Visualization Of The Body

Visualization of the Body

Visualization of the Body

School transmutation [meditative]; Level arcanist/wizard 2, cleric/warpriest 2, druid 2, magus 2, ranger 2, shaman 2


Casting Time 1 hour
Components V, M (soothing incense worth 200 gp)


Range personal
Target you
Duration 24 hours or until discharged


Note Spells with the ‘meditative’ descriptor are not cast like other spells’they are cast during the period of the day when a spellcaster prepares her spells. A meditative spell must already be prepared at the time when you start your 1-hour spell preparation ritual, and at the end of that time, the meditative spell of your choosing is cast, leaving you with that one spell slot used for the remainder of the day. You can have only one meditative spell in effect on you at any one time. All meditative spells have a range of personal and a target of you, and they can’t be brewed into potions or part of similar one-use items like elixirs. A meditative spell can be placed on a scroll or in a wand, but the act of casting the spell must always be incorporated into the user’s spell-preparation time; it also takes 1 hour for a character who succeeds at an appropriate Use Magic Device check to operate such an item. Though some of these spells are on the cleric spell list, they can’t be part of an oracle’s list of spells known. Spontaneous casters such as oracles or sorcerers cannot benefit from the effects of a meditative spell, nor can characters who use such magic without preparation via Use Magic Device and a magic item, since part of the process of casting and maintaining the effects of a meditative spell involves tying the act of weaving the magic into the very process of meditation and study that a prepared spellcaster (such as a cleric or wizard) undergoes at the start of every day.

You focus your mind on one aspect of your body to enhance that element. Choose a single physical ability score (Constitution, Dexterity, or Strength). If you choose Strength or Dexterity, you gain a +5 bonus on skill checks associated with that ability score. If you choose Constitution, your maximum and current hit points increase by an amount equal to your Hit Dice.

At any time during the spell’s duration, you can expend the spell’s remaining duration as an immediate action in order to gain a onetime physical enhancement associated with the ability score you chose to visualize, as detailed below. After you do so, the spell ends.

  • Constitution: You immediately regain a number of hit points equal to 1d8 + your total character level.
  • Dexterity: You gain a +4 dodge bonus to your Armor Class for 3 rounds.
  • Strength: You gain a +6 bonus on all Strength checks to break objects and on checks to escape or establish grapples for 1 minute.
  • Section 15: Copyright Notice

    Book of Magic: Spell Codex Volume 1. (c) 2022, Jon Brazer Enterprises

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