10 points/level of dessication damage.

Protection from Energy
Abjuration 1 standard action SRD
Fortitude negates (harmless) - Yes (harmless) APeace 3, Arc 3, Blg 3, Blk 3, Clr 3, Dem 2, Drd 3, Duskblade 3, HB 3, Hoard 3, HotD 3, KotC 3, Luck 3, Protection 3, Rgr 2, Shu 3, Sor/Wiz 3, Vassal of Bahamut 3, Wuj 3 V, S, DF
10 min./level or until discharged Touch 1 hour
Target: Creature touched

Absorb 12 points/level of damage from one kind of energy.

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.

Note: 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
Abjuration [Good] 1 standard action SRD
Will negates (harmless) - No; see text Adp 1, APeace 1, Arc 1, ChamGwyn 1, Clr 1, Dem 1, EmBarachiel 1, Exorcism 1, Good 1, HB 1, Hlr 1, KotC 1, Pal 1, Sor/Wiz 1, Vassal of Bahamut 1, Wuj 1 V, S, M/DF
1 min./level (D) Touch 5 minutes
Target: Creature touched

+2 to AC and saves, counter mind control, hedge out elementals and outsiders.

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
Abjuration [Evil] 1 standard action SRD
Will negates (harmless) - No; see text Adp 1, Arc 1, Clr 1, Dem 1, Evil 1, HB 1, MH 1, Sor/Wiz 1, Wuj 1 V, S, M/DF
1 min./level (D) Touch 5 minutes
Target: Creature touched

+2 to AC and saves, counter mind control, hedge out elementals and outsiders.

This spell wards a creature from attacks by good 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 good 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 chaotic effect. If the protection from good 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. Evil 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 Law
Abjuration [Chaotic] 1 standard action SRD
Will negates (harmless) - No; see text Adp 1, Arc 1, Chaos 1, Clr 1, HB 1, Sor/Wiz 1, Wuj 1 V, S, M/DF
1 min./level (D) Touch 5 minutes
Target: Creature touched

+2 to AC and saves, counter mind control, hedge out elementals and outsiders.

This spell wards a creature from attacks by lawful 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 lawfulcreatures.

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 chaotic effect. If the protection from law 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. Chaotic 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 Negative Energy
    Libris
  Arc 3, Clr 3  
    1 hour

Ignore 10 points of negative energy damage per attack.

Protection from Positive Energy
    Libris
  Arc 3, Clr 3  
    1 hour

Ignore 10 points of positive energy damage per attack.

Protection from Spells (M) (F)
Abjuration 1 standard action SRD
Will negates (harmless) - Yes (harmless) Arc 8, Balance 8, Dwarf 8, Family 8, Magic 8, Shu 8, Sor/Wiz 8 V, S, M, F
10 min./level Touch 4 hours
Targets: Up to one creature touched per four levels
Focus: One 1,000 gp diamond per creature to be granted the protection. Each subject must carry one such gem for the duration of the spell. If a subject loses the gem, the spell ceases to affect him.
Materials: A diamond of at least 500 gp value, which must be crushed and sprinkled over the targets.

Confers +8 resistance bonus.

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

Protégé
    Complete Adventurer
  Brd 6  
    30 minutes

Grants another creature bardic abilities.

Proud Arrogance
    RoD
  Brd 2, Sor/Wiz 2  
    5 minutes

Targets gain +4 bonus on saves against charm, compulsion, and fear.

Prying Eyes
Divination 1 minute SRD
None - No Darkness 6, Orc 5, Sor/Wiz 5 V, S, M
1 hour/level; see text (D) 1 mile General
Effect: Ten or more levitating eyes

1d4 +1/level floating eyes scout for you.

You create a number of semi-tangible, 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 perfect maneuverability, and has a +16 Hide modifier. It has a Spot modifier equal to your caster level (maximum +15) and is subject to illusions, darkness, fog, and any other factors that would affect your ability to receive visual information about your surroundings. An eye traveling through 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 twenty-five 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 wont 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.

Greater Prying Eyes
Divination 1 minute SRD
None - No Sor/Wiz 8 V, S, M
1 hour/level; see text (D) 1 mile General
Effect: Ten or more levitating eyes

As prying eyes, but eyes have true seeing.

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 eyes maximum Spot modifier is +25 instead of +15.

Psychic Poison (M)
    Book of Vile Darkness
  Arc 4, Clr 4, Sor/Wiz 4  
    General

Poisons those casting divination or mind-affecting spells at object, creature, or area.

Psychic Turmoil
Abjuration 1 standard action SRD
Will partial; see text - Yes Arc 5, Clr 5, Sor/Wiz 5 V, S, M
1 round/level Close General
Area: 40-ft.-radius emanation centered on a point in space

Invisible field leeches psionic power points away.

With this spell, you create an invisible field that leeches away the power points of psionic characters standing within the emanation. Nonpsionic characters are unaffected.

When the spell is cast and at the beginning of each of your subsequent turns, psionic creatures within the area of the psychic turmoil lose 1 power point per manifester level they have. Characters who succeed on a Will save when they first come into contact with the emanation lose only half as many power points (round down) each round. Characters get only one save attempt against any particular psychic turmoil effect, even if they leave the spell's area and later return.

Greater Psychic Turmoil
Abjuration 1 standard action SRD
Will partial; see text - Yes Arc 7, Clr 7, Sor/Wiz 7 V, S, M
1 round/level Close General
Area: 40-ft.-radius emanation centered on a point in space

As psychic turmoil, but you gain power points as temporary hit points.

As psychic turmoil, except you gain 1 temporary hit point for each power point the spell takes from a psionic creature. The temporary hit points last for 1 hour.

Puppeteer
    Magic of Faerun
  Brd 3  
    General

Target mimics your actions

Purify Food and Drink
Transmutation 1 standard action SRD
Will negates (object) - Yes (object) Adp 0, APeace 0, Arc 0, Clr 0, Drd 0, Hlr 0, Shu 0 V, S
Instant 10 ft. 5 minutes
Target: 1 cu. ft./level of contaminated food and water

Purifies 1 cu. ft./level of food or water.

This spell makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magic potions.

Note: Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.

Pyrotechnics
Transmutation 1 standard action SRD
Will negates or Fortitude negates; see text - Yes or No; see text Brd 2, HB 2, Sor/Wiz 2, Wmg 2, Wuj 2 V, S, M
1d4+1 rounds, or 1d4+1 rounds after creatures leave the smoke cloud; see text Long General
Target: One fire source, up to a 20-ft. cube

Turns fire into blinding light or choking smoke.

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

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.

Material Component Note: 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.