If this is used on Maj then much of the slave trade which on Earth was done to provide a workforce has been replaced by some use of magic. GM options are included for the use of magic in work via Undead, Constructs, and Utilergists, detailed below.
While utilergists are in the business of casting their spells for hire, and are typically paid only double or more the normal professional rate per week, a shortage of the more powerful varieties of them might lead to there still being room for unskilled labouring jobs, such as road and canal building, and ditch digging. Harvest is still likely to need everyone available.
Agriculture will still involve the same labour-intensive procedures, but clerics or utilergists casting the Plant Growth spell may make quite a bit of difference as to yield. While the Animal Growth spell might intially look useful for things like ploughing, its short duration means that only applications like pulling tree stumps, or moving large boulders, are likely to be worthwhile. A magic item harness which did the spell indefinitely might be very attractive to a rich farmer, but would likely not be cost-effective.
Building and repair of permanent structures, of wood and stone, with stone roofs, is likely to be far easier with utilergists around, and this may raise the average quality of buildings that people live in, improving health and reducing the risk of fire. Aquaducts, sewers and plumbing may also be easier.
Utilergists are best at working on the surface, and if you want mining done, then miners will probably do a better job, or if you want sewers or tunnels dug, and Disintegrate spells don't look like the best approach, then again use miners. Once you have the tunnels then a utilergist may be ideal for maintaining them.
Mining for raw material may become a bit problematic, unless the GM is careful, not just due to Utilergists, but due to anyone who can cast Wall of Stone or Wall of Iron spells. A great deal of effort can go into getting stone where it is needed, or extracting iron from ore, and quite a bit of trade is based on this. For example, at 12th level you get about 2 cubic metres, i.e. 16 tonnes of iron (for 50 gp), or 8 tonnes of granite (because stone is about half as dense as iron). This is not subject to being dispelled, and there is no obvious reason that it can't be freely used as raw materials. GMs might have the elemental forces on the Plane of Earth keep track of what is conjured and where - the Elemental High Lords may be slow to present their bill, but when they do it may well be far more than people wish to pay.
Utilergist means 'useful worker', and all their magic is intended for that, rather than any, for example, combat purpose. They are treated as Wizards, with different skills and a different spell list. They do not gain the ability to Summon a familiar. This is very likely a NPC-only character class, as there is little that they can do as PCs that Wizards can not do better.
Hit Die: d4.
Class Skills
The utilergist's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (all skills taken individually) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Most utilergists will have a number of Craft skills, generally one primary, and the others secondary, which they use to ensure that their magic is used in a 'crafty' way. They are often members of one or more guilds of craftsmen.
Utilergists need to make a Concentration check (DC 15 + spell level) to cast a spell for a combat purpose, as they are so focused on using their magic for craft not combat. This means that even if GMs choose to allow them to learn Wizard combat spells, they will be of little direct use in combat. Combat spells could however be used to make magic items.
If GMs choose to allow Wizards to learn spells on the Utilergist spell list that are not on their spell list, then some penalty should be applied. GMs might wish to consider making the spells either one level higher, or requiring Wizards to make the same Concentration check utilergists need to make for combat casting, but whenever they cast one of these utilergist spells (taking 10 or 20 would normally be allowed).
The utilergist spells are those that manipulate, typically with a permanent effect, repair, divine, protect from divination, communicate, transport, or assist in doing work, such as Water Breathing and Freedom of Movement, for working underwater. They have a number of arcane spells that duplicate divine spells, typically one level higher, and spells to work with wood, water, earth and metal.
0 Level:
arcane mark,
detect magic,
detect poison,
light,
mage hand,
mending,
open/close,
prestidigitation,
read magic.
1st Level:
alarm,
animate rope,
comprehend languages,
create water,
detect secret doors,
enlarge (person),
erase,
feather fall,
grease,
hold portal,
identify,
jump,
message,
purify food and drink,
reduce (person),
spider climb,
(tenser's) floating disk,
unseen servant.
2nd Level:
arcane lock,
(bear's) endurance,
bull's strength,
cat's grace,
continual flame,
create air*,
darkness,
darkvision,
(daylight,)
detect animals or plants,
(eagle's splendor,)
(fox's cunning,)
Freeze,
knock,
(leomund's/phantom's) trap,
levitate,
locate creature,
locate object,
locate portal*,
magic mouth,
make whole,
misdirection,
obscure object,
(owl's wisdom,)
pyrotechnics,
see invisibility,
soften earth and stone,
speak with animals,
warp wood,
whispering wind,
wood shape.
3rd Level:
(arcane sight,)
chill fire*,
clairaudience/clairvoyance,
continual flame,
(daylight,)
decrease rating*,
dispel magic,
enhance rating*,
Fabricate, Lesser,
find traps,
fly,
gentle repose,
(leomund's) tiny hut,
nondetection,
shrink item,
speak with dead,
speak with plants,
stone shape,
tongues,
water breathing,
water walk,
zone of truth.
4th Level:
arcane eye,
detect scrying,
create food and water,
dimensional anchor,
dimension door,
diminish plants,
Fabricate,
freedom of movement,
Furnace,
illusory wall,
invisibility purge,
(leomund's) secure shelter,
locate creature,
minor creation,
plant growth,
quench,
rusting grasp,
scrying,
Wall of Wood.
5th Level:
air walk,
Analyse Construction,
animal growth,
animate dead,
break enchantment,
contact other plane,
create portal*,
decrease maneuverability*,
discern lies,
dream,
enhance maneuverability*,
false vision,
Fabricate, Greater,
(leomund's) secret chest,
(mage's private sanctum,)
magic jar,
major creation,
(mordenkainen's/mage's) faithful hound,
(overland flight,)
passwall,
permanency,
prying eyes,
sending,
telekinesis,
teleport,
transmute mud to rock,
transmute rock to mud,
wall of iron,
wall of stone.
6th Level:
analyse dweomer,
antimagic field,
control water,
control weather,
create minor helm*,
disintegrate,
flesh to stone,
greater dispelling,
guards and wards,
ironwood,
legend lore,
move earth,
stone tell,
stone to flesh,
true seeing.
7th Level:
animate objects,
create major helm*,
(drawmij's) instant summons,
ethereal jaunt,
find the path,
(greater arcane sight,)
greater scrying,
limited wish,
(mordenkainen's/mage's) magnificent mansion,
phase door,
plane shift,
sequester,
simulacrum,
teleport (without error/greater),
(teleport object,)
transmute metal to wood,
Transmute Wood to Metal,
vanish,
vision,
wind walk.
8th Level:
clone,
discern location,
etherealness,
(greater prying eyes,)
mind blank,
screen,
trap the soul.
9th Level:
astral projection,
freedom,
gate,
imprisonment,
(mordenkainen's/mage's) disjunction,
soul bind,
teleportation circle,
temporal stasis,
wish.
(...) - spells which vary between 3.0 and 3.5(e).
* - spelljamming spells
If GMs wish to they might allow utilergists to learn some of the spells from "Mystara":
1st Level: bleach.
2nd Level: color.
3rd Level: climate.
4th Level: clothwall.
5th Level: woodwall.
6th Level: stonewall.
7th Level: ironwall.
8th Level: steelwall.
If GMs have a campaign setting which uses both Utilergy and significant numbers of constructs, even if the full Construct Option is not used, then they would likely wish utilergists to learn some of the Construct spells:
0 Level: Repair, Minor.
1st Level: Repair, Light.
2nd Level: Repair, Moderate.
3rd Level: Repair, Serious.
4th Level: Repair, Critical.
5th Level: Sacrificial Animation.
6th Level: Repair.
7th Level: Self Repair.
8th Level: Self Repair, Fast.
If GMs want even more construction magic, and Plan Gems (if desired Analyse Construction can also make these), they can allow utilergists to learn the following:
2nd Level: Metal Servant.
3rd Level: Disassemble, Lesser, Woldo.
4th Level: Disassemble.
5th Level: Disassemble, Greater.
Heta Housemage, House Mage
Alignment: Lawful
Class: Utilergist 5
Race: Human
Str 11, Dex 15, Con 10, Int 15, Wis 12, Cha 10
Heta is the House Mage for the mansion of a middle-rank noble family, living in a large town. She is dedicated to her work of ensuring that the household runs smoothly, and it is often with protest that she takes her one rest day, and her one training day, per week. Heta supervises the rest of the household staff (most of whom are Commoners), but for discipline she tends to lean on the butler (an Expert). She is also in theory in control of the groundsmen, but in practice she has to negotiate with the Head Gardener.
Heta has great hopes for one of the maidservants, Mai, as she seems to have both a spark of magical talent, and a good attitude, and she has arranged that Mai also gets one extra day off a week; Mai's training to become a Utilergist is going well. Work that is beyond Heta's abilities, such as Plant Growth, is done by a Trade Mage, but Heta works hard at her studies so as to reduce the need for things like this (7th level would give her 4th level spells).
As her father was a sculptor and stonemason (the later paid for the former), and she is a fully trained cook, with some basic training in weaving, seamstress, carpentry and smithing, Heta has most of the skills needed to make the house work. She continues to study new skills, as well as working on strengthening her magic, as this increases the flexiblity of the Fabricate, Lesser spell that she almost always ensures she has available. Mending, Prestidigitation, Unseen Servant and Make Whole are also spells she tries to ensure she has to hand; Locate Object can be useful when things go astray.
Her mother was a mysterious foreign woman, sole survivor of a merchant caravan, and with strange magical powers (an Adept), and that is where Heta likely got her magical talent from. Note that at 4th level Heta added 1 to her Wis.
Tom Smith, Mage Smith
Alignment: Neutral
Class: Utilergist 5
Race: Human
Str 11, Dex 11, Con 12, Int 16, Wis 10, Cha 8
Tom is not a very impressive man, particularly after the boyhood illness that left him weak, uncoordinated, and with facial pocks, but he has worked hard to become a smith, as his father before him. His mind was not affected by the illness, and a visiting lay priest taught him to read, during his long convalescence. Tom proved to have a ready intelligence, and when tested for magical talent a scholarship paid for him to be trained as a Utilergist.
As well as being as skilled a blacksmith as he can, Tom is also a carpenter, a leatherworker, a farrier, and a tinsmith, and has some skill as a jeweler, goldsmith and silversmith. He can get by as a fletcher and is a tolerable armourer. Many local tradesmen come to him, as he is one of the best smiths in the area. He has refused several offers from nobles who want him to come work for them, as he says that would mean he spent all his time on armour and weapons.
Tom uses magic to improve his abilities at smithing, mostly spells that make him stronger, more graceful, or more perceptive, for the most difficult work. An extra hand to hold something he is working on can be useful, or something to fetch and carry around the forge. Tom has the feat Craft Wonderous Item, and has created quite a few minor magic items which have proved very useful to people. For example, working with a boyhood friend who became a Wizard he has made quite a few Brooch of Shielding, and on his own Amulets of Gentle Repose, to preserve bodies for later burial. He is also prepared to raise a Zone of Truth around his anvil, for those in disputes, or who wish to exchange oaths, where they do not wish to get a priest involved.
Tom probably inherrited his magical talent from his grandfather, who was an adventurer, but it skipped his father's generation. Note that at 4th level Tom added 1 to his Int.
The Magic of Maj Space (addition)
Divination
Level: Util 5
Components: V, S, F
Casting Time: 1 minute
Range: Touch
Target: One construction
Duration: Concentration (see text)
Saving Throw: None
Spell Resistance: No
You will understand and be able to create a detailed plan, on parchment or paper, of a studied construction, using symbology and methodology that is understood by you, without doing any harm to any magical working, bypassing all bar divine-quality detection or analysis blocks, and not triggering (by this spell) any but the most subtle traps.
This spell doesn't work on artifacts, and detects and analyses them as just what they appear to be - which conceivably could be useful in allowing you to construct a mundane duplicate of one.
All secret or hidden doors, openings, traps, areas which are magical, the school and strength of the magic, the materials used, and anything else which is part of the construction will be known to you. Things which are in or on the construction, but are not part of it, you will not be able to analyse.
Any damage to the construction will be fully detailed, making this spell very useful in planning repairs. If the working makes use of methods (e.g. feats or craft skills) that are not understood by you then you will just be able to create a description of the method, without any technical terms being used.
If the working makes use of spells that are unknown to you, but that you are high enough level to cast, then the analysis would make it easier to research them, for example, the DM may rule that this reduces research time by up to 50%.
Very large constructions, such as immense buildings or an entire sewer system, must be at least walked around to be able to complete the plan, and the spell duration will be sufficient to do this, assuming you are not knocked unconscious or fall asleep. It is possible to go back later to where you previously stopped analysis, recast the spell, and continue working on the plan. If you are patient enough then the spell will direct you so that you do not miss anything in your analysis.
If areas of the construction are permanently sealed off then you will not detect or analyse these, but you will note if the material used to do the sealing is different from its surrounding material.
In theory this spell will not tell you anything that you couldn't find out with a careful and painstaking study of the construction using multiple lower-level spells (except for its ability to bypass analysis blocks).
Focus: A measuring ruler, a magnifying lens, and enough paper or parchment for detailed plans.
Transmutation
Level: Util 4
Components: V, S, M
Casting Time: See text
Range: Close (25 ft. + 5 ft./2 levels)
Target: Up to 10 cu. ft./level; see text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You convert a product into the material that it was made from; the reverse of a Fabricate spell. Creatures or magic items cannot be dismantled or transformed by the Disassemble spell. The quality of materials you obtain by this spell is commensurate with the quality of material the item was made of. If the item was made (significantly; say more than 10%) from a mineral, the target is reduced to 1 cubic foot per level instead of 10 cubic feet.
Casting requires 1 round per 10 cubic feet (or 1 cubic foot) of material to be affected by the spell.
For example, mortar, welds or glue are undone, holes made by nails etc. are repaired, paint, varnish or other finishes are removed, and converted back into their original forms (as is mortar and glue, etc.), and liquid (and components) are removed from sealed containers. Simple containers, labelled as required, are created for any materials, such as liquids, or even gases, that require them.
Optionally this process draws a detailed plan of the disassembly process. Using this plan, suitable raw materials (such as those just obtained) and a Fabricate spell, it is possible to exactly reassemble the item(s). A major advantage of disassembly is that almost any damage to the item will be clearly detailed on the plan, and minor repairs may be done (maybe needing an appropriate Craft check) during reassembly. Major repairs may need new materials adding.
Sometimes an item may have a great deal of (possibly hidden or secret) information associated with it, such as a book or a painting, far more than could reasonably go on even a detailed plan. In this case a nearly flawless gem worth at least 500 gp must be provided, in which the information is recorded, a Plan Gem, and using the plan and the gem even a complex book, maybe containing a complex set of illustrations, can be reassembled. Without the gem the book might look alright externally, but the pages will be blank. Such gems can be re-used, but this looses any information already in them. A gem worth 1250 gp would be able to hold the information from even an entire magician's library, a Master Plan Gem. Optionally the entire plan can be placed in the gem, so there is nothing actually on paper (etc.), a Complete Plan Gem, but this will make studying it very difficult, without some way of reading the gem (a Fabricate, Lesser spell would do).
Assume that materials obtained by Disassemble are worth 90% of what the raw materials would be, but a skilled constructor (at least five ranks in a Craft) may be able to get more use out of them, maybe 95% value, or even 100% for a master (at least ten ranks in a Craft).
Reversing the Spelljamming rules for use of the Fabricate spell, each 27 cubic feet of capability is assumed to be able to disassemble a tenth of a hull point.
Material Component: An item or items which is to be rendered into the same amount as the raw materials as the item was originally created from. Optionally paper, parchment, or something else suitable, and ink or lead, to produce a plan, and/or maybe a gem.
Transmutation
Level: Util 5
Target: Up to 100 cu. ft./level; see text
As a Disassemble spell, except affects up to 100 cubic feet (or 10 cubic feet, if mineral) per caster level of material. The material you produce is of higher quality than a Disassemble spell, in fact 100% of the original raw material value is gained.
If desired you can return raw materials to any previous state that they had, e.g. iron in an object can be converted back into ore, leather into fresh animal hide, wood back into trees. However, life is not restored to anything that was previously living, though if the disassembled item included living things, then these can be returned to their previous forms. For example, if fertilised hen's eggs transformed into living crystals were used as some strange sort of component then they can be restored to eggs.
Optionally this produces a plan, just as a Disassemble spell, but a Fabricate, Greater spell may be needed to exactly reassemble the item(s), if the amount of material is high enough.
Reversing the Spelljamming rules for use of the Fabricate spell, each 270 cubic feet of capability is assumed to be able to disassemble a hull point.
Material Component: An item or items which is to be rendered into the same amount as the raw materials as the item was originally created from. Optionally paper, parchment, or something else suitable, and ink or lead, to produce a plan, and/or maybe a gem.
Transmutation
Level: Util 3
Casting Time: 1 round
Target: Up to 10 cu. ft.; see text
As a Disassemble spell, except affects only up to 10 cubic feet (or 1 cubic foot, if mineral) of material. The material you produce is not as high quality as a Disassemble spell.
For example, dismantles a non-living construction into its minimum components, neatly sorting these by some criteria, such as type and/or size. Nails, screws and rivets are removed, and made ready for re-use, but the holes that accommodated them are not repaired. Joints made with mortar, welds or glue are not disassembled, and paint, varnish or other finishes are not removed. Liquid (or components) are not removed from sealed containers. Liquids are never spilled, and simple containers are formed for them (from nearby materials not part of the construction) if required. Components are not converted back into raw materials, like trees, or plants or minerals, but rather beams and planks, neatly spooled threads, or stone blocks, are left.
Assume that materials you obtain by Disassemble, Lesser are worth 50% of what the raw materials would be, due to holes and other damage, but a skilled constructor (at least five ranks in a Craft) may be able to get more use out of them, maybe 75% value, or even 90% for a master (at least ten ranks in a Craft); 10% value is always lost.
Optionally this produces a plan, just as a Disassemble spell, but only a Fabricate, Lesser spell is needed to exactly reassemble the item(s). However, you cannot store information, such as the contents of a book, in a gem.
Material Component: An item or items which is to be rendered into the same amount as the raw materials as the item was originally created from. Optionally paper, parchment, or something else suitable, and ink or lead, to produce a plan.
Transmutation
Level: Sor/Wiz 5, Util 4
Components: V, S, M
Casting Time: See text
Range: Close (25 ft. + 5 ft./2 levels)
Target: Up to 10 cu. ft./level; see text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You convert material of one sort into a product that is of the same material. Creatures or magic items cannot be created or transmuted by the Fabricate spell. The quality of items made by this spell is commensurate with the quality of material used as the basis for the new fabrication. If you work with a mineral, the target is reduced to 1 cubic foot per level instead of 10 cubic feet.
You must make an appropriate Craft check to fabricate articles requiring a high degree of craftsmanship.
Casting requires 1 round per 10 cubic feet (or 1 cubic foot) of material to be affected by the spell.
Note that every 27 cubic feet can be used to repair one tenth of a Spelljamming hull point.
Material Component: The original material, which costs the same amount as the raw materials required to craft the item to be created.
Note: This is the standard Fabricate spell from the SRD (with the SJ bit added), included here for reference.
Transmutation
Level: Util 5
Components: V, S, M
Casting Time: See text
Range: Close (25 ft. + 5 ft./2 levels)
Target: Up to 100 cu. ft./level; see text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
As a Fabricate spell, except affects up to 100 cubic feet (or 10 cubic feet, if mineral) per caster level of material. For example, assuming wood is about the same density as water, this means that a 10th level spellcaster could affect up to about twenty-eight and one-third tonnes of wood, or twenty-two and two-thirds tonnes of iron, as iron is much denser, or about eleven and one-third tonnes of granite, as granite is about half as dense as iron.
Casting requires 1 round per 100 cubic feet (or 10 cubic feet) of material to be affected by the spell.
Note that every 270 cubic feet can be used to repair one Spelljamming hull point.
Material Component: The original material, which costs the same amount as the raw materials required to craft the item to be created.
Transmutation
Level: Util 3
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: Up to 10 cu. ft.; see text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
As a Fabricate spell, except affects only up to 10 cubic feet (or 1 cubic foot, if mineral) of material.
Material Component: The original material, which costs the same amount as the raw materials required to craft the item to be created.
Transmutation
Level: Util 2
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: Up to 1 cu. ft./level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You convert non-living inanimate material into thoroughly frozen material, well below freezing point (about zero degrees Fahrenheit). This material will then melt normally for the surrounding conditions, but if you well insulate it, for example by packed-in layers of straw or sawdust, say in an icehouse, then it will remain frozen for several days or even weeks. In a purpose-built icehouse it can remain frozen for many months, often until the next winter. This will not preserve created food. If you cast this spell just after a Create Water spell then it will make pure rain-water ice.
Material Component: A few grains of salt.
Transmutation
Level: Util 4
Components: V, S, F
Casting Time: 1 minute
Range: Touch
Target: One fire circled by stones
Duration: 1 day/Instantaneous
Saving Throw: None
Spell Resistance: No
You convert a fire into a furnace of equivalent use to the size of fire. Fuel is needed for the fire, and when the spell expires the fire and stones are there again. You can use the furnace for many things, for example as a forge, for smelting, glassmaking, for metal work, as an oven for food, including bread, making steam, say to heat a building, or for baking ceramics; it can be useful for some alchemical purposes, such as making coke or charcoal. You may split it into several smaller furnaces, of maximum number equal to half your caster level, if this is desired on casting, and do different compatible work in each. If you re-cast the spell just before the previous one expires then you can use the furnace for work which takes several days.
A second possible use of this spell is to permanently repair a furnace which is broken.
Focus: A circle of stones around a fire.
Conjuration (Creation)
Level: Sor/Wiz 2, Util 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One near-mindless servant
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
A Metal Servant spell summons a very minor elemental construct (of combined Fire and Earth), similar to an Unseen Servant, which has 6 HP and is AC 16 (+1 size, +5 natural). It can be driven off by a Dispel Magic or by being destroyed (Damage Reduction 10/magic; reduced below one hit point). It cannot be attack trained, and has no particular skills (as an Unseen Servant). It needs to be given particular orders, and its senses are not very good, save with respect to metal. It is mute. Its speed is 20', and it has an effective Strength score of 5 (so it can lift 50 pounds or drag 250 pounds). Other stats are Dex 10, Wis 5, Cha 1, Fort +0, Ref +0, Will -3, Darkvision 60', and Low-light Vision; a Small construct. (D&D 3.5: These have +10 hp.)
Metal servants resemble an expressionless metal manikin 3'-4' tall, the precise details of their appearance being chosen by the summoner, and are willing to don clothes if these are provided. As a DM option these make a clicking sound when moving. A careful listener may well conclude that the servant operates by clockwork.
Transmutation
Level: Clr 6, Sor/Wiz 6, Util 6
Components: V, S
Casting Time: 1 action
Range: Touch
Target: One object or construct
Duration: Instantaneous
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
A repair spell which for objects and constructs corresponds to Heal for living things. Most of the healing effects only apply to constructs. It also 'cures' 10 hit points of damage per level of the caster, to a maximum of 150 points at 15th level.
Note that each 10 hit points corresponds to one Spelljamming hull point.
Transmutation
Level: Clr 4, Sor/Wiz 4, Util 4
As Repair, Light, except Repair, Critical 'cures' 4d8 points of damage, plus an additional +1 point per divine caster level (up to +20).
Transmutation
Level: Clr 1, Sor/Wiz 1, Util 1
Components: V, S
Casting Time: 1 action
Range: Touch
Target: One object or construct
Duration: Instantaneous
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
You touch an object and it is altered, so that it is 'cured' 1d8 points of damage, plus an additional +1 point per divine caster level (up to +5).
Repair, Light will also restore any rust, scratches, scuffing, or other forms of damage to the surface finish. If your construct is of some unusual variety which bleeds, this spell will stop any further bleeding.
Note that each 10 hit points corresponds to one Spelljamming hull point.
There is not normally anything that this spell would do damage to, but an 'anti-object' (or 'anti-construct'), which is a chaotic distortion in the nature of the world might be such, and this could attempt a Will save to take half damage.
Transmutation
Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0, Util 0
As Repair, Light, except Repair, Minor 'cures' only 1 point of damage. (D&D 3.0: Mending may be substituted for this spell.)
Repair, Minor only works if the damage was not more than five hit points in a single blow, though it will still restore any rust, scratches, scuffing, or other forms of damage to the surface finish. If your construct is of some unusual variety which bleeds, this spell will stop any further bleeding.
Transmutation
Level: Clr 2, Sor/Wiz 2, Util 2
As Repair, Light, except Repair, Moderate 'cures' 2d8 points of damage, plus an additional +1 point per divine caster level (up to +10).
Transmutation
Level: Clr 3, Sor/Wiz 3, Util 3
As Repair, Light, except Repair, Serious 'cures' 3d8 points of damage, plus an additional +1 point per divine caster level (up to +15). (D&D 3.0: Make Whole may be substituted for this spell.)
Transmutation (Necromancy)
Level: Sor/Wiz 5, Clr 4, Util 5
Components: V, S, M
Casting Time: 1 turn
Range: Touch
Target: One or more objects touched
Duration: Instantaneous
Saving Throw: None (see text)
Spell Resistance: No
See Construct for details.
Transmutation
Level: Sor/Wiz 7, Util 7
Components: V, S
Casting Time: 1 action
Range: Touch
Target: One object or construct
Duration: One day
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
You touch an object or a construct and it heals as a living creature would from Natural Healing, i.e. one hit point per HD per day of rest. Rest for objects or constructs counts as only being used, or only working, 12 hours in any 24 hour day. Complete rest is not being used, or doing no work, which gives one and one half times HD in hit points.
This healing is from injuries sustained during that day. Healing from any injuries that it received while not under the influence of a Self Repair spell is at one tenth rate.
Spelljamming vessels are considered to have HD equal to double their hull points, and every hit point healed counts as a tenth of a hull point. Continuous sailing counts as them being continuously in use.
GMs may rule that repeated use of Self Repair on an object or a construct, typically on a strict daily basis for at least months, will slowly grant it a 'natural' healing ability. This will start at one hundreth normal rate, and will rise to at most one tenth normal rate (after tens of months), no matter how regular and frequent the use of Self Repair spells.
Transmutation
Level: Sor/Wiz 8, Util 8
Components: V, S
Casting Time: 1 action
Range: Touch
Target: One object or construct
Duration: One day
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
You touch an object or a construct and it heals at 5 hit points damage per round. In addition it also gains the Natural Healing ability conferred by a Self Repair spell, though this will likely only become relevant if the fast healing is in some way prevented.
Spelljamming vessels fast heal at one hull point per two rounds.
Repeated daily use of Self Repair, Fast for two months (8 weeks) will cause an object or construct to acquire a 'natural' healing ability at one hundreth normal rate, even if as many as 10% of the days are missed. This will rise to one tenth normal rate if Self Repair, Fast is cast daily for twenty-six months (104 weeks), again missing no more than 10% of the days.
Transmutation
Level: Util 7
Components: V, S, M
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Area: All once-metal objects within a 40-ft.-radius burst, or see text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (object; see text)
Reverses a Transmute Metal to Wood spell. Alternatively allows you to change a single (dead) wooden object of size up to one cubic feet per caster level into (unalloyed) metal. The metal matches the type of wood: oak to iron, beech to copper, birch to tin; only exotic or magical woods become metals like gold, silver or platinum (GM defines which wood for which metal). Rotten wood becomes corroded metal.
Material Component: The original objects that have been turned from metal to wood, or to change a single wooden object, a piece of the appropriate kind of metal that was originally the variety of wood to be transformed, transformed by some means other than this spell.
Conjuration (Creation)
Level: Util 4
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: Wooden wall whoes area is up to one 5-ft. square/level (see text)
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No
This spell produces a wall of solid hardwood, which is otherwise shaped with the same limits as a Wall of Stone spell; only crude shaping is possible. The wall has the standard wood Hardness of 5, and the standard 10 hit pints per inch of thickness.
Material Component: A small block of hardwood, typically oak.
Note: A GM may optionally rule that in their campaign this spell will not work, as there is no suitable other planar source to conjure wood from.
Conjuration (Creation)
Level: Sor/Wiz 3, Util 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One near-mindless servant
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
A Woldo spell summons a rather strange very minor elemental creature (of a combination of all four classical elements), similar to an Unseen Servant, which has 9 HP, is AC 20 (+2 size, +3 Dex, +5 natural). It can be driven off by a Dispel Magic or by being being slain (Damage Reduction 10/magic; reduced below -10 hit points). It cannot be attack trained, and has no particular skills (as an Unseen Servant). It needs to be given particular orders, and its senses are not very good, save with respect to living things, and to a lesser extent once-living materials, like leather and wood. It is mute. Its speed is 30', levitate/fly at 20' (good maneuverability), and it has an effective Strength score of 8 (so it can lift 80 pounds or drag 400 pounds). Other stats are Dex 12, Con 10, Wis 8, Cha 1, Fort +1, Ref +1, Will -1, Immune to Mind-Influencing Effects, Darkvision 60', and Low-light Vision; a Tiny (living though mind-less) creature.
Woldos resemble a living humanoid head and two humanoid arms, none of which are connected to each other, which would fit a figure 5'-7' tall, but which has no neck, torso or legs, though the head and arms move as if part of a body, they have skin covering the surfaces which would be the connection to the body in a normal creature. When summoned the variety of humanoid, hair that appears on the head (or arms), and clothes or ornamentation that appears on arms or head may be chosen, for example sleeves, hat, rank insignia, earings, beard, spectacles, or cosmetics. Magic, such as Empathy, will indicate that this is a natural living creature, which breathes, eats and drinks, etc. (but does not visibly excrete), but no information can be gained about any of the non-existent body parts. A Change Self spell or similar illusion can make one of these look just like a normal humanoid; this is a special ability of Woldos, and may give up to +4 AC, from cover, due to attacks on body parts that aren't there. Seperating the arms from the head takes as much force as dismembering a normal creature, though there is nothing to stop you putting them in three boxes.
If by some means you get a Woldo into the phlogiston (you certainly can't conjure one there), it will not be happy, suffering from continuous indigestion and other physical afflictions, that results in -2 Fortitude saving throw, and -2 Dex armour class bonus. These problems will cease immendiately on leaving the Flow again.
(c) Dreamer Publications, 1980 - October 2006
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