Squire’s Aid

School conjuration (teleportation); Level antipaladin 1, bard 1, cleric 1, inquisitor 1, magus 1, paladin 1, vanguard 1


Casting Time 10 minutes
Components S


Range close (25 ft. + 5 ft./2 levels)
Target unattended objects within a 10-ft. cube
Duration 8 hours until discharged
Saving Throw none; Spell Resistance no


A handy spell when ambushed during a rest, squire’s aid packs up belongings and equips creatures.

All objects to be targeted by squire’s aid must be within a 10-foot cube at the time of casting. All objects are then marked with a small arcane mark that is unreadable, except by means of a read magic spell, to anyone but you. Once the objects are marked, they can be thereafter moved about without any issue.

At any point during the spell’s duration, you can use a standard action to trigger the effects of squire’s aid, after which the spell is discharged. All marked objects are packed into their respective containers; bedrolls are rolled and bound, mess kits are cleaned and packed, and bags of supplies are repacked for transportation. Any wearable equipment can be packed in an organized fashion or equipped to nearby creatures, donning the armor and clothing neatly and appropriately for the creature. A creature is aware of what gear you are equipping it with and can prevent you from doing so should it not want you to (no check needed).

All objects that you wish to pack or don or any creatures you wish to equip must be within range of the spell at the time of you triggering these effects, otherwise the effect fails on that particular object or creature.
Section 15: Copyright Notice

Path of Iron, © 2015, Ascension Games, LLC; Author Christopher Moore

scroll to top