It’s City Week this week, and we’ve been bringing you a steady stream of urban-ready content. Today is no exception, as we bring you these new city-themed spells straight from the streets. So get ready to fight building to building, or dazzle the rubes with your new-found magical powers.
School divination; Level alchemist 2, bard 2, cleric/oracle 3, inquisitor 2, magus 2, ranger 1, sorcerer/wizard 2, summoner 2, witch 3
Casting Time 1 minute
Components V, S, M/DF (glass from a peephole)
Duration 1 min./level (D)
You gain the ability to see through doors, allowing you some ability to determine what’s in a room before you enter. This specialized spell allows you to see through doors, though not other solid obstacles such as walls or curtains; the GM has final say on what constitutes a door. The quality of door you can see through depends on your caster level. At 3rd level, you can see through glass, paper, or wooden doors; at 5th level, you can see through stone or masonry doors; at 7th level, you can see through doors made of iron or similar metals; at 9th level, you can see through doors made of exotic metals, but not lead; at 11th level, you can see through doors of all kind, including lead or earthen doors, or even magical, normally invisible doors, such as those to a mage’s magnificent mansion or secure shelter spell. When you look through a door in this way, you enjoy the benefits of any special sight you possess (such as darkvision), as well as any special senses provided by magic (such as detect magic or true seeing). For the purposes of these spells, you ignore the door so that your magical senses are not blocked. If you do not possess any special sight or magical senses, the prevailing light conditions on the other side of the door may limit what you see. You can choose to suppress or resume this ability as a free action.
School conjuration (teleportation); Level bard 4, magus 4, ranger 4, sorcerer/wizard 4, summoner 3, witch 4
Casting Time 1 minute
Components V, S, M/DF (a fragment of a carriage)
Range 1 mile/level
Target up to 1 willing creature/2 levels
Saving Throw Will negates; Spell Resistance yes
You speak the name of a specific location within the city and are whisked through extradimensional channels from your current location to the spoken one. This spell allows you to teleport yourself, as well as up to one willing creature per 2 levels (maximum 10 creatures at 20th level), from one location to another which you speak aloud. For the purposes of this spell, you can either speak a street name, street address, the name of a particular building, or the name of the owner of a particular home, but not vague descriptions such as “the thieves’ hideout” or “the pub.” The chosen location must be within the same contiguous urban area that you are in (such as a city). The urban sprawl of the city you are in can be broken up by rivers, streams, or even small farms and parks, but cannot be more than 1 mile from other urban environments. When you successfully complete this spell, you arrive at the specified point, if you selected a street or other outdoor location, or if you specified a particular building, you arrive outside the front door of that building.
School illusion (shadow); Level alchemist 1, antipaldin 1, bard 1, bloodrager 1, cleric/oracle 1, druid 1, inquisitor 1, magus 1, inquisitor 1, paladin 1, ranger 1, shaman 1, sorcerer/wizard 1, summoner 1, witch 1
Casting Time 1 hour
Components V, S, M/DF (a masterwork artisan’s tool)
Range close (25 ft. + 5 ft./2/levels)
Effect one phantom worker
Duration 24 hours
Saving Throw none; Spell Resistance no
You create a phantom to perform certain tasks for you. When you cast this spell, choose either phantom craftsman, phantom professional, or phantom performer. If you choose phantom craftsman, you can instruct it to work on a single crafting project. The phantom craftsman makes a Craft check of the appropriate type using your bonus (maximum +10) for the day’s work. The phantom craftsman is treated as having any item creation feats you possess, and you can expend spells to create the item for the phantom craftsman, allowing you to pursue other activities or aid the phantom craftsman in producing the item. If you choose phantom professional, you may command it to perform a single professional task, making a Profession check of the appropriate type using your bonus (maximum +10) for a day’s work and earning the appropriate amount of gold, based on the check result. If you chose phantom performer, you may choose to have it perform alone, making a Perform check of the appropriate type at using your bonus (maximum +10) and earning an appropriate amount of gold. If you prefer, you may instead choose to join the phantom performer, each making a Perform check of the appropriate type and using the higher of your 2 rolls to determine the amount of gold earned (the phantom performer still uses your bonus, up to a maximum bonus of +10).