LAND WOMB.. 1

LANGUOR.. 2

LAST BREATH.. 2

LAUNCH BOLT. 3

LAUNCH ITEM... 3

LAWFUL SWORD.. 3

LAY OF THE LAND.. 4

LIFE BOLT. 4

LIFE WARD.. 5

LIFE’S GRACE. 5

LIGHT OF LUNIA.. 6

LIGHT OF MERCURIA.. 6

LIGHT OF VENYA.. 6

LIGHTFOOT. 6

LIGHTNING RING.. 7

LIONHEART. 7

LION’S CHARGE. 8

LION’S ROAR.. 8

LISTENING COIN.. 8

LISTENING LORECALL. 9

LIVELY STEP. 9

LIVING PRINTS. 9

LIVING UNDEATH.. 10

LOVE’S LAMENT. 10

LOW-LIGHT VISION.. 11

LOYAL VASSAL. 11

LUCENT LANCE. 11

LUMINOUS GAZE. 12

LAND WOMB

Abjuration
Level: Druid 4, ranger 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: You and one other creature/ level
Duration: 10 minutes/level (D)
Saving Throw: Will negates
Spell Resistance: Yes

 

Others watch you speak the spell, and the earth opens up and swallows you whole.

 

You remain safe and secure beneath the ground, untouched by events above.

 

You cannot enter a land womb through stone or rock, only through tillable soil. The land womb holds you secure 10 feet below the surface.

 

Anyone in a land womb cannot be perceived by divination spells of 4th level or less.

 

You can bring one additional creature per caster level with you into the land womb.

 

All creatures to be brought into the land womb must be touching each other (for instance, holding hands in a ring).

 

Land womb creates an underground space large enough to hold all target creatures. While space is tight, spellcasting by targets is still possible while in the confines of the spell’s effect. You can no longer hear or see anything on the surface by nonmagical means.

 

You can end the spell at will, but those who are with you cannot. At the end of the spell’s duration, all within the land womb return to the spot where they stood before the spell took effect.

 

LANGUOR

Transmutation
Level: Druid 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 round/level
Saving Throw: Will partial
Spell Resistance: Yes

 

With a low thrumming sound, a blue beam lances from your finger to strike your foe and weaken him.

 

You must succeed on a ranged touch attack with the ray to strike a target.

 

This ray causes creatures it hits to become weak and slow for the spell’s duration. A struck creature takes a penalty to Strength equal to 1d6+1 per two caster levels (maximum 1d6+10). In addition, a subject that fails a Will save is slowed.

 

The spell’s slow effect counters and is countered by haste.

 

LAST BREATH

Transmutation
Level: Druid 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Dead creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (harmless)

 

Rushing to the body of your fallen ally, you call out magic words that will bring back life and breath to your friend.

 

Last breath restores life to a recently deceased creature, creating a new body for the returning spirit to inhabit.

 

However, the spell must be cast within 1 round of the victim’s death. This spell functions like reincarnate (PH 270), except that the reincarnated creature receives no level loss, no Constitution loss, and no loss of spells. The creature has –1 hit points (but is stable).

 

Material Component: Rare oils and unguents worth a total of at least 500 gp, spread over the remains.

 

LAUNCH BOLT

Transmutation
Level: Sorcerer/wizard 0
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One crossbow bolt in your possession
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

 

The crossbow bolt in your hand glows a bright red, then flies off at your foe.

 

You cast this spell on a crossbow bolt, causing it to fly at a target of your choice as if you had fired it from a light crossbow, using a ranged attack roll. The bolt has a range increment of 80 feet. Any properties of the crossbow bolt (such as magical abilities, masterwork quality, and so on) or feats you possess (such as Point Blank Shot, Weapon Focus [light crossbow], and so on) apply. Drawing a bolt for this spell is a free action.

 

Material Component: The crossbow bolt to be fired (1 sp).

 

LAUNCH ITEM

Transmutation
Level: Sorcerer/wizard 0
Components: S
Casting Time: 1 standard action
Range: Touch
Target: One Fine item in your possession, weighing up to 10 lb.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

 

You hold the item and windmill your arm in an underhanded toss. When it leaves your hand, it is bathed in an orange glow and flies farther than you could throw any item.

 

You cause a Fine item in your possession to fly at great speed to a target or location you specify, out to medium range (100 ft. + 10 ft./level).

 

This spell is normally used to launch dangerous items (flasks of acid, thunderstones, and so on) farther than you could normally throw them. You can use this spell to make an attack with a splash weapon. If you choose to do so, you must make an attack roll as normal, but you suffer no penalties for range.

 

LAWFUL SWORD

Evocation
Level: Paladin 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

 

Calling to mind thoughts of justice, you run your fingers along the weapon, imbuing it with power.

 

This spell functions like holy sword (PH 242), except as follows. The weapon functions as a +5 axiomatic weapon (+5 enhancement bonus on attack rolls and damage rolls, lawful-aligned, deals an extra 2d6 points of damage against chaotic opponents). It also emits a magic circle against chaos effect (as the spell).

 

LAY OF THE LAND

Divination
Level: Bard 4, druid 4, ranger 1
Components: V, S, F/DF
Casting Time: 3 rounds
Range: Personal
Target: You
Duration: Instantaneous

 

You cast this spell and are surrounded with a nimbus of green light. In your mind, a map unfolds of the surrounding area, showing the cities, hamlets, and known ruins as if penned by a cartographer. The light fades but the knowledge of the map remains.

 

You instantly gain an overview of the area around you. Lay of the land gives basic information relevant to major landmarks, such as rivers, lakes, and settlements (of at least hamlet size). It indicates the direction and distance to each from the current location. You have a good understanding of the terrain up to 50 miles from your current location.

 

Unlike find the path, this spell does not give information on traps, passwords, or impediments to a journey.

 

Arcane Focus: A small piece of lodestone.

 

LIFE BOLT

Necromancy
Level: Sorcerer/wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Up to five rays
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

 

Holding your palm outward, you intone the spell and empower it with a bit of your own life. A golden ray beams forth from your hand, striking an undead creature where its heart should have been.

 

You draw forth some of your own life force to create a beam of positive energy that harms undead. You must succeed on a ranged touch attack with the ray to strike a target. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d12 points of damage. Creating each beam deals you 1 point of nonlethal damage.

 

For every two caster levels beyond 1st, you can create an additional ray, up to a maximum of five rays at 9th level.

 

If you shoot multiple rays, you can have them strike a single creature or several creatures. You must designate targets before you check for spell resistance or roll damage. All rays must be aimed at enemies that are all within 30 feet of each other.

 

LIFE WARD

Abjuration
Level: Cleric 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes

 

With a brush of your hand you surround the creature in crawling shadows, a cloak of negative energy that whirls and swims across the creature’s body.

 

A creature warded by this spell gains protection from the effects of positive energy, including magical healing. The spell can be cast upon undead to offer additional protection against the turning abilities of clerics. The subject is immune to all positive energy effects, including conjuration (healing) spells, channeled positive energy such as from the turn undead ability, or other effects that derive their power from positive energy.

 

This spell offers protection from the blinding effect of the Positive Energy Plane, and warded creatures gain no temporary hit points while there.

 

LIFE’S GRACE

Abjuration
Level: Cleric 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

 

You say a brief prayer and touch your holy symbol to a creature. Symbols of warding and safety appear and flow out to cover the creature in a web of protective magic before fading from sight, absorbed into the creature’s form.

 

The living creature touched becomes immune to all death spells, magical death effects, energy drain, and any negative energy effects. In addition, the subject is immune to undead special attacks that deal ability damage, ability drain, and magical disease (such as mummy rot), even if these attacks do not have a magical source. (For example, the spell prevents poison damage from the poisonous bite of an undead creature.) This spell does not prevent such attacks from undead originating from spells, magic items, or class abilities; only the special attacks from the undead’s base nature are affected.

 

In addition, the subject’s armor or clothing is considered ghost touch armor, and its armor bonus counts against incorporeal attacks. (A suit of clothing is considered armor that gives +0 AC for this purpose, though it can be enhanced with spells such as magic vestment.) This spell doesn’t remove negative levels that the subject has already gained, nor does it affect the saving throw necessary 24 hours after gaining a negative level.

 

LIGHT OF LUNIA

Evocation [Good, Light]
Level: Celestia 1, cleric 1, sorcerer/ wizard 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target and Effect: You and up to two rays; see text
Duration: 10 minutes/level (D) or until discharged; see text
Saving Throw: None
Spell Resistance: Yes; see text

 

You invoke the powers of good and you begin to glow with the silver light of fabled Lunia, the first layer of the Seven Mounting Heavens of Celestia.

 

The silvery radiance created by this spell emanates from you in a 30-foot radius, and dim light extends for an additional 30 feet.

 

Beginning one turn after you cast this spell, you can choose to expend some or all of the light of Lunia as a ray of light. You must succeed on a ranged touch attack with the ray to strike a target. You can make a single ranged touch attack that deals 1d6 points of damage, or 2d6 points of damage against undead or evil outsiders, with a range of 30 feet. Spell resistance applies to this attack. This dims your silvery radiance to half (15-foot light, with dim light for an additional 15 feet). You can choose to fire one additional ray with the same characteristics either on the same round or on a subsequent round.

 

Firing the second ray quenches your radiance and ends the spell.

 

LIGHT OF MERCURIA

Evocation [Good, Light]
Level: Cleric 2, sorcerer/wizard 2

 

This spell functions like light of Lunia, except that the radiance created is golden. Your light rays deal 2d6 points of damage, or 4d6 points of damage against undead and evil outsiders.

 

LIGHT OF VENYA

Evocation [Good, Light]
Level: Cleric 3, sorcerer/wizard 3

 

This spell functions like light of Lunia, except that a softy pearly radiance is created. Your light rays deal 3d6 points of damage, or 6d6 points of damage against undead and evil outsiders.

 

Alternatively, you can choose for the ray to heal 1d6 points of damage + your divine spellcaster level (maximum 1d6+10) to a living, non-evil creature.

 

LIGHTFOOT

Transmutation
Level: Assassin 1, ranger 1
Components: V
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round

 

You mutter the words of this short spell and dive down the hallway, dancing between the armed guards and out the gate.

 

You provoke no attacks of opportunity when moving.

 

LIGHTNING RING

Evocation [Electricity]
Level: Sorcerer/wizard 8
Components: V, S, M
Casting Time: 1 round
Range: Personal
Effect: Ring of electricity
Duration: 1 round/2 levels
Saving Throw: See text
Spell Resistance: Yes

 

Your body quakes as a ring of crackling electricity explodes from your chest to whirl about you.

 

The ring of electricity moves with you and does not interfere with your spellcasting or attacks, or with others attacking you. As long as the lightning ring is in effect, you gain resistance to electricity 20. At the beginning of your turn each round, adjacent creatures take 10d6 points of electricity damage, or half that with a successful Reflex save.

 

In addition, each round as a free action at the beginning of your turn, you can direct two lightning bolts that deal 5d6 points of electricity damage each, exactly as the lightning bolt spell (caster level 5th), in any directions you choose. Each bolt can be aimed separately. A creature struck by one of these bolts can make a Reflex save for half damage. The DC for this save is calculated for an 8th-level spell, even though the bolts mimic a 3rd-level spell.

 

Material Components: A small glass ring and a bit of fur from any animal.

 

LIONHEART

Abjuration [Mind-Affecting]
Level: Paladin 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

 

You touch your ally while intoning the spell.

 

Where your finger touches, a warm glow appears, then fades.

 

The subject gains immunity to fear effects.

 

Material Component: A hair from a lion’s mane.

 

LION’S CHARGE

Transmutation
Level: Druid 3, ranger 2
Components: V
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round

 

You cast the spell and a nimbus of yellow energy in the form of a lion surrounds you.

 

This spell grants you the pounce special ability (MM 313), allowing you to make a full attack at the end of a charge.

 

LION’S ROAR

Evocation [Sonic]
Level: Cleric 8, Courage 8
Components: V, S, DF
Casting Time: 1 standard action
Range: 120 ft.
Area: 120-ft.-radius burst centered on you
Duration: Instantaneous or 1 minute/level
Saving Throw: Fortitude partial or Will negates (harmless); see text
Spell Resistance: Yes or Yes (harmless); see text

 

You open your mouth and emit a tremendous roar, a sound like a lion but as loud as a mountain falling.

 

All enemies within the spell’s area take 1d8 points of sonic damage per two caster levels (maximum 10d8) and are stunned for 1 round. A successful Fortitude save halves the damage and negates the stunning effect.

 

In addition, all allies within the spell’s area gain a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+20 temporary hit points at caster level 20th).

 

LISTENING COIN

Divination (Scrying)
Level: Bard 3
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Effect: Magical sensor
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No

 

Rubbing two coins together with your fingers, you whisper arcane words into them. Holding one to your ear surreptitiously, you hand over the other.

 

You turn two ordinary coins into magic listening devices—one a sensor and the other a receiver. After casting the spell, you simply give the sensor coin away, either surreptitiously or overtly.

 

By holding the receiver coin up to your ear, you can hear whatever transpires near the sensor as if you were there (much like a clairaudience effect). If the sensor coin is in a pocket, pouch, or sack, the DC of the Listen check increases by 5.

 

The coins continue to function no matter how far apart they are, although they fall silent if they’re on different planes.

 

Focus: The pair of coins.

 

LISTENING LORECALL

Divination
Level: Druid 2, ranger 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level

 

You feel conscious of your ears as they warm noticeably. Sounds that seem as though they should be muffled become clear to you.

 

You gain a +4 insight bonus on Listen checks. In addition, if you have 5 or more ranks in Listen, you gain blindsense out to 30 feet. If you have 12 or more ranks in Listen, you gain blindsight out to 15 feet.

 

A silence spell or effect negates the blindsense or blindsight granted by a listening lorecall spell.

 

LIVELY STEP

Transmutation
Level: Bard 2, sorcerer/wizard 2
Components: V, S, F
Casting Time: 1 standard action
Range: 30 ft.
Area: 30-ft.-radius emanation centered on you
Duration: Up to 12 hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

 

Beating a small drum and singing a marching tune, you exhort your allies to struggle on.

 

Once you cast this spell, the speed of you and all allies within 30 feet of you increases by 10 feet.

 

You and other affected creatures can only benefit from this spell by refraining from taking any actions other than move actions. When one of the affected creatures takes any other kind of action, this spell ends.

 

Focus: A small drum.

 

LIVING PRINTS

Divination
Level: Ranger 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level

 

You eyes glow green and you can now see the trails laid down almost a month ago, as clearly as if your quarry had just passed through.

 

You perceive tracks as if they had just been made. You must notice the prints normally with a successful Search or Survival check, but this eliminates any penalties to your tracking due to the passage of time or any rainfall since the making of the trail. This spell has no effect on tracks more than thirty days old.

 

LIVING UNDEATH

Necromancy
Level: Cleric 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

 

You invoke the will of your gods and your skin sags and becomes sallow, your eyes hollow, and your flesh foul and rotted.

 

This spell imparts a physical transformation upon the subject, not unlike the process that produces a zombie.

 

While the subject does not actually become undead, its vital processes are temporarily bypassed with no seeming ill effect. The subject is not subject to sneak attacks and critical hits for the duration of the spell, as if it were undead.

 

While the spell is in effect, the subject takes a –4 penalty to its Charisma score (to a minimum of 1).

 

LOVE’S LAMENT

Enchantment (Compulsion) [Mind-Affecting]
Level: Bard 3
Components: V
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

 

Dirgelike music fills the area, reminding those in range of lost loves and life’s disappointments.

 

Creatures within the area of this spell that fail their saves take 1d6 points of Wisdom damage and are nauseated for 1d4 rounds.

 

LOW-LIGHT VISION

Transmutation
Level: Assassin 1, druid 1, ranger 1, sorcerer/wizard 1
Components: V, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

 

You pass your hand over the subject’s eyes and murmur the arcane words. Its eyes grow larger, and when it opens them, the pupils are speckled with tiny silvers of starlight.

 

The subject creature gains low-light vision.

 

Arcane Material Component: A small candle.

 

LOYAL VASSAL

Abjuration [Lawful]
Level: Paladin 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Targets: One willing creature touched/3 levels
Duration: 10 minutes/level; see text
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

 

Upon invoking the divine words, glowing silver runes encircle your allies’ heads. The runes quickly fade, but the resolve they instilled remain.

 

You protect the subjects against mindaffecting spells and abilities, giving them a +3 sacred bonus on saving throws against such effects. The spell also helps prevent them from being magically compelled to harm you or anyone else affected by this spell.

 

Any attempt to make a loyal vassal do so (whether the originating effect occurred before or after this spell was cast) counts as a suicidal order, triggering appropriate responses and possibly ending the controlling spell.

 

If the subjects willingly attempt to harm you, the spell is broken for them immediately.

 

LUCENT LANCE

Transmutation [Light]
Level: Cleric 6, sorcerer/wizard 5
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes; see text

 

The eternal energies of light and darkness you call upon to cast this spell cause the ambient light near you to coalesce around the crystal rod in your hand. The light erupts in a coruscating beam of radiance shaped like a needle-sharp lance.

 

You must succeed on a ranged touch attack with the ray to strike a target. A creature struck is blinded for 1 round, and dazzled for 1 round per caster level.

 

A creature sensitive to bright light (such as a drow, duergar, or kuo-toa) takes penalties as if it had been exposed to full daylight for 1 round if struck by the beam, even if it resists the spell’s other effects.

 

In addition to this dazzling effect, lucent lance deals damage based on the level of light available within your square. In bright light, it deals 1d6 points of damage per caster level (maximum 15d6). In shadowy illumination, it deals 1d4 points of damage per caster level (maximum 15d4). If no light is present in your square, the spell cannot be cast at all.

 

Focus: A clear glass or crystal rod.

 

LUMINOUS GAZE

Evocation [Light]
Level: Sorcerer/wizard 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

 

At the corners of your vision you see a brightly glowing light. Wherever you look, that area fills with light as bright as a torch.

 

This spell causes your eyes to glow with an unearthly radiance. The glow from your eyes provides light as per the light spell. Each creature within a 20-foot radius of you is dazzled as long as they remain with range. Sightless creatures are unaffected.