Pharasmin Magic
The following section details equipment, magic items, and spells favored by priests of the High Temple of Pharasma.
Pharasmin Equipment
The following items are favored by Pharasmin devotees, and are available for sale at the High Temple of Pharasma.
Clay whippoorwill
Source Inner Sea Temples pg. 42
Price 5 gp; Weight 1/2 lb.
Category Adventuring Gear
Description
In addition to being an instrument suitable for Perform (wind instruments) checks, this elaborately crafted whippoorwill-shaped clay ocarina also doubles the effective range of the secret whistled Nightsong language (see page 37) to a distance of 1,000 feet.
Soul candle
Source Inner Sea Temples pg. 42
Price 1 gp; Weight —
Category Adventuring Gear
Description
When lit, this spiral-shaped candle burns for 24 hours, but if a haunt manifests or an undead creature comes within 5 feet of a lit soul candle, the candle goes out in a bright, sizzling flash.
Pharasmin Magic Items
The following magic items help the priests of the High Temple keep the threat of undead at bay.
Nightpiercer
Source Inner Sea Temples pg. 42
Aura moderate conjuration CL 9th
Slot wrists; Price 12,700 gp; Weight 12 lbs.
Description
This +1 repeating heavy crossbow is carved in the shape of a stylized whippoorwill; the stirrup resembles the head, the limbs look like the wings, and the stock is shaped like the bird’s tail. Nightpiercer applies the ghost touch weapon special ability to all bolts fired from it, and the bolts shriek like whippoorwills as they fly through the air. Whenever a bolt fired from Nightpiercer deals damage to an incorporeal undead creature, the bolt remains embedded in the creature, reducing all of the target’s speeds by half (to a minimum of 5 feet) for 1 round.
Construction
Requirements Craft Magic Arms and Armor, dimensional anchor, plane shift; Price 6,700 gp
Ring of the Faithful Dead
Source Inner Sea Temples pg. 42
Aura faint evocation CL 3rd
Slot ring; Price 1,000 gp; Weight —
Description
This spiraling silver ring glows briefly when a living creature puts it on. If its wearer of a ring of the faithful dead is slain by a creature with the create spawn ability, the wearer does not rise as an undead creature, even if the ring is later removed. If a corpse is wearing a ring of the faithful dead, any attempts to create an undead creature from the corpse (such as via animate dead) automatically fail, though simply removing the ring ends this protection.
Construction
Requirements Forge Ring, sanctify corpseUM; Cost 500 gp
Stone of Tomb Warding
Source Inner Sea Temples pg. 32
Aura faint necromancy; CL 3rd
Slot none; Price 5,000 gp; Weight 1 lb.
Description
When hung above a door or other portal, this smooth, scarab-shaped stone prevents undead creatures from entering. An intelligent undead creature attempting to move through the warded portal or touch the stone must attempt a DC 13 Will save. If it fails, the creature cannot make another attempt until 24 hours have passed. If it succeeds, the creature is immune to the stone’s effect for 24 hours. Nonintelligent undead creatures don’t get a saving throw against the effect.
Construction
Requirements Craft Wondrous Item, command undead; Cost 2,500 gp
Pharasmin Spells
The following spells help the priests of the High Temple perform their daily tasks and fight undead.
Funereal Weapon
Source Inner Sea Temples pg. 42
School transmutation; Level cleric 1, inquisitor 1, occultist 1, oracle 1, paladin 1, warpriest 1
Casting
Casting Time 1 standard action
Components V, S, DF
Effect
Range touch
Target weapon touched or 50 projectiles (all of which must be together at the time of casting)
Duration 1 minute/level
Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)
Description
You imbue a weapon with a faint silvery glow that dimly illuminates a 5-foot square. An affected weapon also easily bypasses the physical defenses of undead creatures, ignoring 5 points of an undead creature’s damage reduction, as long as the damage reduction is not DR/epic. For example, attacks with a weapon affected by this spell completely ignore a zombie’s DR 5/slashing or reduce a lich’s damage reduction to DR 10/bludgeoning and magic.
You can’t cast this spell on a natural weapon, such as an unarmed strike. Funereal weapon affects the DR of only undead creatures.
Necrostasis
Source Inner Sea Temples pg. 42
School necromancy; Level arcanist 3, cleric 2, inquisitor 2, oracle 2, shaman 2, sorcerer 3, spiritualist 2, warpriest 2, witch 2, wizard 3
Casting
Casting Time 1 standard action
Components V, S, M/DF (a finger bone)
Effect
Range close (25 ft. + 5 ft./2 levels)
Target one undead creature
Duration 1 round/level (D)
Saving Throw Will negates; Spell Resistance yes
Description
You drain necromantic energy from an undead creature, inducing a sluggish stupor. The target becomes staggered. For the duration of the spell, dark wisps of energy seep out of the target creature. If the target already has the staggered condition (as a zombie does), it becomes dazed for 1 round instead.
Preserve
Source Inner Sea Temples pg. 43
School necromancy; Level adept 1, arcanist 1, cleric 1, hunter 1, medium 1, occultist 1, oracle 1, ranger 1, shaman 1, sorcerer 1, spiritualist 1, warpriest 1, witch 1, wizard 1
Casting
Casting Time 1 standard action
Components V, S, M/DF (a pinch of salt)
Effect
Range touch
Target one or more objects, up to 1 lb./level
Duration 1 week
Saving Throw Will negates (object); Spell Resistance yes (object)
Description
You imbue one or more objects with magic that dramatically slows down natural processes that lead to decay and spoilage. For the duration of the spell, food, water, plants, and other perishable objects affected by the spell remain as fresh as they were when the spell was cast. The spell also protects these objects against spells of the same level or lower that cause spoilage, such as putrefy food and drinkAPG. When the duration of preserve expires, the objects resume aging at their normal rate. The spell also works on severed body parts and the bodies of small creatures as per gentle repose, provided that the weight of the creature or part does not exceed the spell’s limit.
Preserve can be made permanent with a permanency spell by a caster of 9th level or higher for 500 gp.
Spiral Ascent
Source Inner Sea Temples pg. 43
School conjuration (teleportation); Level cleric 3, inquisitor 3, oracle 3, warpriest 3
Casting
Casting Time 1 standard action
Components V, S
Effect
Range long (400 ft. + 40 ft./level)
Target you and touched objects
Duration instantaneous
Saving Throw Will negates (object); Spell Resistance yes (object)
Description
You transform yourself into a helical beam of divine energy that instantly transports you upward to a spot within range. The destination must be a square in the spell’s range that’s within 10 feet of a point directly above you. The destination must be within your line of sight or familiar to you. After using this spell, you can’t take any other actions until your next turn. You can bring along objects as long as their weight doesn’t exceed your maximum load.
If you arrive in a place that is already occupied by a solid body, you are teleported to a random open space on a suitable surface within the range and other limitations of the spell. If no such space is available, the spell simply fails. This spell does not function on a plane lacking gravity. On a plane with subjective directional gravity, you can use this spell to teleport in any direction.
Spiral Descent
Source Inner Sea Temples pg. 43
School conjuration (teleportation); Level cleric 2, inquisitor 2, oracle 2, warpriest 2
Casting
Casting Time 1 standard action
Components V, S
Effect
Range long (400 ft. + 40 ft./level)
Target you and touched objects
Duration instantaneous
Saving Throw Will negates (object); Spell Resistance yes (object)
Description
This spell functions as spiral ascent, except the destination and direction of travel is downward from your current location.