Bow of Ehlonna

Jacob's Bow of Ehlonna

weapon (ranged)

This composite longbow is engraved with the symbols of Ehlonna as well as vines, leaves, and other aspects of nature. “Ehlonna” is inscribed upon this bow in Elvish.

Level Benefit Cost
5 Speak with Animals as spell Continuously none
6 none -4 hp total
7 none none
8 Feather Fall (continuously) -1 to all Saves
9 Spider Climb Continously -1 to attacks, -6 HP total
10 +1 to Deflection AC none
11 Weapon Enhancement +1 (Seeking) -8 HP total
12 Magic Missile (9th) 3/day (5 missiles) none
13 none -2 Attack Penalty
14 Break Enchantment as spell 1x/day none
15 none -10 HP total
16See Invisible Continuous -2 to all saves
17 Heal Self 1/day (std. action) none
18 none -3 to all saves, -12 HP total
19 none -14 HP total
20 Weapon Enhancement +5 (or equivalent) -16 HP total
21 Ability Enhancement, Epic (+8 Dexterity) none
22 none -19 HP total
23 none -22 HP total
24 Skill Enhancement, Epic (+30 Hide) none
25 none -25 HP ttal
26 none -28 HP total
27 Energy Immunity, Acid none
28 none -31 HP total
29 none -34 HP total
30 Spell Like Ability, Epic (effective level 15th, 3/day) none

Quick Reference Guide:

Speak with Animals: Divination
Level: Brd 3, Drd 1, Rgr 1
Components: V, S
Casting time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level

You can comprehend and communicate with animals. You are able to ask questions of and receive answers from animals, although the spell doesn’t make them any more friendly or cooperative than normal. Furthermore, wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may do some favor or service for you.

Feather Fall: Transmutation
Level: Asn 1, Brd 1, Sor/Wiz 1
Components: V
Casting time: 1 free action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One Medium or smaller freefalling object or creature/level, no two of which may be more than 20 ft. apart
Duration: Until landing or 1 round/level
Saving Throw: Will negates (harmless) or Will negates (object)
Spell Resistance: Yes (object)

The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect. However, when the spell duration expires, a normal rate of falling resumes.

The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creature’s maximum load) or objects, or the equivalent in larger creatures: A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as two Large creatures or objects, and so forth.

You can cast this spell with an instant utterance, quickly enough to save yourself if you unexpectedly fall. Casting the spell is a free action, like casting a quickened spell, and it counts toward the normal limit of one quickened spell per round. You may even cast this spell when it isn’t your turn.

This spell has no special effect on ranged weapons unless they are falling quite a distance. If the spell is cast on a falling item the object does half normal damage based on its weight, with no bonus for the height of the drop.

Feather fall works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.

Spider Climb: Transmutation
Level: Asn 2, Drd 2, Sor/Wiz 2
Components: V, S, M
Casting time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner. The subject gains a climb speed of 20 feet; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down). A spider climbing creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.

Material Component: A drop of bitumen and a live spider, both of which must be eaten by the subject.

Magic Missile: Evocation [Force]
Level: Sor/Wiz 1
Components: V, S
Casting time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.

The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell.

For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.

Break Enchantment: Abjuration
Level: Brd 4, Clr 5, Liberation 5, Luck 5, Pal 4, Sor/Wiz 5
Components: V, S
Casting time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Up to one creature per level, all within 30 ft. of each other
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No

This spell frees victims from enchantments, transmutations, and curses. Break enchantment can reverse even an instantaneous effect. For each such effect, you make a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + caster level of the effect. Success means that the creature is free of the spell, curse, or effect. For a cursed magic item, the DC is 25.

If the spell is one that cannot be dispelled by dispel magic, break enchantment works only if that spell is 5th level or lower.

If the effect comes from some permanent magic item break enchantment does not remove the curse from the item, but it does frees the victim from the item’s effects.

See Invisibility: Divination
Level: Brd 3, Sor/Wiz 2
Components: V, S, M
Casting time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level (D)

You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures.

The spell does not reveal the method used to obtain invisibility. It does not reveal illusions or enable you to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see.

See invisibility can be made permanent with a permanency spell.

Material Component: A pinch of talc and a small sprinkling of powdered silver.

Heal: Conjuration (Healing)
Level: Clr 6, Drd 7, Healing 6
Components: V, S
Casting time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Heal enables you to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the Target: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned. It also cures 10 hit points of damage per level of the caster, to a maximum of 150 points at 15th level.

Heal does not remove negative levels, restore permanently drained levels, or restore permanently drained ability score points.

If used against an undead creature, heal instead acts like harm.


Bow of Ehlonna

Chronicles of Iridia valiantaesir