Name | ||
---|---|---|
School | Casting Time | Source Book |
Save - Res | Level | Comps |
Dur | Range | Recharge |
Effect | ||
Expensive Focus | ||
Expensive Material | ||
XP Cost | ||
Description | ||
Full Description | ||
Lahm's Finger Darts | ||
Book of Vile Darkness | ||
Corrupt 2 | ||
General | ||
Your fingers become projectiles that deal 1d4 Dex damage. |
||
Land Womb | ||
SPC | ||
Arc 4, Drd 4, Hth 4, Rgr 4 | ||
1 hour | ||
You and one creature/level hide within the earth. |
||
Languor | ||
SPC | ||
Arc 4, Blg 4, Drd 4 | ||
General | ||
Ray slows target and diminishes its Strength. |
||
Lantern Light | ||
Book of Exalted Deeds | ||
Arc 1, Clr 1, Pal 1, Sor/Wiz 1, Vassal of Bahamut 1 | ||
General | ||
Ranged touch attack deals 1d6 points of damage. |
||
Laogzed's Breath | ||
SK | ||
Arc 3, Clr 3, Sor/Wiz 3 | ||
General | ||
Nauseating vapors within cone persist for 10 rounds. |
||
Lash of the Kraken | ||
Dragon 334 | ||
Arc 3, Drd 3, Sor/Wiz 3 | ||
5 minutes | ||
Transforms the target's arm into a constricting tentacle. |
||
Last Breath (M) | ||
SPC | ||
Arc 4, Drd 4 | ||
General | ||
Returns to life a creature that has been dead no longer than 1 round. As raise dead, except to 0 hp. You take 1d4 damage/HD of creature. |
||
Last Judgment | ||
Book of Exalted Deeds | ||
Arc 8, Clr 8, Sor/Wiz 8, Wrath 8 | ||
General | ||
Evil creatures are struck dead and sent to Lower Planes. |
||
Lastai's Caress | ||
Book of Exalted Deeds | ||
Arc 2, Clr 2, Pleasure 2 | ||
General | ||
Intense feelings of good leave evil subject cowering, frightened, nauseated, or shaken. |
||
Launch Bolt (M) | ||
SPC | ||
Sor/Wiz 0 | ||
General | ||
Launches a crossbow bolt up to 800 feet. |
||
Launch Item | ||
SPC | ||
Sor/Wiz 0 | ||
General | ||
Hurls fine item up to long range. |
||
Lava Missile | ||
SK | ||
Arc 2, Clr 2, Drd 2 | ||
Prohibited | ||
1d4 fire damage; 1 missile per two levels (max 5). |
||
Lava Splash | ||
SK | ||
Arc 5, Clr 5, Drd 4 | ||
Prohibited | ||
Wave of lava deals 1d4/level (max 15d4) fire damage. |
||
Lawful Sword | ||
SPC | ||
Arc 4, Pal 4 | ||
General | ||
Weapon becomes +5 axiomatic weapon and emits Magic Circle against Chaos. |
||
Lay of the Land | ||
SPC | ||
Arc 1, Brd 4, Drd 4, Rgr 1 | ||
General | ||
You gain an overview of the geography around you. |
||
Leap Into Animal | ||
MoE | ||
Arc 2, Drd 2, Rgr 2 | ||
General | ||
Merge with animal and control its actions. |
||
Leech Ghost Skill (M) | ||
Ghostwalk Web | ||
Sor/Wiz 5 | ||
General | ||
Another creature can use a ghost's skill ranks instead of their own and the ghost is supressed. |
||
Leech Undeath | ||
MoE | ||
Arc 7, Clr 7, Sor/Wiz 8 | ||
General | ||
Harm undead to gain temporary hit points. |
||
Legend Lore (M) (F) | ||
Divination | See text | SRD |
- | Brd 4, Knowledge 7, Oracle 6, Sor/Wiz 6 | V, S, M, F |
See text | Personal | General |
Target: You | ||
Focus: Four strips of ivory (worth 50 gp each) formed into a rectangle. | ||
Materials: Incense worth at least 250 gp. | ||
Lets you learn tales about a person, place, or thing. |
||
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. |
||
Legion of Sentinels | ||
PHBII | ||
Beguiler 3, Sor/Wiz 3 | ||
General | ||
Ghostly swordsmen threaten a 10-foot radius, deal 1d8 damage +1/3 levels (max +5). |
||
Leomund's Billet | ||
HoB | ||
Brd 5, Sor/Wiz 5 | ||
General | ||
Creates sturdy barracks. |
||
Leomund's Tiny Igloo | ||
Frostburn | ||
Sor/Wiz 2 | ||
6 hours | ||
Creates igloo that lasts for 2 hours/level. |
||
Leonal's Roar | ||
Book of Exalted Deeds | ||
Arc 8, Drd 8 | ||
General | ||
Kills, paralyzes, weakens, or dazes nongood subjects, and deals 2d6 points of sonic damage. |
||
Levitate | ||
Transmutation | 1 standard action | SRD |
None - No | Arc 2, Shu 2, Sor/Wiz 2 | V, S, F |
1 min./level (D) | Personal or close | 5 minutes |
Target: You or one willing creature or one object (total weight up to 100 lb./level) | ||
Subject moves up and down at your direction. |
||
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. |
||
Life Bolt | ||
SPC | ||
Sor/Wiz 2 | ||
General | ||
1 ray/2 levels draws 1 hp from you to deal 2d4 damage to undead. |
||
Life Ward | ||
SPC | ||
Arc 4, Clr 4 | ||
General | ||
Grants immunity to healing spells and positive energy effects. |
||
Life's Grace | ||
SPC | ||
Arc 5, Clr 5 | ||
30 minutes | ||
Grants immunity to death effects, energy drain, and negative energy effects. Also grants ghost touch to armor. |
||
Light | ||
Evocation [Light] | 1 standard action | SRD |
None - No | Adp 0, APeace 0, Arc 0, Artificer 1, Brd 0, Clr 0, Drd 0, HB 1, Hlr 0, Shu 0, Sor/Wiz 0, Wmg 0, Wuj 0 | V, M/DF |
10 min./level (D) | Touch | 1 hour |
Target: Object touched | ||
Object shines like a torch. |
||
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. |
||
Light of Lunia | ||
SPC | ||
Arc 1, Clr 1, Sor/Wiz 1 | ||
1 hour | ||
You radiate silvery light, which you can expend as 2 bolts that deal 1d8 damage. |
||
Light of Mercuria | ||
SPC | ||
Arc 2, Clr 2, Sor/Wiz 2 | ||
1 hour | ||
You radiate golden light, which you can expend as 2 bolts that deal 2d6 damage, 4d6 against undead and evil outsiders. |
||
Light of Venya | ||
SPC | ||
Arc 3, Clr 3 | ||
1 hour | ||
You radiate silvery light, which you can expend as 2 bolts that either deal 6d6 against evil outsiders and undead or heal 1d6 points of damage. |
||
Lightfoot | ||
SPC | ||
Arc 1, Asn 1, Rgr 1 | ||
General | ||
Your move does not provoke attacks of opportunity for 1 round (swift) |
||
Lightning Blade | ||
Complete Arcane | ||
Wuj 2 | ||
General | ||
Electrical long sword deals 1d6/level (max 10d6) in touch attacks or range touch attacks (30 ft.) each attack using up dice from the limit. |
||
Lightning Bolt | ||
Evocation [Electricity] | 1 standard action | SRD |
Reflex half - Yes | Adp 3, Arc 3, Shu 4, Sor/Wiz 3, Wmg 3 | V, S, M |
Instant | 120 ft. | General |
Area: 120-ft. line | ||
Electricity deals 1d6/level damage. |
||
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 spells range permits; otherwise, it stops at the barrier just as any other spell effect does. |
||
Lightning Ring | ||
SPC | ||
Sor/Wiz 8 | ||
General | ||
Ring of lightning gives you resistance to electricity 20, damages adjacent creatures, and emits two lightning bolts per round. |
||
Lightwall | ||
Dragon 322 | ||
Arc 4, Clr 4, Sor/Wiz 4 | ||
5 minutes | ||
Creates a wall of light that dazzles creatures passing through it. |
||
Limited Wish (XP) | ||
Universal | 1 standard action | SRD |
None; see text - Yes | Sin-E 7, Sor/Wiz 7, Spell 7, Wuj 7 | V, S, XP |
See text | See text | General |
Target; Effect; or Area: See text | ||
XP Cost: 300 XP or more (see above). | ||
Alters reality within spell limits. |
||
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 its of a prohibited school. Duplicate any other spell of 4th level or lower, even if its 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. |
||
Lion's Charge | ||
SPC | ||
Arc 3, Drd 3, Rgr 2 | ||
General | ||
You gain the pounce special ability. |
||
Lion's Roar | ||
SPC | ||
Clr 8, Courage 8 | ||
General | ||
Deal 1d8 sonic damage to foes and grant a +1 morale bonus and 1d8 + 1/level (max +20) temporary hit points to allies. |
||
Lionheart | ||
SPC | ||
Arc 1, Pal 1 | ||
General | ||
The subject gains immunity to fear effects. |
||
Liquid Pain | ||
Book of Vile Darkness | ||
Pain 4, Sor/Wiz 4 | ||
General | ||
Extracts one dose of liquid pain from tortured victim. |
||
Listening Coin | ||
SPC | ||
Brd 3 | ||
6 hours | ||
Allows remote eavesdropping. |
||
Listening Lorecall | ||
SPC | ||
Arc 2, Drd 2, Rgr 2 | ||
1 hour | ||
Gain +4 on Listen checks, plus blindsense or blindsight if you have 5 or more ranks in Listen. |
||
Lively Step | ||
SPC | ||
Brd 2, Sor/Wiz 2 | ||
4 hours | ||
You and allies gain +10 increase to speed and can hustle for an extra hour per day per level. |
||
Liveoak | ||
Transmutation | 10 minutes | SRD |
None - No | Arc 6, Drd 6, Elf 7, Fey 7 | V, S |
1 day/level (D) | Touch | 12 hours |
Target: Tree touched | ||
Oak becomes treant guardian. |
||
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. |
||
Living Prints | ||
SPC | ||
Arc 1, Hrp 1, Rgr 1 | ||
General | ||
You perceive tracks as if they had just been made. |
||
Living Undeath | ||
SPC | ||
Arc 2, Clr 2 | ||
30 minutes | ||
Subject becomes immune to critical hits and sneak attacks. |
||
Llenol's Hasty Spell Scriber (M) (F) | ||
Transmutation | 1 hour | ATB |
Fortitude half - No | Wiz 4 | V, S, M, F |
Instant | Touch | General |
Targets: Scroll or spellbook source, and target spellbook. | ||
Focus: The spellbook or spellbooks. | ||
Materials: The scroll and spell scribing components | ||
Inscribes spell into target spellbook from source scroll or spellbook. |
||
While casting this spell, you are enhanced to quickly understand and scribe a spell. The first half hour of this spell casting time is spent studying the source spell from a spellbook or scroll. A scroll used this way is destroyed at this point, even upon failure of the following check. After this time, you must make a DC 30 + spell level Spellcraft check to see if you understand the spell. If you succeed, you procceed to the second half of this spell. If you fail, you take 1d6 temporary Intelligence damage, Fortitude save for half damage, and you cannot try to learn that spell until you gain at least one more rank in Spellcraft. Once you understand the spell. The spell enhances your ability to scribe the spell into a spellbook. At the end of the casting time, you take 2d6 points of nonleathal damage per spell level (minimum 1d6 for cantrips), Fortitude save for half damage. The scribing process still uses up the normal amount of materials as usual for the spellbook. If the spell source is one you scribed yourself, casting time and damages are halved. You also automatically succeed on the spellcraft check. Llenol started researching this spell once he realized he would not have the continous safety and time needed to maintain his spellbooks. |
||
Lobotomize | ||
Dragon 339 | ||
Sor/Wiz 5 | ||
30 minutes | ||
You cause a target to forget how to use specific feats, skills, or spells. |
||
Local Tremor | ||
RotDrg | ||
Arc 2, Clr 2, Drd 2, Sor/Wiz 2 | ||
5 minutes | ||
Light tremor shakes in a 30-ft. line. |
||
Locate City | ||
RoD | ||
Arc 1, Brd 1, Rgr 1, Sor/Wiz 1 | ||
1 hour | ||
Find nearest city. |
||
Locate Creature | ||
Divination | 1 standard action | SRD |
None - No | Arc 4, Asn 4, Beguiler 4, Brd 4, MH 4, Shu 4, Sor/Wiz 4, Wuj 4 | V, S, M |
10 min./level | Long | 4 hours |
Area: Circle, centered on you, with a radius of 400 ft. + 40 ft./level | ||
Indicates direction to familiar creature. |
||
You sense the direction of 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. |
||
Locate Node (F) | ||
CR | ||
Arc 3, Clr 3, Drd 1, Sor/Wiz 2 | ||
5 minutes | ||
Finds closest earth node in 1 mile/level radius. |
||
Locate Object | ||
Divination | 1 standard action | SRD |
None - No | Arc 3, Brd 2, Clr 3, Hoard 2, Meditation 3, Shu 2, Sin-A 3, Sor/Wiz 2, Travel 2, Wuj 2 | V, S, F/DF |
1 min./level | Long | 30 minutes |
Area: Circle, centered on you, with a radius of 400 ft. + 40 ft./level | ||
Senses direction toward object (specific or type). |
||
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. |
||
Locate Touchstone | ||
Planar Handbook | ||
Arc 2, Brd 1, Clr 2, Drd 1, Sor/Wiz 1 | ||
6 hours | ||
Find nearest planar touchstone on the plane you currently inhabit. |
||
Locate Water | ||
Sandstorm | ||
Arc 1, Clr 1, Drd 1, Rgr 1, Sor/Wiz 1 | ||
General | ||
Reveals location, size, and quality of water sources. |
||
Longstrider | ||
Transmutation | 1 standard action | SRD |
- | Arc 1, BVal 1, Drd 1, Rgr 1, Travel 1 | V, S, M |
1 hour/level (D) | Personal | 24 hours |
Target: You | ||
Increases your speed. |
||
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. |
||
Loresong | ||
Dragon 335 | ||
Brd 1, Sor/Wiz 1 | ||
General | ||
You gain a bonus with one skill and can use it untrained. |
||
Love's Lament | ||
SPC | ||
Brd 3 | ||
General | ||
Creatures in 60-ft. cone take 1d6 Wisdom damage and are nauseated for 1d4 rounds. |
||
Love's Pain | ||
Book of Vile Darkness | ||
Corrupt 3 | ||
General | ||
Deals 1d6 damage/2 levels to subject's dearest loved one. |
||
Low-Light Vision | ||
SPC | ||
Arc 1, Asn 1, Drd 1, Hrp 1, Hth 1, Rgr 1, Sor/Wiz 1 | ||
6 hours | ||
Subject sees twice as far under current light. |
||
Lower Spell Resistance | ||
Draconomicon | ||
Arc 4, Clr 4, Sor/Wiz 4 | ||
5 minutes | ||
Subject's spell resistance reduced. |
||
Loyal Vassal | ||
SPC | ||
Arc 2, Pal 2 | ||
1 hour | ||
Ally gains +3 against mind-affecting effects and cannot be compelled to harm you. |
||
Lucent Lance | ||
SPC | ||
Arc 6, Clr 6, Sor/Wiz 5 | ||
General | ||
Ray uses ambient light to deal varied amounts of damage and dazzle target. |
||
Lucky Blade | ||
MoE | ||
Artificer 2 | ||
General | ||
Weapon grants a single reroll of an attack. |
||
Lucky Cape | ||
MoE | ||
Artificer 3 | ||
General | ||
Cape grants a single reroll of a saving throw. |
||
Lucky Streak | ||
CS | ||
Brd 1, Sor/Wiz 2 | ||
General | ||
Target gains +2 luck bonus on rerolls made with luck feats. |
||
Lullaby | ||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD |
Will negates - Yes | Brd 0 | V, S |
Concentration + 1 round/level (D) | Medium | General |
Area: Living creatures within a 10-ft.-radius burst | ||
Makes subject drowsy; 5 on Spot and Listen checks, 2 on Will saves against sleep. |
||
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. |
||
Luminous Armor | ||
Book of Exalted Deeds | ||
Sanctified 2 | ||
6 hours | ||
Shimmering light around target grants +5 armor bonus, dispels magical darkness, and imposes a -4 penalty on opponents' melee attacks. |
||
Greater Luminous Armor | ||
Book of Exalted Deeds | ||
Sanctified 4 | ||
6 hours | ||
Shimmering light around target grants +8 armor bonus, dispels magical darkness, and imposes a -4 penalty on opponents' melee attacks. |
||
Luminous Gaze | ||
SPC | ||
Sor/Wiz 1 | ||
General | ||
You cast a dazzling light. |