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View Full Version : D&D 3.x Other [d20r, Spells] Spells, Alphabetical, "I-L"



Fax Celestis
2014-09-23, 02:06 PM
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This is part of the d20 Rebirth project, a collection of rewrites and revamps aimed at extending the lifespan of 3.5e D&D and balancing core mechanics to provide a more functional, more fun, and more intuitive game.

Other items in the d20 Rebirth project can be found under the d20r tag (http://www.giantitp.com/forums/tags.php?tag=d20r), or on my wiki (http://wiki.faxcelestis.net/index.php?title=D20_Rebirth).


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Ice Storm [Cold]
Level: Cold Domain 4, Jotunnskyn 4, Storm Domain 4, Water Domain 5, Weather Domain 4
Casting Time: 1 standard action
Range: Medium (100' + 10'/level)
Area: 20' radius cylinder, 40' tall
Duration: 1 round/3 levels (D)
Saving Throw: None
Spell Resistance: No
Great hailstones pound down for 1 full round, dealing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature that begins its turn in or moves through the area. A -4 penalty applies to each Awareness check made within the ice storm's effect, and all land movement within its area is at half speed. At the end of the duration, the hail disappears, leaving no after-effects (other than the damage dealt).

Icy Clutch [Cold]
Level: Jotunnskyn 3
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: No
Your successful melee touch attack deals 2d4 points of cold damage per caster level (maximum 20d4). A creature touched in this way must make a Fortitude save or be rendered exhausted for one round and fatigued for one additional round per Caster Levels (minimum one round).

Identify [Detection]
Level: Astrology 1, High Arcana 1, Knowledge Domain 1, Wealth Domain 1
Casting Time: 1 hour
Range: Touch
Target: Object touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell determines all magic properties of a single magic item, including how to activate those functions (if appropriate), and how many charges are left (if any).

In addition, you gain some basic knowledge about the object's most recent owner, if applicable: you learn the last owner's age, gender, race, and profession, and are familiar enough with their face to be able to identify them by sight. This spell will not identify casual users as owners. Anyone who uses an object to attack someone or something is not thereafter considered a casual user.

An object without any previous owners reveals no information. If you use this spell additional times on the same object, the information yielded is the same as if you were using the spell on the object for the first time.

Identify does not function when used on an artifact.

Illusory Script
Level: Rune Magic 3
Casting Time: 1 minute or longer; see text
Range: Touch
Target: One object weighing no more than 1 lb./level; see text
Duration: One day/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
You write instructions or other information on the touched parchment, paper, or any suitable writing material. The illusory script appears to be some form of foreign or magical writing. Only the person (or people) designated by you at the time of the casting are able to read the writing; it's unintelligible to any other creature, although someone capable of casting this spell recognizes it as illusory script.

Any unauthorized creature attempting to read the script triggers a potent illusory effect and must make a saving throw. A successful saving throw means the creature can look away with only a mild sense of disorientation. Failure means the creature is subject to a suggestion implanted in the script by you at the time the illusory script spell was cast. The suggestion lasts only 30 minutes. Typical suggestions include "Close the book and leave," "Forget the existence of the book," and so forth. If successfully dispelled by dispel magic, the illusory script and its secret message disappear. The hidden message can be read by a combination of the true seeing spell with the read magic or comprehend languages spell.

The casting time depends on how long a message you wish to write, but it is always at least 1 minute.

Illusory Wall
Level: Phantasmagoria 5
Casting Time: 1 standard action
Range: Close (25' + 5'/2 levels)
Area: One 1' deep by 5' wide by 10' tall section/level (S)
Duration: Permanent
Saving Throw: Will disbelief
Spell Resistance: No
This spell creates the illusion of a wall, floor, ceiling, or similar surface. It appears absolutely real when viewed, but physical objects can pass through it without difficulty. When the spell is used to hide pits, traps, or normal doors, any detection abilities that do not require sight work normally. Touch or a probing search reveals the true nature of the surface, though such measures do not cause the illusion to disappear.

Imbue With Spell Ability
Level: High Arcana 4, Magic Domain 4
Casting Time: 10 minutes
Range: Touch
Target: Creature touched; see text
Duration: Permanent until discharged; see text (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You transfer some of your currently prepared spells, and the ability to cast them, to another creature. Only a creature with an Intelligence score of at least 5 and a Wisdom score of at least 9 can receive this bestowal. The number and level of spells that the subject can be granted depends on its Hit Dice: even multiple castings of [i]imbue with spell ability can't exceed this limit.

The transferred spell's variable characteristics (range, duration, area, and the like) function according to your Caster Level, not the level of the recipient.

Once you cast imbue with spell ability, you cannot restore the spell slot used to cast it until the recipient uses the imbued spells or is slain, or until you dismiss the imbue with spell ability spell. If the number of 4th-level spells you can cast decreases, and that number drops below your current number of active imbue with spell ability spells, the more recently cast imbued spells are dispelled.

HD of RecipientSpells Imbued
2 One 1st-level spell
3-4 One 1st-level or 2nd-level spell
5-6 Two spells, one of 1st level and one of 2nd level
7-8 Two spells of 2nd level or lower
9-10 Two spells of 3rd level or lower
11-12 Three spells of 3rd level or lower
13+ Three spells of 4th level or lower

Impale [Metal]
Level: Might of Talos 8
Casting Time: 1 standard action
Range: Long (400' + 40'/level)
Target: One creature
Duration: 1 round/level
Saving Throw: Fortitude partial
Spell Resistance: Yes
You create a giant sliver of metal and spear one opponent with it. An impaled creature takes 2d6 points of magic, piercing damage per Caster Level, is stunned for one round, and is immobilized until it can break free.

A successful Fortitude save negates the stunning and halves the damage. A creature is still immobilized on a successful save. An immobilized creature can break free as a standard action by making a Strength check against this spell's DC. An impaled creature takes an additional 2 damage per die from [Electricity] effects while immobilized.

Once the impaled creature breaks free, the sliver of metal rusts away to nothingness in a matter of moments.

Impending Thunderburst [Curse, Electricity]
Level: Raghnialt's Kiss 8, Storm Domain 8, Weather Domain 8
Casting Time: 1 standard action
Range: Close (25' + 5'/2 levels)
Target: One creature
Duration: Permanent until discharged (D)
Saving Throw: Reflex half and Fortitude negates; see text
Spell Resistance: Yes
This spell brings into being a small storm cloud invisible to all but the caster and those employing detect magic. This cloud appears in the air directly above the target creature. The cloud has no physical existence, and cannot be attacked, magically repulsed, dispelled, or left behind by [Transport] effects or travel to other planes.

It will strike (upon the target creature only, regardless of physical or magical barriers) upon the fulfillment of a single condition set verbally during casting of the spell, doing 1d10 points of electrical damage per Caster Level (with a Reflex save for half damage). A gigantic bolt of lightning blasts downwards, electrocuting the target and causing them severe, wracking pain--victims of this spell often fall, writhing, to the ground. This pain, should the target survive, causes the target to fall prone and also requires the creature to make a Fortitude save or be stunned for 1d4 rounds.

Typical conditions include the target creature uttering a certain name or word, commencing spellcasting, drawing a weapon, or going to sleep. The condition cannot be tied to a specific time or location, and in some cases many years have passed between the casting of impending thunderburst and its strike.

Powerful magic is required to destroy the stormcloud: only disjunction can be used to remove it (unless, of course, the casting of such a magic is the condition which will cause the impending thunderburst to strike).

Implosion [Air]
Level: Air Domain 9
Casting Time: 1 full-round action
Range: Close (25' + 5'/2 levels)
Target: One corporeal creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
You create a destructive resonance in a corporeal creature's body, causing the targeted creature to collapse in on itself, killing it unless it makes a successful Fortitude save.

Imprisonment [Curse]
Level: Fate Domain 9, Hex Domain 9
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
When you cast imprisonment and touch a creature, it is entombed in a state of suspended animation (see the temporal stasis spell) in a small sphere far beneath the surface of the earth. The subject remains there unless a freedom spell is cast at the locale where the imprisonment took place. Magical search by [Divination] or [Detection] effects of less than 6th level does not reveal the fact that a creature is imprisoned.

Incendiary Cloud [Cloud, Fire]
Level: Fire Domain 8, Promethean Magic 8
Casting Time: 1 standard action
Range: Medium (100' + 10'/level)
Area: 20' radius, 20' high cloud
Duration: 1 round/level (D)
Saving Throw: Reflex half; see text
Spell Resistance: No
An incendiary cloud spell creates a cloud of roiling smoke shot through with white-hot embers. The smoke obscures all sight as a fog cloud does. In addition, the white-hot embers within the cloud deal 4d6 points of fire damage to everything within the cloud on your turn each round. All targets can make Reflex saves each round to take half damage. Creatures and unattended magical objects that fail their saves catch on fire, while non-magical flammable objects catch on fire with no save. In addition, [Fire] effects within the cloud deal an additional 50% damage (effectively automatically empowering [Fire] spells).

The smoke moves away from you at 10 feet per round. Figure out the smoke's new spread each round based on its new point of origin, which is 10' farther away from where you were when you cast the spell. By concentrating, you can make the cloud (actually its point of origin) move as much as 60' each round. Any portion of the cloud that would extend beyond your maximum range dissipates harmlessly, reducing the remainder's spread thereafter.

As with fog cloud, wind disperses the smoke, and the spell can't be cast underwater.

Inflict Critical Wounds [Entropy, Eternal]
Level: Eternal 5, Undeath Domain 4
Casting Time: 1 standard action
Range: Close (25' + 5'/2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
When you cast this spell, the targeted creature immediately takes an amount of entropic damage equal to three times your highest mental ability score (Intelligence, Wisdom, or Charisma) or to three times their Constitution score, whichever is higher. You may voluntarily reduce the range on this spell to "Touch". If you do so, the touched creature also takes an additional amount of entropic damage equal to twice your Hero Value.

Eternal: As above, except the range is reduced to "Touch", and the touched creature takes 5d8 entropic damage, plus your Hero Value.

Inflict Light Wounds [Entropy, Eternal]
Level: Eternal 2, Undeath Domain 1
Casting Time: 1 standard action
Range: Close (25' + 5'/2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
When you cast this spell, the targeted creature immediately takes an amount of entropic damage equal to your highest mental ability score (Intelligence, Wisdom, or Charisma) or to their Constitution score, whichever is higher. You may voluntarily reduce the range on this spell to "Touch". If you do so, the touched creature also takes an additional amount of entropic damage equal to your Hero Value.

Eternal: As above, except the range is reduced to "Touch", and the touched creature takes 1d8 entropic damage, plus your Hero Value.

Inflict Moderate Wounds [Entropy, Eternal]
Level: Eternal 3, Undeath Domain 2
Casting Time: 1 standard action
Range: Close (25' + 5'/2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
When you cast this spell, the targeted creature immediately takes an amount of entropic damage equal to one and a half times your highest mental ability score (Intelligence, Wisdom, or Charisma) or to one and a half times their Constitution score, whichever is higher (round down). You may voluntarily reduce the range on this spell to "Touch". If you do so, the touched creature also takes an additional amount of entropic damage equal to your Hero Value.

Eternal: As above, except the range is reduced to "Touch", and the touched creature takes 2d8 entropic damage, plus your Hero Value.

Inflict Serious Wounds [Entropy, Eternal]
Level: Eternal 4, Undeath Domain 4
Casting Time: 1 standard action
Range: Close (25' + 5'/2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
When you cast this spell, the targeted creature immediately takes an amount of entropic damage equal to twice your highest mental ability score (Intelligence, Wisdom, or Charisma) or to twice their Constitution score, whichever is higher. You may voluntarily reduce the range on this spell to "Touch". If you do so, the touched creature also takes an additional amount of entropic damage equal to twice your Hero Value.

Eternal: As above, except the range is reduced to "Touch", and the touched creature takes 3d8 entropic damage, plus your Hero Value.

Mass Inflict Serious Wounds [Entropy]
Level: Undeath Domain 8, War Domain 7
Casting Time: 1 standard action
Range: Close (20' + 5'/2 levels)
Target: Up to 1 creature/2 levels, no two of which may be more than 30' apart
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
This spell functions as inflict serious wounds, except as noted here.

Insanity [Curse, Mind-Affecting]
Level: Enchantment 7, Fear Domain 7, Madness Domain 6, Moon Domain 7
Casting Time: 1 standard action
Range: Close (25' + 5'/2 levels)
Target: One creature
Duration: Permanent (D)
Saving Throw: Will negates
Spell Resistance: Yes
The affected creature suffers from a continuous confusion effect, as the spell. Remove curse does not remove insanity: only greater restoration or heal can restore the creature.

Instant Summons [Transport]
Level: Luck Domain 8, Rune Magic 7, Wealth Domain 7
Casting Time: 10 minutes and 1 swift action; see text
Range: See text
Target: One object weighing no more than 10 lbs/level
Duration: Permanent until discharged
Saving Throw: None
Spell Resistance: No
You call some nonliving item from virtually any location directly to your hand.
When you first cast this spell, you touch an object, which magically and invisibly inscribes the item with an identifying sigil, a process which takes ten minutes. Thereafter, you can summon the item by speaking a special word (set by you when the spell is cast) as a swift action. The item appears instantly in your hand.

If the item is in the possession of another creature, the spell does not work, but you know who the possessor is and roughly where that creature is located when the summons occurs.
The inscription on the item is invisible. It is also unreadable, except by means of a read magic spell, to anyone but you.

The item can be summoned from another plane, but only if no other creature has claimed ownership of it.

Invigorate Venom [Eternal, Poison]
Level: Lernaen Magic 1
Casting Time: 1 swift action
Range: Close (25' + 5'/2 levels)
Target: One creature currently afflicted by a poison.
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: No
You agitate the poison coursing through a creature's veins to stir and wound. The targeted creature takes 1d4 points of damage per two Caster Levels (rounded down, minimum no damage) and must make a saving throw against the most virulent (highest DC) ongoing [Poison] effect they currently suffer from. Successfully saving against this forced save does not add to the number of successes required to defeat a poison, nor does it shorten any ongoing duration the [Poison] effect may have.

Eternal: This spell functions as described above, except its casting time is one standard action, rather than one swift action.

Invisibility [Eternal, Illusion]
Level: Alchemy 3, Eternal 3, Fear Domain 2, Phantasmagoria 2
Casting Time: 1 standard action
Range: Touch
Target: Touched creature; or object touched weighing no more than 100 lbs/level
Duration: 1 minute/level or until discharged (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.

Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10' from it becomes visible.

Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.

Eternal: As above, except the range becomes "personal", the target becomes "you", and the duration shortens to "3 rounds".

Greater Invisibility
Level: Phantasmagoria 5, Star Domain 5
This spell functions identically to [i]invisibility except the invisibility doesn't end if the recipient attacks.

Mass Invisibility
Level: Phantasmagoria 8
Range: Close (25' + 5'/2 levels)
Target: One creature/level, no two of which may be more than 30' apart
This spell functions identically to [i]invisibility except as noted here.

Invisibility Purge [Abjuration]
Level: Moon Domain 3, Sun Domain 4
Casting Time: 1 standard action
Range: 30'
Area: 30' radius burst, centered on you
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: No
Anything invisible in the area becomes visible. If something is naturally invisible through an extraordinary, preternatural, or supernatural ability, the creature becomes visible for 2d3 rounds, then returns to their natural state of invisibility. Otherwise, the invisibility-causing effect is dispelled as if by a targeted dispel magic.

Invocation [Abjuration]
Level: High Arcana 4
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Saving Throw: None
Spell Resistance: No
Spells you cast of third level or lower while under the effect of this spell are unaffected by the effects of antimagic field and similar anti-magic effects for one round. This includes such impediments as a dead magic zone or a monk's Arcane Denial strike. Invocation may be cast within the area of a magic-impeding effect at no penalty.

Iron Body [Metal, Polymorph]
Level: Alchemy 8, Courage Domain 8, Glory Domain 8, Might Domain 8, Might of Talos 4
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level (D)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
This spell transforms the target's body into living iron, which grants them several powerful resistances and abilities.

The target gains damage reduction 15/adamantine. The target's type changes to Construct, gaining any traits of the type temporarily. In addition, the target becomes immune to [Electricity] effects, [Poison] effects, and all spells or attacks that affect their physiology or respiration, because they have no physiology or respiration while this spell is in effect. They take only half damage from [Acid] and [Fire] effects. However, they also become vulnerable to spells and effects that target metallic objects or creatures, or creatures of the Construct type.

The target gains a +6 enhancement bonus to their Strength score, but they take a -6 penalty to Dexterity as well (to a minimum Dexterity score of 1), and their speed is reduced to half normal. The target has an arcane spell failure chance of 50% and a -8 armor check penalty, just as if they were clad in full plate armor. The target cannot drink (and thus can't use potions) or play wind instruments.

The target's unarmed attacks deal damage equal to a club sized for you (1d4 for Small characters or 1d6 for Medium characters), and they are considered armed when making unarmed attacks.

The target's weight increases by a factor of ten, causing them to sink in water like a stone. However, the target could survive the crushing pressure and lack of air at the bottom of the ocean—at least until the spell duration expires.

If you cast this spell from the Might of Talos school, its range changes to "Personal" and its target changes to "You."

Iron Lung [Air, Eternal]
Level: Eternal 3, Sylphic Tradition 3
Casting Time: 1 standard action
Range: Close (25' + 5/2 levels)
Target: One [Cloud] or [Breath] effect that covers up to one square/level
Duration: 1 round/level
Saving Throw: None; see text
Spell Resistance: No
You inhale deeply, placing tiny extra-dimensional spaces within your lungs. You inhale a single [Cloud] or [Breath] effect, negating its effects and storing it within you. In order to inhale a [Cloud] or [Breath] effect with an instantaneous duration, you must ready an action with this spell.

In order to keep the inhaled effect within your lungs, you must hold your breath, making Constitution checks as necessary to do so. If you fail a Constitution check to hold your breath or if this spell ends, you immediately exhale an inhaled spell (as below).

You may exhale a stored effect as a standard action, in essence recasting the original spell into a 30' cone emanation. If the inhaled effect was an instantaneous effect, the exhaled one is instantaneous as well. If the effect has any targeting limitations or other choices to be made upon casting, you make them as you exhale. Exhaling an effect in this fashion is a [Breath] effect.

Eternal: This spell functions identically when prepared in an eternal slot.

Ironwood [Polymorph]
Level: Plant Domain 6
Casting Time: 1 minute/lb
Range: Touch
Target: Wooden object touched of no more than 5 lbs/level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (object)
Ironwood is a magical substance created from normal wood. While remaining natural wood in almost every way, ironwood is as strong, heavy, and resistant to fire as steel. Spells that affect metal or iron do not function on ironwood. Spells that affect wood do affect ironwood, although ironwood does not burn. Using this spell with a wood-related Craft check, you can fashion wooden items that function as steel items. Thus, wooden plate armor and wooden swords can be created that are as durable as their normal steel counterparts.

Irresistible Dance [Mind-Affecting]
Level: Hex Domain 7, Trickery Domain 8
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1d4+1 rounds
Saving Throw: Will negates
Spell Resistance: Yes
The subject feels an undeniable urge to dance and begins doing so, complete with foot shuffling and tapping. The spell effect makes it impossible for the subject to do anything other than caper and prance in place. The effect imposes a -4 penalty to Armor Class and a -10 penalty on Reflex saves, and it negates any AC bonus granted by a shield the target holds. The dancing subject provokes attacks of opportunity each round on its turn.

Knock
Level: Trickery Domain 3, Wealth Domain 2
Casting Time: 1 standard action
Range: Touch
Target: Locked object of no more than 10 sqft/level, or creature touched; see text
Duration: Instantaneous or 1 round/level; see text (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
If you touch an object as part of casting this spell, you immediately make a Disable Device check to open the object's lock (even if it is a magical lock), substituting your Caster Level plus your highest mental ability modifier (Intelligence, Wisdom, or Charisma) for the check. If you touch a creature as part of casting this spell, the touched creature gains an insight bonus on Disable Device checks equal to your Caster Level for the duration of this spell. The touched creature may also attempt to bypass magical locks or other similar impediments that they normally would not be able to unlock.

Legend Lore
Level: Astrology 6, Fate Domain 7, Knowledge Domain 4, Wealth Domain 4
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 30 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.

Lernaen Breath [Poison]
Level: Lernaen Magic 5
Casting Time: 1 standard action
Range: 30'
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
Lernaen breath lets you exhale a cloud of potent, airborne toxins. Breathing creatures (including those who attempt to hold their breath) within the spell's area must make a Fortitude save or be poisoned. This poison uses this spell's DC and inflicts 2 damage to a random ability score upon a failed saving throw. A number of successful saves equal to your Charisma modifier (minimum 1 save) ends the effect.

Lesser Confusion [Mind-Affecting]
Level: Madness Domain 1
Casting Time: 1 standard action
Range: Close (25' + 5'/2 levels)
Target: One creature
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes
The targeted creature must make a Will save or be confused for one round.

Lesser Geas [Curse, Language-Dependent, Mind-Affecting]
Level: Enchantment 4, Fate Domain 4
Casting Time: 1 round
Range: Close (25' + 5'/2 levels)
Duration: Permanent or 1 day/level or until discharged; see text (D)
Saving Throw: Will negates
Spell Resistance: Yes
This spell functions as geas/quest except as noted here.

Failing to follow a lesser geas's instructions inflicts a -2 penalty to one ability score, randomly selected, up to a total penalty on all scores of -8. No ability score can be reduced to less than 1 by this effect. The ability score penalties are removed 24 hours after the subject resumes obeying the lesser geas.

A lesser geas (and all associated ability score penalties) can be ended by break enchantment or remove curse.

Completing the task discharges the spell and ends any associated ability score penalties immediately.

Lesser Globe of Invulnerability [Abjuration, Force]
Level: Luck Domain 5, Protection Domain 4
Casting Time: 1 standard action
Range: 10'
Area: 10' radius emanation, centered on you
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of 3th level or lower. The area or effect of any such spells does not include the area of the [i]lesser globe of invulnerability. Such spells fail to affect any target located within the globe. Excluded effects include spell-like abilities and spells or spell-like effects from items. Extraordinary and preternatural effects are unaffected. However, any type of spell can be cast through or out of the globe. Spells of 4th level and higher are not affected by the globe, nor are spells already in effect when the globe is cast. The globe can be brought down by a targeted dispel magic spell, but not by an area dispel magic. You can leave and return to the globe without penalty.

Note that spell effects are not disrupted unless their effects enter the globe, and even then they are merely suppressed, not dispelled.

If a given spell has more than one level depending on which character class is casting it, use the level appropriate to the caster to determine whether lesser globe of invulnerability stops it.

Lesser Planar Binding [Calling]
Level: Enochian Magic 5
Casting Time: 10 minutes
Range: Close (25' + 5'/2 levels)
Target: One Avatar or Outsider with 6HD or less
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: No and Yes; see text
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, you create a magic circle of protection, focused inward. The kind of creature to be bound must be known and stated. If you wish to call a specific individual, you must use that individual's proper name in casting the spell.

The target creature is allowed 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 it from being called). The creature can escape from the trap with by successfully pitting its Spell Resistance against your Caster Level check, by dimensional travel, or with a successful Charisma check (DC 15 + ˝ your caster level + your Cha modifier). It can try each method once per day. If it breaks loose, it can flee or attack you. A dimensional anchor cast on the creature prevents its escape via dimensional travel. You can also employ a calling diagram (see magic circle) or a binding spell to make the trap more secure.

If the creature does not break free of the trap, you can keep it bound for as long as you dare. You can attempt to compel the creature to perform a service by describing the service and perhaps offering some sort of reward. You make a Charisma check opposed by the creature's Charisma check. The check is assigned a bonus of +0 to +6 based on the nature of the service and the reward. If the creature wins the opposed check, it refuses service. New offers, bribes, and the like can be made or the old ones re-offered every 24 hours. This process can be repeated until the creature promises to serve, until it breaks free, or until you decide to get rid of it by means of some other spell. Impossible demands or unreasonable commands are never agreed to. If you roll a 1 on the Charisma check, the creature breaks free of the binding and can escape or attack you.

Once the requested service is completed, the creature need only so inform you to be instantly sent back whence it came. The creature might later seek revenge. If you assign some open-ended task that the creature cannot complete though its own actions the spell remains in effect for a maximum of one day per Caster Level, and the creature gains an immediate chance to break free. Note that a clever recipient can subvert some instructions.
Lesser planar binding's descriptors match the subtypes of the summoned creature, when applicable.

Lesser Restoration [Healing]
Level: Healing Domain 2, Life Domain 2
Casting Time: 3 rounds
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Lesser restoration dispels any magical effects reducing one of the subject's ability scores or cures 1d4 points of ability damage to one of the subject's ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain.

Levitate [Force]
Level: Air Domain 2, Travel Domain 2
Casting Time: 1 standard action
Range: Close (25' + 5'/2 levels)
Target: One willing creature or object weighing less than 100 lbs/level
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
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' 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). Effects that have special or different effects for flying creatures treat a levitating creature as if it were flying. 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.

Lightning Bolt [Electricity, Eternal]
Level: Eternal 3, Raghnialt's Kiss 3, Storm Domain 3
Casting Time: 1 standard action
Range: 120'
Area: 120' line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
You release a powerful stroke of electrical energy that deals 1d6 electricity damage per Caster Level 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.

Creatures wearing armor made primarily of metal take a -2 penalty on their saving throws against this spell.

Eternal: This spell functions identically when prepared as an eternal spell, but the range is lowered to 30', the area becomes "30' line", and it inflicts 1d6 electricity damage per two Caster Levels.

Liquefy [Polymorph, Water]
Level: Ondinic Tradition 5
Casting Time: 1 standard action
Range: Close (25' + 5'/2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The target's body becomes liquid and appears to melt into a cohesive, gel-like puddle of water.
The creature's size does not change, but its type becomes Ooze. Its ability scores remain the same, but it gains temporary Hit Points equal to your Caster Level. If the target is slain while under the effect of this spell, it reverts to its original form--but remains dead.
When in this form, the targeted creature gains the following traits:
The targeted creature gains a slam attack that deals 1d8 bludgeoning damage and one additional slam attack for each three caster levels above 9th level. All slam attacks granted by this spell have an enhancement bonus equal to one-third your Caster Level (round down, minimum +1).
The targeted creature gains the ability to exist comfortably in water without breathing indefinitely, and it gains a swim speed equal to its land speed.
The targeted creature gains immunity to critical hits, sneak attacks, stunning, and paralysis.
The targeted creature gains amorphous evasion: if it is affected by an effect that has a Reflex save for a reduced effect and it makes the save, it is unaffected by the effect. On a successful save, the creature may also make a 5' step.
The targeted creature gains the ability to pass through gaps and openings as small as an inch in diameter.
The targeted creature gains the ability to see in all directions and is immune to flanking.
The targeted creature gains tremorsense out to 60'.
The transformed creature retains all supernatural and spell-like special attacks and special qualities of its normal form, except for those requiring a body part that the new form does not have, if any. The transformed creature keeps all extraordinary special attacks and special qualities derived from class levels, but loses any benefits of the racial traits of its normal form. If the transformed creature has a template, special abilities it provides are likewise not retained. The transformed creature can communicate normally. The transformed creature retains any spellcasting ability it had in its original form, but also is inflicted with a 25% chance of spell failure.
The transformed creature can freely designate the new form's minor physical qualities--such as color and general appearance--within the normal ranges for an ooze.

When the change occurs, the transformed creature's equipment melds into the new form and becomes nonfunctional. When it reverts to its normal form, any objects previously melded into the ooze form reappear in the same location on the creature's body they previously occupied and are once again functional. Any new items worn in the ooze form and can't be worn in your normal form fall off and land at the creature's feet; any that could be worn in either form or carry in a body part common to both forms (mouth, hands, or the like) at the time of reversion are still held in the same way. Any part of the body or piece of equipment that is separated from the whole reverts to its normal form.

Liveoak [Animation, Polymorph]
Level: Plant Domain 6
Casting Time: 10 minutes
Range: Touch
Target: Living tree touched
Duration: One day/level (D)
Saving Throw: None
Spell Resistance: No
This spell turns a tree into a protector or guardian: while this spell references an oak tree in its title, it affects trees of all types. 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' of your dwelling place, within a place sacred to you, or within 300' of something that you wish to guard or protect.

Liveoak must be cast on a healthy, Huge tree. A triggering phrase of up to one word per Caster Level is placed on the targeted tree. The liveoak spell triggers the tree into animating as a treant. The treant remains within 300' of the place or object you wish to protect at all times: if it moves outside of this range, it immediately takes root and the spell ends. If the treant is assigned to protect a mobile object, it will do so, but it may have difficulty keeping pace if the object moves quickly.

If liveoak is dispelled, the tree takes root immediately, wherever it happens to be. If released by you or you dismiss the spell, the tree tries to return to its original location before taking root.

Locate Creature [Divination]
Level: Astrology 4, Fate Domain 5
Casting Time: 1 standard action
Range: Long (400' + 40'/level)
Area: 400' + 40'/level radius emanation, centered on you
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No
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 (such as a goblin) or a specific creature known to you. It cannot find a creature of a certain type (such as a creature of the Animal type). To find a kind of creature, you must have seen such a creature up close (within 30') at least once.

Running water blocks the spell. It cannot detect objects. It can be fooled by mislead, nondetection, and [Polymorph] effects.

Locate Object [Divination]
Level: Astrology 2, Wealth Domain 2
Casting Time: 1 standard action
Range: Long (400' + 40'/level)
Area: 400' + 40'/level radius emanation, centered on you
Duration: 1 minute/level (D)
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 or running water. Creatures cannot be found by this spell. It can be fooled by mislead, nondetection, and [Polymorph] effects.

Longstrider [Dynamism]
Level: Travel Domain 1
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level (D)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
The touched creature gains a +10' enhancement bonus to one movement speed of your choice (such as land speed, burrow speed, climb speed, or fly speed), chosen at time of casting.

Lucubration
Level: Time Domain 6
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous
You instantly restore any one spell slot of 5th level or lower that you have used during the past 24 hours. The spell slot must have been actually used during that period.