Spell:Spell L

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.

Leomund’s 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 chest’s 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; and they die if they run out of food, air, water, or whatever they need to survive.

Focus: The chest and its replica.

Leomund’s 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.

Leomund’s 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 it’s –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 it’s 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.