Legend Lore
Divination
Level: Brd 4, Knowledge 7, Sor/Wiz 6
Components: V, S, M, F
Casting
Time: See text
Range: Personal
Target: You
Duration: See text
Legend
lore brings to your
mind legends about an important person, place, or thing. If the person or thing
is at hand, or if you are in the place in question, the casting time is only
1d4x10 minutes. If you have only detailed information on the person, place, or
thing, the casting time is 1d10 days, and the resulting lore is less complete
and specific (though it often provides enough information to help you find the
person, place, or thing, thus allowing a better legend lore result next
time). If you know only rumors, the casting time is 2d6 weeks, and the
resulting lore is vague and incomplete (though it often directs you to more
detailed information, thus allowing a better legend lore result next
time).
During the
casting, you cannot engage in other than routine activities: eating, sleeping,
and so forth. When completed, the divination brings legends (if any) about the
person, place, or things to your 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, you gain no information. As a rule of thumb, characters who are
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: Incense
worth at least 250 gp.
Focus: Four strips of ivory (worth 50 gp
each) formed into a rectangle.
Lesser (Spell Name)
Any spell
whose name begins with lesser is alphabetized in this chapter according
to the second word of the spell name. Thus, the description of a lesser spell
appears near the description of the spell on which it is based. Spell chains
that have lesser spells in them include those based on the spells confusion,
geas, globe of invulnerability, planar ally, planar binding, and restoration.
Levitate
Transmutation
Level: Sor/Wiz 2
Components: V, S, F
Casting
Time: 1 standard
action
Range: Personal or close (25 ft. + 5 ft./2
levels)
Target: You or one willing creature or one
object (total weight up to 100 lb./level)
Duration: 1 min./level (D)
Saving
Throw: None
Spell
Resistance: No
Levitate allows you to move yourself, another
creature, or an object up and down as you wish. A creature must be willing to
be levitated, and an object must be unattended or possessed by a willing
creature. You can mentally direct the recipient to move up or down as much as
20 feet each round; doing so is a move action. You 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 land speed).
A levitating
creature that attacks with a melee or ranged weapon finds itself
increasingly unstable; the first attack has a –1 penalty on attack rolls, the
second –2, and so on, to a maximum penalty of –5. A full round spent
stabilizing allows the creature to begin again at –1.
Focus: Either a small leather loop or a
piece of golden wire bent into a cup shape with a long shank on one end.
Light
Evocation
[Light]
Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Components: V, M/DF
Casting
Time: 1 standard
action
Range: Touch
Target: Object touched
Duration: 10 min./level (D)
Saving
Throw: None
Spell
Resistance: No
This spell
causes an object to glow like a torch, shedding bright light in a 20-foot
radius (and dim light for an additional 20 feet) from the point you touch. The
effect is immobile, but it can be cast on a movable object. Light taken into an
area of magical darkness does not function.
A light
spell (one with the light descriptor) counters and dispels a darkness spell
(one with the darkness descriptor) of an equal or lower level.
Arcane
Material Component: A
firefly or a piece of phosphorescent moss.
Lightning Bolt
Evocation
[Electricity]
Level: Sor/Wiz 3
Components: V, S, M
Casting
Time: 1 standard
action
Range: 120 ft.
Area: 120-ft. line
Duration: Instantaneous
Saving
Throw: Reflex half
Spell
Resistance: Yes
You release
a powerful stroke of electrical energy that deals 1d6 points of electricity
damage per caster level (maximum 10d6) to each creature within its area. The
bolt begins at your 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.
Material
Component: A bit of
fur and an amber, crystal, or glass rod.
Limited Wish
Universal
Level: Sor/Wiz 7
Components: V, S, XP
Casting
Time: 1 standard
action
Range: See text
Target,
Effect, or Area: See
text
Duration: See text
Saving
Throw: None; see
text
Spell
Resistance: Yes
A limited
wish lets you create nearly any type of effect. For example, a limited
wish can do any of the following things.
• Duplicate any sorcerer/wizard spell
of 6th level or lower, provided the spell is not of a school prohibited to you.
• Duplicate any other spell of 5th
level or lower, provided the spell is not of a school prohibited to you.
• Duplicate any sorcerer/wizard spell
of 5th level or lower, even if it’s of a prohibited school.
• Duplicate any other spell of 4th
level or lower, even if it’s of a prohibited school.
• Undo the harmful effects of many
spells, such as geas/quest or insanity.
• Produce 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 taking 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, you 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, you 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: One 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, you can’t cast it
again on another tree. The tree on which the spell is cast must be within 10
feet of your dwelling place, within a place sacred to you, or within 300 feet
of something that you wish 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. The liveoak spell triggers the tree into animating as a treant.
If liveoak
is dispelled, the tree takes root immediately, wherever it happens to be.
If released by you, the tree 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 min./level
This spell
functions like locate object, except this spell locates a known or
familiar creature.
You slowly
turn and sense when you are facing in the direction of the creature to be
located, provided it is within range. You also know in which direction the
creature is moving, if any.
The spell
can locate a creature of a specific kind or a specific creature known to you.
It cannot find a creature of a certain type. To find a kind of creature, you
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.
Material
Component: A bit of
fur from a bloodhound.
Locate Object
Divination
Level: Brd 2, Clr 3, Sor/Wiz 2, Travel 2
Components: V, S, F/DF
Casting
Time: 1 standard
action
Range: Long (400 ft. + 40 ft./level)
Area: Circle, centered on you, with a
radius of 400 ft. + 40 ft./level
Duration: 1 min./level
Saving
Throw: None
Spell
Resistance: No
You sense
the direction of a well-known or clearly visualized object. You can search for
general items, in which case you locate the nearest one of its kind if more
than one is within range. Attempting to find a certain item requires a specific
and accurate mental image; if the image is not close enough to the actual
object, the spell fails. You cannot specify a unique item unless you have
observed that particular item firsthand (not through divination).
The spell is
blocked by even a thin sheet of lead. Creatures cannot be found by this spell. Polymorph
any object fools it.
Arcane
Focus: A forked
twig.
Longstrider
Transmutation
Level: Drd 1, Rgr 1, Travel 1
Components: V, S, M
Casting
Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D)
This spell
increases your base land speed by 10 feet. (This adjustment counts as an
enhancement bonus.) It has no effect on other modes of movement, such as
burrow, climb, fly, or swim.
Material Component:
A pinch of dirt.
Lullaby
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 0
Components: V, S
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Area: Living creatures within a
10-ft.-radius burst
Duration: Concentration + 1 round/level (D)
Saving
Throw: Will negates
Spell
Resistance: Yes
Any creature
within the area that fails a Will save becomes drowsy and inattentive, taking a
–5 penalty on Listen and Spot checks and a –2 penalty on Will saves against sleep
effects while the lullaby is in effect. Lullaby lasts for as
long as the caster concentrates, plus up to 1 round per caster level
thereafter.