Atop the Shoulders of Giants
Level: Sorc/Wiz 1 (Brd?)
Components: V, S, F
Casting Time: 1 round
Target: One Tiny mannequin (see text)
Duration: 1 hour/level
Saving Throw: None (Harmless)
Spell Resistance: No
You imbue a prepared mannequin with mobility and a semblance of life, creating a temporary mannequin medic. The animated figure tends to the injuries of you and your allies. When the spell ends, the mannequin falls inert, and the mannequin may be re-used.
The mannequin can be ordered to use the Heal skill, to follow you, or to wait in one place. You may give it general instructions on who to heal (“Treat everyone in sight who’s injured”) or specific instructions (“Tend to the princess alone”), including omissions (“Don’t aid anyone in purple”). Unless instructed otherwise, it only tends to your wounds and follows closely when further treatment cannot be given. Instructions must be given verbally, and it responds only to you. You can instruct it in specific uses of the Heal skill, such as treating poison or disease, in addition to first aid. The mannequin can provide long term care if a patient is treated for at least 8 hours in a day. The time need not be consecutive, so casting the spell multiple times to reach the 8 hours is possible.
The mannequin performs Heal checks with a +5 modifier. This bonus increases by +1 for every three caster levels you have.
The mannequin has an AC of 12 (10 +2 size) and a speed of 20 ft. It acts on your initiative in combat. Aside from Heal, it can’t perform any task that requires a skill check with a DC higher than 10 or that requires a check using a skill that can’t be used untrained. The mannequin cannot attack in any way; it is never allowed an attack roll. It has construct immunities, but it gets no saves against attacks. The mannequin has normal senses for a humanoid.
If the mannequin takes 6 points of damage from any source, or if the mannequin is destroyed, the spell ends. An appropriate mannequin has 16 HP and a hardness of 0.
A Tiny fabric mannequin with articulated joints, worth at least 50 gp.