Sunday, June 28, 2026

Spell: Circle of Mutual Aid

Circle of Mutual Aid


Abjuration

Level: Clr 8, Drd 8
Components: V, S, DF
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Up to one willing creature/level, no two of which may be more than 30 ft. apart
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You forge a powerful magical bond among willing allies, creating a network through which aid may freely flow. While the spell lasts, each participant remains an individual, yet all are connected by a shared purpose.

As an immediate action, a participant may voluntarily provide aid to another participant in any of the following ways:

  • Healing: The donor may transfer any number of hit points from itself to another participant. This transfer cannot reduce the donor below 1 hit point.

  • Spell Energy: A prepared spellcaster may expend one prepared spell to allow another willing prepared spellcaster in the circle to prepare that spell in an empty spell slot of the same level after 10 minutes of study. A spontaneous spellcaster may instead expend one unused spell slot, allowing another spontaneous spellcaster to regain one expended spell slot of the same level. Neither transfer allows a spellcaster to exceed his normal number of prepared spells or spell slots.

  • Skill: Before a participant attempts a skill check, one other participant may grant a +4 aid bonus to that check as an immediate action, even if that participant could not normally use the aid another action or is not adjacent to the recipient. Only one participant may grant this benefit to any single check.

  • Equipment: As a move action, a participant may cause one unattended object weighing no more than 10 pounds per caster level that it carries to instantly appear in the possession of another willing participant, provided both are carrying no more than their maximum load. Magic items receive a Will saving throw (using their holder's save bonus if higher) to resist this transfer.

All transfers are entirely voluntary. No participant may be compelled to give hit points, spell energy, skill assistance, or equipment, nor may any participant receive aid unwillingly.

If a participant leaves the spell's range, it immediately ceases to be part of the network but may rejoin if it returns to a legal position before the spell expires. The spell ends for all participants if the caster dismisses it or its duration expires.

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