Three Spells that Start With "P"
Photosynthesis
Transmutation
Class and Level: Sorcerer (Greenblooded) 0
Casting Time: Action
Components: V, S, M
Range: Touch
Target: Living creature touched
Duration: 24 hours
Save: None (harmless)
This spell allows the target to gain energy from sunlight. When exposed to at least four hours of sunlight (or an equivalent light source), the target doesn’t need any food for that day, and is treated as though it had eaten normally. Photosynthesis does nothing to allay thirst, however.
The skin, hair, scales, and/or feathers of the recipient take on a greenish cast for the duration of this spell.
Material Component: A handful of green leaves.
Phantom Steed
Conjuration/Illusion [Shadow]
Class and Level: Conjurer 2, Illusionist 2, Necromancer 4, Sorcerer (Dreams) 3
Casting Time: Action
Components: V, S
Range: 30 feet
Target: One steed
Duration: 1 hour plus 1 hour per Caster Level
Save: None
When this spell is cast, the caster summons a steed which is partially made of shadow-stuff and is partially formed from the caster’s own psyche. As a result, each caster’s phantom steed has a unique appearance, chosen by the caster when this spell is first used.
The phantom steed has two of the following types of movement, chosen by the caster based on its form when the spell is first used: a base land speed of 60 feet, swim speed of 40 feet, or fly speed of 30 feet. The phantom steed, if it can fly or swim, has the same skill ranks in Fly or Swim as the caster, plus 4.
The phantom steed has a bonus to initiative and attack rolls equal to its creator’s Caster Level, and does 1d6 points of damage with each attack (and this damage is real). It has hit points equal to its creator’s, but suffers only half damage from all but magical attacks. Any damage suffered by the phantom steed is also taken by the caster.
The caster can dismiss the phantom steed at any time. The phantom steed is dispelled if it passes more than 30 feet away from the caster.
Perfect Circle of Solomon
Abjuration [Extraplanar, Mathematical, Metamagic]
Class and Level: Sorcerer (Mathematical) 6
Casting Time: 2 hours
Components: S, M, F, XP
Range: Touch
Target: Area up to 10 feet across per Caster Level
Duration: Permanent
Save: None
This spell allows a sorcerer to calculate and inscribe a perfect circle, which is proof against all spell effects and extraplanar travel. Inscribing the circle creates the boundaries of a sphere extending both above and below the inscribed circle itself.
No spell effect can cross the boundary of the perfect circle of Solomon (including teleportation effects), nor can any Elemental, Faerie, or Outsider (or attacks from the same), nor can any extradimensional object, or space. Ethereal and astral creatures are likewise unable to cross its boundary. Lycanthropes or other shapechangers immediately change back to their basic shape (costing the creatures a Reaction, whether the transformation is desired of not).
If a creature has an ongoing spell effect when it crosses the perfect circle of Solomon, that spell effect instantly ends. Magical items that create, or make use of, an extradimensional space – such as bags of holding or portable holes – become nonmagical when they cross the boundary, and all their contents are lost. Other effects from magical items cease to function, but can be reinstated as normal (if possible).
Material Component: Parchment and ink, as well as silver inlay equal to 100 gp in value per 10 feet of diameter that the perfect circle of Solomon is to have.
Focus: Silver pen worth no less than 100 gp, proper tools to inlay the silver circle, and rope equal in length to the radius of the circle.
XP Cost: 100 xp per 10 feet in diameter of the perfect circle of Solomon.