Jump
Transmutation
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: Yes
The subject gets a +30 bonus on Jump checks and does not have the usual maximums
for jumping distance. For leaps of maximum horizontal distance, the jump reaches
its peak (one-fourth the horizontal distance) at the halfway point.
Keen Edge
Transmutation
Level: Brd 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One weapon or fifty projectiles, all of which must be in contact
with
each other at the time of casting
Duration: 10 minutes/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
This spell makes a weapon magically keen, improving its ability to deal telling
blows. This transmutation doubles the threat range of the weapon. A normal
threat range becomes 19–20. A threat range of 19–20 becomes
17–20. A threat
range of 18–20 becomes 15–20. The spell can be cast only
on piercing or slashing
weapons (and it does not stack with itself). If cast on arrows or crossbow
bolts, the keen edge on a particular projectile ends after one use, whether
or
not the missile strikes its intended target.
Knock
Transmutation
Level: Sor/Wiz 2
Components: V
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One door, box, or chest with an area of up to 10 sq. ft./level
Duration: Instantaneous (see text)
Saving Throw: None
Spell Resistance: No
The knock spell opens stuck, barred, locked, held, or arcane locked doors.
It
opens secret doors, as well as locked or trick-opening boxes or chests. It
also
loosens welds, shackles, or chains (provided they serve to hold closures shut).
If used to open a arcane locked door, the spell does not remove the arcane
lock
but simply suspends its functioning for 10 minutes. In all other cases, the
door
does not relock itself or becomes stuck again on its own. Knock does not raise
barred gates or similar impediments (such as a portcullis), nor does it affect
ropes, vines, and the like. Note that the effect is limited by the area. A
3rd-level caster can cast a knock spell on a door of 30 square feet or less
(for
example, a standard 4-foot-by-7-foot door). Each spell can undo up to two
means
of preventing egress through a portal. Thus if a door is locked, barred, and
held, or quadruple locked, opening it requires two knock spells.
Know Direction
Divination
Level: Drd 0
Components: V, S
Casting Time: 1 action
Range: Personal
Target: The character
Duration: Instantaneous
The character instantly knows the direction of north from the character's
current position. The spell is effective in any environment in which "north"
exists, but it may not work in extraplanar settings. The character's knowledge
of north is correct at the moment of casting, but note that the character
can
get lost again within moments if the character doesn’t find some
external
reference point to help the character keep track of direction.
Legend Lore
Divination
Level: Brd 4, Knowledge 7, Sor/Wiz 6
Components: V, S, M, F
Casting Time: See text
Range: Personal
Target: The character
Duration: See text
Legend lore brings to the character's mind legends about an important person,
place, or thing. If the person or thing is at hand, or if the character is
in
the place in question, the casting time is only 1d4 x 10 minutes. If the
character has only detailed information on the person, place, or thing, casting
time is 1d10 days, and the resulting lore is less complete and specific (though
it often provides enough information to help the character find the person,
place, or thing, thus allowing a better legend lore next time). If the character
knows only rumors, casting time is 2d6 weeks, and the resulting lore is vague
and incomplete (though it often directs the character to more detailed
information, thus allowing a better legend lore).
During the casting, the character cannot engage in other than routine
activities: eating, sleeping, etc. When completed, the divination brings legends
(if any) about the person, place, or things to the character's mind. These
may
be legends that are still current, legends that have been forgotten, or even
information that has never been generally known. If the person, place, or
thing
is not of legendary importance, the character gains no information. As a rule
of
thumb, characters 11th level and higher are "legendary," as are
the sorts of
creatures they contend with, the major magic items they wield, and the places
where they perform their key deeds.
Material Component: Worth at least 250 gp.
Focus: Worth 50 gp each.
Leomunds Secret Chest
Conjuration (Summoning)
Level: Sor/Wiz 5
Components: V, S, F
Casting Time: 10 minutes
Range: See text
Target: One chest and up to 1 cu. ft. of goods/caster level
Duration: 60 days or until discharged
Saving Throw: None
Spell Resistance: No
The character hides a chest on the Ethereal Plane for up to 60 days and can
retrieve it at will. The chest can contain up to 1 cubic foot of material
per
caster level (regardless of the chests actual size, which is about 3 feet
by 2
feet by 2 feet). If any living creatures are in the chest, there is a 75%
chance
that the spell simply fails. Once the chest is hidden, the character can
retrieve it by concentrating (a standard action), and it appears next to the
character.
The chest must be exceptionally well crafted and expensive, constructed for
the
character by master crafters. If made principally of wood, it must be ebony,
rosewood, sandalwood, teak, or the like, and all of its corner fittings, nails,
and hardware must be platinum. If constructed of ivory, the metal fittings
of
the chest must be gold. If the chest is fashioned from bronze, copper, or
silver, its fittings must be silver or electrum (a valuable metal). The cost
of
such a chest is never less than 5,000 gp. Once it is constructed, the character
must make a tiny replica (of the same materials and perfect in every detail),
so
that the miniature of the chest appears to be a perfect copy. (The replica
costs
50 gp.) the character can have but one pair of these chests at any given
time—even wishes do not allow exceptions. The chests themselves
are nonmagical
and can be fitted with locks, wards, and so on, just as any normal chest can
be.
To hide the chest, the character casts the spell while touching both the chest
and the replica. The chest vanishes into the Ethereal Plane. The character
needs
the replica to recall the chest. After 60 days, there is a cumulative chance
of
5% per day that the chest is irretrievably lost. If the miniature of the chest
is lost or destroyed, there is no way, not even with a wish spell, that the
large chest can be summoned back, although an extraplanar expedition might
be
mounted to find it. Living things in the chest eat, sleep, and age normally;
a
nd they die if they run out of food, air, water, or whatever they need to
survive.
Focus: The chest and its replica.
Leomunds Secure Shelter
Conjuration (Creation)
Level: Brd 4, Sor/Wiz 4
Components: V, S, M/DF (see text)
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 20-ft.-square structure
Duration: 2 hours/level (D)
Saving Throw: None
Spell Resistance: No
The character conjures a sturdy cottage or lodge made of material that is
common
in the area where the spell is cast—stone, timber, or (at worst)
sod. The floor
is level, clean, and dry. In all respects the lodging resembles a normal
cottage, with a sturdy door, two shuttered windows, and a small fireplace.
The shelter has no heating or cooling source (other than natural insulation
qualities). Therefore, it must be heated as a normal dwelling, and extreme
heat
adversely affects it and its occupants. The dwelling does, however, provide
considerable security otherwise—it is as strong as a normal stone
building,
regardless of its material composition. The dwelling resists flames and fire
as
if it were stone. It is impervious to normal missiles (but not the sort cast
by
siege machinery or giants).
The door, shutters, and even chimney are secure against intrusion, the former
two being arcane locked and the latter secured by an iron grate at the top
and a
narrow flue. In addition, these three areas are protected by an alarm spell.
Finally, an unseen servant is conjured to provide service to the character
for
the duration of the shelter.
The secure shelter contains rude furnishings—eight bunks, a trestle
table, eight
stools, and a writing desk.
Leomunds Tiny Hut
Evocation [Force]
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: 20 ft.
Effect: 20-ft.-radius sphere centered on the character's location
Duration: 2 hours/level (D)
Saving Throw: None
Spell Resistance: No
The character creates an unmoving, opaque sphere of force of any color the
character desires around him or herself. Half of the sphere projects above
the
ground, and the lower hemisphere passes through the ground. Up to nine other
Medium-size creatures can fit into the field with the character; they can
freely
pass into and out of the hut without harming it. However, if the character
removes him or herself from the hut, the spell ends.
The temperature inside the hut is 70° F if the exterior temperature is
between
0° and 100° F. An exterior temperature below 0° or above 100°
lowers or raises,
respectively, the interior temperature on a 1-degree-for-1 basis (thus, if
its 20° outside, inside it’ll be 50°). The hut also provides
protection against the
elements, such as rain, dust, and sandstorms. The hut withstands any wind
of
less than hurricane force, but a hurricane (75+ mph wind speed) or greater
force
destroys it.
The interior of the hut is a hemisphere. The character can illuminate it dimly
upon command or extinguish the light as desired. Note that although the force
field is opaque from the outside, it is transparent from within. Missiles,
weapons, and most spell effects can pass through the hut without affecting
it,
although the occupants cannot be seen from outside the hut (they have total
concealment).
Leomund&s Trap
Illusion (Glamer)
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: Object touched
Duration: Permanent
Saving Throw: None
Spell Resistance: No
This spell makes a lock or other small mechanism seem to be trapped to anyone
who can detect traps. The character places the spell upon any small mechanism
or
device, such as a lock, hinge, hasp, cork, screw-on 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 Leomund’s trap is active within 50 feet when the spell
is cast, the
casting fails.
Material Component: Worth at least 50 gp.
Lesser Geas
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
Level: Brd 3, Sor/Wiz 4
Components: V
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature of up to 7 HD
Duration: 1 day/level or until discharged (D)
Saving Throw: Will negates
Spell Resistance: Yes
A lesser geas places a magical command on a creature to carry out some service
or to refrain from some action or course of activity, as desired by the
character. The creature must have 7 or fewer HD and be able to understand
the
character. While a geas cannot compel a creature to kill itself or perform
acts
that would result in certain death, it can cause almost any other course of
activity. The geased creature must follow the given instructions until the
geas
is completed, no matter how long it takes. If the instructions involve some
open-ended task that the recipient cannot complete through his own actions
(such
as "Wait here" or "Defend this area against attack"),
the spell remains in
effect for a maximum of 1 day per caster level. Note that a clever recipient
can
subvert some instructions. For example, if the character orders the recipient
to
protect the character from all harm, it might place the character in a nice,
safe dungeon for the duration of the spell.
If the subject is prevented from obeying the lesser geas for a whole day,
he
suffers a –2 penalty on each ability score. Each day, another –2
penalty
accumulates, up to a total of –8. Abilities are not reduced below
1. The ability
penalties end 1 day after the character resumes obeying the lesser geas.
A lesser geas (and all ability penalties) can be ended by break enchantment,
limited wish, remove curse, miracle, or wish. Dispel magic does not affect
a
lesser geas.
Lesser Planar Ally
Conjuration (Calling) [see text]
Level: Clr 4
Components: V, S, DF
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels) (see text)
Effect: One summoned elemental or outsider of up to 8 HD
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
By casting this spell, the character requests the character's deity to send
the
character an elemental or outsider (of up to 8 HD) of the deity’s
choice. If the
character serves no particular deity, the spell is a general plea answered
by a
creature sharing the character's philosophical alignment. If the character
knows
an individual creature’s name, the character may request that individual
by
speaking the name during the spell (though the character might get a different
creature anyway).
The character may ask the creature to perform one task for the character,
and
the creature may request some service in return. The more demanding the
character's request, the greater return favor the creature asks for. This
bargaining takes at least 1 round, so any actions by the creature begin in
the
round after it arrives. If the character agrees to the service, the creature
performs the task the character requested, reports back to the character
afterward (if possible), and returns to its home plane. The character is honor
bound to perform the return favor.
A creature may accept some form of payment, such as a magic item, in return
for
its service. The creature may keep it or may deliver the item to another member
of the character's religion somewhere else, where it can help the religion’s
cause.
Note: When the character uses a calling spell that calls an air, chaotic,
earth,
evil, fire, good, lawful, or water creature, it is a spell of that type. For
example, lesser planar ally is a fire spell when it calls a fire elemental.
Lesser Planar Binding
Conjuration (Calling) [see text]
Level: Sor/Wiz 5
Components: V, S
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels) (see text)
Target: One elemental or outsider of up to 8 HD
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
Casting this spell attempts a dangerous act: to lure a creature from another
plane to a specifically prepared trap, which must lie within the spell’s
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, the character must use a magic circle spell, focused inward.
The type of creature to be bound must be known and stated. If it has a specific,
proper, or given name, this must be used in casting the spell.
The target creature must attempt 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
the
creature from being called). The creature can escape from the trap with a
successful SR roll, dimensional travel, or a successful Charisma check (DC
15 +
1/2 its level + its Charisma modifier). It can try each method once per day.
If
it breaks loose, it can flee or attack the character. A dimensional anchor
cast
on the creature prevents its escape via dimensional travel. The character
can
also employ a calling diagram to make the trap more secure.
If the creature does not break free of the trap, the character can keep it
bound
for as long as the character dares. The character can attempt to compel the
creature to perform a service by describing the service and perhaps offering
some sort of reward. The character makes a Charisma check opposed by the
creature’s Charisma check. The DM then assigns a bonus based on
the service and
reward, from 0 to +6. This bonus applies to the character's Charisma check.
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 can be
repeated until the creature promises to serve, until it breaks free, or until
the character decides to get rid of it by means of some other spell. Impossible
demands or unreasonable commands are never agreed to. If the character rolls
a 1
on the Charisma check, the creature breaks free of the binding and can escape
or
attack the character.
Once the requested service is completed, the creature need only so inform
the
character to be instantly sent back whence it came. The creature might later
seek revenge. If the character assigns some open-ended task that the creature
cannot complete though its own actions (such as "Wait here" or "Defend
this area
against attack"), the spell remains in effect for a maximum of 1 day
per caster
level, and the creature gains an immediate chance to break free. Note that
a
clever recipient can subvert some instructions.
When the character uses a calling spell to call an air, chaotic, earth, evil,
fire, good, lawful, or water creature, it is a spell of that type. For example,
lesser planar binding is a water spell when the character casts it to call
a
water elemental.
Lesser Restoration
Conjuration (Healing)
Level: Clr 2, Drd 2
Components: V, S
Casting Time: 3 rounds
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Lesser restoration dispels any magical effects reducing one of the subject’s
ability scores (such as ray of enfeeblement) or cures 1d4 points of temporary
ability damage to one of the subject’s ability scores (such as from
a shadow’s
touch or poison). It does not restore permanent ability drain (such from a
wraith’s touch).
Levitate
Transmutation
Level: Brd 2, Sor/Wiz 2
Components: V, S, F
Casting Time: 1 action
Range: Personal or close (25 ft.+ 5 ft./2 levels)
Target: The character or one willing creature or one object (total weight
up to
100 lb./level)
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No
Levitate allows the character to move the him or herself, another creature,
or
an object up and down as the character wishes. A creature must be willing
to be
levitated, and an object must be unattended or possessed by a willing creature.
The character can mentally direct the recipient to move up or down as much
as 20
feet each round; doing so is a move-equivalent action. The character cannot
move
the recipient horizontally, but the recipient could clamber along the face
of a
cliff, for example, or push against a ceiling to move laterally (generally
at
half its base speed).
A levitating creature who attacks with a melee or ranged weapon finds itself
increasingly unstable; the first attack has an attack roll penalty of –1,
the
second –2, and so on, up to a maximum penalty of –5. A
full round spent
stabilizing allows the creature to begin again at –1.
Light
Evocation [Light]
Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Components: V, M/DF
Casting Time: 1 action
Range: Touch
Target: Object touched
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No
This spell causes an object to glow like a torch, shedding light in a 20-foot
radius from the point the character touches. The effect is immobile, but it
can
be cast on a movable object. Light taken into an area of magical darkness
does
not function.
Lightning Bolt
Evocation [Electricity]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level) or 50 ft. + 5 ft./level
Area: 5 ft. wide to medium range (100 ft. + 10 ft./level); or 10 ft. wide
to 50
ft. + 5 ft./level
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
The character releases a powerful stroke of electrical energy that deals 1d6
points of damage per caster level (maximum 10d6) to each creature within its
area. The bolt begins at the character's fingertips.
The lightning bolt sets fire to combustibles and damages objects in its path.
It
can melt metals with a low melting point, such as lead, gold, copper, silver,
or
bronze. If the damage caused to an interposing barrier shatters or breaks
through it, the bolt may continue beyond the barrier if the spell’s
range
permits; otherwise, it stops at the barrier just as any other spell effect
does.
Limited Wish
Universal
Level: Sor/Wiz 7
Components: V, S, XP
Casting Time: 1 action
Range: See text
Target, Effect, or Area: See text
Duration: See text
Saving Throw: None
Spell Resistance: Yes
A limited wish lets the character create nearly any type of effect. A limited
wish can do any of the following:
Duplicate any sorcerer/wizard spell of 6th level or lower, provided the spell
is not from a school prohibited to the character.
Duplicate any other spell of 5th level or lower, provided the spell is not
from a school prohibited to the character.
Duplicate any wizard/sorcerer spell of 5th level or lower even if its from
a
prohibited school.
Duplicate any other spell of 4th level or lower even if it’s from
a prohibited
school.
Undo the harmful effects of many other spells, such as geas/quest or insanity.
Have any other effect whose power level is
in line with the above effects,
such as a single creature automatically hitting on its next attack or
suffering a –7 penalty on its next saving throw.
A duplicated spell allows saving throws and spell resistance as normal (but
the
save DC is for a 7th-level spell). When a limited wish duplicates a spell
that
has an XP cost, the character must pay that cost or 300 XP, whichever is more.
When a limited wish spell duplicates a spell with a material component that
costs more than 1,000 gp, the character must provide that component.
XP Cost: 300 XP or more (see above).
Liveoak
Transmutation
Level: Drd 6
Components: V, S
Casting Time: 10 minutes
Range: Touch
Target: Tree touched
Duration: 1 day/level (D)
Saving Throw: None
Spell Resistance: No
This spell turns an oak tree into a protector or guardian. The spell can be
cast
on only a single tree at a time; while liveoak is in effect, the character
can’t
cast it again on another tree. The tree on which the spell is cast must be
within 10 feet of the character's dwelling place, within a place sacred to
the
character, or within 300 feet of something that the character wishes to guard
or
protect.
Liveoak must be cast on a healthy, Huge oak. A triggering phrase of up to
one
word per caster level is placed on the targeted oak. For instance, "Attack
any
persons who come near without first saying ‘sacred mistletoe’"
is an eleven-word
trigger phrase that the character could use at 11th level or higher. The liveoak
spell triggers the tree into animating as a treant. Statistics for a treant
can
be found in the Monster Manual. (At the DM’s option, the character
can
extrapolate stats for a smaller tree from the treant statistics if the character
cast liveoak on a smaller oak.)
If liveoak is dispelled, the tree takes root immediately, wherever it happens
to
be. If released by the character, it tries to return to its original location
before taking root.
Locate Creature
Divination
Level: Brd 4, Sor/Wiz 4
Components: V, S, M
Duration: 10 minutes/level
As locate object, except this spell locates a known or familiar creature.
The character slowly turns and senses when facing in the direction of the
creature to be located, provided the creature is within range. The character
also knows in which direction the creature is moving, if any.
The spell can locate a creature of a specific type (such as human or unicorn)
or
a specific creature known to the character. It cannot find a creature of a
general type (such as humanoid or beast). To find a type of creature, the
character must have seen such a creature up close (within 30 feet) at least
once.
Running water blocks the spell. It cannot detect objects. It can be fooled
by
mislead, nondetection, and polymorph spells.
Locate Object
Divination
Level: Brd 2, Clr 3, Sor/Wiz 2, Travel 2
Components: V, S, F/DF
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Area: Circle, centered on the character, with a radius of 400 ft. + 40 ft./level
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
The character senses the direction of a well-known or clearly visualized object.
The spell locates such objects as apparel, jewelry, furniture, tools, weapons,
and even a ladder. The character can search for general items such as a
stairway, a sword, or a jewel, in which case the character locates the nearest
one of its type if more than one is within range. Attempting to find a specific
item, such as a particular piece of jewelry, requires a specific and accurate
mental image; if the image is not close enough to the actual object, the spell
fails. The character cannot specify a unique object (such as "Baron Vulden’s
signet ring") unless the character has observed that particular item
firsthand
(not through divination).
The spell is blocked by lead. Creatures cannot be found by this spell. Polymorph
any object fools it.