1,664 spells across 7 levels
| Level 1212 spells | ||||
|---|---|---|---|---|
| Spell | Spheres | Casting time | Range | Save |
Keeps one touched creature awake, alert and at full senses for the duration. | Charm, Necromantic | 1 rd. | Touch | None |
Plants in the area give anyone entering a -1 to attacks and ability checks for 1d4+1 turns; save negates. | Plant | 4 | 10 yards/level | Neg. |
Reveals how many alignment steps a target sits from true Neutral, and along which axis. | Divination, Numbers | 1 round | 80 yards | None |
Reveals one strength or weakness of a foe, one more per two levels from 3rd; save negates. | Divination | 4 | 10 yards/level | Neg. |
Makes every animal within 50 feet hostile to one creature for a day per level; save negates. | Animal | 1 rd. | 10yds/level | Neg. |
Calls a wild creature of up to half the caster's level in Hit Dice to travel with the caster in the wilderness. | Animal | 1 turn | 1-mi. radius | Neg. |
Makes one low-intelligence animal a lasting companion that can be taught three tricks per point of Intelligence. | Animal | 1 hr. | 10 yds. | Negate |
Attackers who fail a save cannot target one animal, and all attacks on it suffer -4. | Animal | 3 | Touch | Special |
Wakes one stalactite per level into a 1–6 HD piercer that drops on the next prey beneath it. | Elemental Earth | 1 round | Touch | None |
Sets one weapon hovering to attack once a round as the caster would, until it takes enough damage to fall. | Combat | 4 | Touch | None |
Raises an invisible barrier that keeps nonmagical vermin of under 1 Hit Die out of a 10-foot cube per level. | Wards | 1 | 30 yards | None |
Makes up to five armoured warriors of the caster's alignment holy warriors, with better AC and bonus hit points. | Combat | 5 | Touch | None |
Lets one man-sized creature climb and hang from trees like a squirrel for an hour per level. | Plant | 4 | Touch | None |
Tells the caster a handled object's material worth to within 2d10% minus caster level. | Divination | 4 | Touch | None |
Doubles the caster's astral movement and lifts astral missile penalties, an hour per level. | Astral | 4 | 0 | None |
Grants +1 per three caster levels, to +3, on the recipient's next artistic proficiency check. | Creation | 1 rd. | Touch | None |
Reveals whether a course of action within the next half hour brings weal or woe, at a 70% base chance plus 1% per level. | Divination | 2 rds. | 0 | None |
Snuffs every nonmagical fire in a 10-foot cube per level and douses magical flames for one round. | Elemental Fire | 4 | 10 yards/level | None |
Gives one combatant +1 per 3 levels, max +5, landing each round on a random part of their fighting. | Chaos | 4 | 20 yds. | None |
Enchants an animal tattoo to raise the caster's matching ability score by one point, max 19. | All | 1 rd. | 0 | None |
Cloaks one creature in the illusion of an animal that only that animal species perceives, for 12 hours. | Animal | 4 | Touch | Neg. |
Calls one low-intelligence animal or pet within a mile to hurry to the caster's side. | Animal | 4 | 1-mile radius | None |
Grants the caster +2 on reaction rolls with those who recognise a holy man, for two turns per level. | All | 5 | Touch | None |
Grants allies in a 50-ft. cube +1 to attack rolls and to saves against fear for six rounds; reversed, a curse of -1. | All | 1 rd. | 60 yds. | None |
Keeps one sentry awake and alert, surprised only on a 1 and resisting sleep and charm as if four levels higher. | Guardian | 4 | Touch | None |
Links two creatures so that damage to either is split between them, for five rounds per level; save negates. | Combat | 1 turn | Touch | Neg. |
Gives the caster a 70% plus 2% per level chance to learn the exact odds behind one die roll. | Numbers | 4 | 0 | None |
Draws the tiny animals or birds within 120 yd. to the druid, charmed and harmless, for 3 rounds + 1 per level. | Animal, Summoning | 1 round | 0 | None |
Grants a faithful priest +3 on one die roll of their choice in the next round. | Summoning | 1 | 0 | None |
Ends fear, confusion and other mental distress in one Hit Die of creatures per level; save negates. | Charm | 1 | 3 | Special |
Renders 2d4 HD of animals, +1 HD per level, docile and unmoving; all must be one species. | Animal | 4 | 60 yds. | Special |
Performs a rite of the faith, from coming of age and burial at 1st level up to anathematize at 9th. | All | 1 hr. | Touch | Special |
Performs a druidic rite, from coming of age and marriage at 1st level up to casting out at 12th. | All | 1 hr. | Touch | Special |
Turns a willing dwarf's hands into talons that each strike for 1d4+2, two attacks a round. | Combat | 4 | Touch | None |
Animates one severed hand per level into a crawling claw under the caster's telepathic command. | Necromantic | 4 per claw | Touch | None |
Cleans the caster and their clothing, cures minor incidental disease, and purifies wounds for 1 hit point. | All | 1 | 0 | None |
Shields the caster from sunlight penalties for three rounds plus one per level, counting as a level higher against undead. | Necromantic | 4 | 0 | None |
Lets 3 to 5 priests join so the central one gains a level per partner, max four, for casting and turning undead. | All | 1 rd. | Touch | None |
Makes a night on the trail count as complete bed rest, regaining 3 hp, for one willing creature. | Travelers | 1 rd. | Touch | None |
Compels one creature to obey a single spoken word for one round; high Intelligence or 6 Hit Dice earns a save. | Charm | 1 | 30 yds. | None |
Lets a unit of up to 200 pass its next morale check automatically. | War | 1 turn | 240 yards | None |
Surrounds one creature per two levels with fresh, breathable air; reversed, it fouls it. | Elemental Air | 2 rds. | 30 yds. | None |
Conjures four gallons of clean water per level, up to a cubic yard; reversed, it destroys the same amount. | Elemental Water | 1 rd. | 30 yds. | None |
Touch heals 1d8 hit points of a living, corporeal creature; reversed, the touch inflicts 1d8. | Healing | 5 | Touch | None |
Garbles one creature's speech beyond understanding for a round per level, blocking any verbal component. | Elemental Air | 4 | 5 yds./level | None |
Lets the recipients move and act in total darkness without penalty for three hours per level. | Sun, Travelers | 1 round | Touch | None |
Distracts one creature, giving -10% to perception checks and -1 to surprise, for a round per level; save negates. | Creation | 4 | 20 yds. +10 yds./level | Neg. |
Makes one metal item ring three times so that all within 10 ft. who fail a save are deaf for 2d4 rounds. | Combat | 4 | Touch | None |
Lets one creature go without breathing for a round per level; reversed as steal breath. | Elemental Air | 1 | Touch | None |
Lets one creature save against each hit to take no missile damage and half melee damage; reversed, it draws extra damage. | Protection | 1 rd. | 120 yds. | Special |
Shows whether a target is anything but true neutral, one per round. | Divination | 1 | 60 yds.' | None |
Reveals disease in one creature or object per level, and whether it is within the caster's power to cure. | Divination | 1 rd. | 10 yds. | None |
Detects drow in a 10-ft.-wide, 30-yd. path, with a 10% per level chance to learn class and level. | Divination | 1 rd. | 0 | None |
Detects dwarves and their kin, living or dead, through any disguise, in a 10-ft.-wide, 90-ft. path. | Divination | 1 rd. | 0 | None |
Reveals evil emanations from creatures, objects or areas in a 10-foot path 120 yards long; reversed, good. | All | 1 rd. | 0 | None |
Reveals any harmful gas within 60 feet, with a 5% per level chance to name it. | Divination | 1 rd. | 0 | None |
Reports the general balance of good, evil, law and chaos in an area or a creature. | Divination | 1 turn | 0 | None |
Makes every living thing within 60 feet glow to the caster's eyes, brighter the more intelligent, for a round per level. | Divination, Necromantic | 4 | 0 | None |
Reveals magical auras and their strength in a 10-foot path 30 yards long, with a 10% per level chance to name the sphere. | Divination | 1 rd. | 0 | None |
Locates one chosen metal or mineral per round in a 10-ft.-wide, 120-ft. path, telling ore from refined. | Divination, Elemental Earth | 1 round | 0 | None |
Tells whether one object or 5-ft. cube per round is poisoned, with a 5% per level chance to name the poison. | Divination | 4 | 0 | None |
Senses every predatory creature within 60 ft. and where it is, without identifying its species. | Divination | 1 | 0 | None |
Warns of pits, snares, deadfalls and natural traps along a 10-ft.-wide, 40-ft. path ahead. | Divination | 4 | 0 | None |
Lets the caster notice any lie or evasion one creature speaks for 3 rounds; reversed, the caster's own lies pass undetected. | Divination | 1 | 30 yds. | None |
Detects weapons, hidden or improvised, carried to do harm in a 10-ft.-wide, 90-ft. path. | Combat, Divination | 1 rd. | 0 | None |
Writes down whatever is said within 10 ft. onto a blank page, a turn per level; spells and incantations are not recorded. | Thought | 1 | 10 ft. | None |
Tells whether elves have passed through, dwelt in or shaped an area within the last month per level. | Divination | 1 rd. | 100 yds. | None |
Ends all magical darkness in a 30-ft. sphere and keeps new darkness from forming there for 8 turns. | Sun | 1 | 20 yds. | None |
Removes all fatigue and exhaustion from one creature, restoring it to fully rested. | Necromantic | 4 | 30 yds | None |
Reveals any noble descent in the touched creature and how near it stands to a title; save negates. | Divination | 4 | Touch | Neg. |
Reveals whom the touched creature secretly loves; a save hides the name but not whether a crush exists. | Divination | 1 rd. | Touch | Neg. |
Makes a ginkgo wand tug the caster toward one named kind of thing, such as water or treasure, within 60 yd. | Divination | 1 rd. | 60 yds. | None |
Speeds the party's travel along a mile of road per level by half and spares it minor mishaps. | Travelers | 1 round | Touch | None |
Wreathes one hand in a necromantic aura that gives +1 to hit per three levels past 1st, max +4, on harmful touch spells. | Necromantic | 4 | 0 | None |
Touch heals 1d4+1 hp, but ordinary wounds and disease heal only to within 3 hp of full; damage from elementals heals fully. | Elemental Air, Elemental Earth, Elemental Fire, Elemental Water | 1 rd. | Touch | None |
Reveals the single strongest emotion one creature feels at that instant; save negates. | Thought | 3 | 5 yards/level | Neg. |
Senses the basic needs and emotions of unshielded minds in a 10-ft.-wide, 30-ft. path; reversed, masks one creature's emotions. | Divination | 1 rd. | 0 | None |
Protects the touched creature from natural cold to -30°F or heat to 130°F for 1½ hours per level; magical extremes end it. | Protection | 1 rd. | Touch | None |
Plants in a 40-ft. cube grip everyone inside for a turn; a save lets a creature crawl out at 10 ft. a round. | Plant | 4 | 80 yds | ½ |
Seals a dragon corpse so it can never be animated, raised, or reached by speak with dead. | Necromantic | 1 rd. | Touch | None |
Locks one creature into compulsively overdoing whatever it was doing, a round per level; save negates, an attack ends it. | Charm | 4 | Touch | Special |
Outlines creatures or objects in pale light, 10 sq. ft. per level, giving attackers +2 in darkness and +1 in twilight. | Weather | 4 | 80 yds. | None |
A dryad's touch makes one plant grow fast: ten more feet of vine, or a tree ten feet taller within the hour; the plant may save to resist. | Plant | 1 minute | 0 | Special |
Boosts crop yield 5% per level for six months across 60 ft. per level, or makes one female mammal per level fertile; reversed, sterility. | Animal, Plant | 1 round | Special | None or neg. |
Shows the caster the direction, distance and look of the nearest drinkable water within 90 miles. | Divination | 1 rd. | 90 miles | None |
Gives the caster a sense for where food and water lie, enough for one person per level above 4th each day. | Divination | 1 rd. | 0 | None |
Detects any water within a 10-ft.-wide, 90-ft. path and how plentiful it is, with a 5% per level chance to tell if it is drinkable. | Divination | 4 | 0 | None |
Turns one small fire cool, smokeless and touchable, burning bright in a 30-ft. radius for 4 hours plus 1 per two levels. | Elemental Fire | 4 | Touch | None |
Makes one creature or object of up to 10 lb. per level rise through water at 50 ft. a round and float at the surface. | Elemental Water, Travelers | 4 | Touch | Neg. |
Shows the caster one creature's actions two rounds ahead, one more per three levels to four, so it can never surprise them. | Combat, Divination | 4 | 200 yards | Special |
A tribe member passes every Constitution check and gains +2 on Strength or Wisdom checks and +1 against mind magic, a day per two levels. | Charm | 10 rounds | Touch | None |
Blasts a 3-ft. cone of ice from the fingertips for 1d3 +2 per level cold damage, max 1d3+20; save for half. | Combat, Weather | 3 | 0 | ½ |
Nearby thorns pelt one creature per three levels within 20 ft. for 1d6 +1 per level; save for half, useless against heavy armour. | Plant | 4 | 40 yards | ½ |
Gives a templar +2 on saves against every spell cast at them for a turn plus a round per level. | Cosmos | 4 | 0 | None |
Lights one hand with motes that deal 1d4+3 to a living creature struck, 2d4+4 to undead, for two touches. | Combat | 4 | 0 | None |
Cures fire, frost, trampling, parasites and disease across a 10-ft. square per level, or heals a plant monster 2d4; reversed, it blights. | Plant | 4 | 0 | None |
Puts up to three creatures into a torpor of up to a week per level, barely needing food or air; save negates. | Animal | 1 rd. | Touch | Neg. |
Summons a barbarian cleric's nemesis spirit for the trance battle that gates rising a level. | Combat | 1-4 days | Touch | None |
Lets one creature per level walk on any ice or snow as firm ground, leaving no trace, for a turn plus a turn per level. | Elemental Water | 4 | Touch | None |
Makes one touched creature per level undetectable to normal animals of Intelligence under 6 until it attacks. | Animal | 4 | Touch | None |
Undead ignore the touched creature for 6 rounds; those above 4 HD may save, and any attack ends it. | Necromantic | 4 | Touch | Special |
Blesses a traveller or a shipped object with +2 on saves against mishaps for a trip of up to a week per level; reversed, a malison. | Travelers | 1 rd. | Touch | None |
Tells the caster the exact age, in years, of one creature or object. | Time | 1 | 0 (Touch - PSC) | None |
Reveals one creature's bloodline, its derivation and its strength from tainted to great; a save, easier for weak lines, negates. | Divination | 2 | 30 yds. | Neg. |
Tells the caster which way is north, anywhere, even in magical darkness. | Travelers | 1 | 0 | None |
Tells the caster which faction one creature per round belongs to, on sight; one hiding its allegiance may save. | Divination | 1 | 20 yards | Neg. |
Reveals the name, lineage and notable deeds of a creature seen, an object handled or a place stood upon. | Divination | 1 rd. | Special | Special |
Tells the caster the exact local time: hour, day, month, year. | Time | 1 | 0 | None |
Shapes a leaf into a silent, unbreakable +2 dagger only the caster can wield, 3 rds., throwable 90 ft. at +4. | Combat, Plant | 4 | Touch | None |
Fills a 20-ft. radius with torchlight for an hour plus a turn per level; cast on a creature's eyes, it blinds; reversed, darkness. | Sun | 4 | 120 yds. | Special |
Tells direction, distance and rough number of one animal or plant type in a 20-ft.-wide path, 100 yd. plus 20 per level. | Animal, Divination | 1 rd. | 100 yds. + 20 yds./level | None |
Makes wood, a cubic foot per level, burn bright and unconsumed at twice the heat for an hour per level. | Elemental Fire, Plant | 1 turn (4 - PSC) | Touch | None |
Animates up to 20 ft. of vine to crawl, knot or attack, constricting for 1d4 a round, for 2 rounds plus 1 per level. | Plant | 1 rd. | Touch | None |
Enchants three pebbles that strike as +1 weapons for 1d4 each, 2d4 against undead, lasting half an hour. | Combat | 4 | Touch | ½ |
Strings an unbreakable tether only the caster can hold from their hand to one object or willing creature, 3 rounds plus 1 per level. | Combat | 4 | 5 yards/level | None |
Tells the caster how long one visible piece of cinnabryl will keep holding off the Red Curse. | Divination, Elemental Air, Elemental Earth, Elemental Fire, Elemental Water | 2 | 10 ft. | None |
Repairs a single break in a small object, 1 cu. ft. per level; magical items excluded. | Creation | 4 | 30 yds. | None |
Gives one creature the benefit of shade under full sun, halving its water needs; reversed, the sun's heat doubles on it. | Cosmos | 1 rd. | Touch | Neg. |
Anyone looking at the caster who fails a save sees some harmless stranger instead, 3 rounds plus 2 per level. | Protection | 4 | 0 | Special |
Over six days rewrites the ink of a page per level into a legible message contrary to the original, in the author's hand. | Chaos | 1 | Touch | None |
A beam of moon- or sunlight paralyses one undead per three levels for a round per level; save negates. | Sun | 2 | 10 yds./level | Neg. |
Shifts a unit's morale one point either way, lasting 1d4+2 turns; at a temple, a 10th-level priest raises it by 3 until sunset. | War | Special | Special | None |
Hangs a trail of moonlight-bright motes 10 ft. per level long; a priest of Sehanine within it counts as under a full moon. | Sun | 4 | 0 | None |
Shields the touched creature from natural heat and cold, banishes fatigue as an hour's sleep per level, and stays hunger, a turn per level. | Animal | 4 | Touch | None |
Milks up to a quart of fine, mildly alcoholic nectar from one living flower. | Plant | 1 | Touch | None |
A chant that shuts out the world so the priest regains spells and hit points half again as fast, proof against sleep and charm, while concentrating. | All | 1 | 0 | None |
The caster watches for a sign from the deity foretelling whether a major undertaking is favoured. | Divination | 1 turn | 0 | None |
Trades one 1st-level slot for three plus one per level minor prayers, max nine, each a small effect of a round per level at most. | All | 4 | 10 yds. | None |
The touched creature leaves no footprints or scent on any ground for a turn per level. | Plant | 1 rd. | Touch | None |
From a true name or a birth date and place, sketches one human or demihuman's class, standing and life history. | Numbers | 2 turns | 0 | None |
Hardens wooden weapons (one large, two small) to stone, easing their attack and damage penalties and making them fireproof, 5 rds. per level. | Combat, Plant | 1 | Touch | None |
Grows a pinecone blade on a staff or spear: +1 to hit, 1d6+1 damage (1d8+1 to large foes), double against plant creatures, 2 rounds plus 1 per level. | Plant | 6 | Touch | None |
Fixes a secret -3 to +3 luck modifier onto one of the subject's next 1d12 significant rolls in the coming day. | Chaos, Divination | 1 turn | Touch | None |
Drizzles on a 30-ft.-wide, 60-ft.-tall cylinder for a round, dousing candles, guttering torches and weakening fire spells by 2 per die. | Elemental Water | 4 | 10 yards/level | None |
Tells the druid the coming weather over nine square miles, two hours ahead per level, exactly. | Divination, Weather | 1 rd. | 0 | None |
Lets the touched creature dive safely to twice its normal depth for a turn plus a turn per level. | Elemental Water, Protection | 4 | Touch | None |
Keeps a corpse, dead no more days than the caster has levels, from ever being animated as skeleton or zombie. | Cosmos | 4 | Touch | Special |
Chaotic creatures attack the touched creature at -2 and it saves against them at +2, immune to their mental control and bodily contact, 3 rounds per level. | Law | 4 | Touch | None |
Evil creatures attack the touched creature at -2 and it saves at +2, warded from mental control and summoned contact, 3 rounds per level; reversed, from good. | Protection | 4 | Touch | None |
Off the Prime, prime-material beings attack the touched planar at -2 and it saves against them at +2, warded from their mental control, 3 rounds per level. | Protection | 4 | Touch | None |
Strips a creature's vulnerability to silver weapons for an hour per level; silver strikes it as plain metal. | Protection | 3 | Touch | None |
Turns a mushroom into a missile that bursts in a 10-ft. cloud of spores; those inside save vs. poison or cough helplessly for 1d3+1 rounds. | Plant | 4 | Touch | Special |
Makes spoiled or poisoned provisions, a cubic foot per level, safe to eat and drink, spoiling unholy water; reversed, it rots them and spoils holy water. | All | 1 rd. | 30 yds. | None |
Cleans the caster and their vestments to spotless, cleanses their wounds and heals 1 hp if no cure has been applied. | All | 4 | 0 | None |
Cleans a cubic foot of water per level, within a 10-ft. cube, to drinkable; reversed, it fouls the same, holy water included. | Elemental Water | 1 rd. | 40 yds. | None |
Floats an invisible 3-ft. disc above the caster that sheds rain and other falling liquids, 2 turns per level. | Protection | 2 (Dragon 1 (PSC) | 0 | Special |
Lets the caster read one language for 5 rounds per level; not codes, magical script or speech. | Divination | 1 rd. | 0 | None |
Makes nearby vegetation stir to show a tracker the lost trail, 60% plus 2% per level; breaks pass without trace. | Plant | 4 + Special | Special | None |
Reed StaffHalfling Turns a grass blade into a quarterstaff only the caster may wield, magical for what it can hit, 3 rds. + 1 per level. | Plant | 4 | Touch | None |
The touched creature regains 1 hp a round over 1d4+1 rds., starting when next wounded if it is whole; reversed, it bleeds the same. | Healing | 5 | Touch | None |
Gives one creature per four levels +4 against fear for a turn and a new save against fear already failed; reversed, panics one creature 1d4 rounds. | Charm | 1 | 10 yds. | Special |
Hardens the touched creature to natural heat and cold, takes 1 off each die of magical fire or cold, and banishes fatigue as an hour's sleep per level. | Protection | 1 rd. | Touch | None |
Heals an animal 1d4 hp with one hand or 2d4 with both, drawn from the caster's own hit points, which return in 1d4 hours. | Animal | 4 | Touch | None |
Two to ten priests join hands in a barrier that works as protection from evil at -1 and +1 per priest, for 2d10 rounds. | Protection | 5 | 0 | None |
Makes one mature tree or a 10-ft. plot bear its full harvest at once, once a season; unpicked produce withers in a day. | Plant | 4 | 5 yds. | None |
Wreathes one creature in rosy light that grants free action and lifts penalties from pain, nausea, fear and venom, for 2 + 1d4 rounds. | Protection | 4 | Touch | None |
Alerts the priest instantly whenever the touched creature is in danger, anywhere on any plane, a day per level; from 3rd level, with a mental image. | Guardian | 1 | Touch | None |
Blesses 2 ounces of ghi per level into holy water that also heals 1d3 hp per ounce drunk; reversed, unholy ghi. | All | 8 hrs. | Touch | None |
Anyone trying to attack the touched creature must save or lose track of it entirely for 2 rounds plus 1 per level; its own attack ends the ward. | Protection | 4 | Touch | None |
Coats a 10-ft. square in sticky sap that halves movement; those inside who fail a save crawl at 1, lose half their Dexterity and cannot cast or attack. | Plant | 4 | 10 yds. | Special |
Neatens the priest's hand and doubles copying speed with a quarter fewer errors, for up to 8 hours of unbroken work. | All | 1 rd. | Touch | None |
Cures seasickness and gives the touched creature a sailor's footing on a pitching deck for an hour per level; reversed, land legs makes them stumble. | Healing | 1 round | Touch | None |
Fires a homing speck of light that strikes one target within 30 yd. at +4 for 2d4+2 damage. | Sun | 5 | 30 yds. | None |
Weaves grasses and roots into near-weightless AC 6 armour for the caster alone that negates magic missile, for a day. | Plant | 1 rd. | Touch | None |
Reveals to the druid the direction faced and how far above or below ground they stand. | Elemental Earth | 4 | 0 | None |
An invisible sentry watches a 120-ft. sphere while the caster sleeps and shakes them awake if anything sizeable enters, for 8 hours. | Guardian, Travelers | 1 hr. | 0 | None |
Sets an invisible sentry over a 120-ft. sphere while the caster sleeps, waking them if anything over a foot across enters, up to 8 hours. | Guardian, Travelers | 1 hour | 0 | None |
A dryad's touch bends one plant's growth: tall and straight, low to trip, or thorns dealing +2 damage, permanently. | Plant | 1 minute | 0 | None |
Turns the caster's oak club or staff into a +1 weapon dealing 2d4, or 1d4+1 to larger than man-size, for 4 rounds plus 1 per level. | Combat, Plant | 2 | Touch | None |
Makes the priest's beard silver: base AC 8 unarmoured, or +1 AC over armour, for a turn plus a round per level. | Combat | 4 | 0 | None |
Warns the priest a moment before danger strikes within 10 ft., granting +3 to surprise, to reaction checks and to saves against natural hazards, for an hour. | Protection | 1 rd. | 0 | None |
Animates one man-sized or smaller skeleton to obey simple commands for a week; one per level may serve at once. | Necromantic | 1 turn | 10 yards | None |
The caster's swaying gaze holds one creature staring, unable to act, until the caster does anything else; save negates. | Charm | 1 | 10 yards | Neg. |
Fields of dense air around the feet let one creature glide over snow or ice crust and never be knocked over, a round per level. | Elemental Water | 4 | Touch | None |
A tiny flash at a creature's eyes blinds it 1d4 rds. at -2 to saves; save negates, and the sun must be up. | Elemental Sun | 1 rd. | 15 yards | None |
Lets the priest converse mentally with the astral traveller whose comatose body they touch, a round per level. | Astral | 1 round | Touch | None |
Lets the priest question a normal or giant bird within 30 ft. for 2 rds. per level. | Animal, Divination | 4 | 0 | None |
Lets the priest talk with one normal or giant bird within 30 ft. for 2 rounds per level. | Animal, Divination | 4 | 0 | None |
Lets the priest see and hear through a skeleton, zombie or corpse within 30 yd. per level, commanding the undead, an hour per level. | Divination, Necromantic | 4 | 30 yards/level | None |
The touched creature climbs walls and ceilings barehanded at MV 9, silently, for a round plus a round per level. | Necromantic | 1 | Touch | Neg. |
Lets the priest borrow one touched spider's sight, wherever it goes, a round per level. | Animal | 1 | Special | None |
Wraps a spiritlord in a spirit's essence so divinations such as ESP and know alignment read the spirit, not the priest, a round per level. | Divination | 4 | 0 | None |
A paralysing spit that on a hit costs the target the struck body part for 1d4+1 rds., from unconsciousness to a useless arm; save negates. | Combat | 1 | 10 yds. | Neg. |
Gives metal an enduring shine proof against rust, acid and decay, at the cost of its weight in platinum. | Protection | 3d4 turns | 0 | None |
Drains 1d8 PSPs for each caster level, max 10d8, from a psionic creature into the priest for immediate use; save negates. | Thought | 4 | 10 yds./level | Neg. |
Alloys a creature's hide with steel for +1 AC per three levels, max +5, at the cost of a third of its Dexterity, 3 rds. + 1 per level. | Protection | 4 | Touch | None |
Lets the recipient stand pressed against stone all but invisible while motionless, seen only on a 5% careful search. | Elemental Earth | 4 | Touch | None |
Raises the subject's Strength by 1d4, or up to 16 if that is more, while it stays in contact with earth, 3 rds. + 1 per level. | Elemental Earth | 4 | Touch | None |
Makes one creature stumble along at half speed, -4 to attacks and without Dexterity bonuses, a round per level; save negates. | Combat | 4 | 20 yards | Neg. |
A ray of sunfire strikes one creature for 1d6 +1 per level, +2 per level to undead and light-shy foes, and blinds the living 1d4 rds.; save negates. | Sun | 4 | 40 yds. | Neg. |
Bonds a shield or weapon to its wielder's grip so it cannot be dropped or knocked away until willingly released. | Guardian | 3d4 turns | 0 | None |
Lets a water-dwelling being such as a merfolk or sea elf stay on land without penalty for 3 hours per level. | Animal, Elemental Water | 1 rd. | Touch | None |
Detects injustice, dishonour and sin in creatures along a 10-ft.-wide, 120-yd. corridor, or checks one person's standing with the gods. | Divination, Law | 1 round | 0 | None |
Lets the priest pick up stray thoughts lost within 10 yd., recovering what someone once thought there. | Thought | 3 (4 - PSC) | 0 | None |
A lament that makes undead wear the faces of the listeners' lost loved ones; those within 30 ft. who fail a save attack undead at -2. | Charm, Necromantic | 1 rd. | 0 | Special |
Teaches the shaman one totem image per level, inscribed over hours, that grants its animal's gift to whoever bears it. | Animal | Special | 0 | None |
A motionless trance in which the shukenja senses one spirit, curse, haunting or lasting enchantment within 120 ft. each round. | Divination | 1 rd. | 0 | None |
Lets the priest smell gems and precious metal within 20 ft., counting the pieces and growing warmer toward the largest hoard. | Divination | 4 | 0 | None |
Reveals the true make-up of every metal in a 30-ft., 90° arc before the caster for a round, exposing false coin and dweomers. | Divination | 4 | 10 yards | None |
Gives one skeleton or zombie per level a living human's speed, +1 AC and the caster's initiative and saves, a turn + 2 rds. per level. | Necromantic | 4 | Touch | None |
Gives one skeleton or zombie per level movement 12 and the caster's initiative and saves if better, 1 rd. + 1 per level. | Necromantic | 4 | Touch | None |
Through a costly effigy and pins, works a lesser spell on one person anywhere, to harm or help; save negates. | Charm | 1 day | Infinite | Neg. |
Guards a 10-ft. cube per level so any intruder larger than a bee sends a wailing wind carrying its sounds to the caster, a turn per level. | Elemental Air, Weather | 1 round | 5 yards/level | None |
Projects one word at full volume to every ear within half a mile, waking light sleepers. | Protection | 1 | 0 | None |
Triples the caster's swimming speed for one round, to be spent within an hour per level. | Combat | 4 | 0 | None |
Keeps 200 lb. plus 100 per level of creatures or objects in a 10-ft. cube afloat for 3 rds. + 1 per level; the unwilling may save. | Protection | 1 | 10 yds./level | Special |
Inscribes a weapon against one named foe: +5 to hit and damage on the first blow against it, and magical for that strike. | Combat | 1 turn | Touch | None |
Shapes loose stone into the deity's favoured weapon, magical for what it hits and proof against rust and heat metal, a round per level. | Elemental Earth | 4 | Touch | None |
Forecasts the natural wind, rain and any freak weather at the caster's spot for an hour per level ahead, and whether magic is at work on it. | Divination, Weather | 3 rounds | 0 | None |
Makes a chest or object of up to a 5-ft. cube weigh 1d4+1 times as much as whoever but the caster tries to move it, a day per level. | Wards | 1 (4 - PSC) | Touch | None |
Wards one item, closure or a 60-ft. area so a whispering breeze warns the caster within a mile per level when it is triggered. | Guardian, Weather | 1 turn | 0 | None |
Raises a pillar of wind that eases the caster down from a fall, the safer the stronger the breeze, or lifts them 5 ft. per level, 2 rds. per level. | Elemental Air | 1 | 0 | None |
| Level 2263 spells | ||||
|---|---|---|---|---|
| Spell | Spheres | Casting time | Range | Save |
Hurls acorns, one for each caster level, at targets within 40 yd., each hitting as a sling stone for 1d2. | Plant | 5 | 10 yds. | None |
Grants the touched creature +1 to attacks and saves plus 1d8 temporary hit points for 1 rd. + 1 per level. | Combat, Necromantic | 5 | Touch | None |
Links allies, one for each caster level up to ten, so a single mental 'Alert' reaches all within 90 ft., within 8 hours. | Thought | 1 rd. +1 rd. per creature touched | Touch | None |
A spectral unicorn horn hovers above the caster's brow, then strikes one target unerringly for 3d6 and outlines it in faerie fire 1d4 rds.; save for half. | Combat | 5 | 40 yards (0 - PSC) | ½ |
Transfers as many of the priest's own hit points as they choose into a willing creature of compatible alignment. | Cosmos | 5 | Touch | None |
Creatures in a 40-ft. sphere, 2d4 HD plus half caster level, hesitate at an initiative penalty of a third of caster level, a round per level; save negates. | Law | 1 | 30 yards | Neg. |
Crafts a token that gives its wearer +1 to AC and saves against one feared being, which must save or flee it in fear, a week per level. | Creation | 1 hr. | 5-ft. radius | None |
Calls an ancestor spirit to answer one question at 75%, bless one person with +1 to saves a day per level, or watch the home a month. | Wards | 1 rd. | Touch | None |
Lets the caster borrow one animal's sight within 100 yd. while standing still with eyes closed, 3 rds. + 1 per level. | Animal | 5 | 0 | None |
Gives one animal the power to speak a language the caster knows, a turn per level, though no smarter. | Animal | 5 | 10 yds./level | None |
The druid shares a normal animal's sight, hearing and smell in a trance, a turn per two levels; a bonded animal may save. | Animal | 5 | 10 yds. | None or neg. |
A cat-sized animal held and stared at obeys the shaman's orders, gaining 1d3 Intelligence and understanding their words, 2 turns per level. | Animal | 1 rd. | 0 | None |
Turns the priest's forearms into adamantine hammers that tunnel a foot of rock a round and swing twice in melee, a turn per level. | Combat | 5 (6 - PSC) | 0 | None |
Attunes the caster to astral and ethereal phenomena for an hour per level, with +2 to surprise against planar monsters. | Astral | 5 | 0 | None |
Turns one creature's ill feeling for the caster into its opposite, with the caster's Charisma 1d4+2 higher in its eyes, an hour per level; reversed, disdain. | Charm | 1 round | Touch | Neg. |
Grants a psionic creature 3d8 temporary PSPs, spent first, for 1 rd. + 1 per level. | Thought | 5 | Touch | None |
Tells whether a course of action within the next half hour brings weal or woe, at 70% +1% per level. | Divination | 2 rds. | 0 | None |
Keeps the touched creature at a comfortable 70°F in natural weather between -20 and 140°F and turns aside rain, snow or hail, an hour per level. | Travelers | 2 | Touch | None |
Subjects one creature to imagined foul weather of the caster's choosing, -1 to every roll, an hour per level. | Travelers | 5 | Touch | None |
Curses a touched creature's coming saving throws, -4 on the first and less on each after, until spent; dispel magic cannot lift it. | Combat | 5 | Touch | None |
Cures a touched plant's diseases for good and restores its leaves to full green for a day per level. | Plant | 5 | Touch | None |
Toughens the touched creature's skin to AC 6, one better per four levels, with +1 on non-magical saves, 4 rds. + 1 per level; no armour with it. | Plant, Protection | 5 | Touch | None |
Grants the touched creature a bat's echolocation to 60 ft., immune to surprise and seeing the invisible while its eyes are closed, 3 turns + 1 per level. | Animal, Divination | 4 | Touch | None |
A ringing song grants all in a 50-ft. cube +1 to attack, damage and saves and +2 on ability checks for 7 rds. | Charm, Combat | 5 | 60 yards | None |
Gives the caster taloned, furred arms with 18/72 Strength, raking twice a round at +2 for 2d4+4 total, a round per level. | Combat, Necromantic | 5 | 0 | None |
Marks one person so that every animal of one species hates and fears them, attacking or shunning, an hour per level; save negates. | Animal | 5 | 10 yds. | Neg. |
Charges the priest's cudgel to charm the next creature it touches for 2d10 rds.; save negates, +1 per point of damage dealt. | Charm | 5 | Touch | Neg. |
Staring at a cairn of stones shows the priest where a corpse lies within a mile per level. | Cosmos | 1 hr. | 1 mi./level radius | None |
Makes one arm a rubbery 10-ft. talon striking at +1 for 1d4 plus 1d4 cold, a round per level; save halves the cold. | Necromantic | 5 | 0 | Special |
Grants one thief skill use at +15% or one attack at +3 within the next turn, its damage near maximum. | Combat | 5 | Touch | None |
Sends one creature into a helpless trance of pleasure for 4 rds., dropping what it holds; save negates, harder against a higher-level caster. | Charm | 5 | 5 yards/level | Neg. |
Gives the touched creature morale 20, immunity to fear, pain and nausea, a keen nose and a ranger's tracking, a round per level. | Charm | 5 | Touch | None |
Sprouts blades all over the caster for 4 rds.: +2 AC, 1d4+2 on a charge, doubled when pinning someone to a wall. | Combat | 5 | 0 | None |
Turns a bone into thrown jaws that bite for 1d6+4, then again next round for 1d4+2, and can be left as a trap. | Combat, Necromantic | 5 | 5 yards/level | None |
Makes bone weapons hit and hold up like their metal counterparts, 5 rds. per level; a missile reverts on impact. | Animal, Combat | 1 turn | Touch | None |
Hardens crude wooden weapons, one large or a pair of small ones, to bone quality and fireproof, 5 rds. per level. | Combat, Plant | 1 | Touch | None |
Wraps the head in blue light that clears the mind: +2 to Intelligence checks and immunity to charm and confusion, a turn per level, an hour for dwarves. | Protection | 5 | Touch | None |
BurrowGnome Hardens the priest's nails into stone claws that dig through earth at burrowing rate 3 and strike twice for 1d4+1, a turn + 1 rd. per level. | Elemental Earth | 5 | 0 | None |
Calls one animal of a chosen species from within a mile, which arrives in 1d20 rds. and serves as a loyal pet an hour per level. | Animal, Summoning | 1 rd. | 1 mi. | None |
Restrains the emotions of 1d6 creatures per level in a brawl or a revel so they stop and listen; save at -4 negates. | Law | 1 | 20 yards | Special |
Blends one person per level into wilderness surroundings, proof against searches and infravision while they creep at 10 ft. a round, a turn per level. | Animal, Plant | 2 (5 - PSC) | 20 ft. radius | Neg. |
Drives a possessing spirit from its host, person or thing, by ritual, exhortation or beating; the spirit may save. | Summoning | 1 turn | 10 yds. | Special |
Breathes a 20-ft. cone of gathered stench; breathers of 5 HD or less save vs. poison or gag and retreat 1d6 rds., -1 to attacks if they save. | Elemental Air | 3 | 0 | Special |
While the priest chants in place, allies within 30 ft. get +1 to attacks, damage and saves and enemies -1. | Combat | 2 rds. | 0 | None |
Whirling light gives the touched creature -1 AC in melee, -2 AC and +2 saves against missiles and directed spells, which may glance off, 2 rds. per level. | Chaos | 5 | Touch | None |
Convinces 1d4 captors within 30 ft. their prisoner is worth keeping alive rather than killed on the spot, a day per level; save negates. | Travelers | 1 | 0 | Neg. |
Makes one person or mammal within 80 yd. regard the caster fondly, as an ally to protect, until it saves again; save negates. | Animal | 5 | 80 yds. | Negate |
Conjures a weightless +2 scythe dealing 2d4+2 plus 1d4 life drain, hurling any undead it touches 20 ft. for 4d6, a round per level. | Combat, Necromantic | 5 | 0 | None |
While the shaman stays in a drawn circle of 3 ft. per level, no one inside can be possessed and spirits attack them at -2 AC. | Wards | 1 rd. | 0 | None |
Refines a gallon of water per level so half as much slakes thirst and doubles crop yield; reversed, muddy water halves both. | Elemental Water | 2 | Touch | None |
From ashes, shows a hazy vision of the thing's final round per level before it burned, and by what. | Elemental Fire | 1 rd. | 0 | NA |
Under night or rain, wraps the caster in mist for +2 AC and +2 on saves against fire and sun, a round per level. | Elemental Air, Elemental Water | 4 | 0 | NA |
Wins a tame animal's loyalty with a tossed morsel so it treats the shaman as its master, a turn per level. | Animal | 1 | 10 yds. | None |
Asks a known local spirit, of a tree, rock or house, one question per caster level, answered truthfully but literally. | Divination | 1 turn | 10 ft. | None |
Opens an astral link to the caster's deity so spells can be regained in a foreign crystal sphere for a week. | All | 1 turn | Unlimited | None |
Seals one spirit of no more HD than the caster's level into a bottle or gourd until it is opened; save vs. paralysis negates. | Summoning | 1 rd. | 10 yds. | Neg. |
Conjures a permanent holy symbol of the priest's deity into their hands. | Creation | 2 | 0 | None |
In bright sun, raises a silent visual illusion filling a 10-ft. cube per level while the caster concentrates; reversed, it dispels mirages. | Elemental Sun | 5 | 60 yds. +10 yds./level | Special |
Binds a spirit into a natural-material weapon that wounds spirits for 2d4 per HD bound into it; an unwilling spirit may save. | Summoning | 1 turn | 15 ft. | Neg. |
Opens a spring in rock or earth yielding a gallon of fresh water per level each turn; reversed, it dries one. | Elemental Water | 1 rd. | Touch | None |
Makes the priest look pitiable so that any creature within 120 ft. that fails a save hurries over to help, weapons dropped, an hour per level. | Charm | 5 | 0 | Neg. |
Freezes water, a cubic foot per level, into ice, or sheets a pool an inch thick; anyone walking on it saves or falls. | Elemental Water | 5 | 30 yds. | None |
A touch to the brow cures most diseases of the mind, feeblemind included, over a turn to ten days. | Healing, Necromantic | 1 rd. | Touch | None |
Touch heals 1d10+1 hp of a living, corporeal creature; reversed, it inflicts 1d10+1. | Healing | 5 | Touch | None |
Cures scurvy in one creature per level; reversed, it inflicts scurvy on one target at 90 yd., save negates. | Necromantic | 5 | Touch | None |
Kindles a brazier fire that gives heat but no light or smoke, up to a foot across per level, an hour + 1 per level. | Travelers | 2 | Touch | None |
Lightless flame from the hand burns for 1d8 a blow or 1d3 +1 per level thrown, 2 rds. per level. | Elemental Fire | 5 | Touch | Special |
A jet of cool black flame burns the living for 1d4 +1 per level by touch, half at 15 ft., and heals undead the same. | Combat, Necromantic | 5 | 0 | None |
Lights a candle that burns without wasting while the subject lives, gutters when they are near death, and goes out when they die. | Divination | 1 rd. | Special | None |
Names an enemy who will suffer a curse as strong as bestow curse should they cause the caster's death. | Necromantic | 1 rd. | 0 | Neg. |
Seals a corpse so that any attempt to raise it as undead fails unless the body's own save, capped at 75%, fails. | Protection | 1 turn | Touch | Special |
Ties a shiny item to the caster's wellbeing so it dulls and corrodes if they die or are petrified, a week per level. | Divination | 1 rd. | Touch | None |
Reveals whether one creature per round, up to ten, is under charm, suggestion or possession; save negates, reversed hides charms 24 hours. | Divination | 1 rd. | 30 yds. | Negate |
Reveals where every creature within 60 ft. bent on attacking the caster stands, even hidden or invisible, for a turn. | Divination | 1 rd. | 0 | None |
Tells whether one creature along the caster's line of sight is alive, through feigned death, coma or trance, for 5 rds. | Divination | 1 rd. | 10 ft./level | None |
Cast beyond a crystal sphere, tells whether friendly gods, or the caster's own, are known within it. | Divination | 1 rd. | 240 yds. | None |
Shows psionic activity as a rosy outline in a 10-ft.-wide, 90-ft. path, brighter the more PSPs spent, 5 rds. per level. | Thought | 1 rd. | 0 yds. | None |
Orders as many as six creatures in a 20-ft. cube with a dozen-word phrase they must obey for a round per level; save negates. | Charm, Law | 5 | 30 yards | Neg. |
Frees one creature from any physical binding: rope, web, jaws, glue, entangle or a wrestling hold, a round per level. | Protection | 5 | 80 yds. | None |
Cancels glyphs, symbols, magic mouths, wizard locks and other wards in a 30-ft. cube, as dispel magic would. | Wards | 5 | 60 yards | None |
Taints 10 lb. of food for each caster level so that diners fall to quarrelling and blows within minutes, 5 turns + 2 per level; save negates. | Chaos | 2 turns | Touch | Neg. |
Raises one of Strength, Dexterity, Constitution or Charisma by 1 per 3 levels, max +6, a round per level, then leaves the priest drained for 4d6 turns. | Summoning | 2 | 0 | None |
The shukenja sleeps and sends a dream spirit at speed 36 to watch and listen at nearby places as they happen, a round per level. | Astral | 1 rd. | Special | None |
Lets the druid see through one animal's eyes and command it telepathically to scout or stand guard, 2 hours + a turn per level. | Animal | 3 rds. | 150 yds. | Special |
Drops 2d6 HD of skeletons and zombies within 30 ft., 3d6 if dwarven remains, unable to rise again for a day. | Necromantic | 5 | 10 yds./level | None |
Conjures a 2 HD, AC 4 whirlwind that bites for 1d4, snuffs small flames and blinds with dust, 2 rds. per level. | Elemental Air | 2 rds. | 30 yds. | None |
Pins living creatures in a 30-ft. radius to the ground they stand on, sliding at a third speed, 5 rds. + 1 per level; save negates. | Elemental Earth | 5 | 10 yds. | Neg. |
Makes a dragon shed a tenth of its scales at once and a tenth more each turn for two turns, -1 AC per tenth; save negates. | Animal | 5 | Touch | Neg. |
Lets one edged weapon pass through earth, stone and metal as if air, ignoring armour, a round per two levels; save negates. | Combat | 5 | Touch | Neg. |
Conjures drifting moonlight, one cu. ft. per level, in any hue and brightness, a round per level. | Sun | 1 rd. | Special | None |
Compels a touched person to recount all their property and income truthfully, then forget having told, for an hour. | Charm | Special | Touch | Special |
Makes animals and dull-witted creatures within 15 ft. treat the caster and allies as friends for a day; 6 HD or low intelligence may save. | Animal | 5 | 0 | Special |
Tells the caster the morale rating and status of one military unit per five levels in sight. | War | 1 turn | 300 yards | None |
Blesses 6 to 20 engraved runestones to add about +10% accuracy to divinations for a week. | Creation | 1 turn | Touch | None |
A shaped dryad toughens a companion against the harsh terrain of an overlord's realm, a turn per level, up to an hour. | Protection | 5 | Touch | None |
Lifts one known blood ability by a power grade, minor becoming major or major great, 3 rds. + 1 per level, then bars it a turn. | Necromantic | 5 | Touch | None |
Makes the touched creature turn undead as a level higher with +1 on turning rolls, 5 rds. per level. | Combat | 5 | Touch | None |
Holds an audience within 90 ft. rapt while the priest keeps speaking, up to an hour; save negates, 4 HD or Wisdom 16 immune. | Charm | 1 rd. | 0 | Neg. |
Wards two 10-ft. squares per level against passage by ethereal, phased or dimension-door travellers, a turn per level. | Astral, Wards | 1 turn | 120 yds | None |
Keeps one edged weapon permanently sharp; nothing else about it improves. | Protection | 1 hour | 0 | None |
A ritual lasting a turn per HD of the spirit that forces a possessing or haunting evil spirit to save or return to the dead. | Necromantic | 1 turn/HD of spirit | Special | Special |
Blesses one arrow per three levels, max seven, to hit unerringly as a +3 weapon and deal double to evil, crumbling after. | Combat | 1 rd. | Touch | None |
A spectral viper's mouth flies at one foe for 3 rds., biting for as much damage as that foe dealt the caster today. | Combat | 5 | 30 yds. | None |
Grants one stroke of good luck on a hard journey in the wild, such as shelter, dry tinder or an oasis, at the DM's choosing. | Travelers | 1 round | Special | None |
Doubles the size and yield of two plants or pieces of produce per level, making tainted ones wholesome, once each. | Plant | 5 | Touch | None |
Blesses a touched creature's next four saving throws at +4, +3, +2 and +1, undispellable until spent. | Protection | 5 | Touch | None |
Reveals every mechanical or magical trap in a 10-ft.-wide, 30-yd. path ahead, its nature but not its workings, for 3 turns. | Divination | 5 | 0 | None |
Wards a closable item so that opening it explodes in a 5-ft. radius for 1d4 +1 per level; save for half. | Elemental Fire | 1 turn | Touch | ½ |
Makes all living plants across 800 sq. ft. per level proof against normal fire and half-damaged by magical fire, a turn per level. | Plant | 5 | 10 yds./level | None |
An unmissable invisible fist strikes one being in sight for 4d4, 4d6 to undead. | Combat | 5 | 10 yds. | None |
A scimitar of fire in the caster's hand strikes for 1d4+4, +2 against undead and the fire-vulnerable, 4 rds. + 1 per two levels. | Elemental Fire | 4 | 0 | None |
Makes up to 200 lb. per level rise through liquid at speed 3 and stay afloat, a turn per level; the unwilling may save. | Elemental Air, Elemental Earth, Elemental Fire, Elemental Water | 5 | Touch | Neg. |
Predicts a natural earthquake or eruption within 10 square miles up to 1d6 days ahead, and its epicentre within 100 sq. yd. | Divination, Elemental Air, Elemental Earth, Elemental Fire, Elemental Water | 3 | 1 square mile | None |
Fires a consecrated forge on one lump of coal, 3 turns per level, hot enough for metals that grow nobler with caster level. | Elemental Fire | 1 rd. | 20 yds. | None |
Enchants a bowl of stew per level so a diner is fed for a day and gains 1d4+1 bonus hp for two hours + 1 rd. per level. | Healing | 5 | Touch | None |
Lets the touched creature keep fighting at 0 to -9 hit points for 1d4+1 rds. before collapsing, 2 rds. per level. | Necromantic | 5 | Touch | None |
Breaks every charm, compulsion or psionic hold on one creature's mind at a touch. | Charm | 5 (5 or special - PSC) | Touch | None |
Enchants an object up to a 10-ft. cube to sprout legs, wings or fins and scurry away from anyone but the caster who comes near. | Wards | 2 | Touch | None |
A 20-ft. beam of cold from the chest deals 2d4+2 to the first creature, which saves or shudders out the round, and 1d4 to others. | Combat, Elemental Water | 5 | 0 | Special |
A 6-ft. lash of frost from the hand strikes once a round for 4d4, or gently freezes water and locks shutters, a round per level; save for half. | Combat, Weather | 5 | 0 | ½ |
Guards a corpse so any necromancer must save to animate it, and if it rises anyway it is turned at +1. | Wards | 2 | Touch | Neg. |
Gives one normal animal the power to speak and understand a language the caster knows, a turn per level. | Animal | 5 | 10yds./level | None |
Clouds a 40-ft. globe of water so sight drops to 2d4 ft., twice that for sahuagin, and light dims, 2 rds. + 1 per level. | Combat | 4 | Touch | Special |
A drawn glyph makes every dweomer and hidden inscription within 60 ft. glow plainly, an hour per level. | Divination | 5 | 0 | None |
Enchants 2d4 berries, each a full meal or 1 hp of healing, up to 8 hp a day; reversed, rotten berries that poison for 1 hp. | Plant | 1 rd. | Touch | None |
Stiffens 1d6+1 grass blades into throwable javelins for 1d6 or darts for 1d3, for a turn. | Plant | 5 | 0 | None |
GuidanceLost Spelllost A lost spell, said to have answered one question a day about someone's fortunes over the coming day. | — | — | — | — |
Makes one creature gullible, believing anything plausible the priest says unless it passes an Intelligence check, 1 rd. + 1 per level; save negates. | Charm | 5 | 30 yds. | Neg. |
Widens the automatic hit to 19–20 for an ally, or the automatic miss to 1–2 for a foe, 18 or 3 from 7th level, a round per level. | Combat | 2 | Touch | Special |
Fires one unerring hailstone for 1d4+1, one more per two levels above 2nd, or a swarm dealing 1 to all in a 10-ft. cube. | Elemental Water | 4 | 3 yds. +1 yd./level | None |
Opens a fanged mouth in the caster's palm: a slap does 1 hp, then paralysis 1d3 rds. and 3d4 acid unless two saves succeed, a round per level. | Combat, Necromantic | 5 | 0 | Special |
Restores 2d6 hit points to one spirit within 10 yd. | Necromantic | 1 rd. | 10 yds. | None |
Deafens the priest to all but heartbeats within 10 ft. per level, each telling size, health, mood and species, a turn + 2 rds. per level. | Divination, Necromantic | 1 round | 0 | None |
Heats iron and steel on a target for 7 rds., searing for 2d4 at its peak and risking a crippled limb; reversed, chill metal. | Elemental Fire | 5 | 40 yds. | Special |
Makes 2d4 HD of creatures in a 20-ft. radius hesitate, +4 to initiative for a round per level; save negates. | Time | 2 | 30 yards | Neg. |
Freezes one to four persons in a 20-ft. cube rigid for 2 rds. per level; save negates, easier the more targets. | Charm | 5 | 120 yds. | Neg. |
Consecrates a properly crafted object as the priest's own holy symbol, or as a spare. | Creation | 1 turn | Touch | None |
Grows horns on the priestess that gore for 2d4 with a fighter's THAC0, 4d4 on a charge, a round per level. | Animal, Combat | 6 | 0 | None |
Flings a loose stone of up to 2 cu. ft. per level as a missile with the caster's THAC0, 30 ft. up or across. | Combat | 1 | 10yds./level | None |
Gives the priest a sudden insight: the DM recalls a forgotten clue or drops a relevant new one. | Thought | 4 | 0 | None |
Pours complex thoughts, maps, faces or diagrams into a touched being's mind in an instant. | Thought | 1 | Touch | None |
Makes the recipient's lies convincing and proof against detect lie, ESP and mind-reading for 12 hours. | Divination | 5 | Touch | None |
Hides the touched creature's heat from infravision for up to 24 hours or until it attacks. | Sun | 2 | Touch | None |
Etches the caster's spoken words onto paper or papyrus within 3 yd. as they speak, a round per level. | All | 5 | 3 yards | None |
Lets the priest go without food, water or sleep and shrug off weather for a week + a day per level, meditating on watch. | Guardian | 1 turn | 0 | None |
Spectral fangs chase one creature within 30 yd. and bite unerringly at the round's end for 2d8+2; save for half. | Combat | 5 | 30 yds. | ½ |
Reveals the karma points, or the level, of one creature per level; save negates, reversed hides it for 24 hours. | Divination | 2 | 10 yds. | Neg. |
Lets the recipient make up to three missile called shots at no penalty to hit or initiative. | Combat | 5 | Touch | None |
Reads the exact alignment of one creature or aligned object after a round's concentration; save negates, reversed hides it 24 hours. | Divination | 1 rd. | 10 Yds. | Neg. |
Tells the savant whether someone they meet, singly or as a group, means them well, ill or neither. | Thought | 1 | 50 yds. | None |
Lets the caster read and broadly understand one chosen language for 3 rds. per level; not codes or magical script. | Divination | 1 rd. | 0 | None |
Senses the basic needs and emotions of unshielded minds in a 10-ft.-wide, 30-ft. path for a turn; reversed, masks them. | Divination | 1 rd. | 0 | None |
Lets the caster listen through one plant to everything near another of its kind, within 50 ft. of it and up to 50 yd. per level away, a round per level. | Plant | 2 rounds | Touch | None |
Halves the weight of a 10-ft. cube of gear, supplies or even a carried casualty for an hour per level. | Travelers | 2 | 30 yards | None |
Makes one creature per three levels proof against magical fear and morale checks for a turn, ending any fear already upon them. | Charm | 5 | 10 yards | None |
Points the ranger toward one specific lost animal follower within 60 yd. + 10 per level, for 8 hours. | Animal | 5 | 60 yards +10 yards/level | None |
Blows a kiss that lands unerringly on a chosen creature in sight as a signal, a 1-point nip, or a touch spell cast in the last three rounds. | Combat | 5 | 10 yards/level | None |
Delivers a touch spell, 4th level or lower and cast the round before, unerringly to a target within 10 yd. per level. | Combat | 5 | 10 yards/level | None |
Conjures a glowing mace for 5 rds. that the caster alone wields at +3 for 1d12+2, shattering items that fail a save. | Combat | 5 | 0 | Special |
Cloaks the caster in spectral thorns for 3 rds.: +2 AC, 1d4 to anyone touching them, 1d4+2 when they strike or crush a foe. | Combat, Protection | 5 | 0 | Special |
Sets invisible clan and deity glyphs on the recipient's hands, seen only by others so marked, that sear them for 2 hp per level if they betray the clan. | All | 1 turn | Touch | None |
Shows the caster where the nearest dwarves in urgent need lie within a mile, and guides them there by the quickest route. | Divination | 1 turn | 0 | None |
Disguises a stone surface a foot square per level, hiding doors, seams, traps and runes under a lasting illusion for a year per level. | Guardian | 2 | Touch | None |
Makes a cubic foot of goods per level look far finer than they are until sold or a day passes. | Charm | Special | 10 ft. | None |
Leaves a twinkling light that appears on a set trigger, flies a planned route within 30 yd. and can mime a face or figure for a round. | All | 5 | 30 yds. | None |
Calls a tiny animal to carry a note or small item to a named place and wait there, a day per level; save negates. | Animal | 1 rd. | 20 yds./level | Neg. |
Fires a templar with +2 to attack and damage for 5 rds. + 1 per level, at the cost of 1 hp when it ends. | Cosmos | 5 | Touch | None |
Reads surface thoughts within 5 yd. per level and probes one mind deeper, learning its creature type and perhaps its class, a round per level. | Thought | 2 | 5 yards/level | None |
Reads the surface thoughts of a creature within 5 yd. per level, one each round, for a turn per level; save negates. | Divination | 1 rd. | 5 yds./level (90 yds. max.) | Neg. |
Each round, the priest names the perfect instant for one ally's action, granting +4 to its roll, within 50 ft., a round per level. | Numbers | 1 round | 0 | None |
A floating moonlight shield grants saves against undead draining and aging, +2 against Sun-sphere spells, and against lycanthropes and silver, 1 rd. per level. | Protection | 5 | 0 | None |
Three or more priestesses dancing together each gain a bless lasting a day per level of all who danced, up to 99 days. | All | 8 hrs. | 0 | None |
Once a year at the High Holidays, conjures an ounce per level of raw metal, usually mithral or adamantite, onto the forge. | Elemental Earth | 1 turn/oz. | 10 yards | None |
Entrances one listener per three levels within 20 ft. so they cannot attack the priest and save at -3 against charms, a turn + 1 rd. per level; save negates. | Charm, Numbers | 4 | 50 yards | Negate |
For nine rounds, lets a fellow priest of the faith hand the caster a spell they have just cast, to be cast again in turn. | Charm | 1 round | 0 | None |
Puts one willing creature per level to sleep for an hour that rests them as fully as a whole night. | Time | 2 | Touch | None |
Tunes the touched creature to its surroundings: +2 to surprise, +1 to initiative and saves, and tracking as a ranger, a round per level. | Animal, Plant | 5 | Touch | None |
Blends the caster into the wild so their voice sounds like wind and their scent like flowers, unnoticed unless moving fast, a turn + 1 rd. per level. | Plant | 5 | 0 | Special |
Makes an infant animal, bird or reptile the priestess's child for life, fed by milk and water from her hand. | Animal | 1 turn | Touch | None |
Raises a mist 10 ft. per level on a side that cuts all vision, infravision too, to 2d4 ft., 4 rds. per level. | Weather | 5 | 0 | None |
Asks the deity's approval of an action and gets a plain yes or no as a sign, succeeding 60% +2% a level. | All | 5 | Special | None |
Adds +10% to the success chance of a percentage-based divination, to a cap of 95%, a round per level. | Divination | 1 turn | 0 | None |
Lets the caster and one hand-linked companion per three levels walk slowly past anyone within 40 ft. unnoticed, a round per level. | Travelers | 1 rd. | Touch | None |
Restores a sick or withered plant to full health at a touch, clearing mould and pests and unmasking anything disguised as a plant. | Plant | 5 | Touch | None |
A brown-glowing touch within 5 rds. deals 6 hp and slows the victim a round, or 1 hp and a disfiguring welt costing 2 Charisma if it saves. | Combat, Necromantic | 5 | 0 | Special |
Locks a door or window of up to 12 sq. ft. per level so it opens only to a password the priest sets, or to a knock spell. | Protection | 4 | Touch | None |
A torch-bright flame in the palm, thrown 40 yd. for 1d4+1 and to ignite what it hits, one flame a round, a round per level. | Elemental Fire | 5 | 0 | None |
Shields the touched creature from magical aging and aging attacks for 3 rds. per level. | Protection, Time | 5 | Touch | None |
Keeps swarming small mammals off the touched creature and makes other natural mammals attack it at -2, 3 rds. per level. | Animal | 6 | Touch | None |
Adds +1 per 3 levels, max +3, to the touched creature's saves against charm and related effects, 5 rds. per level. | Charm, Protection | 5 | Touch | None |
Makes the touched creature or object immune to orisons and cantrips for 9 hours + 1 per level. | All | 1 rd. | Touch | None |
Smears ash so ordinary snakes ignore the subject and giant or magical ones attack at -2, +1 against venom, up to 24 hours. | Animal | 1 turn | Touch | None |
Raises a 5-ft. barrier lesser spirits cannot cross and greater spirits must save vs. death to enter, 3 rds. per level. | Protection | 1 rd. | Touch | Special |
Lets a unit of up to 300 make a rally check at once, at +1 from a 12th-level caster. | War | 1 turn | 240 yards | None |
Lets a creature born with spell-like powers use one of them, no stronger than a 3rd-level spell, an extra time today. | Charm | 4 | 0 | None |
Asks a known spirit for a deed within its power, which it must carry out to the letter; save negates. | Summoning | 3 turns | 0 | Neg. |
Makes the touched creature immune to mild corrosives and halves stronger acid damage, with +3 on the save, a round per level. | Protection | 5 | Touch | None |
Makes the touched creature immune to ordinary heat or cold and halves damage from the magical kind, saving at +3, a round per level. | Protection | 5 | Touch | None |
Gives undead within 15 yd. a 20% +5% per two levels chance to shrug off turning by rival faiths, a turn + 2 rds. per level. | Necromantic | 5 | Touch | None |
Undoes magical weakness or fatigue such as ray of enfeeblement or a shadow's touch, restoring lost ability points at a touch. | Necromantic | 5 | Touch | None |
Shields undead the caster touches, one per level, from the next attempt to turn or command them. | Necromantic | 5 | Touch | None |
Brings one plant, or part of it, to bloom, seed or ripe fruit within a turn, dropping the yield into the caster's hand. | Plant | 5 | Touch | None |
Explodes rock, a cubic foot per level, into shrapnel dealing 1d4+1 per level to all within 20 ft.; save for half, twice at 10 to 20 ft. | Combat | 5 | 10yds./level | Special |
Sets the hands glowing rose-red until they mend one broken item up to the caster's own size, or close a wound against bleeding. | Protection | 5 | Touch | None |
SanctifyRC Consecrates a 10-yd. cube per priest where the faithful save at +2 against charm and fear, foes at -1, and undead turn as a level higher. | All | 1 turn | 10 yards | None |
Lets the caster track by scent whoever wronged a named person, across any terrain, 2 days per level. | Animal | 1 round | 0 | None |
Binds two willing beings to sworn oaths, with a curse or the goddess's wrath falling on whoever breaks their word. | Law | Special | Touch | None |
Enchants one missile per three levels, max five, to fly around corners and strike only its chosen target, for a turn. | Combat | 2 | 100 yards | None |
Tells the shaman what kind of spirit one entity is, its nature and its mood, though not its name. | Divination | 1 rd. | 10 yds./level | None |
Sways sharks totalling no more hit points than the caster's own into a stupor for 1d4+2 turns, less if they are roused or smell blood. | Animal, Charm | 5 | 30 yds. | None |
Stiffens leaves, three per level, into knives that cut for 1d3 or caltrops for 1d2, a turn per level. | Plant | 5 | 5 yds. | None |
Plants in a 40-ft. cube grip everyone inside for a turn, squeezing for 1d4 a round at the caster's word; save allows a slow escape. | Plant | 5 | 80 yds. | Special |
Lets the touched creature perceive 60 ft. around it as if seeing, eyes unused, immune to gaze attacks, an hour per level. | Protection | 5 | Touch | None |
Kills all sound in a 15-ft. radius for 2 rds. per level, stopping speech and verbal spells; an unwilling centre may save. | Guardian | 5 | 120 yds. | None |
Near the sea, fills one creature with a longing for illusory music so it wanders searching for a turn, fighting restraint; save negates. | Charm | 2 rds. | 300 ft. | Neg. |
Tells the priest by smell if someone is free, enslaved, a runaway or noble. | Elemental Air | 5 | 10 yds. | None |
Holds a poison at bay in the touched creature for an hour per level, if cast before it takes full effect. | Healing | 1 | Touch | None |
Keeps a poisoned creature alive, losing 1 hp a turn down to 1, for an hour per level, in which a cure must be found. | Healing | 1 | Touch | None |
Sways snakes totalling no more hit points than the caster's own into a swaying stupor for 1d4+2 turns, less if they are roused. | Animal | 5 | 30 yds. | None |
Draws every serpent within 120 ft. to follow the shukenja peaceably while they concentrate, a turn per level; the strong may save. | Animal | 1 rd. | 120 yds. | Special |
Turns natural earth or stone across a 10-ft. square per level into mud, loose dirt or soft clay, 1 to 4 ft. deep. | Elemental Earth | 5 | 10 yds./level | None |
Lets the priest converse with an ordinary or giant animal within 30 ft. for 2 rds. per level. | Animal, Divination | 5 | 0 | None |
Lets the priest converse with an ordinary or giant creature of the sea within 30 ft. for 2 rds. per level. | Animal, Divination | 5 | 0 | None |
Lets a body of water answer one question per level about what it has seen or holds over the last week. | Elemental Water | 4 rds. | Touch | None |
Hurls a trident-shaped bolt of hardened water at one creature within 30 yd. for 4d4; save for half. | Combat | 5 | 30 yds. | ½ |
A hammer of force fights where the caster concentrates, hitting as they do for 1d4+1 with +1 per six levels, 3 rds. + 1 per level. | Combat | 5 | 10 yds./level | None |
Draws a spring flowing 2d6 gallons a minute from underground water within 3 yd. per level, for up to a day. | Elemental Water | 1 rd. | 3 yds./level | None |
Makes the touched creature 99% unseen, unheard and unscented in the wild while still, harder to spot when moving, a turn per level. | Animal | 5 | Touch | None |
Empties one creature's lungs so it loses a round and acts at -3 initiative for 3 rds.; save negates. | Elemental Air | 1 | 120 yds. | Neg. |
Turns aside 1d3 + one per three levels mundane blows, cuts or missiles from a dwarf; magic still bites. | Protection | 1d4 turns | Touch | None |
Brews 2 ounces per level of sacred soma juice that grants +1 Constitution and immunity to natural disease while drunk weekly. | Protection | 8 hrs. | Touch | None |
Doubles a smelter's heat so ore is worked twice as fast, a round per level; from 9th level it yields forge-gold. | Elemental Air | 1-3 turns | 0 | None |
Gives the caster a storm's voice, heard ten times as far, that deafens and fells all within 20 ft. for 1d4 rds.; save negates. | Weather | 5 | Special | Neg. |
Lets one creature per two levels swim like a trained swimmer, or a trained one at +2, an hour + a turn per level. | Charm | 4 (5 - PSC) | Touch | None |
Turns a hand of the caster's into a wooden blade cutting as a sickle for 1d4+1 and hitting as a +2 weapon, 2 rds. per level. | Combat, Plant | 5 | 0 | None |
Makes a quarry's psychic trail glow to the druid's eyes, as old as two days per level, a turn + a turn per level. | Divination | 1 rd. | 0 | None |
Lets the priest read a text or map in a foreign tongue for 3 turns per level; not codes or spell scrolls. | Divination | 1 rd. | 0 | None |
Enchants a rope, stick or vine up to 10 ft. long to trip anyone crossing it for a turn per level; save negates. | Plant | 5 | Touch | Negate |
Flings a whirling ball of thorns at one creature within 30 yd. for 1d4 +1 per level, max 1d4+10; save for half. | Plant | 5 | 30 yds. | ½ |
Reveals how something is cursed, why, and by whom. | Divination | 1 turn | 10 ft. | None |
Compels one creature to carry out a single reasonable command for a round per level. | Law | 2 | 10 yards/level | Special |
Grants +10% on a chance roll or +2 on a save, with a 5% risk of the worst possible outcome instead. | Chaos | 1 | Special | None |
Sharpens the touched creature's awareness within 10 ft.: -1 to be surprised, aware of anyone behind them, 30% to spot traps, a turn per level. | Divination | 2 | Touch | None |
Lets the touched creature sense every gate or portal along a 60-ft. path and try to learn where it leads and its key, a round per level. | Divination | 5 | Touch | Special |
Bends 15 in. of wood an inch thick per level out of true, ruining missiles and giving melee weapons -4; reversed, straightens. | Plant | 5 | 10 yds./level | Special |
Dowsing rods lead the priest to 2d6 gallons or more of muddy water no deeper than a foot per level. | Elemental Water | 3 turns | Special | None |
Raises a pseudopod of water reaching 10 ft. + 1 per level from a pool or stream to strike or constrict at the caster's command, a round per level. | Elemental Water | 5 | 60 yds. | None |
Sends a wave, a foot tall per level, 60 ft. + 30 per level across the sea, threatening to capsize ships, and 1 hp per level to those it hits on land. | Elemental Water | 1 turn | 0 | None |
Weapon ShiftHalfling Reshapes a nonmagical weapon into another of like size and material the caster is able to use, 2 rds. + 1 per level. | Combat | 5 | Touch | None |
A 12-ft. lash of illusory fire sears its target for 1d8+3 once a round, for 7 rds. | Combat | 5 | 0 | None |
A 5-ft. lash of black force strikes for 2d4, leaving the victim writhing a round unless it saves, and turns undead as three levels higher, a round per level. | Necromantic | 6 | 0 | Special |
Draws a +1 spear from a living oak branch, +2 at 5th level and +3 at 10th, for 4 rds. + 2 per level. | Plant | 5 | Touch | None |
Carries the words of anyone the priest can see to their ear on the wind, for as long as they concentrate. | Elemental Air | 5 | Sight | None |
Grants one creature full proficiency with a chosen weapon or tool in sight, a round per level. | Charm, Thought | 5 | Touch | None |
Lets the druid move at 15 without tiring and leap obstacles twice their height, a turn + 1 rd. per level. | Animal | 5 | 0 | None |
A whip of hard air strikes one chosen foe for 2 hp per level a round, ruining their casting and flooring them unless they save, a round per level. | Weather | 5 | 5 yards/level | ½ |
Ties one creature's moral compass to the wind's direction so it cannot hold to any goal for long; save negates. | Elemental Air | 5 | 30 yds. | Neg. |
Gives the priest 2 rds. + 1 per level of private thought, or divination and self-healing, in a single round of everyone else's time. | Protection | 5 | 0 | None |
Turns the priest's own right hand into wolf jaws biting twice a round for 2d4 at +1, a round per level. | Combat, Necromantic | 5 | 0 | None |
Shapes a wooden sword that the caster wields or sends flying to attack alone, dealing 1 hp per level a hit, a round per level. | Combat | 5 | 5 yards/level | None |
Sets a hazy wyvern-shape to guard a 10-ft. radius for up to 8 hours; the first intruder saves or is paralysed a round per level. | Guardian | 5 | 30 yds. | Neg. |
Everyone in a 5-ft. cube per level is able to utter only lies for a round per level; save negates. | Wards | Special | 30 yds. | Neg. |
No one in a 5-ft. square per level can knowingly lie for a round per level; save negates, reversed compels lies. | Wards | 2 | 30 yards | Neg. |
| Level 3277 spells | ||||
|---|---|---|---|---|
| Spell | Spheres | Casting time | Range | Save |
Names the most valuable single item in a 10-ft. path 10 ft. per level long and its worth, with a chance Abbathor covets it too. | Divination | 6 | 0 | None |
Lets the priest trade two points of one physical ability for one of another, a turn + 5 rds. per level. | Creation | 6 | 0 | None |
Doubles one creature's natural healing rate for 1d4 days. | Time | 1 turn | Touch | None |
Makes a unit of up to 200 fight in a chosen terrain as though it were their favoured one, for 1d4+2 turns or, cast at a temple, longer. | War | Special | Special | None |
Hangs a lens in the sky that focuses sunlight into two 2d6 rays a round on foes within 90 yd., or sets things alight, 3 rds. + 1 per level. | Elemental Air | 3 | 90 yds. | None |
Animates a quill that copies any nonmagical writing in a perfect hand at the caster's own writing speed, a turn per level. | Creation | 6 | 10 feet | None |
Shows the caster what a touched mechanical device is meant to do, though not how to work it. | Divination | 6 | Touch | None |
Makes one animal within 30 yd. perform a specific trick on command that it could never learn, a round per level; the strong may save. | Animal | 6 | 30 yards | Special |
Raises one skeleton or zombie per level from human or humanoid remains to obey simple commands until destroyed or turned. | Necromantic | 1 rd. | 10 Yds. | None |
Encloses the caster in an invisible barrier with an arrow slit: AC 2 in front, AC 0 elsewhere, +1 to saves, 5 rds. per level. | Protection | 6 | 0 | None |
Shrouds a creature in darkness for +1 AC per four levels, 1d4 less nonmagical damage a round, infravision and +2 against charm, a round per level. | Protection, Sun | 6 | Touch | None |
Adds 1 to an ability score for good, up to 18, in exchange for a quarterly sacrifice or corruption in Gargauth's name. | All | 1 round | 0 | None |
Opens a window of up to 10 ft. square onto the Astral Plane, showing a named creature or place, 2 rds. per level. | Astral | 3 | 5 yards | None |
Fans a fire far larger for 8 hours and adds +1 per die to fire spells, or blows it out if the turning check fails. | Elemental Fire | 1-6 turns | 0 | Special |
Lays one minor curse on a touched creature, from baldness or hiccups to kleptomania, a month per level; save negates, reversed lifts one. | All | 4 | Touch | Neg. |
Fixes a fetish spirit for good inside a crafted object of wood, bone, clay or stone that suits it; save negates. | Summoning | 1 rd. | 10 yds. | Neg. |
A hawk of force dives on one target every other round at +2 for 2d4+2, 2 rds. per level. | Combat | 6 | 60 yards +10 yards/level | None |
Cancels protection from evil on one creature a round within 60 yd. while the priest concentrates, and suppresses a paladin's aura. | Combat | 6 | 60 yds. | None or ½ |
Fills a 20-ft. radius with darkness only the caster sees through; others save at -3 each round or fight blind at -4, a round per level. | Combat, Sun | 6 | 10 yards/level | Neg. |
Sets a bladed weapon flying to fight one chosen foe, striking once a round as the caster would, within 60 ft., a round per level. | Combat | 6 | Touch | None |
Grants +3 on the artisan proficiency check for one project the craftsman works at 8 hours a day. | Creation | 1 turn | Touch | None |
Gives a weapon a thirst for blood: +2 damage from wounds that will not close or regenerate, until it is blooded and sheathed. | Charm, Necromantic | 3d4 turns | 0 | None |
For 7 rds., the touched creature handles any weapon like a trained user and gains +2 to attack, damage and ability checks. | Combat | 6 | Touch | None |
Sprouts hard spikes on a staff or club for a turn: +2 to hit, double damage, and it hits creatures needing magic to harm. | Elemental Earth, Elemental Water | 1 rd. | 0 | None |
Calls a new follower to a ranger below their allotment, if the DM has one within 10 miles per level, within a day. | Animal | 6 | 0 | None |
Under a storm, calls down one bolt a turn for 2d8 + 1d8 per level on a 10-ft. radius, a turn per level; save for half. | Weather | 1 turn | 360 yds. | ½ |
Calls 2d10 animals of one species from within a mile to carry out one simple command, a turn per level once they arrive. | Animal, Summoning | 1 rd. | 1 mi. | None |
Summons a dead person's spirit, human or demihuman, bound to answer every question truthfully, a round per level. | Divination, Summoning | 1 turn | 10 ft. | None |
Sows a field of up to 160 sq. yd. with magical caltrops that wound units crossing it, a turn per level. | War | 1 turn | 20 yards/level | None |
A blasting rebuke on all within 20 ft.: 1 hp per level if partly opposed in alignment, 1d4 per level if wholly opposed; save for half. | Combat | 3 | 60 yards | Special |
Rings of spectral fangs fly at a target and bite twice a round with the caster's THAC0 for 2 rds.; save for half. | Combat | 6 | 0 | ½ |
Enchants a talisman worth 25 gp to give its owner +1 per three levels, max +5, to AC or to saves, a day per level. | Protection | 1 hour | Touch | None |
Summons a nemesis spirit the cleric has defeated to serve or answer questions for 2 turns per level, three services in all. | Summoning | 3 turns | 0 | None |
Carves a face on a tree that then answers one simple question honestly. | Plant | 1 turn | Touch | None |
A 30-ft. sphere of cold in which the caster deals 1 hp per level, max 10, to one creature each round; save for half. | Combat | 6 | 50 yards +10 yards/level | ½ |
For the next round, one creature rolls twice for any attack, initiative or save and keeps the better. | Time | 3 | Touch | None |
Lets three creatures per level get by on half their water and heal 1 extra hp a day, while the caster needs twice the water. | Elemental Water | 4 rds. | 0 | None |
Two to twelve priests in a circle take on the appearance, texture and scent of terrain features while they concentrate. | All | 3 | Special | None |
Drives every spirit from one household by boisterous ritual and keeps them out for three months; save for half effect. | Protection | 1 turn | Special | ½ |
Drenches a 30-ft.-wide, 60-ft.-tall cylinder in a round, dousing fires and quenching fire spells, higher ones into scalding steam. | Elemental Water | 6 | 10 yards/level | None |
A single spoken word that up to two creatures must obey for two rounds; Intelligence 15 or 8 HD earns a save. | Charm | 1 | 30 yards | None |
Makes one nonliving item the caster carries undetectable, even to true seeing, a turn + 1 rd. per level. | Protection | 1 | Touch | None |
Summons 1d3 elementals of 2 HD, 1d2 of 4 HD, or a single 6 HD one, from the caster's own sphere, to serve a turn + 1 rd. per level. | Elemental Air, Elemental Earth, Elemental Fire, Elemental Water | 3 rds. | 30 yds. | Special |
Bathes 25 sq. ft. per level in a permanent pale glow of any colour that outlines anything touching it, undead in black. | Weather | 6 | 120 yds. | None |
Lights a 60-ft. radius as bright as day until dispelled; cast at a creature's eyes it blinds; reversed, continual darkness. | Sun | 6 | 120 yds. | Special |
Casts a 60-ft. radius into permanent shadow and gloom until dispelled or overlapped by magical light or darkness. | Sun | 9 | 120 yards | Special |
Bends one animal to the caster's will by silent command, a round per level; save negates, self-destructive orders allow another. | Animal | 6 | 60 yds. + 10 yds./level | Neg. |
Lets the caster talk with every sea creature of at least animal Intelligence within 10 yd. per level, a round per level. | Animal, Divination | 3 | 0 | None |
Sends up to half the caster's level in one-sentence messages into the mind of one undead within 60 ft., over a day. | Necromantic | 3 | 60 ft. | None |
Invisible servants pitch a hidden camp for three people per level in 4d4 rds., with fire, water and a plain meal. | Travelers | 3 rds. | 0 | None |
Conjures a cubic foot of bland food or clean water per level; a cubic foot feeds three people for a day. | Creation | 1 turn | 10 Yds. | None |
After an hour's prayer, blesses a quantity of the priest's own element into its holy form. | Cosmos | 1 hour | Touch | None |
Crafts a mask attuned to one spirit or kind of spirit that gives the shaman +1 on rolls when dealing with them. | Summoning | 1 wk. | Touch | None |
Calls a sliver of a dead person's soul back to guard their body as an undead memento mori. | Necromantic | 2 hours, plus 1 hour for every die of energy imparted | Touch | See below |
From a spark, raises a choking 90-ft. smoke cloud for 4 rds.; those inside save vs. death or flee coughing, at -4 to attack; reversed, clears smoke. | Elemental Air, Elemental Fire | 6 | 10 yds. +10 yds./level | Special |
Crowns the touched creature with continual light in a 10-ft. radius until dawn. | Sun | 3 | Touch | None |
Cures magical or nondamaging blindness or deafness at a touch; reversed, it inflicts one, save negates. | Necromantic | 1 rd. | Touch | Special |
Cures most diseases and parasites at a touch, over a turn to ten days; reversed, it inflicts disease, save negates. | Necromantic | 1 rd. | Touch | None |
Makes one creature leave oily black footprints or a black wake in silt that cannot be erased, a day per level; save negates. | Elemental Earth | 6 | 10 yds. | Neg. |
Whirls invisible blades around one recently wounded creature for 4 rds., slicing for 2d4+4 a round and spoiling its actions; a save each round cuts it to 2. | Combat, Necromantic | 6 | Touch | Special |
Transmutes an ounce of iron into dark steel, invisible under the sun and glowing in the dark. | Sun | 3d4 turns | 0 | None |
Brings a creature dying at -1 to -9 hp back to 0 and stops its bleeding for an hour per level. | Necromantic | 6 | Touch | None |
Ages one nonliving object a day for every hour, a cubic foot per level, until it rusts, rots or crumbles; magic items may save. | Time | 1 round | Touch | Special |
Cuts one creature's magic resistance by 10% for a turn, or by 50% +2% per level if it is drow. | Combat | 6 | 60 yds. | None |
Reveals sentient creatures waiting in ambush for the caster within 50 yd. + 10 per level, a turn per level; reversed, hides one ambusher. | Divination | 5 | 50 yards +10 yards/level | None |
Gives the shukenja a 5% per level chance to find a curse on one object, person or square yard a round, and as much again to learn its kind. | Divination | 1 rd. | 0 | None |
Shows any object or creature under a curse spell as wreathed in a black aura, a round per level. | Divination | 6 | 10 yards | None |
May tell whether a touched item or person carries a curse, at the cost of casting nothing else for four hours. | Divination | 1 rd. | Touch | Neg. |
Shows the caster every illusion as illusion, and lets them grant one touched creature a round a fresh save against one, 2 rds. per level. | Divination | 6 | 0 | None |
Reveals every disembodied spirit, ghost or possessing presence in a 10-ft.-wide, 60-ft. path in its true form, a turn + 1 per level. | Divination | 6 | 0 | None |
Reads which Outer Plane, and which layer of it, a living or dead creature is bound for, and whether it was sent astray. | Divination | 6 | 10 yards | Neg. |
Orders as many as six creatures within a 20-ft. cube with a dozen-word phrase they obey for a round per level; save negates. | Charm, Law | 6 | 30 yds. | Negate |
A dragon's chant that chills the air and gives foes within its fear radius -2 to attacks, damage, saves and morale while it lasts. | Necromantic | Special | 0 | None |
Lets a cloistered priest turn or command undead for 3d4 rds., as an adventuring priest four levels lower. | Combat | 2 | 0 | Special |
Strips spells and magical effects from creatures and objects in a 30-ft. cube, or one item, with a level-based chance on 1d20. | Protection | 6 | 60 yds. | None |
Cancels magical silence in a 10-ft. radius per level and keeps new silence out, a round per level. | Combat | 6 | 0 | None |
Grants a glimpse of what a touched fragment or mystery item was for, with a chance built from the caster's level and Wisdom. | Divination | 1 rd. | 0 | None |
Answers one question in figures and images, 75% +1% a level of the time, growing clearer as the caster rises. | Numbers | 1 turn | 0 | None |
Sets a shadow mastiff only its victim and the caster can see to stalk one creature, scaring it and giving -2 to its saves until removed. | Necromantic | 6 | 10 yds. | Special |
Pits the caster's will against a dragon's in opposed Charisma checks; the winner commands the loser. | Charm | 4 | 100 yds | Special |
Sends the shukenja's spirit into a named sleeper's dreams to deliver a message; reversed, a nightmare costs 1d10 hp and a night's rest unless the sleeper saves. | Divination | 1 turn | Touch | None |
Crumbles one dead creature or 10 cu. ft. of dead plant matter to dust, or destroys a corporeal undead of 10 HD or less that fails its save. | Animal, Plant | 6 | 30 yds. | Special |
Hardens airborne dust into an immovable flat wall of a square yard per level, or a +3 arm shield, a round per level. | Elemental Earth | 6 | 0 | None |
Attunes the priest to all earth and stone within 30 ft. per level, warning of anything amiss, 3 turns per level while they stay put. | Elemental Earth | 1 rd. | 0 | None |
The ground erupts around one creature within 60 yd. in 1d4 + level rocks, each dealing 1 hp and counting as a hit; save for half. | Elemental Earth | 6 | 60 yards | ½ |
Eases a birth at a touch, correcting complications; reversed, racks a victim with labour pains for up to nine rounds. | Healing | 6 | Touch | Special |
Bars monsters of 2 HD or less from a 10-ft. cube per level, a round per level; save lets one through. | Wards | 3 | 30 yards | Negate |
Grants the priest a same-level thief's full set of thieving skills for an hour per level. | Charm | 1 rd. | 0 | None |
For 7 rds., every attack roll against the touched creature is rolled twice and the worse result taken. | Protection | 6 | Touch | None |
Masks the priest's emotions behind a chosen false one, or forces an emotion on one creature per 5 levels; a round per level. | Charm, Thought | 5 | 10 yards | Special |
Takes the caster and one willing companion per two levels into the Border Ethereal for a turn + 1 rd. per level. | Numbers | 1 | 0 | None |
Lets the caster draw two arrows a round from a quiver without emptying it, a round per level. | Combat | 4 | Touch | None |
Lifts fear, sleep, pain, nausea, drunkenness and madness from one touched creature and wards against them, a round per level. | Combat, Healing | 1 round | Touch | Special |
Reveals extradimensional spaces, bags of holding, portable holes and gates in a 10-ft.-wide, 60-ft. path, a round per level. | Divination, Numbers | 3 | 0 | None |
A beam of sunfire from the priest's eye burns one creature for 1d4 per level, max 10d4, 1d6 per level to undead; save for half. | Combat, Sun | 6 | 30 yards +10 yards/level | ½ |
Lets the caster see and hear through one corpse or undead within 40 yd., following it up to a mile, 2 hours per level. | Necromantic | 6 | 40 yds. | Neg. |
Banishes pain, nausea, shock, charm and confusion from one creature and keeps them at bay a turn per level, so the dying stay lucid. | Necromantic, Protection | 6 | 10 yards/level | None |
Grows pegasus wings on a horse or other equine so it flies at 48, ridden bareback, an hour per level. | Animal | 6 | Touch | None |
Puts a willing person into a deathlike trance, aware but unfeeling, taking half damage and immune to poison and paralysis, a turn + 1 rd. per level. | Necromantic | ½ | Touch | None |
Reveals every door, window, secret door, gate or portal in a 10-ft.-wide, 30-ft. path, 5 rds. per level. | Divination | 1 rd. | 0 | None |
Hangs a 6-ft. shield of darkness from the caster's hand that snuffs small flames and halves fire damage, a round per level. | Elemental Fire | 6 | 0 | None |
Lets the caster and one creature per level above 5th walk through nonmagical fire and over lava, halving magical fire damage, 1 rd. + 1 per level. | Elemental Fire | 5 | Touch | None |
Drives all but named creatures 10 ft. per level back from the caster and holds them out, a round per level; save at -3 to break in. | Wards | 1 round | 0 | Special |
Raises earthworks, rubble walls or barricades to fortify a site of a 10-ft. cube per two levels, giving defenders cover. | War | 1 round | 60 yds. | None |
Raises a naturally magic-resistant creature's resistance 2% a level, to 95%, a turn per level. | Protection | 5 | Touch | None |
Drives 20 HD of warriors into a frenzy: no morale checks, +1 to attacks and saves, half again the movement, charging the nearest foe. | Combat | 6 | 30 yds. | None |
Turns gems, one per 5 levels, into thrown bombs dealing 1d6 per 50 gp of value, max 3d6, and splashing 10 ft.; save for half. | Combat | 6 | Touch | ½ |
Sets an instrument playing a hummed minute-long tune by itself, repeating endlessly, until a living creature touches it. | Charm | 1 round | Touch | None |
Grows one ordinary spider per level to giant size, its bite stunning and slowing instead of killing, 3 rds. + 1 per level. | Animal | 2 per arachnid | 20 yds. | None |
Makes one creature shed torchlight in a 100-ft. radius, or gives the caster beams from the eyes and +2 Charisma, a round per level. | Sun | 5 | 30 yds. | Special |
Makes a square foot of stone per level shed continual light and gentle warmth, or unleashes a 6d6 cutting beam from a glowstone. | Combat, Creation | 3 | Touch | None |
Inscribes a ward that unleashes a stored effect on any creature crossing or opening it without the password; save negates. | Guardian | Special | Touch | Special |
A ward that bursts with sunrise brightness, stunning the intruder a round and blinding them for good unless they save. | Guardian | Special | Touch | Special |
Makes dead wood look alive, or damps firewood so it will not light and turns burning wood to choking smoke, a turn per level. | Plant | 6 | 10 yards/level | None |
Lights the caster's palm with a flame that either burns for 1d4+1 on touch or shines harmlessly to read by, a round per level. | Elemental Fire | 6 | 0 | None |
Floods one creature with visions of every possible outcome, so it crawls, loses initiative and cannot cast, 2d4+2 rds.; save negates. | Divination | 6 | 30 yards | Special |
Plants a tiny spirit in a creature within 15 yd. so the shaman can later sense where it is by repeating the melody; save negates. | Divination | 1 rd. | Special | Neg. |
A beam to the forehead overheats one creature's brain: -2 to every roll until cooled or healed. | Elemental Fire, Sun | 4 | 50 yds. | None |
Sends a ghostly hand to find a described person within 5 miles and lead them to the caster, an hour per level. | Travelers | 1 round | Special | None |
Freezes up to four animals in a 40-ft. cube rigid for 2 rds. per level; save negates, easier the more animals. | Animal | 6 | 80 yds. | Negate |
Arrests a poison in the touched creature for a day per level, so it can be cured meanwhile. | Healing | 1 | Touch | None |
Freezes one to four corporeal undead in a 20-ft. cube rigid for a round per level; save negates, harder with fewer targets. | Protection | 3 | 10 yds./level | Neg. |
Turns a holy symbol or blunt weapon into a +2 flail of force dealing 1d6+1, plus 1 per level to undead and moral enemies, a round per level. | Combat, Creation | 6 | Touch | None |
Gives a navigator an unerring sense of the way back to the ship's home port, a week per level. | All | One turn | Touch | None |
Grows a halfling to human size and looks, gear included, with +2 Strength, for 6 rds. + 1 per level above 5th. | Combat | 6 | Touch | None |
Encases a fist in spiked ice that strikes at +2 as a +2 weapon for 1d4+4, more if the caster spends their own hit points, a round per level. | Combat, Elemental Water | 6 | 0 | None |
Grants one person a randomly rolled blood ability of the priest's faith, its strength set by caster level, a day per level. | Charm | 1 turn | Touch | None |
Jets the caster 18 through water for a round, leaving a 60-by-80-ft. cloud of blinding ink behind for 5 rds. | Protection | 1 | 0 | None |
Strings an invisible barrier between two rune stakes up to 100 ft. per level apart that turns back chosen kinds of insect, a month per level. | Animal | 1 turn | 0 | None |
Heightens one creature's sensations until it is distracted: -2 to every roll and slower casting, a round per level; save negates. | Charm | 6 | Touch | Neg. |
Makes any invisible creature entering a 10-ft. cube per priest visible and blocks invisibility magic there, a turn per level. | Wards | 1 turn | 30 yards | None |
Makes everyone within 10 ft. undetectable to normal animals until they attack, a turn + 1 rd. per level. | Animal | 5 | Touch | 20-ft. diameter sphere |
Makes the touched creature unseen by spirits of every kind until it attacks one, a turn per level. | Protection | 1 turn | Touch | None |
Lets the priest blink at will to any visible spot within 5 ft. per level, max 120 ft., once a round, a round per level. | Combat | 6 | 0 | None |
Draws a settlement's laws, customs, etiquette and common passwords from one of its people within 30 yd.; save negates. | Travelers | 3 | Special | Nega. |
Transmutes a head-sized volume of water into a glowing draught that banishes weariness and cures madness, blindness and disease. | Necromantic, Protection | 1 rd. | Touch | None |
Wards an area so the first disturbance launches an unmissable hammer of force for 2d12 at whoever is nearest, save or be knocked down. | Guardian | 1 rum | Touch (area to be guarded) | None |
Lets the priestess sing into being any priest spell up to 3rd level, with neither gestures nor components. | Creation | 1 rd. | As spell created | None |
Lifts one creature of up to 100 lb. per level straight up or down, 20 ft. a round for the caster or 10 for another, a turn per level. | Elemental Air | 6 | 20 yds./level | Neg. |
Drains 1d8 +1 per level hp from a touched creature into the priest or an ally as temporary hit points, a turn per level; save for half. | Necromantic | 6 | Touch | ½ |
Charges a trough of water with lightning's spirit, so metalwork forged with it gains +1 on item saves and jewellery a grade in value. | Elemental Water | 5 rds. | 10 yds. | None |
Two priests raise a 10-ft.-high line of force 90 ft. long that burns crossers for 1d3, 1d8 if evil or undead, a round per level; save negates. | Protection | 1 round | 0 | Neg. |
Grows cat's claws on the priest's hands, two attacks a round for 1d4+1 each that hit as magical weapons, a round per level. | Animal | 1 | 0 | None |
Sends a shapeless shadow gliding up to a mile per level away to carry back every sound within 60 ft. of it, a round per level. | Divination | 6 | 1 mile/level | None |
Turns the caster toward an object they know within 60 yd. + 10 per level; reversed, shields an object against such searches. | Divination | 1 turn | 60 yds. + 10 yds./level | None |
Binds a willing servant or bodyguard in absolute loyalty to a named master for a day per level. | Charm | 6 | Touch | None |
Reshapes one of the caster's own features, eyes or hands or feet, into those of any creature they have seen, an hour per level. | Charm, Necromantic | 6 | 0 | Special |
A glowing mace of force that swallows spells aimed at its bearer and strikes once at +5 for 3d6, 4d6 to undead, within 4 rds. | Combat | 1 round | 0 | Special |
Turns the caster's vestment into armour of AC 5, one better per three levels beyond 5th, to AC 1, for 5 rds. per level. | Protection | 1 rd. | 0 | None |
Within the shukenja's own temple, enchants their vestment to AC 5 and one better per four levels, 5 rds. per level. | Protection | 1 rd. | 0 | None |
Sprays one creature with molten rock for 2d6, then 1d6 a round for up to ten more until cooled or scraped off. | Elemental Magma | 5 | 2 yds./level | None |
Holds a creature's Red Curse at its present stage, a day per level, until a Legacy is used. | Protection | 1 turn | Touch | None |
Loose twin bolts from the hands or eyes at two targets, each healing 1d8 or dealing 3d6; save for half. | Combat | 6 | 40 yds. +10 yds./level | Special |
Alters the caster's form, size and gear as alter self does, any man-shaped shape, a day per level. | Charm | 6 | 0 | Special |
Merges the priest and 100 lb. of gear into a block of stone for 8 + 1d8 rds., sensing nothing outside. | Elemental Earth | 6 | 0 | None |
Replays one creature's memory to the priest at fifty times speed, a round per level; save negates, +5 for secrets. | Thought | 1 round | 5 yards | Neg. |
Grants every living being within 20 ft. per level +6 on saves against mind-affecting magic, 2 rds. per level. | Protection | 1 | 0 | None |
Heals 1d12 hp at a touch and masks the pain of what it cannot cure, such as disease or a broken bone. | Healing | 6 | Touch | None |
Reforms 9 cu. ft. + 1 per level of plain metal to any rough shape the caster wishes. | Elemental Earth | 1 rd. | Touch | None |
Lines the caster's clothes with an aura that throws every spell of one chosen school or sphere back at its source, a turn + 1 rd. per 3 levels. | Protection | 6 | 0 | None |
Makes a wizard's next spell come out as a random one from memory, no higher in level than intended; save negates. | Chaos | 2 | 40 yards+10 yards/level | Neg. |
Wreathes the caster in violet mist that foils sight-based attacks and infravision and grants +2 AC, a round per level. | Elemental Air | 5 | 0 | None |
Turns the components to brown mold that the next creature touched within 6 rds. catches, for 4d6 and then spreading chill; save for half. | Plant | 6 | Touch | Special |
Gives the priest a word or two from the DM on the character of the present moment, such as danger or betrayal. | Numbers | 1 round | 0 | None |
A weightless 4-ft. blade of moonlight, a +4 weapon draining 1d12+4, 2d12+4 from undead, and scrambling the victim's magic a round; a round per level. | Combat, Sun | 6 | 0 | None |
Links the priest to every animal within 30 ft. per level so intruders are sensed at once, an hour + 1 per three levels. | Animal, Divination | 1 rd. | 0 | None |
Lets the touched creature save vs. death against one level-draining attack, taking only hit point damage and burning the undead for 2d6. | Necromantic, Protection | 1 rd. | Touch | None |
OathR Binds an understanding creature to a sworn deed or restraint, with a curse for breaking it; save negates, -2 if subdued. | All | 1 rd. | 10 ft. | Neg. |
Fountains flammable oil over a 15-ft. radius, -2 to attacks and saves for the slicked, and 2d6 then 1d6 if lit. | Elemental Earth | 1 rd. | 10 yds. | None |
Raises the druid's Strength one point per level, to 18/00, with AC 8 unarmoured, an hour + a turn per level. | Animal | 6 | 0 | None |
Everyone within 10 ft. of the caster leaves no footprints or scent for a turn per level. | Plant | 1 rd. | 0 | None |
Cuts a furrow 20 ft. per level long that topples those standing on it for 1d4, 4d4 to anything buried, and lights enchanted earth crimson. | Elemental Earth | 6 | 10 yards/level | Special |
Thickens the brush of a 20-ft. square per level into an impassable tangle, or enriches a farm's crops by a third for a year. | Plant | 1 rd. | 160 yds. | Special |
Turns one living plant, fungus or mould into any other kind of plant for good, though bland and half as useful. | Plant | 6 | Touch | None |
Sends the shukenja's spirit into an animal of fewer HD to drive it, sharing half its pain, a round per level; save negates. | Animal | 1 rd. | 10 yds. | Neg. |
Allies within 60 ft. gain +1 to attacks, damage and saves and foes -1 for a round per level, leaving the priest free to act. | Combat | 6 | 0 | None |
After a round of concentration, tells the priest which visible foe is strongest or threatens them most. | Divination | 1 rd. | 10 yds./level | None |
Hedges out slimes, jellies, oozes and puddings so their attacks on the touched creature simply fail, 5 rds. per level. | Protection | 6 | Touch | None |
Makes the caster immune to cold, natural or magical, until 12 hp per level is absorbed; on another, +4 to saves and half damage; a turn per level. | Elemental Air, Elemental Water, Protection | 6 | Touch | None |
Makes the caster immune to harm from stone and earth until 12 hp per level is absorbed; on another, +4 to saves and half damage; a turn per level. | Elemental Earth, Protection | 6 | Touch | None |
Makes the caster immune to fire, natural or magical, until 12 hp per level is absorbed; on another, +4 to saves and half damage; a turn per level. | Elemental Fire, Protection | 6 | Touch | None |
Keeps swarming insects off the touched creature entirely and makes giant ones attack it at -2, 3 rds. per level. | Animal | 6 | Touch | None |
Makes the caster immune to wind, natural or magical, until 12 hp per level is absorbed; on another, +4 to saves and half damage; a turn per level. | Elemental Air, Protection | 6 | Touch | None |
Hurls a fire-plane mite that clings to a psionic foe in green flame, eating 10 PSPs and 1 hp a round, a round per level; save ends it. | Elemental Fire | 5 | 0 | Special |
Turns a fire into fireworks that blind all within 120 ft. for 1d4+1 rds., or into a choking smoke cloud a round per level; save negates. | Elemental Air, Elemental Earth, Elemental Fire, Elemental Water | 6 | 160 yds. | Special |
Curses a foe's weapon so its damage falls on the wielder or a random companion instead, 3 rds. + 1 per level; save negates. | Chaos | 3 rounds+1 round/level | 10 yards | Neg. |
Rolls out a 40-ft. pungent smoke bank that hides sight and sends every insect and thri-kreen fleeing as if turned, a round per level. | Plant | 3 | 10 yds. | None |
Lifts one creature's morale to the maximum and banishes pain and weariness, a round per level, though it may be stunned with bliss; save vs. paralysis. | Charm | 6 | 1 yard/level | Special |
Lifts a curse from a person or object, or lets them shed a cursed item; reversed, bestow curse for a turn per level. | Protection | 6 | Touch | Special |
Frees one creature from paralysis or hold, or gives two a new save at +4 and three or four at +2. | Protection | 6 | 10 yds./level | None |
Frees up to four creatures from paralysis; reversed, a touch paralyses one for 1d6 rds. + 1 per level. | Necromantic, Protection | 6 | 10 yds./level | None |
Quadruples the regrowth of plant life over 10 sq. yd. per level for a year, drawing seed and animals back to blasted land. | Creation, Elemental Air, Elemental Earth, Elemental Fire, Elemental Water | 8 | 1 square mile | None |
Renewed YouthElfR Lifts the ability penalties of age from one creature for a round per level; reversed, weight of years ages a touched target. | Healing, Time | 6 | 10 yds. | Neg. |
Mends one specific wound such as a broken bone or torn tendon, lifting its penalties, and restores 1d10+1 hp. | Healing | 1 turn | Touch | None |
Lets the priest shrug off 2 hp per level from any wound, even a fatal one, and every critical hit, 3 rds. per level. | Protection | 1 turn | 0 | None |
Softens stone weapons, one large or two small, to bone quality, easing their attack penalty, 5 rds. per level; reversed, hardens bone to stone. | Combat | 1 | Touch | None |
Revive SpiritShaman Restores a spirit within a ring of herbal fires, at some cost to the shaman's own strength and vigour. | Healing | 1 turn | 10 yds. | None |
Locks one creature into whatever it is doing, blind to every new circumstance, a round per level; save negates. | Law | 1 turn | 60 yards | Neg. |
Summons water elementals to judge a dispute between priests; the losers are pulled under and let go. | Elemental Water | 3 rounds | 10 yards | None |
Roots the caster's feet in the soil to draw a day's nourishment per two levels, an hour for each day. | Plant | 1 turn | Touch | None |
Ruby AxeGnome Edges the caster's axe with red light: +1 to hit and damage, rising to +2 and +3 with level, 5 rds. + 1 per level. | Combat | 6 | Touch | None |
Whips sand into the eyes of all in a 20-ft. cone: save vs. breath or blind for 1d6 rds. and 1d10 hp lost. | Elemental Earth, Elemental Silt | Special | 0 | Special |
Conjures a +1 sword of shadow of any type the caster knows, +2 against giantkin and goblinkin and +3 against undead, a round per level. | Combat, Sun | 6 | 0 | None |
Hides one creature inside a roiling cloud of shadow that muffles its sounds and gives attackers -3 to hit and -1 per die, a round per level. | Protection, Sun | 6 | Touch | None |
Reforms 9 cu. ft. + 1 per level of wood into any rough shape: a weapon, a door, a figurine. | Plant | 1 rd. | Touch | None |
Grants the touched creature infravision to 120 ft. for 2 hours + 1 per level. | Sun | 1 rd. | Touch | None |
Moves a hostile glyph, rune or magical inscription to another surface within 5 yd. per level without triggering it. | Creation, Divination | 6 | 5 yards/level | Special |
Heals 2 hp at once and 1 hp more as each round ends for a turn, the remainder passable by touch to another. | Healing | 6 | 0 | None |
Keeps 100 cu. ft. of fruit, vegetables or grain per level from spoiling for a week per level. | Plant | 1 round | Touch | None |
Makes every flowering plant in a 20-ft. radius bite for 2d4 a round and puff choking pollen, 3 rds. per level; save for less. | Plant | 6 | 80 yds. | Special |
Turns a vine or rope into a near-invisible loop that seizes a limb and, tied to a sapling, hoists its prey for 1d6. | Plant | 3 rds. | Touch | None |
Traps one to six beings in a 60-ft. cube singing a mindless travelling song, unable to attack or leave, a turn + 1d6 rds.; save negates. | Charm, Law | 6 | 60 yards | Neg. |
Silvers the caster's weapon for one blow at +2 to hit, +3 damage, or +1 to both for 5 rds. + 1 per level above 5th. | Combat | 1 rd. or 1 rd./level | 0 | None |
Lets the priest question a corpse, more questions and older dead as they rise in level; the unlike or stronger may save. | Divination | 1 turn | 1 (1 yard - PSC) | Special |
Lets the shukenja put two to seven questions to a corpse, more and older with level; the unlike or stronger may save. | Divination, Necromantic | 1 turn | 1 yd. | None |
Puts two questions to the spirit of a named drowning victim, who cannot lie though it may evade; the unlike may save. | Divination, Elemental Water | 6 | Special | Special |
Rots 100 cu. ft. of fruit, vegetables or grain per level to slime at once, and burns plant creatures for 1d6 per level, max 10d6. | Plant | 6 | Touch | None |
Spell Shieldof Mystra Grants the touched creature +3 on saves against spells, immunity to illusion and charm, and 1d2 less per die of spell damage, 5 rds. | Protection | 6 | Touch | None |
Fills the space between anchors with sticky glowing strands that trap creatures like a web spell, a turn per level. | Creation | 3 | 5 yds./level | ½ or Neg. |
Hardens ground cover in a 10-ft. square per level into hidden caltrops dealing 2d4 per 10 ft. crossed and slowing the wounded a day. | Plant | 6 | 60 yds. | None |
Turns a willing person into an ordinary animal of their spirit animal's kind, mind intact, for 1d10 days. | Animal | 1 hr. | Touch | None |
Binds a newly dead person's spirit to its body so it cannot depart, halting decay and readying it for raising; save negates. | Necromantic | 1 round | 10 yards | Neg. |
Shoots 1d4 + level bubbles in a 10-ft.-wide stream 3 ft. per level long, each that hits releasing a random healing or blessing. | Chaos | 5 | 0 | None |
Explodes one wooden object, up to a spear shaft per level, into splinters that cut those nearby for 1 hp per 7 lb. of wood; save negates. | Plant | 6 | 60 yds. | Neg. |
Coats one arrow or dart per level with an ointment that sends the struck into 1d6 turns of sleep; save vs. poison negates. | Combat | 5 | Touch | None |
Makes a 10-ft. square per level of floor squeak loud enough to hear 100 ft. away whenever anything larger than a rat treads it, an hour per level. | Wards | 3 rounds | 30 yards | None |
Two or more priests of Mystra grant up to three worshippers flight at 24 while the stars are out. | Elemental Air, Travelers | 2 turns | 10 yards | None |
Bathes a 10-ft. square per level in soft starlight, as bright as a clear moonlit night, a turn per level. | Sun | 6 | 10 yds./level | None |
Gives the priest a same-level thief's stealth skills, hiding and silent movement, a turn + 1 rd. per level. | Guardian | 1 | 0 | None |
Reforms 9 cu. ft. + 1 per level of stone to any rough shape: a weapon, a door, a crude idol. | Elemental Earth | 1 rd. | Touch | None |
Summons 2d10 birds turned to living stone, each 1 HD pecking for 1d4 or crashing into a foe for 2d8 and dying, a turn per level. | Animal, Elemental Earth | 4 | Special | None |
Lets stone weapons, one large or a pair of small ones, strike and wound like steel, 5 rds. per level. | Elemental Earth | 6 | Touch | None |
Floats a slab of hardened air 10 sq. ft. per level that stops wind, lightning, missiles and one extreme of heat or cold, 6 + 1d4 rds. | Protection, Weather | 6 | 10 yards/level | None |
Grants lawful companions, one + 1 per two levels, the damage bonus of their strongest member for 2d6 rds. | Law | 3 rds. | 10 yards | None |
Charges a statue of the deity to take the next 1d4 hp of harm meant for the shukenja, up to 20 across castings. | Creation | 3 turns | 0 | None |
Raises an ancestor spirit from the tribal mound to fight, guard or advise for 2 rds. per level, if a Wisdom check controls it. | Necromantic | 4 rounds | 10 feet/level of caster (10 ft./level - PSC) | None |
Calls a ghostly beast (AC 4, MV 24, 2d4, 10 + level hp) to fight or scout at the priest's mental command, a round per level. | Summoning | 6 | 10 yds./level | None |
Calls the dolphins or whales within a mile, up to 32 HD, to aid the caster until the task is done. | Elemental Water, Summoning | 6 | 1-mi. radius | None |
Sets a swarm of stinging or biting insects on one creature for 2 to 4 hp a round, spoiling its attacks and casting, a round per level. | Animal | 1 rd. | 30 yds. | None |
Calls up 1d3 lock lurkers that guard a chest, pouch or person on simple orders for 8 hours. | Animal, Summoning | 6 | 10 yards | None |
A sword of sunlight, +3 to hit for 1d8+3, double to sun-shy creatures, whose glare gives foes -1 in melee, a round per level. | Combat, Sun | 3 | 0 | None |
Bursts a 5-ft. sphere of sunlight around a being: infravision lost 2d4 rds., 4d6 to undead and fungi, and confusion; save for half. | Sun | 6 | Touch | Special |
Gives one creature heat stroke, its temperature and penalties climbing a degree a round to convulsions and coma, a round per level; save negates. | Elemental Fire, Sun | 6 | 60 yards | Neg. |
Whips the surf along 10 yd. of beach per level higher each turn, reaching 10 yd. further inland per turn, a turn + a turn per level. | Elemental Water | 6 | 30 yds. | None |
From hair, nail parings or a splinter, shows the subject's rough location and condition, a round per level. | Divination | 1 rd. | 0 | None |
Opens two-way silent mind speech with one creature of Intelligence 5 or more, far quicker than talking, a turn + 2 rds. per level; save negates. | Thought | 5 | 30 yards | Neg. |
Analyses a subject's true name so that a following bless, command, charm, hold or quest reaches them at two to five times its range. | Numbers | 2 rounds | 0 | None |
Merges the caster's senses with every being and object within 30 ft., revealing all that is hidden there, a round per level, while they do nothing else. | Divination | 1 | 0 | None |
Cuts every thieving skill of a thief entering a 5-ft. cube per level by 25%, an hour per level; save negates. | Wards | 3 | 10 yards/level | Neg. |
Barks the priest's skin and sprouts thorns: AC 3, +1d3 on unarmed hits, +1 to saves per three levels, 5 rds. + 1 per two levels. | Plant | 6 | 0 | None |
A slap of an oak leaf booms for miles, stunning and deafening all within 30 ft.; a save leaves them deaf for 1d10 rds. | Elemental Air | 1 | 0 | Special |
A clap of the hands deafens everything in a 40-ft. cone; those who fail a save reel stunned for 1d2 rds. as well. | Weather | 6 | 0 | Special |
Summons an unusually clever animal of the priest's faith that understands their every command, a day per level. | Animal | 1 turn | 1 mi. | None |
Loads a community's wrongdoings onto a scapegoat animal driven into the wild, appeasing offended spirits. | Protection | 1 turn | Special | None |
Turns the caster into a small tree, shrub or dead trunk, watching all around, for 6 turns + 1 per level. | Plant | 6 | 0 | None |
Makes undead within 30 ft. of the priest of up to half their level in HD immune to turning a round per level, or resistant for 3 rds. per level. | Necromantic, Protection | 6 | 0 | None |
Three or more priests sing a dissonant chord in a 120-ft. cone for 2d4 damage, more with more voices; save for less, undead worse off. | Combat | 5 (6 - PSC) | 0 | ½ (Special - PSC) |
Gives the priest a gut warning against any action that would bring immediate harm, with +2 AC and saves, a turn + 2 rds. per level. | Time | 6 | 0 | None |
Summons a unicorn within 3 miles to carry and fight beside the caster for a day, once in its life. | Animal, Summoning | 1 rd. | 3 mi. | None |
Makes one creature immune to every new poison, permanently neutralising any it foils, 1 rd. + 1 per level. | Protection | 6 | Touch | None |
Lets the priest spit a gob of snake venom at a warrior's THAC0 within 30 ft. for 20 hp, or 5 if the victim saves at -4. | Necromantic | 6 | 0 | Neg. |
Makes almost every animal ignore the shaman for a turn per level. | Animal | 1 rd. | 0 | None |
Holds body heat against the cold for 4 hrs. + 1 per level, healing 1 hp of cold damage a turn, +2 on saves against magical cold. | Sun | 6 | Touch | None |
Lets creatures breathe water for an hour per level, split among several at half an hour each at least; reversed, air breathing. | Elemental Air, Elemental Water | 6 | Touch | None |
Lets the caster and one creature per level above 5th walk on water, mud, snow or any liquid, a turn + 1 per level. | Elemental Water | 6 | Touch | None |
Makes a pool replay the reflections it has held over the last day on request, for an hour. | Divination, Elemental Water | 1 rd. | 10 ft. | None |
Shapes a pool into a serpentine mass (AC 3, 33 hp) that bites for 2d8 once a round or carries riders, for 4 rds. | Elemental Water | 6 | 40 yds. | None |
Forecasts the local weather a day per level ahead, 95% sure on day one and 10% less each day after. | Weather | 1 rd. | 0 | None |
Turns a tall crop stalk into a weightless +2 spear for 4 rds. that deals 8 thrown, 24 set against a charge, then vanishes. | Combat, Plant | 6 | Touch | None |
Spins bone shards around one limb, striking for 1d6+4 in melee and firing 1d3 shards a round for 1d4 each, a round per level. | Necromantic | 6 | 0 | None |
A crackling 10-ft. whip of purple force, +2 to hit, strikes for 4d4 and racks the victim with pain unless it saves; a round per level. | Combat, Necromantic | 6 | 0 | Special |
Shells one creature against all precipitation and slows any wind striking it by 10 mph a level, a round per level. | Protection | 6 | Touch | None |
A cone of wind 5 ft. long per level, to 50 ft., strikes for 4d4 and hurls those who fail a save 25 ft. back. | Elemental Air | 6 | 0 | None |
Lets the priest steer air currents to move objects of a pound per level, snuff small flames or ground small fliers, a round per level. | Elemental Air | 6 | 20 yds./level | None |
Raises a 5-ft.-wide column of air 5 ft. tall per level that lifts anything under 40 lb. per level to its top, a turn + 1 rd. per level. | Elemental Air | 6 | 10 yards/level | Special |
Rots a ship's timbers a square foot per round to 2 in. deep, a round per level; reversed, prevent wood rot guards them a month. | Elemental Air, Elemental Earth, Elemental Fire, Elemental Water, Plant | 6 | 10 yds. | None |
Bars poisonous vapours, stinking cloud included, from a 10-ft. cube per level, a turn per level. | Wards | 3 (6- PSC) | 10 yards/level | None |
| Level 4304 spells | ||||
|---|---|---|---|---|
| Spell | Spheres | Casting time | Range | Save |
Hurls an extraplanar creature, named if it has a name, back to its home plane on a level-adjusted roll of 11+ on 1d20. | Summoning | 1 rd. | 10 Yds. (10 ft. - PSC) | Special |
Sends an extraplanar creature home on a level-adjusted roll; reversed, implore summons a named creature of like alignment. | Guardian, Summoning | 1 rd. | 10 ft. | Special |
Rains acid on a 20-ft. cube for 2d6, then 1d6 a round to those who stay, a round per level; gear saves vs. acid on a failed save. | Elemental Water | 3 rds. | 120 yds. | Special |
Turns the priest's mace, club or staff to adamantite, +2 to hit and damage, striking as +4, double to air creatures, a round per level. | Elemental Earth | 7 | Touch | None |
Adds a term to reality's equation, creating a simple object of 10 lb. or less, or at higher levels a creature, for a while. | Creation, Numbers | 1 round | 30 yards | None |
Borrows the day's sunlight to make light, a fireball as if from a mage of matching level, or a wide illumination, shortening the day. | Sun | 7 | 5 yards/level | Special |
Ages or rejuvenates one plant, one seed or one tree per level by as much as a decade per level in an instant. | Time | 1 round | 30 yards | None |
Encases a touched creature in hard amber where it slowly suffocates, Constitution failing check by check; save negates. | Plant | 7 | Touch | Neg. |
Lets the priest watch through a touched animal's eyes wherever it goes while they sit still, a turn per level. | Animal | 7 (1 turn - PSC) | Touch | None |
Calls as many as eight animals of 4 HD or less of a named kind from within a mile to fight or serve; three tries at different kinds. | Animal, Summoning | 7 | 1 mi. radius | None |
Lets the caster see through the eyes of one animal within 100 yd. + 20 per level, a turn per level. | Animal | 7 | 100 yards +20 yards/level | None |
Brings a 3-to-12-ft. statue to life to fight for the caster: AC 5, 4d8 hp, 1d8 a blow, 3 rds. + 1 per level. | Guardian | 7 | Touch | Special |
Lets the priest read one wizard spell, 1st to 5th level, from a book or scroll and later cast it as a wizard of their level. | Charm, Creation | 7 | 0 | None |
Bottles forge smoke that pours out as a pony, donkey, lizard or smoke wyvern to ride, by caster level, a day per level. | Summoning | 2d6 turns | 0 | None |
Turns the caster into an undead of at most 8 HD they could turn six levels lower, with its powers but no spells, a round per level. | Necromantic | 1 round (1 round) | 0 | None |
Lets a being wield the powers of a drow House's insignia and pass its wards unharmed, until the insignia's curse triggers. | Guardian | 1 rd. | Touch | None |
A wave of light 45 ft. ahead breaks holds, sleep, stasis, charms and webs and springs traps, if the caster passes a save. | Protection | 7 | 0 | Special |
Gives one dwarf per level in a 40-ft. cube an extra attack each round with any axe, for 3 rds. | Combat | 7 | 0 | None |
Lets the next spell of 1st to 5th level cast by a touched caster go off without components and stay in memory, within a turn. | Thought | 7 (4) (7 - PSC) | Touch | None |
Curses one being, or a whole village from 16th level, with -2 to attacks, damage, saves and morale until lifted; save negates. | Charm | 2 | Line of sight | Neg. |
Turns the priest into a giant badger, mind and powers intact but no spells, 2 turns per level, healing 1d12 on return. | Animal | 1 rd. | 0 | None |
A trident of hardened water chases one creature within 60 yd. and strikes at +2 for 4d6 +1 per level; save for half. | Combat | 7 | 60 yds. | ½ |
Grows a staff driven into the ground into a fruit tree of any kind, bearing enough for one person per level. | Plant | 1 round | Touch | None |
Lets the druid grapple a foe no larger than themselves and crush it for 2d8 a round until it breaks free, a round per two levels. | Animal | 1 | 0 | None |
Silvers a weapon for one blow at +3 to hit, +5 damage, or +1 to hit, +2 damage for 4 rds. + 1 per level above 7th. | Combat | 1 | 0 | None |
Lifts the scars of failed fear and horror checks and planar madness from a touched mind; reversed, gives back memories the Styx took. | Necromantic, Thought | 7 | Touch | Negates |
A shaft of light makes the priest, and one neighbour per level above 7th, immune to natural cold and +3 against magical cold, a round per level. | Sun | 4 | Touch | None |
Moves a scion's bloodline, with its abilities, into a costly vessel they must stay within 10 ft. of, a week per level; save negates. | Guardian | 1 turn | Touch | Neg. |
Cloaks the priest in swirling red droplets for +3 AC and +3 on saves against cold and fire, -3 against lightning, 5 rds. per level. | Necromantic, Protection | 7 | 0 | None |
Throws one creature into a berserk frenzy that attacks anything nearby, friend or foe, until three rounds pass with no one near; save negates. | Combat | 7 | 10 yards | Neg. |
Makes an hour's sleep worth ten, slows breathing to a tenth, and sets inner alarms, an hour per level. | Time | 4 | Touch | None |
Raises a skeleton from each of up to one bone per level laid within 20 ft. of the next, five a round, to fight for the priest. | Necromantic | 7 | Special | None |
Grants a touched creature an extra attack a round and +1 to attacks and saves, glowing rose-red, for 6 rds. | Combat | 7 | Touch | None |
Restores the caster to full health for 6 rds. at the price of blindness; when it ends every wound returns. | Combat, Healing | 1 rd. | 0 | None |
Lets one creature breathe a named element as air, fire, ash, salt or earth, an hour per level. | Elemental Air, Elemental Earth, Elemental Fire, Elemental Water | 7 | Touch | None |
Turns undergrowth into 6-ft. briars across a 10-ft. radius + 10 per two levels, tearing movers for 1d4+2 a round, a round per level. | Plant | 7 | 10 yards/level | ½ |
Rains head-sized rocks from the sky into a pile 15 ft. tall, crushing anything beneath for 4d6; save for half. | Elemental Earth | 7 | 30 yds. | ½ |
Calls flying creatures of a chosen kind from within 100 yd. per level to aid the caster, three tries at different kinds; save at -4. | Summoning | Special | 100 yds./level | Neg. |
Summons two utterly loyal jet-black war dogs of 18 hp and low intelligence, a turn per level. | Summoning | 1 rd. | 10 ft. radius | None |
Calls woodland creatures of a chosen kind, from brownies to treants, from within 100 yd. per level; save at -4 negates. | Animal, Summoning | Special | 100 yds./level | Negate |
Stills the air in a 20-ft. radius around the caster, negating wind spells and repelling air creatures, a turn + 1 rd. per level. | Elemental Air | 7 | 0 | Special |
Drives a touched creature permanently mad in a form of the caster's choosing; save negates, reversed cures insanity. | Necromantic, Thought | 1 round | Touch | Neg. |
Marks a touched creature so all the faithful shun it, and priests of like alignment distrust it, 12 hours per level; save negates. | All | 7 | Touch | Neg. |
Channels a large nearby blaze through the priest to burn a 10-ft. cube within 30 yd. for 1d4 per level while it burns. | Elemental Fire | 5 rds. | 30 yds. | None |
Fills a warrior with wild insight: each round a die gives +2 to hit and AC two rounds in three, -2 otherwise, a round per level. | Chaos | 3 | 30 yards | None |
Scrambles a touched creature's sleep so that each dawn and dusk a die decides whether it can sleep or stay awake; save negates. | Chaos | 1 turn | Touch | Neg. |
Wind chimes over a map ring out where a missing person is, living or dead. | Elemental Air | 1 turn | 0 | None |
A salt circle 50 ft. across mutes the sounds and scents within, halving the chance of encounters, an hour per level. | Travelers | 4 | Special | None |
Summons a great flock of huge or giant ravens to follow simple orders until dawn. | Summoning | 1 rd. | 1 mi./level | None |
Keeps the air within 20 ft. of the touched creature clear of smoke, fog, gas and dust, expelling gaseous creatures, a turn + 1 rd. per level. | Elemental Air | 7 | Touch | Special |
Grants one to four willing creatures +4 to +1 on their next save against fear within 8 hours; reversed, an aura of fear. | Charm | 6 | Touch | Neg. |
A motionless 40-ft. cloud of yellow-green vapour that sickens those inside worse each round, 1d4 damage and coughing first, for 4 rds.; save resists. | Combat, Elemental Air | 7 | 10 yards/level | Special |
Compels one creature to tidy and sort everything it meets, permanently; save negates. | Law | 5 | 10 yards | Neg. |
Makes everything on one being or in a 20-ft. cube look worthless and shabby until dispelled. | Charm | 1 rd. | 80 yds. | Special |
Turns one baby crocodile per three levels into a lesser segarran that fights for the priest 2 rds. per level. | Animal | 8 | Touch | None |
Binds two willing parties to a recited agreement for a year, blighting the fortunes of whoever breaks it. | Charm | Special | Touch | None |
Puppets one giant insect within 100 yd. per level, which mimics the caster's every movement, a turn + 1 rd. per level; save negates. | Animal | 4 | 100 yards/level | Neg. |
Lets an elder orb command as many death tyrants as it has Intelligence points, within a mile per HD, for a day. | Necromantic | 7 | 0 | None |
Puppets one giant or enlarged insect within 100 yd. per level, which copies the caster's every motion, a turn + 1 rd. per level; save negates. | Animal | 7 | 100 yds./level | Neg. |
Warms or cools the air within 10 ft. by 10°F per level and blunts one heat or cold attack by 5 hp per level, 4 turns + 1 per level. | Weather | 7 | 0 | None |
Taints one object or pool of liquid: water goes foul, potions weaken, holy water turns plain, items save at -3 and magic fails 1d3 turns. | Necromantic | 1 round | 5 yards/level | None |
Binds every animal of one sacrificed species within a mile to a 100-sq.-yd. sanctuary as the shaman's clever guards and spies. | Animal | 1 turn | 100 yds. | None |
Sends a man-shaped patch of darkness floating at 12 to quench light, point, lure or cloak a being, a round per level. | Sun | 7 | 10 yards/level | None |
Slams a 20-ft. cube with deep-sea pressure, leaving those who fail a save helpless and -4 to saves for 1d4 rds., 2d4 to non-divers. | Combat | 6 | 20 yds. | Neg. |
Wards a dwarven tomb so its dead rise to fight grave robbers, as fighters of a third the caster's level. | Wards | 1 hr. | Special | None |
Touch heals 2d8+1 hp of a living, corporeal creature; reversed, the touch inflicts 2d8+1. | Healing | 7 | Touch | None |
Turns every liquid to sand at one creature's lips for a day per level, draining 2 Strength per failed check; save negates. | Elemental Water | 7 | 30 yds. | Neg. |
A gloom 20 ft. across per level in which evil attacks at +1, good at -1 and the caster at +3, a round per level. | Combat | 7 | 0 | Special |
A velvet half-mask that unleashes one memorized touch or area spell up to 3rd level at a word, ignoring saves. | Combat | 7 | 10 yds. +10 yds./level | Special |
A beam of darkness a round chills a living target for 2d4 and silences it 1d4 rds., or holds an undead a round, a round per level. | Combat | 7 | 5 yards/level | Special |
Floats up to ten corpses per level along a chosen route at flying speed 10, an hour per level. | Necromantic | 7 | 5 yards/level | None |
Grants a biped +2 Dexterity and perfect balance for 4 rds., choosing each round +3 to hit or double attacks. | Combat | 7 | Touch | None |
Turns up to 150 lb. of dead organic matter, a corpse included, instantly to compost; corporeal undead save vs. death. | Animal, Plant | 7 | 5 yds./level | None or Neg. |
Coordinates a group of one per two levels fighting together for +1 AC each per other member, 1 rd. + 2d4 rds. | Law | 1 | 5 yards | None |
Tells the priest by the smell of smouldering meat whether one being within 10 yd. per level is a defiler. | Elemental Air | 5 rds. | 10yds/level | None |
For 7 rds., a psionic attack on the priest is turned onto someone else within 30 ft. unless the attacker saves. | Thought | 7 | 0 | Special |
A touch on a wound shows the druid what animal or creature dealt it within the last hour per level, and where it now is if it fails a save. | Animal | 1 turn | Touch | None |
Tells the priest whether one creature knowingly lies for a round per level; save negates, reversed hides lies for 24 hours. | Divination | 7 | 30 yds. | Neg. |
Shows the shukenja what shape one shapechanger per round within 60 yd. truly wears, 3 rds. per level. | Divination | 1 rd. | 60 yds. | None |
A green ray unerringly wraps one creature in a field that blocks all its extradimensional travel, a turn + 1 rd. per level. | Guardian | 1 | 10 yds./level | None |
Folds space to open a two-way gate up to 10 ft. across to a distant place on this plane for one round. | Numbers | 1 round | 5 feet | None |
Yields one useful piece of counsel about an event in the coming week, 60% +1% per level of the time. | Divination | 1 turn | 0 | None |
A creeping black mist filling eight 10-ft. cubes for 6 rds. in which aimed attacks are at -4 and the weak freeze in terror; save resists. | Combat, Guardian | 7 | 0 | Special |
Splits one coin into two identical copies; a failed save costs the caster 1 hp for good but adds 2d12 more. | Creation | 7 | Touch | Special |
Grows dragon scales over the priest's body for base AC 4 or +2 AC, whichever is better, a turn per level. | Protection | 7 | 0 | None |
A ghostly quill copies any writing within 10 yd. per level exactly, spells and scrolls included, a round per level. | Creation | 7 | 10 yards/level | None |
Makes a caster's next spell pour into a receptacle instead of taking effect, or drains a magic item's next use the same way. | All | 7 | Touch or 20 yds. | Special |
Opens a fanged mouth in a 10-ft. patch of ground that bites once, as a monster of the caster's HD, for 1d4 per level; on a 19 or 20 it swallows. | Elemental Earth | 7 | 50 yds. | Neg. |
Sets 1,000 cu. ft. of liquid per level fizzing like a shaken drink for a turn per level; reversed, it calms any water. | Elemental Water | 1 rd. | 120 yds. | None |
Wrests control of another's summoned elemental, 50% adjusted by level and Wisdom, for the rest of its stay; one try only. | Summoning | 1 rd. | 10 yds. +10yds./level | Special |
Banishes the fatigue of one creature per two levels as if by a full night's rest for 24 hours; reversed, fatigue wearies one, save negates. | Healing | 1 turn | Touch | None |
Doubles one creature's hit points with phantom ones, makes its Strength and Constitution checks succeed and its footing unshakeable, 1 rd. + 1 per level. | Necromantic, Protection | 7 | Touch | None |
Gives one water creature + 1 per four levels +1 to attacks, damage and saves, +1 per damage die, for 1d4 rds.; reversed, the penalties. | Animal, Elemental Water | 2 rds. +2 rds./level | 10 yds/level | Neg. |
Raises staked ditches, palisades and sharpened stones to entrench a site of a 10-ft. cube per two levels, giving defenders heavy cover. | War | 3 rds. | 60 yds. | None |
Drives a possessing force, spirit, magic jar or curse out of whatever it has taken, on a chance set by the DM and the levels involved. | Necromantic | 1-100 turns | 1 | None |
Extract SpiritShaman Draws a spirit out of the object it is bound to, a tree or a fetish, and moves it to another container; save negates. | Summoning | 1 rd. | 10 yds. | Neg. |
Slows all wizard casting in a 180-ft. sphere by +3 to casting time and grants +3 on saves against wizard spells, 1d4 turns. | Protection, Wards | 7 | 60 yds. | None |
Lets the shukenja foretell one major event in a present subject's future, in general terms. | Divination | 6 turns | 0 | None |
Guarantees the recipient one extraordinarily difficult action next round, such as putting an arrow clean through a keyhole. | All | 7 | Touch | None |
Makes a willing person look and feel like a zombie, immune to poison, paralysis and draining, a turn + 1 rd. per level. | Necromantic | 7 | Touch | None |
Enriches crops across 10 square miles by 30 to 80%, or all but guarantees a couple conceive a healthy child within a day. | Creation | 1 turn | Touch | Neg. |
Calls a clever animal companion to the priest, linked by telepathy, granting +1 to surprise for as long as they stay together. | Animal | 1 hour | 1 mile/two levels of caster | Special |
Fires ruby beams from the eyes at up to two foes a round for 2d8 each and searing heat on their metal, a round per level; save for half. | Combat | 4 | 0 | ½ |
Wards a 10-yd. square per priest so no normal fire burns and magical fire does half, with +4 on saves, a turn per level. | Wards | 1 turn | 10 yards/level | None |
Calls the birds of prey within a mile, up to 32 HD or 48 of giant eagles, to aid the caster until the task is done. | Animal, Summoning | 7 | 1 mi. | None |
Summons a thick flock in a 30-ft. sphere that blinds and blocks casting, and from 11th level pecks one foe for 1d2 +1 per four levels a round, 2 rds. per level. | Animal, Summoning | 7 | 120 yards | None |
Creates a focus that gathers a congregation's devotion to amplify the priest's other spells, for as long as the faithful feed it. | All | 1 day | 10 feet | None |
Warns the caster of any enemy entering a half mile per level around them, then their distance, heading and rough numbers, for a day; reversed, hides them. | Divination | 1 turn | 0 (½ mile/level - PSC) | None |
Curses one creature per level so every journey over a league takes twice as long, a day per level. | Travelers | 7 | 20 yds. | None |
Fortify Healingformerly named FortifyC Cast alongside another priest's cure spell, makes it heal its maximum. | Healing | 6 | 0 | None |
Lets the touched creature move and fight freely despite web, slow, hold or paralysis, and at full speed under water, a turn per level. | Charm | 7 | Touch | None |
Turns a gauntlet into a source of feather fall, gust of wind, wind wall or calm winds, one effect a round, a round per level. | Elemental Air, Weather | 7 | Touch | None |
Lets the priest put one question to the DM about what is happening right now and get a short true answer. | Thought | 5 | 0 | None |
Conjures a silent armoured apparition that walks on air or through walls at the caster's direction, carrying one item, 2 rds. per level. | Summoning | 7 | 30 yds. | None |
Grows up to six ordinary insects of one kind to giant size, more and larger with level, 2 rds. per level; reversed, shrinks giant ones. | Animal | 7 | 20 yds. | None |
Hangs a drizzling grey cloud over one creature's head that fills it with despair, 2 rds. + 1 per level; save at -2 negates. | Charm | 4 | 10 yds. | None |
Grants a savant a momentary glimpse of the enemy behind a threat to their church; if it saves, it glimpses the savant too. | Divination | 1 turn | 0 | Neg. |
Lets the caster trace unseen roots, pipes, tunnels and buried rooms from any visible part of them, a round per level. | Divination | 7 | 10 yds. | None |
Wards an area so a disturbance launches an unmissable hammer of force for 4d12 that stuns 1d4+1 rds. and may knock down. | Guardian | 4 | Touch (area to be guarded) | None |
Conjures a permanent illusory forest across a 40-ft. square per level that only woodland beings see through; reversed, dispels one. | Plant | 7 | 80 yds. | None |
A ghostly hand turns aside the one blow that would kill the touched creature, within an hour + 1 per level. | Protection | 1 | Touch | None |
Delivers fitting divine punishment to a touched creature guilty of a named injustice, undispellable until it strikes; save negates. | Law | 7 | Touch | Neg. |
A giant gauntleted hand cups a 12-ft. sphere so intruders must save vs. paralysis at -3 to push in or out, an hour per level. | Guardian | 7 | 40 yards | Special |
Heals one tree or plant per caster level of every wound and sickness, or a plant monster for 3d8+3; reversed, blights them. | Plant | 7 | Touch | None |
Adds 3d4 hp to a healing spell cast on the touched creature in the last day. | Healing | 7 | Touch | None |
A healing beam of sunlight mends one creature within 30 yd. for 1d8+2; reversed, it burns for 1d10, save negates. | Elemental Fire, Sun | 1 rd. | 30 yds. | None |
Grips a victim's heart in view for three rounds of mounting pain; a failed save vs. death at -2 on the first round starts it. | Necromantic | 7 | 10'/level | Neg. |
Lifts a warrior or commoner below 10th level by one to four levels, with the hit points to match, a round per level. | Combat | 6 | Touch | None |
Brews yuan-ti venom into a broth that turns a human drinker into a histachii within a week unless they save at -4. | Animal, Creation | 1 round | Touch | Special |
Freezes every piece of iron or steel across 5 sq. ft. per level in place, weapons mid-swing and armoured foes immobile, a round per level. | Charm | 6 | 30 yds. | None |
Stills 1d4 plants or plant monsters in a 40-ft. square, halting movement, growth and grasping, a round per level; save negates, easier with more. | Plant | 7 | 80 yds. | Negate |
Stills the sea in a 20-ft. square to pond calm for a turn + a turn per level. | Elemental Water | 6 | 10 yds. | Special |
Turns a ram's horn into a cornucopia that pours out a day's food for six, then a day's drink for six per level. | Creation | 2 rds. | Touch | None |
Makes one creature take no nourishment from food, wasting toward coma, a day per level, until it eats one secret dish; save negates. | Animal, Plant | 7 | 10 yds. | Neg. |
Hurls lightning from the holy symbol at one target for 1d4 per level, max 10d4, with a thunderclap that deafens all within 30 ft.; save for half. | Combat, Weather | 7 | 30 yards+ 10 yards/level | Special |
Forms a sword of whirling ice shards that hits as a +2 weapon at THAC0 6 for 3d4 plus 1d6 cold, a round per level. | Combat, Weather | 4 | 0 | None |
A spectral fist strikes one creature within 90 yd. unerringly for every point of damage the caster took in the past hour. | Combat | 7 | 90 yds. | None |
Gives a templar's presented sigil +2 on saves against spells and a fear-inducing touch for a turn. | Cosmos | 1 rd. | 1 yd. | None |
Lends one to three of the priest's memorized defensive or informational spells to a nonspellcaster of Wisdom 9+, until cast. | Charm | 1 turn | Touch | None |
Summons thousands of parasites to settle in one creature's hair, clothes and skin, their effects setting in after a day. | Elemental Earth | 6 rds. | 20 ft. | None |
Guarantees that a regent's bloodline and regency pass to a chosen heir at the moment of death, for a month. | Protection | 1 turn | Touch | Special |
Sets a 4-in. spot on a creature or object that casts a 60-ft. beam as bright as day, switched on and off by thought, until dispelled. | Sun | 1 rd. | Touch | None |
Flips the ethics of one creature per level within 20 ft., so the honest steal and thieves pay, for a turn; save negates. | Chaos | 1 | 120 yards | Neg. |
Sends the priest's astral body down the cord of silver a projected priest left behind, to join them. | Astral | 1 turn | 0 | None |
A skin-to-skin touch floods the victim with phantom pain for 4d6, then 2d6, then 1d6 over three rounds; a save each round ends it. | Combat, Necromantic | 7 | Touch | Special |
Turns one of a creature's arms into a jointless tree branch, useless but as a club, a turn per level; save negates. | Plant | 7 | 5 yds./level | Neg. |
Reveals the strength, treasure and supernatural watchers of a known lair, 60% +1% a level of the time. | Divination | 1 turn | Touch | None |
Widens a commander's command radius by half for 1d4+6 turns, or doubles it at a temple; reversed, doubt halves it. | War | Special | Special | None |
Seals a door, window or box against one kind of creature, which cannot pass or affect it, until opened. | Guardian | 7 | Touch | Special |
A 4-ft. rod of frozen lightning that strikes for 3d6 in melee, shatters an object it discharges into, or is hurled as a bolt, 4 rds. | Combat | 7 | 0 | None |
Lets the caster drop an arm or a leg at will to escape, unharmed; the limb regrows fully within a day. | Animal | 1 | 0 | None |
Reveals where a person's animal counterpart in spirit can be found, for a day; save negates. | Divination | 1 turn | Special | Neg. |
Changes a log to a giant lizard, one HD per caster level, with a deadly poisonous bite, 2 rds. per level; reversed, lizard to log. | Animal, Plant | 7 | 30 yds. | None |
Sinks water in a 10-ft. square per level by 2 ft. per level, down to an inch, for a turn per level; reversed, raises it to flood height. | Elemental Water | 1 turn | 120 yds. | None |
Fills one creature's lungs with water so it drowns while the caster concentrates; save negates. | Elemental Water | 7 | 20 yds. | Neg. |
Two or more priests of Mystra together neutralise venom, lift disease and break a curse, adding heal and more with each extra voice. | Healing, Necromantic, Protection | Two turns, plus one turn per additional effect desired | 10 yards | None |
Primes an obsidian sword so its first hit deals +3, then bursts into magma for 2d6 and 1d6 a round for up to ten. | Elemental Magma | 5 rds. | Touch | None |
Coats a shield in magma that burns whoever fights the priest hand to hand for 1d4 a round and melts weapons that strike it, a round per level. | Elemental Magma | 1 rd. | 0 | None |
Magnetises an iron object of 6 cu. ft. per level, dragging iron and steel within 30 ft. to it, a round per level; save resists. | Elemental Earth | 7 | Touch | Neg. |
Sets an aura that swallows one named spell when it next strikes the caster and hurls back a different chosen spell, within a year. | Protection | 7 | 0 | None |
Puppets one creature's body by telepathic link while it stays in sight, 3 rds. per level; save negates. | Thought | 4 | 50 yards | Negate |
Conjures 1d4+1 spheres of stone to fire from the hand, up to three a round, each for 1d4+4; save to dodge. | Combat | 7 | 20 yds. | Special |
Blanks the touched creature from all psionics, breaking every telepathic link, a turn per level. | Protection | 1 rd. | Touch | Neg. |
Raises a 15-ft. hemisphere of force no weapon can breach and no teleport can cross, until the caster sleeps or wills it gone. | Wards | 3 rds. | 0 | Special |
Paints an image of the caster's choosing on the horizon that never gets closer, tempting those in a 30-ft. cube who fail a save, an hour per level. | Sun | 7 | 10 yards/level | Neg. |
Makes one creature see everything at its ugliest, friends as monsters, an hour per level; save negates, then save or flee. | Elemental Air, Elemental Earth, Elemental Fire, Elemental Water, Sun | 4 rds. | 30 yds. | Neg. |
Curses a creature so that no missile it throws or shoots can hit its intended target, a day per level. | Combat | 7 | 5 yards/level | None |
Erases, sharpens, alters or plants five minutes or less of one creature's memory for good; save negates. | Time | Special | 30 feet | Neg. |
Wraps the caster in an illusory monster of any physical kind they have seen, with half its attack damage and half damage taken, a round per level. | Combat, Necromantic | 7 | 0 | None |
For 2 rds., every priest spell cast in a 60-ft. radius has its maximum effect, and one action a round is aided. | Combat | 7 | 30 yds. | None |
Conjures a crystal bow that answers to the caster alone, firing two silver arrows a round with varied effects by target, a round per two levels. | Sun | 7 | 0 | None |
Turns moonlight into a bridge up to 120 yd. long that bears the good, and the neutral touching the caster, a round per level. | Sun | 7 | 120 yds. | None |
A message mote that fires once per caster level, carrying a 33-word message and 16 more words only priests of Tyr hear. | All | 7 | 30 yds. | None |
Fills a 60-ft. globe of water with inky silt, sight down to 2d4 ft. and light to a firefly's glow, 2 turns; on land, a rain of slime and fog. | Combat | 6 | 20 yds. | Special |
Makes a pine spray its needles over a radius of a foot per 2 ft. of height, hitting each for 1d12 per three levels, max 5d12; save for half. | Plant | 7 | 60 yds. | 1/2 |
Detoxifies any poison in a touched creature or a cubic foot of matter per two levels; reversed, a touch poisons, save or die in a turn. | Healing | 7 | Touch | None |
Links a being to a distant oak so that for three rounds, when triggered, all harm done to them falls on the tree instead. | Plant | 7 | Touch | None |
Turns a ship's oars, one per three levels, into 10 HD sea serpents that guard the vessel or attack another's rowers, 3 rds. per level. | Plant | 9 | 50 yards | None |
Adds +20% to the success chance of a percentage-based divination, to a cap of 95%, a round per level. | Divination | 1 turn | 0 | None |
Lets the caster see through darkness, fog and mist to 60 ft. and pierce illusions and invisibility 70% +1% per level, a turn + 1 rd. per level. | Divination | 7 | 0 | None |
A stillness over 60 ft. in which one creature per level can neither attack nor harm another, a round per level. | Charm | 4 | 0 | None |
Lets one creature pass through natural or magical webs, ropes and vines as if they were not there, a round per level. | Necromantic | 4 | Touch | Special |
Summons one pech per chanting miner from the earth plane to triple a mine's output safely while the chant lasts. | Elemental Earth, Summoning | 2d6 turns | 0 | None |
Tells the shukenja whether one individual wears a mundane disguise; a save instead convinces them it is real. | Divination | 2 rds. | 20 yds. | Neg. |
Sharpens the shaman's sight and hearing to catch every insect, footfall and clue within 100 yd., a round per level. | Divination | 1 rd. | 100 yds. | None |
Raises a 10-ft.-wide pillar of earth up to 10 ft. per level tall, rising or sinking 60 ft. a round like a lift, a round per level. | Elemental Earth | 7 | 30 yds. | None |
Feeds the soil of a 40-ft. square per level for a month, or calms hungry plant monsters, 2 HD a level, for 4 rds. + 1 per level. | Plant | 7 | 10 yards/level | Special |
Strikes one creature with feverish plague for an hour, costing a tenth of its hit points and spreading to those within 10 ft.; save negates. | Necromantic | 7 | 10 yds. | Neg. (Special) |
Curses a creature or thing to carry fatal disease, infecting all who touch it unless they save vs. death, while the carrier stays well. | Necromantic | 1 round | Touch | Neg. |
Opens a passage through trees and undergrowth, 4 by 8 by 12 ft. per level, or hides the caster inside a trunk, a turn per level. | Plant | 7 | Touch | None |
Turns living plants, one per two caster levels, into spears that fly and stab for 3d4 apiece each round, striking with THAC0 8, for 4 rds. | Plant | 7 | 5 yards/level | None |
Lets the shukenja take the shape of any beast between a sparrow and a horse, gaining only its form and movement, 2 turns per level. | Creation | 3 | 0 | None |
Calls the great cats within a mile, up to 48 HD and lions first, to aid the caster until the task is done. | Animal, Summoning | 7 | One mile | None |
Shifts one creature's next die roll by 15%, plus 5% for every five caster levels, up or down at the priest's choice; save negates. | Numbers | 4 | 30 yards | Neg. |
Kindles a 12-ft.-square fire for one round that burns for 1d4 +1 per level and ignites what it touches; reversed, quench fire. | Elemental Fire | 7 | 40 yds. | None |
Gives the touched creature +4 on saves against electricity and halves its damage, 3 rds. per level. | Protection | 4 | Touch | None |
A 10-ft. globe that hedges out one kind of elemental creature, 2 HD per level up to 24, stronger ones as the caster rises, 5 rds. per level. | Elemental Air, Elemental Earth, Elemental Fire, Elemental Water | 1 rd. | Touch | None |
Wards everyone within 10 ft. of the touched creature as protection from evil does, a turn per level; reversed, from good. | Protection | 7 | Touch | None |
A 5-ft. globe around the caster proof against toxic gases, stronger magical ones as the caster rises, 3 rds. per level. | Protection | 1 | Touch | None |
Makes the caster immune to electricity until 10 hp per level is absorbed; on another, +4 to saves and half damage; a turn per level. | Protection, Weather | 7 | Touch | None |
A 10-ft. globe that hedges out 49 HD of one kind of lycanthrope, all kinds and shapechangers from 12th level, 5 rds. per level. | Protection | 4 | Touch | None |
Lets the priest reroll 1d8-1 of their own saves or enemy rolls against them over a turn per level; a rerolled 1 is the worst case. | Chaos, Protection | 3 | 0 | None |
Wards everyone within 10 ft. of a planar being against prime-material creatures, as the single-target ward does, a turn per level. | Protection | 7 | Touch | None |
A 5-ft. globe in which no trap or alarm trigger fires, magical ones too as the caster rises, 5 rds. per level. | Protection | 1 rd. | Touch | None |
A 5-ft. globe that hedges out 35 HD of one kind of undead, every kind from 12th level, 5 rds. per level. | Protection | 1 rd. | Touch | None |
Lets the touched creature ignore natural weather entirely, with +6 on saves against magical weather, an hour per level; reversed, exposes them. | Elemental Air, Elemental Water | 7 | Touch | Neg. |
Handling an object shows the savant its past owners' race, profession, alignment and fate, 90% of the time. | Divination | 1 rd. | Touch | None |
Opens a deep mind link with one willing creature sharing thoughts, feelings and memories fifteen times faster than speech, a turn + 1 rd. per level. | Thought | 1 round | 30 yards | None |
Wakes a creature dead less than a day into a slow, confused half-life at 1 hp, unable to fight or cast, a day per level. | Necromantic | 1 rd. | Touch | Special |
Two black blades of whirling force fly at the caster's chosen targets, each striking twice a round at +6 for 2d12, 2 rds. | Combat | 7 | 10 yards/level | None |
A sacred passage grants allies within 60 ft. +2 to attacks and saves, +3 to the same faith, and foes -2, a round per level. | Combat | 7 | 0 | None |
Turns a natural pool up to 2 ft. wide per level into a scrying device reaching the Ethereal and Inner Planes, a round per level. | Divination | 2 hrs. | 10 yds. | None |
The touched creature regains 2d4+3 hp at 1 hp a round, starting when next wounded if it is whole; reversed, it bleeds the same. | Healing | 7 | Touch | None |
A stern lecture fills a creature with guilt so it forswears an evil deed and seeks to make amends; save negates. | Charm | 1 rd. | Touch | Neg. |
Shreds a bought or manufactured thing, one cu. ft. a level, or deals 3d8 to a purchased beast or slave; the strong may save. | Animal | 4 | 30 yds. | Special |
Keeps normal insects, and giant ones under a third the caster's level in HD, 10 ft. away, a turn per level. | Animal, Protection | 1 rd. | 0 | None |
Mends an earthen or stone structure by one structural point a round, a round per level, permanently. | Elemental Earth | 1 rd. | Touch | None |
Crumbles corporeal undead within 30 ft. to dust over 3 rds., one HD per caster level; those above 4 HD may save. | Elemental Earth | 3 | 0 | Special |
Shows the outline of every glyph, symbol, hidden inscription and dormant dweomer in sight for 4 rds., planar gates included. | Divination | 7 | Touch | None |
Calls a gift down from the deity, fitting the service another has rendered the faith. | All | 1 turn | 0 | None |
A lion's roar in a 30-ft. cone deals 2d8 and deafens for 2d6 rds., shattering brittle things; save halves and spares the ears. | Combat | 1 | 0 | Special |
A silent whip of purple force, +2 to hit, racks its victim for 4d4 and heals the caster half of it, 7 rds. + 1 per 3 levels above 11th. | Combat, Necromantic | 7 | 0 | Special |
Raises a stone pillar of whatever shape the caster pictures, up to twice their own bulk, bearing a symbol and words, permanently. | Creation | 2 rds. | 0 | Special |
Raises 1d4 warriors of sand (AC 5, 2 HD) whose blades cut for 1d10, loyal until dispelled, a round per level. | Elemental Earth, Elemental Silt | 1 rd. | 30 yds. | None |
Seals one creature in an airtight coffin of force where it suffocates, losing 1d3 hp and 1 Constitution a round; save negates. | Necromantic | 7 | 5 yards/level | Neg. |
Lets the priest inscribe a scroll of a spell they know with two fifths less chance of ruining it. | Thought | 1 hr. | Touch | Special |
Turns the touched creature into a coherent body of seawater that flows up walls and under doors, an hour + a turn per level. | All | 6 | Touch | Neg. |
A chanted verse hurls a bolt of solid air for 1d6+1, or sung twice it corrodes flesh for 3d4+2; save for half, touch allows none. | Combat | 7 (or 2 rds.) | 30 yds. or touch | ½ or None |
From a belonging, lays bare every major facet of one creature's nature, mage or liar or lord; save negates. | Divination | 4 | 10 yds. | Neg. |
The priest's next turning within 5 rds. destroys the undead it affects outright, or reaches twice the usual number. | Necromantic, Time | 7 | 0 | None |
A blade of force fights unaided at the caster's command, striking four times a round for 2d4 each, 2 rds. per level. | Combat | 7 | 30 yards | None |
Bleeds off pent-up seismic pressure across a square mile, setting off mudpots, splattercones and sulphurous vents. | Elemental Air, Elemental Earth, Elemental Fire, Elemental Water, Numbers | 2 | 1 square mile | None |
Sets the caster's plain hammer aflame as a flame tongue: +1, up to +4 against undead, and light like a torch, a round per level. | Elemental Fire | 4 | Touch | None |
Hardens the touched creature's skin to chitin for AC 4, one better per five levels, and +1 on saves against mundane attacks, 4 rds. + 1 per level. | Elemental Water, Protection | 7 | Touch | None |
Catches a short tune or spoken message in a stone that sounds it whenever tapped or dunked in water, permanently. | Divination, Elemental Earth | 7 | Touch | None |
Lets the recipient move quietly at +20% and +2 speed, or freeze and blend in, 90% likely to pass unnoticed. | Protection | 7 | Touch | None |
A floating flaming skull speaks a set message and spits a 10-ft. cone of fire for 3d4 when its trigger conditions are met. | Guardian | 7 | 5 yards/level | None |
Sharpens a blunt weapon by +1 to attacks and to damage for every four caster levels, max +5, a round per level; a 20 triples damage and shatters it. | Combat | 1 rd. | Touch | None |
Draws smoke into a wraithlike form that glides at the caster's will and smothers a creature it envelops, a round per level. | Elemental Fire | 7 4 (EM) | 10 yards/level 10 feet per level (EM) | Special ½ (EM) |
Raises an invisible wall over a 20-ft. square per level that snakes fear to cross, burning those that do for 1d4 per level; save for half. | Protection | 4 | 120 yds. | ½ |
Lets the caster take any serpent's shape, changing once a round, healing 1d6 x 10% of damage on the first, an hour per level. | Animal | 7 | 0 | None |
Cocoons one man-sized creature per three levels in living softwood, in suspended animation and safe from all harm, until fresh air dissolves it. | Plant, Protection | 1 rd. | Touch | Neg. |
Raises an illusion of sight and touch across 100 sq. ft. + 100 per level that only the caster believes; others must save to see it as real. | Thought | 1 round | 10 yards/level | Special |
Halves the chance of chance encounters within 10 ft. per level while the caster stays inside that circle unnoticed. | Wards | 1 turn | 0 | None |
A clap of the hands brings rain over a 10-ft. radius that heals 1 hp a round and gives melee attackers -1, a round per two levels. | Elemental Water | 5 rds. | 0 | None |
A song sung into the silt draws 2d6 silt spawn toward the singer, who is the meal they came for, for up to 10 rds. | Animal | 1 turn | 0 | None |
Lets the priest talk with plants within 30 ft. and command normal ones to part, entangle or release, a round per level. | Plant | 1 turn | 0 | None |
Conjures a ghostly manticore (6+3 HD) that fires tail spikes, then bites and claws for the caster, for 6 rds. | Summoning | 7 | 0 | None |
A ghostly stag charges 30 yd. from the caster's breast, goring everything in its path for 4d4+4; save for half. | Summoning | 7 | 0 | ½ |
Makes the touched creature wholly immune to one named spell, up to 4th level, that the caster has felt, a turn per level. | Protection | 1 rd. | Touch | None |
Makes the touched creature immune to one named spell of 4th level or lower, a turn per level. | Protection | 1 rd. | Touch | None |
Holds a spell up to 3rd level dormant in a carried object until it touches a creature of a named kind. | Charm | 7 | Touch | None |
Nails a noncorporeal undead to the spot where a coffin nail is driven, unable to stray 20 ft. or flee the plane; save allows escape at 2d6. | Necromantic | 1 round | 20 feet | See below |
Turns sticks, 1d4 of them plus one per level, into 2 HD snakes that fight at the priest's command, 2 rds. per level. | Plant | 7 | 30 yds. | None |
Turns a willing creature to living stone: AC 5 or +1, immune to mundane attacks but vulnerable to stone magic, 3 rds. + 1 per level. | Elemental Earth | 7 | Touch | None |
Enchants a rock that hones one weapon per caster level, each dealing +3, then +2, then +1 damage. | Elemental Earth | 5 rds. | 0 | None |
Hides a cubic foot of stone per level in mid-air until a set trigger drops it for 2d4 per level; save then Dexterity to dodge. | Guardian | 1 turn | 10 yds./level | Special |
Lets the caster merge into stone and travel through it at 10 ft. a round, sensing cavities and creatures, 1 rd. + 1 per level. | Elemental Earth | 7 | 0 | None |
Brings down stalactites or a cave-in on a target, 2d6 a stalactite or 4d8 from the collapse; save for half. | Elemental Earth | 7 | 120 yds. | Special |
Sets stone burning, a cubic foot a level, searing those within 10 ft. for 2d6 a round and 4d4 on contact, a round per level. | Elemental Earth, Elemental Fire | 4 | Touch | None |
Turns aside 1d4 blows, plus one for every two caster levels, whether cut, blow or missile; spells still bite, up to 24 hours. | Elemental Earth | 1 | Touch | None |
Sets a word that, once spoken within the year, guarantees the recipient survives the sea storm they are caught in. | Elemental Water, Protection | 7 | Touch | None |
Rears a wave 10 to 100 ft. wide out of a lake, pond or sea and drives it where the caster wills, once it has run 60 ft. | Elemental Water | 1 round | 5 yards/level | Special |
Summon Earth GrueGnome Opens a gate for an earth grue to serve the caster, fighting and tunnelling, 3 rds. per level, for a bribe of raw metal. | Elemental Earth, Summoning | 1 rd. | 10 yds. | None |
Binds a shadow into the recipient's body so they cast no shadow ever after; save at +1 negates. | Summoning | 24 hours | Touch | Neg. |
A burst of golden light burns undead within 40 ft. for 6d6 and blinds everything else a round; save negates the blindness. | Sun | 7 | 30 yds. | Special |
Seals every planar gate within 60 ft. and blocks astral travel and plane shifting there, a day per level. | Wards | 1 hour | 0 | None |
Slows a willing creature's life to a standstill for weeks, months or years by caster level, holding poison and curses at bay. | Necromantic | 4 (7 - PSC) | Touch | None |
Lets one creature per two levels go unfed and unwatered, and mends the harm of going hungry, 6 hrs. per level. | Healing | 1 rd. | Touch | None |
Spins one invisible scythe of force per level around the caster at a chosen height, reaping the living for 2 hp each a round; save for half. | Combat, Plant | 4 (7 - PSC) | 0 | ½ |
Lets the priest take the shape of any good or neutral sylvan being, from a gorse to a voadkyn, with its movement but none of its powers, 2 turns per level. | Animal | 7 | 0 | None |
Makes 100 sq. yd. per level cost twice as much to cross, for enemy units alone, 2 turns per level; reversed, it eases the ground. | War | 2 turns | 240 yards | None |
Raises a helmed horror from an evil creature's remains, which enters a waiting suit of armour three rounds after the casting. | Necromantic | 1 round | Touch | None |
Fires four thorns, spikes or wooden darts per level up to 120 yd. at +4 to hit, each for 1 hp. | Plant | 3 | 10 yards | None |
A thorny vine binds one creature for 1d4 plus its Armor Class in damage and holds it fast, a turn + 1 per level; save negates. | Elemental Earth, Elemental Water | 1 rd. | 10 yds. | Neg. |
Broadcasts one creature's surface thoughts to everyone within 30 yd., so it can keep no secret, a turn + 3 rds. per level; save negates. | Thought | 5 (7 - PSC) | 30 yards | Neg. |
Calls lightning down on one target for 1d4 + 2 per level, max 44; save for half. | Combat, Weather | 7 | 40 yards +10 yards/level | ½ |
Lets the caster speak and understand one further language per three levels with perfect fluency, for a turn; reversed, babble. | Divination | 7 | 0 | None |
A touch wipes the last day from a creature's memory beyond any magical recovery; save negates. | Thought | 7 | Touch | Neg. |
Wreathes a hand in brown light for a turn: each touch corrodes for 6 hp and slows, or 1 hp and a welt costing 2 Charisma if it saves. | Combat, Necromantic | 7 | 0 | Special |
Moves a curse or hostile enchantment off its victim onto a scapegoat animal driven out into the wild. | Protection | 1 turn | Special | None |
Cloaks the caster as a limb or root of the tree they rest against, drawing on its healing while they sleep undisturbed. | Plant | 1 rd. | 0 | None |
Grows four wooden legs on a plank or log so it carries up to 600 lb. at speed 12, obeying spoken commands, an hour per level. | Travelers | 4 | 10 yards | None |
Turns the caster into an undead of at most 8 HD they could turn six levels lower, with its powers but no spells, a round per level. | Necromantic | 1 rd. | 0 | None |
Makes one creature per level all but tireless: no penalty for forced marches, +4 on Strength and Constitution checks, a day per level. | Necromantic | 1 round | Touch | None |
Two priests spend a day so the higher gains a casting level for every five levels the other holds, with spells to match, for a turn. | All | 12 hours | 0 | None |
Lifts the recipient's beauty, voice and grace to Charisma 20 for 6 rds., leaving onlookers of the opposite sex eager to serve. | Charm | 7 | 0 | None |
Envenoms a blade so its next three wounds bleed for 1 hp a round until bound, and resist all magical healing. | Necromantic | 1 rd. | Touch | None |
Raises a wall of pearly force, 5 sq. ft. per level, that burns undead for 4d12 and the evil for 2d10 as they pass, a round per level. | Protection, Sun | 7 | 5 yards/level | None |
Names precisely the spell behind an effect the caster has just seen, its school and components, and hints how to undo it. | Divination | 1 rd. | 30 yds. | None |
Warps 5 lb. of stone or metal per level out of true, ruining armour for damage equal to 10 minus its AC, and jamming locks; items save. | Elemental Earth | 7 | 1 level | None |
Sends a shapeless shadow gliding up to 10 yd. per level away to send back everything it sees, a round per level. | Divination | 7 | 10 yards/level | None |
Thickens the surface of a pool up to 20 ft. across so drinkers of size M or smaller are dragged under; save vs. death negates. | Elemental Water | 5 rds. | 0 | Special |
Raises a 20-ft.-high wall of water, 10 sq. ft. per level, that paralyses smaller creatures trying to cross, a round per level. | Elemental Water | 7 | 30 yards | Special |
Hurls creatures and objects of 10 lb. per level along a 10-ft.-wide path 10 ft. per level long, for up to 1 hp per level; save negates. | Combat | 7 | 0 | Neg. |
Makes the priestess wholly immune to one named kind of weapon, magical ones included, 2 rds. per level. | Protection | 7 | 0 | None |
An invisible 30-ft. dome keeps one creature dry, comfortable and safe from natural weather, storms included, a turn per level. | Protection | 1 rd. | 7 | None |
Holds the weather inside a 10-ft. cube per level exactly as it was when cast, an hour per level. | Wards, Weather | 1 turn | 30 yards | None |
A helix of chain materialises around one creature within 90 yd., batters it for 4d4+4 and vanishes; save for half. | Combat | 7 | 90 yds. | ½ |
Churns earth or silt within 5 ft. per level into a whirlpool that drags in and drowns those who fail a save, a round per level. | Elemental Earth, Elemental Silt | 5 rds. | 10 yds./level | Vs. spell |
Shapes standing water into a walkable air-filled tunnel up to 300 yd. long with solid walls, for a turn. | Elemental Water | 1 rd. | 30 yds. | None |
Lifts a priest of air 10 ft. per level on a column of wind, then lets them glide 10 ft. for every foot of height. | Elemental Air | 7 | 0 | None |
A 30-ft. storm sphere that deals 1d4 on contact and looses five lightning bolts of 1d6 per level, one every other round, for a turn. | Elemental Air | 7 | 100 yards | ½ |
Hardens wooden weapons and shields to iron, giving clubs and staves +1, and makes them fireproof, 5 rds. per level. | Combat, Plant | 7 | Touch | None |
| Level 5257 spells | ||||
|---|---|---|---|---|
| Spell | Spheres | Casting time | Range | Save |
Turns one creature into an ordinary halfling with no class abilities for a day, its gear left behind; save negates. | Combat, Law | 8 | Touch | Neg. |
Freezes a spell already stored in a focal stone so it waits indefinitely, or delays a touched magic item's next use by a round. | All | 8 | Touch | None |
Lets the touched creature ignore choking gases, breathe under water or survive airless space for a day. | Protection | 8 | Touch | None |
Instructions the shukenja gives are obeyed as sound advice, however foolish, though a deadly one allows a second save; save negates. | Charm | 5 | 1 | Neg. |
Ages a cubic foot per level of nonliving matter by as much as 20 years a level, to tarnish, rust or rot; reversed, youthfulness. | Time | 1 round | 10 yards | None |
Lets one creature, however large, walk on air as on solid ground, an hour + a turn per level. | Elemental Air | 8 | Touch | None |
Turns the caster into an ooze, jelly, pudding or roper by level, mind intact but casting no spells, a turn per level. | Animal | 1 rd. | 0 | None |
Doubles the size, Hit Dice and damage of as many as eight animals in a 20-ft. square, 2 rds. per level; reversed, halves them. | Animal | 8 | 80 yds. | None |
Calls six animals of up to 8 HD, or twelve of up to 4 HD, of a named kind from within 60 yd. per level; three tries. | Animal, Summoning | 8 | 60 yds./level | None |
Lets the shaman see and hear through an animal within 10 yd. and steer where it goes, though not make it fight, a turn per level. | Animal | 1 rd. | 10 yds. | None |
Raises one large humanoid corpse per four levels, an ogre or giant, as a skeleton or zombie obeying orders of a dozen words. | Necromantic | 7 | 10 ft. | None |
Commands a fire to leave what it burns and move at 12 wherever the caster directs, undimmed, a round per level. | Elemental Fire | 8 | 120 yds. | None |
Wakes one tree to move and fight like a treant its size, following simple orders, a round per level, then it reroots itself. | Plant | 1 rd. | 5 yds./level | Special |
A 15-ft. shell that keeps plants and plant creatures from touching anyone inside, a turn per level. | Plant, Protection | 8 | 0 | None |
Lifts the burden of deeds done unwillingly or unknowingly, magical alignment changes included, from a repentant person. | All | 1 turn | Touch | None |
Lets one memorized spell of 1st to 5th level be cast three times, the last two without components and almost instantly. | Thought | 8(5) | 0 | None |
Holds every creature within 20 ft. of the caster fast for 3 rds.; save negates, easier for the strong, and the caster's own touch frees them. | Charm | 8 | 0 | Neg. |
A touch withers a creature for 1d4+1 and a tenth of the years it should live, and from 11th level shrivels a limb; save negates. | Necromantic | 8 | Touch | Neg. |
A one-way field over a 10-ft. cube per level that lets intruders in and holds them there, a turn per level; save negates. | Wards | 1 turn | Special | ½ |
Halves the speed and attacks of everyone within 20 ft., pouring the stolen energy into the caster as haste, for 6 rds.; a save each round frees one. | Combat | 8 | 0 | Special |
Calls down a strand of the goddess's hair that turns within a day into 2,000 to 8,000 gp of gold for a struggling dwarven enclave. | Summoning | 1 hr. | Special | None |
Turns one warrior per level into a bear-shaped berserker with +4 Strength, fearless, uncommandable and proof against charms, a round per level. | Charm | 1 | 50 ft. | Neg. |
Lends an intelligent creature as much as 1 hp per caster level from the savant's own, even past its maximum, until spent or dispelled. | Necromantic | 1 rd. | Touch | None |
Binds a guardian spirit into an ancient bone the shaman may call on weekly, or sets it to watch a fresh site; save negates. | Summoning | 1 rd. | 10 yds. | Neg. |
Twists a drawn blade within 70 ft. around to strike its own bearer once, at the caster's THAC0. | Combat | 8 | 70 ft. | None |
Links two touched surfaces so a small object set on either is teleported to the other, one a round, a turn per level. | Summoning | 1 rd. | 20 yds. | Special |
A grey beam racks one creature with pain: 1 hp per level and helpless writhing for 2 rds.; a save at -5 cuts it to 1d4+1 and one slow round. | Combat, Necromantic | 5 | 10 yards/level | Special |
Copies a cubic foot per level of plant or animal stuff, food and living greenery included, permanently. | Creation | 1 round | Touch | None |
After slaying a foe in melee, a cry of triumph sets a prayer over 30 yd. and gives enemies a further -1, a round per level; save resists. | Necromantic | 5 | 0 | Special |
Phases a weapon through the earth to draw it out as bronzewood, +3 to hit and damage and double against evil woodland creatures, a round per level. | Plant | 1 round | Touch | None |
Compels dinosaurs within a mile to hurry to the caster and lend whatever aid Ubtao judges fitting. | Animal, Summoning | 1 round | 0 | None |
Draws a ghost pack from up to three miles away to obey one simple command, tame and loyal, a turn per level once it arrives. | Animal, Summoning | 1 rd. | 3 mi. | None |
Shapes 3,000 lb. of stone into a stone guardian that obeys simple commands while the caster holds a quartz rod, a turn per level. | Elemental Earth, Summoning | 1 turn | Touch | None |
Stills natural and magical disturbance in a 120-ft. sphere of water, driving out weaker water creatures, a turn per level. | Elemental Water | 8 | 0 | Special |
An illusory candle whose light stills everyone within 70 ft. for a round, save or act at all, with attack penalties fading over six rounds after. | Charm, Protection | 1 round | 10 yards/level | Special |
Makes three exact copies of whatever a creation spell has just produced, each enduring exactly as the original does. | Creation | 8 | 30 yds. | None |
Pools the bonuses to attack and to damage of one companion per two levels into a single chosen champion. | Law | 2 | 0 | None |
Makes one creature immune to every spell that lays a verbal command on it, and may turn such a spell back on its caster, a turn per level. | Chaos | 3 | Touch | Special |
Charms one spirit within 10 yd. into faithful service, even against its own allies, a round per level. | Charm | 1 rd. | Special | None |
Among standing stones, rings the linked casters in a field granting +4 to saves and reflecting outside magic 5 times in 6, a round per level. | Protection | 1 rd. | 0 | None |
A rampaging ritual drives every possessing spirit out of a village for a year; those that save may creep back in 1d10 months. | Protection | 3 hrs. | Special | Special |
Clears weeds, stones and snow from a 10-ft. path ahead, halving the cost of crossing rough country, an hour per level. | Travelers | 5 | 0 | None |
A drifting 20-ft. cloud that turns refuse, waste and vermin into clean water, a round per level. | Elemental Air, Elemental Water | 5 | 30 yards | None |
A drifting 20-ft. cloud that turns clean water to filth and small beasts into rats and grubs, a round per level. | Elemental Air, Elemental Water | 8 | 30 yds. | None |
Hardens 1,000 cu. ft. of vapour per caster level into a drifting carpet solid enough to bear any weight, 3 turns per level. | Weather | 8 | 120 yds. | None |
Seals one creature from telling a named secret by any means, longer the more precise the secret; save negates. | Charm | 1 rd. | Touch | Neg. |
A touch of bitter cold for 1 hp plus 1 per level, up to 21, with no save. | Combat, Elemental Water | 8 | Touch | None |
Lets a treant noble send orders outward through the bond it shares with the wood, moving the trees over hours, for a day. | Plant | 1 turn | Touch | None |
Puts one yes-or-no question per caster level to the priest's deity or its agents, answered truthfully as far as they know. | Divination | 1 turn | 0 | None |
Tells a dwarven priest one fact per level about the rock, water, minerals and creatures within half a mile per level. | Divination | 1 turn | 0 | None |
Puts yes-or-no questions to any spirit, the shukenja's own deity included, in return for a fitting offering. | Divination | 1 turn | 0 | None |
Tells the caster one fact per level about the ground, plants, water and creatures within half a mile per level, outdoors. | Divination, Elemental Air, Elemental Earth, Elemental Fire, Elemental Water | 1 turn | 0 | None |
Hides a being's life force from karma sight and the like, and can keep the newly dead from being reincarnated, a day per level. | Divination | 5 | Touch | None |
Conjures an aurumvorax (12 HD) that attacks the caster's foes on command, 2 rds. per level. | Animal, Summoning | 8 | 30 yds. | None |
Opens a gate for an elemental of 8, 12 or 16 HD from a sphere the caster commands, which never turns on them, a turn per level. | Elemental Air, Elemental Earth, Elemental Fire, Elemental Water, Summoning | 5 rds. | 80 yds. | None |
Tells the priest whether a recent event is finished or ongoing, weighty or trivial, and whether it will echo. | Divination, Numbers | 1 round | 0 | None |
Holds or steers smokes, fogs and gaseous creatures within 10 ft. per level, 10 ft. a round, negating wind, a round per level. | Elemental Air, Elemental Water | 8 | 40 yards | None |
Raises or stills the wind by one strength grade per three levels across 40 ft. per level, calm at the centre, a turn per level. | Weather | 8 | 0 | None |
Lets the shaman put 2d6 questions to the spirits of living things within 15 yd., one at a time, a turn per level. | All, Animal, Elemental Air, Elemental Earth, Elemental Fire, Elemental Water, Plant | 1 rd. | 15 yds. | None |
Turns one crocodile, or one person, per three levels into a lesser segarran for good; save negates, then a system shock roll. | Animal | 1 rd. | 5 yds./level | Neg. |
Turns a chair into a spelljamming helm able to drive a ship of two tons per caster level, a week per level, ageing the caster a year. | Creation | 1 turn/level | 10 yds. | None |
Wreathes the caster in holy fire that burns every innately evil creature within 10 ft. for 2d6 a round, a turn per level. | Sun | 8 | 0 | None |
Draws all water out of a cubic foot per level of clay, stone, hide or wood so it cracks to dust; mindless undead take 1d6 per 3 levels. | Elemental Earth, Elemental Water | 8 | 10 yds./level | None |
Turns a gemstone into a scrying device, a round of viewing per 1,000 gp of value, and from 10th level a detection spell can be sent through. | Divination | 1 rd. | Touch | None |
Touch heals 3d8+3 hp of a living, corporeal creature; reversed, the touch inflicts 3d8+3. | Healing | 8 | Touch | None |
Cures madness at a touch, from hallucinatory spores to feeblemind and psychic trauma; reversed, it drives a creature insane. | Healing, Necromantic | 1 rd. | Touch | None |
Undoes wood rot, blight and pest damage at a cubic foot of timber or a square yard of growth a round, up to an acre. | Plant | 8 | 30 yds. | None |
Lets the recipient teleport unerringly up to 360 yd. once a round, carrying 250 lb. and more with caster level, for 6 rds. | Combat | 8 | Touch | None |
Binds one creature to a promise serving the caster's god; every breach costs 1 hp beyond any healing until death; save negates. | Charm, Necromantic | 1 round | Touch | Neg. |
A 2-ft. disc of force on the forearm that soaks up a spell interposed against it, a round per level; a save with a level bonus decides. | Protection | 8 | 0 | None |
Whirls up to five pieces of debris per level into a field dealing 4d4 a round, held as a shield or driven as a weapon, a round per level. | Guardian | 5 rds. | 5 yds./level | Special |
Holds a willing or senseless creature wounded in the past turn in stasis, stopping blood loss and poison, an hour per level. | Necromantic | 8 | 30 yards | None |
Forces an undead, magical or extraplanar creature wholly into its own plane or wholly into this one, a round per level; the strong may save. | Numbers, Summoning | 3 | 60 yds. | Special |
Makes a unit of up to 300 look like another of like size, in other colours, armour and arms, a turn per three levels. | War | 2 turns | 200 yards | None |
Sends a summoned or extraplanar evil creature home on a successful melee touch, and evil creatures fight the caster at -7, a round per level. | Protection, Summoning | 8 | Touch | Neg. |
Consecrates the heir of a noble line to their title in a ceremony of light and pageantry, permanently. | Law, Time | Special | Touch | Special |
Lays a dwarven doom on a touched creature, three levels lost or a heavy penalty on every roll, a day per level; save negates. | Necromantic | 1 rd. | Special | Neg. |
Attunes the priest to rock so they can teleport unerringly to any large outcrop on the plane, taking a turn in transit. | Elemental Earth | 8 | 0 | None |
Shakes a circle 3 ft. wide per level: those inside save or fall stunned 1d4 rds. for 2d8, and buildings take 2 structural points. | Elemental Earth | 1 round | 30 yards | Special |
Lets one creature per level force march at two and a half times speed without fatigue, at -1 to attacks, a day per level. | Travelers | 1 turn | 50 feet | None |
Summons a black lump with four 10-ft. arms that grasp for 1d10+2 and drag victims to a centre that kills unless they save. | Necromantic | 5 | 10 yds. | Neg. |
Grants the caster a dolphin's echolocation to 300 ft. under water, or a focused sonic blast for 5d6, a turn + 1 per 2 levels. | Elemental Water | 5 | 0 | None |
Turns one eye to a golden orb that blights one creature within 20 ft. each round for 7 rds.; save at -3 negates. | Necromantic | 1 rd. | 0 | Special |
Bars every elemental from a 5-ft. cube per level and stops those outside from striking those within, a turn per level. | Elemental Air, Elemental Earth, Elemental Fire, Elemental Water, Wards | 1 turn | Special | None |
Makes one creature wholly immune to a named element's ambient harm and halves its attacks, with +4 to saves, an hour per level. | Elemental Air, Elemental Earth, Elemental Fire, Elemental Water, Protection | 1 round | Touch | None |
Charges a small box so a second spell, cast the round after, goes off when the box is opened. | Guardian, Protection | 1 rd. | Touch | None |
Once a year, a high priest of Belenus begins a ring of standing stones, which must be finished within the year. | Elemental Earth | 1 wk. | Touch | None |
Attunes an item up to twice the caster's bulk to drink in one spell per caster level with no save and no loss. | Elemental Fire, Necromantic | 8 | Touch | None |
Doubles, triples or quadruples what an extradimensional space will hold, or shrinks it as much, spilling what will not fit. | Numbers | 5 | 10 yards | Special |
Turns a sack or pack into a holding space of 30 to 150 cubic feet by caster level, 2 turns per level + 1d12 rds. | Numbers | 1 round | Touch | None |
Outlines creatures in cold flame as faerie fire does, but burning them for 2d4 a round until they save, 4 rds. per level. | Combat, Weather | 1 rd. | 80 yds. | Special |
Wraps the caster in shadowy armour of AC 0 that also makes them immune to one chosen school or sphere, for 5 rds. | Protection | 8 | 0 | None |
Adds 1d6 to every saving throw the recipient makes for a week per level, and grants one reroll of a die that touches them. | Protection | 1 hr. | Touch | None |
Blesses a sailor so that if ever shipwrecked, wind and current carry them safely to a shore that will feed them; once in a life. | Charm, Elemental Water | 8 | 5 yards/level | None |
Sets corrosive energy raging inside a foe the priest has already wounded, for 1d4+1 per level, doubled against undead. | Combat | 1 rd. | 90 yds. | None |
Drowns every flame in a sphere a foot wide per level and stops new fire kindling there, a round per level. | Elemental Fire | 8 | 0 | None |
Sets a fiery trap over a 90-ft. square of flammable ground, triggered by written conditions, for 6d8 when sprung; save for half. | Elemental Fire | 1 hr. | Special | ½ |
A column of fire 5 ft. wide and 30 ft. tall roars down for 6d8; save for half. | Combat | 8 | 60 yds. | ½ |
Lifts an object of up to 500 lb. and flies it at the caster's concentration, or holds it hovering, 2 turns + 1 per level. | Creation | 5 rds. | Touch | None |
Melts 3 cu. ft. of stone per level so it runs like syrup, then sets hard, entombing those who fail a save vs. poison. | Elemental Earth | 8 | 10 yds. | Special |
Lets the caster lunge a drifting spelljammer up to 5 tons per level in a chosen direction, at a word spoken within a day per level. | Guardian | 1 rd. | 20 yds. +10 yds./level | Special |
Restructures a fist-sized gem so it can hold a spell poured into it; the stone may shatter in the making. | All, Elemental Earth | 1 rd. | Touch | Special |
Lodges a catchy tune in one to four minds so they can cast nothing until the song is done, longer the cleverer they are; save at -4 negates. | Charm, Combat | 8 | 120 yards | Neg. |
Turns the caster and their gear to vapour, near untouchable and able to slip through any crack, a turn per level. | Elemental Air, Necromantic | 8 | 0 | None |
Erupts a geyser 20 to 90 ft. high for 3d12 to whoever it strikes and 1d12 to those in the falling spray; save for half. | Elemental Water | 1 turn | 120 yds. | ½ |
Grows a halfling to a hill giant's size and looks, gear and all, with Strength 19, 9 rds. + 1 per level above 9th. | Combat | 3 | Touch | None |
Wakes a man-sized golem the priest has built, of straw, rope, leather or wood by level, to obey orders of a dozen words. | Guardian | 8 | 10 ft. | None |
Moderates temperature by 20° and wind by 10 mph within 10 ft. per caster level of the subject, to their own comfort, an hour per level. | Elemental Air, Elemental Water | 8 | Touch | Neg. |
Turns a hand into a wooden sickle +2 that cuts for 1d4+3 and hits anything needing magic to harm, 2 rds. per level. | Combat, Plant | 8 | 0 | None |
Wards a 10-yd. square per priest so natural lightning does nothing and magical does half, with +2 to saves, a turn per level. | Wards | 1 turn | 30 yards | None |
Bonds the caster's life to an ancient oak for good: they may step through any tree to reach it and shunt their wounds onto it. | Plant | 24 hrs. | Touch | None |
A glowing hammer hangs in the air and burns white at truth, black at lies and red at true words meant to deceive, a round per level. | Divination | 8 | 5 yards/level | None |
Hardens 10 cu. ft. of water per level to rock, harmlessly holding whatever is inside, a turn + 1 rd. per level. | Elemental Water | 1 rd. | Touch | None |
Tears one creature's heart from its breast into the caster's hand, killing it; a save leaves it 2d8+1 damage instead. | Necromantic | 1 | 30 yds. | Special |
Hides one creature from every divination, scrying and prediction, so long as it keeps a costly gem, 2 turns per level. | Divination | 8 | Touch | None |
Wraps the caster in golden light, immune to all but cold and shadow, for 2 rds. + 1 per level of questions to their deity in a single round. | Sun, Thought | 8 | 0 | None |
Rains illusory catapult stones and bolts on a 30-yd. square, forcing the unit beneath to check morale. | War | 1 turn | 300 yards | None |
Makes one undead a conduit through which the priest casts memorized spells, one a round and one per level, for up to a day per level. | Necromantic | 5 | Touch | None |
Makes one creature ask the caster's leave before any deliberate act, a turn per level; save negates. | Law | 3 rounds | 150 yards | Neg. |
Grants +4 on saves against magic that attacks the mind, a save where none is allowed, and -6 to telepathic psionics, a turn + 1 rd. per level. | Protection, Thought | 1 | Touch | None |
Lets the priest take the shape of a jackal, a crocodile, a giant scorpion or a venomous snake, changing once a round, a turn per level. | Animal, Combat | 8 | 0 | None |
Fills a cloud 180 ft. across with biting insects for 1 hp a round, blinding and stopping all casting, 2 rds. per level. | Combat | 1 turn | 120 yds. | None |
Turns a magic-resistant creature's own protection on it for a share of its hit points equal to that resistance, and stuns it; save negates. | Combat | 6 | Touch | Negates |
Turns aside 1d6 blows, plus one per two levels, counting only attacks that would have hit; magic still bites. | Elemental Earth | 1 | Touch | None |
A touch paralyses one creature 2d4 rds. and lays its thoughts open to the priest; save negates. | Divination, Necromantic | 8 | Touch | Neg. |
Invests a willing being with a mighty object's or creature's kami for +6 to one matching statistic, a round per level. | Summoning | 1 rd./level | Touch | None |
Makes the touched creature immune to every undead power beyond plain damage, draining, disease and wails alike, for 3 rds. | Protection | 8 | Touch | None |
Grants a being its fondest wish until the next dawn, drawn from its own unconscious; save negates. | Charm | 1 round | Touch | Neg. |
Draws a lava channel 100 yd. per level long from deep underground, flowing a round per caster level, lasting 1d6 days per level. | Elemental Air, Elemental Earth, Elemental Fire, Elemental Water | 6 | 1,000 yards | None |
Draws up to 1 hp per level from a living creature and lets the savant pass it to another within 3 rds.; save negates. | Necromantic | 1 | Touch | Neg. |
A touch drains 1d6 Constitution and gives the priest 1d4 hp for each point; a creature drained to zero rises as their ju-ju zombie. | Necromantic | 8 | Touch | None |
Bars living people from a 5-ft. cube per level, turning them away as a priest turns undead, a turn per level. | Wards | 2 turns | Special | None |
Heals 1d8 +1 per level at the cost of agony: the recipient makes a shock roll or falls senseless at 1 hp. | Healing | 8 | Touch | Special |
Turns a font of holy water into a scrying device, a round of viewing for each vial it holds, up to an hour. | Divination | 1 hr. | Touch | None |
Lays a lasting curse on a creature or object, an ability at 3, -4 to attacks and saves, or a fumbling grip; save shortens it to a turn per level. | Protection | 8 | Touch | Special |
Raises a 10-ft. hemisphere of force no weapon or teleport can breach, until the caster sleeps or a mighty spell brings it down. | Wards | 3 rds. | 0 | Special |
Grants two points of magic resistance a level against illusion spells alone, a turn + 1 rd. per level, divisible among several. | Protection | 5 | Touch | None |
MeldC Rides in a willing priest's mind, one of the caster's own faith, sensing all they sense and able to take them over, for 12 hours. | Charm | 1 turn | 10 yards | Special |
A shadowy harp plays tunes the caster chose, moving where they will within a 60-ft. radius, a round per level; save negates. | Charm, Combat | 8 | 10 feet/level | Neg. |
Cuts one creature off from laying down new memories, so it can hold only one action in mind, 2 rds. per level; save negates. | Thought | 1 round | 10 yards | Negate |
Grants the touched creature +4 on saves against illusion, charm, fear and telepathy, a round per level; reversed, -4. | Healing | 8 | Touch | None |
Lets the priest copy exactly one wizard spell they have just watched cast, for a day, choosing their own target. | Charm, Divination | 1 rd. | 0 | Special |
Drives one creature within 3 yd. per level into a chosen madness, from schizophrenia to another of five forms; save negates. | Thought | 1 round | 3 yards/level | Negate |
Spends 250 gp of treasure per spell level to work a cure, from cure light wounds up to neutralize poison, at a touch. | Healing, Necromantic | 8 | Touch | None |
Dogs one creature with -3 on every roll and -15% on thieving skills, a round per level. | Charm, Combat | 5 | Touch | None |
Lays a glowing stair or bridge of force up to 15 ft. per level long whose users cannot be drained, charmed or made to fall. | Sun, Travelers | 8 | 5 yards/level | None |
Casts a beam of true moonlight wherever the caster points within 60 yd. + 10 per level, a round per level; it can trigger lycanthropy. | Sun | 7 | 60 yds. + 10 yds./level | None |
A strip of chill white flame 30 ft. long burns undead for 2 hp per level, chills the living for 2d4, and reveals every magical aura it crosses. | Necromantic | 1 rd. | 30 yds. | None |
Weaves silvery strands over a creature or opening, one square foot a level, that hurl every weapon, spell and traveller back at their source. | Guardian, Sun | 8 | Touch | None |
A mossy skull flies at one target and bursts for 4d4 fire and then 4d4 ice; a save halves each. | Combat, Elemental Fire, Elemental Water | 8 | 90 yds. | 1/2 |
Locates a major deposit of one named metal or mineral, if any lies within reach. | Divination | 3 turns | 0 | None |
Rots away wood or once-living material, 10 cu. ft. per level, in an instant; plant creatures take 5d4 or die, save at +5. | Necromantic, Plant | 5 | 5 feet/level | Special |
A red whip of force strikes at +3 for 2d8 electrical damage and can be loosed to fight on alone, a round per level; save for half. | Combat | 8 | 10 yards/level | Special |
Enchants a beautiful, watered, fruitful place so all who enter make excuses to stay, 2 hours per level; save negates. | Elemental Earth | 1 rd. | Touch | Neg. |
Steps the priest into a frozen instant of the future for up to 5 rds. by level, unseen and untouchable but unable to act on the world. | Time | 7 | 0 | None |
Wards a library through one book so a guardian rises from its script to attack any intruder within 100 ft., a day per level once roused. | Guardian | 5 | Touch | None |
Lets the caster step into one living tree and out of another of its kind, up to 600 yd. away depending on the species. | Plant | 8 | Touch (Special - PSC) | None |
PassageLost Spelllost A lost spell, said to have worked much as walking through earth does. | — | — | — | — |
A handful of powder makes everyone within 10 ft. invisible, even to detect invisibility, 2 rds. per level; reversed, it reveals. | Combat | 1 rd. | 0 | None |
Sends the caster, or up to eight linked hands, onto a different plane; an unwilling target must be touched and may save. | Astral | 8 | Touch | Neg. |
Sends the caster, or up to eight linked hands, to another plane by way of an engraved coin; the unwilling may save. | Astral | 8 | Touch | Negate |
Makes a pool replay the public deeds of anyone at all, living, dead or unborn, for a day; secrets may be saved against. | Divination, Elemental Water | 6 turns | 10 yds. | None |
Sends the shukenja's spirit into any beast or thinking creature to drive it, sharing half its pain, a round per level; save negates. | Charm | 1 turn | 360 yds. | Neg. |
A week-long rite that may alter an item's true name and so enchant it, at heavy cost to the caster. | All | Special | Touch | Special |
Conjures a steel arm of Strength 19 that reaches out to 30 ft., punches for 2d4+7 and grasps at the caster's will, a round per level. | Creation | 8 | 5 yards/level | None |
Freezes a cube 1 ft. per level on a side, dealing 2d4 +1 per level and coating every surface in slippery ice, 2 rds. per level; save for half. | Elemental Water | 8 | 60 yds. | Special |
A 10-ft. globe no fiend of the Lower Planes can pierce, though those inside may still strike out, a turn per level. | All | Special | Touch | None |
A 10-ft. globe in which no attack or gaze can turn flesh to stone, 2 rds. per level. | Protection | 5 | Touch | None |
Lays a sacred task on a creature, which suffers a growing penalty to its saves for each day it shirks, until the deed is done; save negates. | Charm | 8 | 60 yds. | Neg. |
Raises the touched creature's Strength to 18 or 19, grants an extra attack, 10 hit points, +1 initiative and +2 saves, a turn + 1 rd. per level. | Combat | 8 | Touch | None |
Under a rainbow, makes either a bow firing seven coloured arrows of doubled effect against matching foes, or a bridge of light. | Sun, Weather | 7 | 120 yds. | None |
Restores life to a person dead no more days than the caster has levels, weak at 1 hp and one Constitution point poorer. | Necromantic | 1 rd. | 30 yds. | Special |
Reveals a document's words to the caster's mind without triggering the curse or trap laid on them. | Protection | 1 round | Touch | None |
Makes the priest's body reflect light so that creatures with infravision are blinded a round and others may save. | Protection, Sun | 1 | 0 | Special |
The touched creature regains 3d4+6 hp at 1 hp a round, beginning when next wounded if it is whole; reversed, it bleeds the same. | Healing | 8 | Touch | None |
Restores barren or defiled ground within 5 ft. per level to fertile soil covered in fresh grass. | Elemental Earth, Plant | 1 rd. | Touch | None |
Gives back memories lost to amnesia, possession or a forget spell, or draws up glimpses of a past life; save vs. death for the latter. | Divination | 1 turn | Touch | Special |
Conjures and fits the one missing piece an item needs, as good as new, at the cost of 2d4 hp and two saving throws. | Creation | 1 rd. | Touch | Special |
Compels one creature to do again exactly what it did last round, to exactly the same result; save negates. | Time | 5 | 30 yards | Neg. |
Redirects a spell already cast at any other creature in range, its own caster included, 2 rds. per level. | Combat, Protection | 7 | 40 yds. | None |
Lays bare what an omen the caster can see truly means, though not who sent it or what comes next. | Divination | 1 rd. | Line of sight | None |
Adds 1d6 Strength, grows the caster by a tenth per four levels, and lets one spoken word command a creature, a round per level. | Charm, Combat | 8 | 0 | Special |
Allies gain +1 to attacks and saves and 1d8 hp; those of the caster's own faith gain an extra attack and +2, a round per level. | War | 8 | 0 | None |
A brown beam infects one creature with a shrivelling mould for 2d8+2 a round until it saves twice; a first save cuts it to 1d8. | Combat, Necromantic | 8 | 10 yards/level | Special |
Wakes one 10-ft. wooden limb per level to grapple or strike foes for 1d6 each, a round per level. | Plant | 1 round | 10 yards/level | None |
Enchants 2d4 berries, each a full meal and 2 hp of healing, that also slow poison; three neutralise it and six cure disease. | Plant | 1 rd. | Touch | None |
Inscribes a dwarven rune stronger than a glyph that looses its harm on whoever violates it, save negates. | Guardian | 1 rd. | Touch | Special |
Reverses age and erosion on 10 cu. ft. per level of lifeless matter, by an amount set by caster level; reversed, it ages them. | Elemental Air, Elemental Water | 8 | 10 yds. | Neg. |
Conjures a whirling storm of sand covering a 10-yd. square per level that deals 2d6 a round and blinds; save for half. | Elemental Air | 4 rounds | 60 yards | ½ |
Covers one creature per level in agonising boils, costing 3 Strength, Dexterity, Charisma and attack rolls until cured; save at -3 negates. | Necromantic | 8 | 120 yards | Neg. |
A rush of air 300 yd. across that shatters a magical barrier, strips armour or drives missiles harder, at the caster's choice. | Elemental Air | 8 | 300 yds. | Special |
Animates a flying skull (4+4 HD) that bites for 1d6 and frightens, and can scream to panic all within 10 ft., 2 rds. per level. | Necromantic | 1 rd. | Special | None |
Sets the earth's spirits to write or draw who has lately come through a tunnel or pass, answering three questions. | Elemental Earth, Summoning | 3d6 turns | Touch | None |
Creates a barbed seed that bursts on a victim in spores, enslaving them to Moander's will; save negates. | Plant | 1 turn | Special | Special |
Bursts seeds outward across 5 ft. per level for 2d6 plus 1d6+2 per four caster levels; save for half, the caster unharmed. | Combat | 8 | 60 yards | ½ |
Cuts the silver cord of an astral traveller from the Prime, killing them outright; save vs. death negates. | Astral, Combat | 8 | 10 yards/level | Neg. |
Breaks a Red Wizard's circle spell in progress, costing them the extra spells it gave; save negates, harder against a high-level caster. | Protection | 8 | 10 yards +10 yards/level | Special |
Explodes 5 lb. of stone or metal per level into shards, 1 hp of damage for each 5 lb., less the target's armour; items save. | Elemental Earth | 8 | 60 yds. | Neg. |
For one round, the touched creature takes no damage from any physical attack, only a weapon's magical bonus. | Guardian | 8 | Touch | None |
A shield of unseen force meets one charging foe a round, halving its speed and either blocking its blow or dealing 2d4+4, for 5 rds. | Protection | 8 | 0 | None |
Raises a stormy barrier over a 20-ft. square per level that stops wind, waves and every physical missile, 1 rd. + 1 per level. | Elemental Air | 2 | 5 yards/level | Special |
Sets a room of up to a 20-ft. cube shrieking when anything larger than a rat enters, stunning or deafening those who stay, a day per level. | Wards | 1 turn | Touch | None |
Sinks the druid or a lifeless object up to 5 ft. per level into the ground, safe and dormant, until called back or a day per level passes. | Elemental Earth | 8 | 0 | None |
A dark cloud of up to twelve 10-ft. cubes in which whorls of shadow slash for 4d4 a round, the caster alone unharmed, for 3 rds.; save for half. | Combat | 8 | 30 yds. | ½ |
Shapes a fire's smoke into a bridge, stair or ladder up to 300 yd. long, as solid as stone, for 1d4 turns. | Elemental Fire | 4 rds. | 300 yds. | None |
Rears deep snow into a serpent that smashes a 10-ft. radius for 6d4, snuffing fires and miring those within. | Combat, Elemental Water | 1 rd. | 30 yds. | Special |
A sung blessing restores 1d8 +1 per level to as many as twelve chosen creatures within 30 ft., though never the singer. | Healing | 1 rd. +1 rd./creature | 0 | None |
Tempers a lawful good creature's spirit: no fear, no morale checks, no possession, and +1 AC and saves against evil, an hour per level. | Creation, Law | 1 turn | Touch | None |
Lets the priest put questions to spirits dead far longer than an ordinary speaking with the dead can reach. | Divination | 1 turn | 10 ft. | Special |
Calls 1d4 large arachnids per caster level to serve with utter loyalty, 1 rd. + 1 per level. | Animal | 8 | 0 | None |
Turns a drow into a drider the caster commands for a round per level, remembering nothing after. | Animal, Necromantic | 2/target | Touch | None |
Shapes rock into hidden spikes across a 10-ft. square per level that stab for 1d4 a round to anyone crossing, 3d4 turns + 1 per level. | Elemental Earth | 6 | 30 yds. | None |
Makes a false walnut that, once triggered, shrinks a living creature into a marble sealed in crystal; save at -4 negates. | Necromantic, Plant | 1 hour | 0 | Neg. |
Stills the sea over a 20-ft. square to pond calm, a turn + 3 rds. per level. | Elemental Water | 7 | 20 yards | Special |
Softens a cubic yard of stone per level to brittle sponge and spreads as much again each day, unnoticed by most. | Elemental Earth | 1 rd. | Touch | ½ or None |
Lets the caster see through solid rock to 100 yd. per level, spotting veins, hollows and creatures that swim in stone, a round per level. | Divination, Elemental Earth | 8 | Unlimited | None |
Gives up to 100 sq. ft. of timber per caster level the strength and item saves of solid rock, permanently, without changing its look. | Plant | 8 | Touch | None |
A 60-ft. cone of whirling wind that batters for 5d4 and stabs with small lightnings for 2d4 more, 4 rds. + 1 per 3 levels above 9th. | Elemental Air, Weather | 8 | 5 yards/level | Special |
Adds 1d4 to 1d8 Strength by the recipient's class, never past 18/00, an hour per level. | Elemental Earth | 1 turn | Touch | None |
Adds 1d4 to 1d8 Strength by the recipient's calling, an hour per level. | Combat | 1 turn | Touch | None |
Adds +4 to a stone building's saving throws against every kind of damage, once and permanently. | Elemental Earth | 1 hr. | 10 yds. | None |
Cures wounds, disease, blindness, deafness, poison and injury at once, and holds curses and madness at bay for a day. | Healing | 1 rd. | Touch | None |
Calls a spectator, four-eyed guardian of Helm, to watch over a person, place or thing. | Protection, Summoning | 1 round | 70 yards | None |
Calls large spiders to serve the caster loyally for a few rounds. | Animal | 5 | 60 yards | None |
From a fragment of the subject, shows their location and condition precisely and lets the caster press a suggestion on them, 3 rds. per level. | Divination | 1 rd. | 0 | None |
Makes the touched creature immune to every poison and disease, lycanthropy and rot grubs included, a turn per level. | Necromantic, Protection | 8 | Touch | None |
Opens one-way mind contact from the priest to every ally within 10 yd. per level, unheard by foes, a round per level. | Combat, Thought | 8 | 10 yards/level | None |
A vigil that makes a dwarf a forge-priest, adding a smithing proficiency and +1 on saves against fire; failure costs a Strength point. | Necromantic | 1d12 hours | 0 | None |
Grows a thorn a round out of a creature's flesh for 1d3 each until they outnumber its levels and it is helpless with pain. | Plant | 8 | Touch | Neg. |
Sends a wordless surge of the caster's mood and rough whereabouts to up to ten named or grouped people, anywhere on the plane. | Divination | 1 | 0 | Special |
Lets one creature roll every save, attack and ability check three times and keep the best, for 3 rds. | Combat, Protection | 8 | Touch | None |
Makes a mirror or pool replay a known past event with sound, a round per level, at a chance set by Wisdom and familiarity. | Time | 1 round | Touch | None |
Turns a 20-ft. cube of natural rock per level into mud that swallows the heavy; reversed, mud becomes soft stone. | Elemental Earth, Elemental Water | 8 | 160 yds. | None |
Draws a wounded priest inside a tree, hidden from every detection and healing 1 hp every six turns. | Healing, Necromantic, Plant | 8 | 0 | None |
Hides the caster in a pocket dimension and leaves three solid images they steer and inhabit in turn, a round per level. | Necromantic, Protection | 8 | 0 | Special |
Lets the touched creature see everything within 120 ft. as it truly is, invisible, disguised, illusory or shifted; reversed, false seeing. | Divination | 8 | Touch | None |
Lets the recipient see everything within 120 ft. as it truly is, alignments included; reversed, false seeing. | All | 8 | Touch | None |
Within a 10-ft. circle the guarding priest sees in the dark and the invisible, needs no rest, heals 1 hp an hour and fears nothing, an hour per level. | Guardian | 1 turn | 0 | None |
Makes one undead a conduit through which the priest casts spells from hiding, one a round and one per level, up to 10 turns per level. | Necromantic | 8 | Touch | None |
Restores 2d4 +1 per level of an undead creature's unlife at a touch, shielded from its powers; reversed, it drains as much. | Necromantic | 8 | Touch | None |
Turns an undead into a spell focus the priest casts through from anywhere on the plane, one spell a round and one per level. | Necromantic | 8 | Touch | None |
Bars undead from a 5-ft. cube per level, turning them at two levels below the caster as they try to enter, a turn per level. | Wards | 2 turns | Special | None |
Gives the priest and one creature for every three of their levels a venomous claw dealing 1d4 per two levels, max 6d4; save halves. | Combat | 8 | 10 yds. | None |
Grants the druid a magical bite for 1d4 whose venom kills unless the victim saves, a round per three levels. | Animal | 1 | 0 | None |
Fills a 30-ft. sphere with ghostly whips that slash for 4d6 a round, the caster included, for 4 rds.; save for half. | Guardian | 8 | 30 yds. | ½ |
Raises a curtain of flame, a 20-ft. square per level, that burns 2d4 within 10 ft. and 4d4 +1 per level to anything crossing it. | Elemental Fire | 8 | 80 yds. | None |
Raises a permanent curtain of twilight, a 20-ft. square per level, solid to shadow-touched beings and draining to anyone else who crosses. | Sun | 8 | 80 yard | None |
Sets two warding glyphs that shift between as many as six touched surfaces within a mile, never both in one place. | Wards | 8 hrs. maximum | Touch | Special |
Fills three flasks with water that kills mould and grubs, purifies, neutralises poison, and when drunk cures disease and closes wounds. | Elemental Water, Healing | 8 | Touch | None |
Rears a pool into a serpent (AC 1, 55 hp) that bites twice a round for 3d8 at the caster's command, for 6 rds. | Elemental Water | 8 | 60 yds. | None |
Turns a submerged creature and its gear to water so it travels a mile a round through streams and ground water, a turn + 1 rd. per level. | Elemental Water | 5 | Touch | Neg. |
A black whip of force that lashes one foe for 2d4 at 10 ft., or three close foes for 1d4, a round per level; a failed save spoils their next round. | Combat | 8 | 0 | Special |
Conjures five phantom arms with scimitars that strike twice a round for 1d8 each at THAC0 8, a round per level. | Combat | 8 | 5 yards/level | ½ |
A burst of air throws the caster, and anyone sharing their 10-ft. cube, 120 to 600 ft. skyward, and triggers the caster's own shapechange. | Elemental Air | 1 | 0 | None |
Charges the priest's hand for 6 rds. so its touch deals 1d4+1, ages the victim ten years and may shrivel a limb; save spares the limb. | Necromantic | 8 | Touch | Special |
Binds a door or lock at a word so nobody but the caster passes without breaking it, three dispel magics or two knocks. | Guardian | 1 rd. | Touch | None |
Strikes one creature within 120 yd. for 2d8+1 at range; save negates entirely. | Necromantic | 5 | 120 yards | Neg. |
| Level 6188 spells | ||||
|---|---|---|---|---|
| Spell | Spheres | Casting time | Range | Save |
Calls an unseen aerial servant to fetch a described object or creature of up to 1,000 lb., a day per level; it never fights. | Summoning | 9 | 10 yds | None |
Ages a touched creature a year for every level the caster holds, never past its natural span; save negates, then a system shock roll. | Time | 1 round | Touch | Negate |
Lets one creature walk on air or liquid at normal pace, halting a fall within a body length, 1 rd. + 1 per level. | Necromantic | 9 | Touch | None |
Conjures a crystal ball the caster can also cast divinations through, gaining clairaudience and more with level, a day per level. | Divination | 1 turn | 0 | Special |
Grants the touched creature three rerolls of failed dice over the coming month. | Divination | 1 turn | Touch | None |
Calls four animals of up to 16 HD, eight of up to 8 HD, or sixteen of up to 4 HD from within 100 yd. per level; three tries. | Animal, Summoning | 9 | 100 yds./level | None |
Sends the priest's own mind into a chosen animal's body, with all its senses and powers, 3 turns + 1 per level, their body left helpless. | Animal | 9 | 60 yards | Special |
Wakes objects, a cubic foot per level, to move and attack whoever the priest names, a round per level. | Creation, Summoning | 9 | 30 yds. | None |
Calls a clan ancestor into an item, granting it speech and, over decades of respect, magical powers. | Guardian, Summoning | 1d4 days | 0 | None |
Raises a 10-ft. hemisphere no wholly or partly animal creature can enter, a turn per level. | Animal, Protection | 1 rd. | 0 | None |
Closes the throats of one creature per two levels so they choke for 1d6 a round and are slowed; three failed checks kill. | Necromantic | 9 | 120 yards | Neg. |
An aura that swallows either of two named spells and turns the energy to healing or hurls a chosen spell back, 4 rds. per level. | Protection | 9 | Touch | None |
Looses three bursts of five unerring missiles at three separate targets, each missile dealing 1d4+1. | Combat | 9 | 60 yds. +10 yds./level | None |
Invites any spirit, even a hero or ancestor, to appear at a holy place; it may come or refuse, for a turn. | Summoning | 1 turn | Special | None |
Sets whirling blades spinning in a barrier of 5 to 60 ft. square that cuts anyone crossing for 8d8, 3 rds. per level. | Creation, Guardian | 9 | 30 yds. | Special |
Makes any vegetable thing, living or dead, sprout leaves and fruit; reversed, blight strips it and deals 6d4 to plant creatures. | Plant | 1 rd. | 30 yds. | Special |
Channels divine energy into one creature for 4d6 to 15d6 by its home plane, worst for fiends and undead; save for half. | Combat, Summoning | 9 (4 - PSC) | 20 yards | ½ |
Snaps a foe's arm or a leg at a touch for 1d10 and lasting crippling; save spares the break but not the damage. | Healing, Necromantic | 9 | Touch | Special |
Grants the touched creature a deva's guard: half harm from acid, frost and lightning, immunity to poison, and hurt only by +1 weapons, a turn per level. | Protection | 8 | Touch | None |
Sows a contagious madness that surfaces after two days, costing -3 on every roll and clouding all deliberate action; save at -4 negates. | Charm | 9 | 30 yds. | Special |
Keeps earth creatures 50 ft. off, or charms one of them into service, 6 turns + 1 per level; save at -2 negates. | Elemental Earth | 9 | Special | Neg. |
Compels any creature of at least dim intelligence to obey one clear word, a round per two levels; only the clever or strong may save. | Charm | 1 | 60 yds. | Special |
Opens a two-way link of sight and hearing with a known person anywhere on the plane, a turn + 1 rd. per level. | Divination | 3 rds. | Unlimited | None |
Conjures mammals totalling twice the caster's level in Hit Dice to attack their foes, 2 rds. per level. | Summoning | 9 | 30 yds. | None |
Gates in a fire elemental of 12 or 16 HD, or rarer beings, that serve without turning on the caster, a turn per level. | Elemental Fire | 6 rds. | 80 yds. | None |
Gates in a water elemental of 12 or 16 HD, or rarer beings, that serve without turning on the caster, a turn per level. | Elemental Water, Summoning | 6 rounds | 80 yards | None |
Charms one to four lycanthropes of a single kind and can force them in or out of beast shape while they keep failing their saves. | Charm | 3 | 60 yds. | Neg. |
Wraps the caster in writhing tentacles for -4 AC and +2 to hit, with feather fall, water walking and one slaying of insects, a round per level. | Protection | 1 rd. | 0 | None |
Defiles a preserved corpse into a mummy, free-willed if the dead was wicked, or the caster's servant for a turn per level if not. | Necromantic | 1 turn | Touch | None |
Turns a skeleton into a blinking undead of malicious wit that hurls magic missiles at the caster's foes. | Necromantic | 9 | Touch | None |
After a tenday of fasting and a seven-hour dance, alters a fire lizard egg to hatch an ibrandlin guardian. | Guardian | 7 hours | Special | None |
Completes a dwarven magical machine, a pump, lift or cart, that works untiring for centuries on ten simple orders. | Creation | 1 hr. | 20 yds. | None |
Melds a magical matrix into a six-armed skeleton so it can be animated permanently as a thassaloss. | Necromantic | 1 hr. | Touch | None |
Enchants a sapling under a year old into a tree of life, its powers full at once and its growth done in a week. | Cosmos | 1 turn | 0 | None |
Sets worn headgear blazing when melee begins, blinding foes who fail a save for 1d4 rds. and driving off light-shy creatures, a round per two levels. | Sun | 9 | Touch | None |
Enchants a wall, floor or ceiling of up to 2 ft. per level square to close on intruders at 3 ft. a round until stopped. | Wards | 1 turn | Touch | None |
For a turn, every wound the victim takes bleeds on and resists all magical healing short of a wish; save negates. | Necromantic | 8 | Touch | Neg. |
Curses a creature so that one in twenty of those it kills rises as a revenant hunting it. | Necromantic | 8 | Touch | Neg. |
A village-wide dance that renews the aged, cures the sick, drives out pestilence and fills every stomach, once a year. | Healing | 1 hour | Special | None |
Whirls severed limbs into a barrier up to 60 ft. across that deals 4d6 and stuns those crossing it, 3 rds. per level. | Guardian, Necromantic | 9 | 30 yards | Special |
Points the caster unerringly toward a familiar item underground, and once opens a passage through an intervening wall, a round per level. | Elemental Earth | 1 rd. | 0 | None |
Spans up to 20 ft. per level with an unbreakable black ribbon of force two feet wide, safe from every attack, for 4 rds. | Creation | 9 | 20 yds. | None |
Assembles bones into a dragon shape that flies and strikes twice a round for 1d12 each, untouchable by blows, a round per level. | Necromantic | 1 rd. | 90 yds. | None |
Slays a living creature at a touch and gives the priest 1d4 hp per Hit Die it had; save vs. death cuts it to 3d8+3 damage. | Necromantic | 6 | 0 | See below |
Overlays the touched creature's aura, faith and surface thoughts with a false set against every magical probe, an hour per level. | All | 9 | Touch | None |
Lets the caster unmake up to four creatures or a volume of objects for themselves alone, unable to harm or be harmed, a round per level. | Thought | 5 | 0 | Special |
Hurls a disc that annihilates a creature under 6 HD or deals 40 damage to a greater one; magic resistance turns it aside. | Combat | 9 | 10 yds. | Special |
Lays a lasting divine punishment of the caster's own wording on someone who has done a great evil. | All | 1 rd. | Special | None |
Grants a glimpse of one single event, past, present or yet to come, and enough detail to read it. | Divination | 1 rd. | 0 | None |
Spreads rot from a wounded creature's injuries for 1 hp per caster level, halving each round until it saves twice. | Combat, Necromantic | 1 round | 10 yards/level | Special |
Bars dragons that fail a save from a 5-ft. cube per level, 1d4 rds. + 1 per two levels. | Wards | 1 round | 10 yards/level | Neg. |
Sets a lasting curse, with no save, on whoever kills the priest, lifted only by a wish. | Protection | 2 turns | 0 | None |
Lets the priest move through rock and soil as a xorn does, carrying twice their weight and able to entomb a foe, a turn per level. | Elemental Earth | 1 rd. | 0 | Special |
Blights a 30-ft. radius per level of soil so nothing grows and plant creatures take 1d4 a round, for 2d4+10 years. | Necromantic, Plant | 1 rd. | 20 yds./level | None |
Draws everyone within 10 ft. per level into a whirling dance they cannot leave, taking 1d4 a round, 3 rds. per level; save negates. | Charm | 1 round | 0 | Neg. |
Makes one glyph, symbol or ward spell permanent. | Wards | 1 turn | Special | Special |
Spreads sticky blinding threads over a 30-ft. cube; those who touch them are flung into a labyrinth of mist and confusion, save at -3 negates. | Astral | 9 | 10 yds. | Neg. |
A maelstrom about the caster that makes half of all melee blows miss, deflects ordinary missiles and gives energy attacks even odds, a round per level. | Chaos | 9 | 0 | None |
Sets the caster's body shifting endlessly, hiding their identity and granting 4 points of Armor Class at the cost of Dexterity, 3 rds. per level. | Chaos, Protection | 9 | 0 | None |
Weathers 5 cu. ft. of masonry per level in an instant, crumbling mortar and driving stones apart until walls give way. | Elemental Earth, Weather | 9 | Touch | Special |
Fills a 30-ft. sphere with a red sunrise that burns undead for 6d4 with no save and leaves them confused, a round per level. | Sun | 9 | 0 | None |
Conjures an illusory engine that shoves, hauls, lifts, digs or thrashes at the caster's bidding, for a turn. | Creation | 6 | 10 yards/level | Special |
Reduces a spellcaster's mind to that of a dull child until healed; wizards and illusionists save worst. | Charm | 9 | 160 yds. | Neg. |
Shows the recipient the shortest road in or out of any place, trap or maze, a turn per level; reversed, it loses them. | Divination | 3 rds. | Touch | None |
Hangs a charged cloud over a peak that looses 1 to 8 bolts of 3d6, one a round, and may roll out balls of lightning, an hour per level. | Elemental Air, Elemental Earth, Elemental Fire, Elemental Water | 5 | 200 yards + 25 yards/level | None (½ for individual bolts) |
Turns four acorns into thrown bombs of 2d8 each, or up to eight berries of holly into incendiaries that burst on a word. | Elemental Fire | 1 rd./seed | Touch | ½ |
Sheathes one arm in force at Strength 22 so its blows punch through armour and stone at +4 for 1d4+10, for 6 rds. | Combat | 9 | 0 | None |
Seals a consecrated 60-ft. cube per level against teleport, plane shift and ethereal entry, harming those of unlike alignment, permanently. | Protection | 6 rds. | 30 yds. | Special |
Forces every shapechanger the shukenja points at back into its true shape, in wracking pain for 3d10; save halves and spares the change. | Protection | 1 | 120 yds. | ½ |
Enchants a cloak, boots and bracers into elvenkind gear and an archer's bracers for one wearer, a turn per level. | All | 3 rds. | Touch | None |
Conjures a hooked rod dealing 4d4 that heals its wielder 2 hp a blow and shatters items it strikes, for 15 rds. | Combat | 1 rd. | 0 or 5 yds. | ½ or None |
Raises or flattens up to 20 ft. of slope across a 120-yd. square, giving one side the high ground, a turn per three levels. | War | 2 turns | 10 yards/level | None |
Sends a man-shaped darkness that quenches light, carries 20 lb. and can deliver the caster's touch spells, a round per level. | Sun | 9 | 10 yds./level | None |
Seals a door, box or window against a whole class of creature, undead or giants or fae, until it is opened. | Guardian | 9 | Touch | Special |
An aura that swallows one named spell and turns it to healing or hurls a chosen spell back at its source, a turn per level. | Protection | 9 | Touch | None |
Links the priest and two to eight willing minds in shared thought, feeling and memory, a turn + 1 rd. per level. | Thought | 1 round | 0 | None |
Raises a hand of stone and soil with Strength 20 that punches for 2d8, crushes for 2d6 or hurls rocks, a round per level. | Elemental Earth | 9 | 5 yds./level | None |
HealR Cures every disease, wound and blindness at a touch, and mends minds; reversed, harm leaves the victim at 1d4 hp. | Healing | 1 rd. | Touch | None |
Charges a spear or arrow so its wooden point roots through the victim's organs, killing them; save vs. death costs 1d8 instead. | Elemental Earth, Elemental Water | 15 minutes | Touch | Special |
Lays a banquet for one guest per level that takes an hour and leaves them cured, poison-proof, blessed and fearless for 12 hours. | Creation | 1 turn | 10 yds. | None |
Consecrates an item to the deity; the item saves or crumbles, with bonuses for craftsmanship and holy ground. | All | 2 rds. | Touch | Special |
Hoar's Revenanceformerly named Revenance Raises a murdered corpse as a revenant that hunts its own killer until it is destroyed or months pass. | Necromantic | 1 rd. | Touch | None |
Purges every flaw from an inorganic item and adds six points to all its item saves, permanently. | All, Creation | 9 | Touch | None |
A blue-white mote that each round either turns one spell back, blocks one attack outright, or fires a 4d6 bolt, for 4 rds. | Combat, Protection | 9 | Touch | None |
Drains readied potions, scrolls and stones of their magic, one power a round, into a single destination item. | All, Creation | 3 rds. | Touch | Special |
Makes a weapon a bane to one named kind of creature for a day: it strikes as +3 and slays outright unless they save. | Guardian | 1 hr. | Touch | Special |
Makes its recipient immune to plain weapons, and to magical ones as the caster rises, a round per three levels; reversed, vulnerability. | Protection | 1 | Touch | None |
Wakes one object per level into a tireless worker as skilled as the priest at any craft, an hour per level. | Creation | 1 rd. | 60 yds. | None |
Grants the shukenja an inspired sermon that wins every listener who fails a save vs. death to the faith. | Charm | 3 turns | 0 | Neg. |
Makes the touched creature unseen by any creature that means it harm, until it attacks, 3 rds. per level. | Protection | 1 rd. | Touch | None |
Cuts one templar off from their sorcerer-king so no new spells reach them and sustained ones end, a turn per level. | All | 1 | 100 yds. | None |
Sets ivy climbing a stone building that squeezes it like a catapult barrage every turn, for 6 turns. | Plant | 9 | 90 yds. | Special |
Turns the priest into a greater segarran with crocodile jaws and tail, 20% magic resistance and better AC, a turn per level. | Animal | 6 | 0 | None |
Shields a 10-ft. cube per level from earthquake, flood, windstorm, lava and avalanche, a day per level. | Wards | 6 | 10 yards/level | None |
Binds one creature to obey a single named local law to the letter, permanently; save negates. | Law | 1 turn | 10 yards | Neg. |
Charms an oak into a treant guardian roused by a trigger phrase, a day per level. | Plant | 1 turn | Touch | None |
Adds 2d10 years to the shukenja's lifespan, at the risk of death on a failed system shock roll. | Time | 1 day | 0 | Special |
Grants a chosen being maximum damage and unfailing checks for a round, then lesser bonuses, for 4 rds. | Combat, Protection | 9 | 10 yards/level | None |
Marks one creature as prey so the district's foulest beast hunts it without rest, a day per level. | Elemental Air | 2 ids. | 30 yds. | None |
Joins the caster's mind to another's to see, read and wholly command it at any distance, an hour per level. | Charm | 1 turn | Touch | Special |
Absorbs a creature's or an object's memories at a touch, wiping theirs; a fifth stay with the caster, and it may rebound. | Divination | 1 turn | Touch | None |
Turns an ageing priestess of Sune permanently into a dryad, trading her class powers for a dryad's own. | Charm, Necromantic, Plant | 1 hour | 0 | Special |
Turns the touched creature's skin to steel for AC 2 at the cost of half its speed and last place in combat, 2d4 rds. | Charm | 9 | Touch | None |
Compels up to 10 HD of dull-witted beasts to carry the caster and companions, though never to fight, an hour per level. | Travelers | 6 | 30 yards | Negate |
Binds an offending spirit inside a living body, usually then slain to exile both to the Astral, for 1d100 years; save negates. | Necromantic | 1 turn | 10 yds. | Neg. |
Adds +30% to the success chance of a percentage-based divination, to a cap of 95%, a round per level. | Divination | 1 turn | 0 | None |
Sets the recipient in the Positive and the Negative Material Planes together, so it can see and fight undead on even terms. | Astral | 1 turn | Touch | None |
Parts water into a trough 3 ft. deep and 20 yd. long per level, or an air cylinder under the sea, a turn per level. | Elemental Water | 1 turn | 20 yds./level | None |
Reshapes one of the caster's own features to match another's, lastingly, a year per level. | Charm, Necromantic | 1 rd. | Touch | Special |
Folds space into a one-way disc up to 20 ft. across that reverses every missile and spell crossing it, for 1d4+8 rds. | Numbers | 6 | 30 yards | None |
Grants everyone within 10 ft. of the touched creature +4 on saves against lightning and half damage, 5 rds. per level. | Protection | 6 | Touch | None |
Bars unwanted psionic intrusion from a 30-ft. sphere, wider with more priests, a turn per level. | Guardian | 1 turn | 0 | None |
Bathes a metal item in forge flame that strips away every charge and enchantment it holds, for good. | Elemental Air, Elemental Earth, Elemental Fire, Elemental Water | 1d4 hours | 0 | None |
Snuffs a creature's life force outright at 60 yd.; a save vs. death cuts it to 2d8+1 damage. | Necromantic | 9 | 60 yards | Neg. |
Hurries a plant through leaf, blossom and ripe fruit out of its season, shifting its cycle by a month per two levels; reversed, wither. | Plant | 1 rd. | 1 | None |
Fills a creature's blood with bubbles that bring euphoria, then confusion, then mounting harm over a turn; a save each phase. | Elemental Water | 1 rd. | 60 ft. | Special |
Recall SpellSavant Lets the savant cast again any spell of theirs from 1st to 5th level that they have already cast today. | Thought | As spell +1 | 0 | None |
Reincarnation SightVedic Finds where a reincarnated soul now walks, or gives someone back their memories of a past life. | Divination, Necromantic | 6 | Special | None |
Reinvigorate NatureShaman Revives spirits, cleanses tainted water and lifts blights across a square mile per 1,000 experience points, at cost to the caster's own vigour. | Plant | 24 hrs. | Special | None |
Grants the priest two points of resistance to magic per caster level, capped at 40%, 2 rds. per level. | Guardian | 9 | 0 | None |
Gives back a scion's stolen or drained bloodline and its abilities; reversed, it destroys one for good. | Necromantic | 4 | Touch | None |
Makes visible the ghost of every writing or symbol an item or surface has ever borne, and can restore one. | Divination, Guardian | 1 rd. | Touch | Special |
Stops time in a 30-ft. sphere and makes one creature live its last 1d4 rounds backward, undoing what it did; save negates. | Time | 6 | 30 yards | Neg. |
Grows strangling black roots over 5 sq. yd. per level that seize whoever meets the caster's chosen trigger, for a turn. | Plant, Summoning | 2 rounds | 10 yards | None |
Sanctifies a mummified body for the Mulhorandi rites, so a divine minion animates it against any who despoil the tomb. | Necromantic | 1 hour | Touch | None |
Enchants a glass or crystal sword over a day's work into a near-invisible blade dealing +2 damage, permanently. | Elemental Earth, Elemental Silt | 1 day | 0 | NA |
Summons whatever mount-sized sea creature lies within an hour's swimming, to carry the caster as its mood allows. | Summoning | 6 | Special | Neg. |
Shields one creature or thing from every divination of its fate or part in great events, permanently, at the cost of a year of the caster's life. | Divination | 1 turn | 30 yds. | Special |
Encloses one creature in a pocket dimension where it sees and hears all but can do nothing, 3d12 rds. + 4 per level; save negates. | Numbers | 6 | Touch | Neg. |
Locates any named thing, place or being and shows what surrounds it, in more detail the nearer it lies. | Divination | 1 turn | Special | None |
Drops the silt 10 ft. within 10 yd. per level so the rock paths lie bare, 4 hours per level; reversed, it raises the silt as much. | Elemental Air, Elemental Earth | 9 | 0 | None |
Raises an animal's Intelligence by 2d6 and grants it speech, permanently; save negates. | Animal | 1 round | Touch | Neg. |
Carries everyone within 10 ft. a full day into the future in an instant, unchanged and unrested; save negates. | Time | 1 round | 0 | Neg. |
Sinks a touched being into a dragon's hibernation, needing no food or air and ageing a year a century, until dragon bone wakes it. | Charm | 9 | Touch | Neg. |
All within a 20-ft. cube take 2d10 and are struck blind and diseased; a save cuts it to 1d10 and brief blindness. | Combat | 1 | 5 yds. | ½ |
Hurls a glowing topaz at +3 that bursts for 6d6 fire, 12d6 to undead, and blinds; save halves and spares the eyes. | Sun | 6 | 30 yards | Special |
Grows a second head on a chromatic dragon that bites each round and can breathe while the first head fights, a turn + 2 rds. per level. | Combat | 9 | 60 yards | None |
Marks the shukenja with an aura only dragonkind reads, showing peaceful intent and inviting talk, a turn per level. | Divination | 7 | 0 | None |
Lets the priest converse with any creature able to communicate at all, 2 rds. per level. | Divination | 9 | 30 yds. | None |
Lets the priestess sing into being any priest spell up to 4th level, or greater effects with a chorus of her sisters. | Creation | 1 rd. or special | Special | None |
Grants the caster a spider's venomous bite, its strength and number of uses rising with level, and immunity to poison meanwhile. | Combat | 4 | 0 | None |
Shatters the spirit of a dying or freshly dead creature so nothing of it survives to be spoken with or raised; save negates. | Necromantic | 3 rounds | Touch | Neg. |
Lets the priest step into one fire and out of another within 2 miles per level, at the cost of 1d6 of their own hit points. | Elemental Fire | 6 rds. | 2 mi./level | None |
Lays a quest on a willing recipient through dreams and visions from the beast cult's totem, which they must read for themselves. | Divination | 24 hours | Touch | None |
Tempts a creature's soul with mounting moral trials it must keep passing, undone only by a wish; the good save at +4, the evil are immune. | Charm | 8 | Touch | Special |
A ring of at least six priests calls down a wave of force for 10d6 + 1d6 per caster, over a radius of 10 ft. each; save for half. | Combat | 1 turn | 300 yards | ½ |
Opens a spring, purifies one for scrying, or lets the caster travel between springs. | Creation, Elemental Water | 1 round | Special | None |
A glowing harp plays overhead, freeing everyone within 2 ft. per level of pain, fear, charm and holding, and healing one for 2d4, a round per level. | Healing, Protection | 9 | 0 | None |
Makes a cubic yard of stone recount who has touched it and what lies concealed behind it, for a turn. | Divination, Elemental Earth | 1 turn | Touch | None |
Turns stone to flesh, restoring a petrified creature or opening a passage; reversed, flesh to stone, save negates. | Creation | 9 | 10 yds./level | Special |
Grants flight at 18 and two lightning bolts of 6d6 a round from the eyes, a round per four levels. | Combat | 9 | Touch | None |
Conjures two smoky grell-like guardians that attack everyone in the warded area not bearing Mask's symbol, a round per level. | Guardian | 9 | 10 yards/level | None |
Summons a cloud of the Negative Plane's energy to hunt down and slay one named creature, up to a day per level; if it fails, it turns on the caster. | Summoning | 9 | 10 yds. | None |
Calls undead to the priest within 7 to 12 rds., to be commanded, cowed or destroyed, a turn per level. | Necromantic, Summoning | 9 | 60 yards | None |
Summons one abyss bat of a chosen type, though chance may send another; greater ones must be bargained with. | Summoning | Special | 60 yds. | None |
Turns a gold sceptre into a beacon whose bearer rules hundreds of Hit Dice of creatures nearby, for a turn. | Law, Sun | 9 | Touch | Special |
A sunbeam fells one creature in convulsions, costing 1d4 hp a round until cooled or healed; a save leaves only heat exhaustion. | Elemental Fire, Sun | 6 rds. | 10 yds./level | Special |
Lifts a warrior or commoner below 13th level by two to six levels, with the hit points to match, 3 rds. per level. | Combat | 9 | Touch | None |
Sets a shadowy blade and hammer flying to strike once each round for 4d4 and 2d4, a round per level. | Combat | 9 | 10 yards/level | Special |
In a shimmering field of 5 to 60 sq. ft., lawful good beings gain the damage they deal as hit points and edged weapons strike them at -3. | Necromantic, Protection | 1 round | 5 yards/level | None |
Wins an animal's lasting loyalty after the shaman has done it a real service, teaching it commands to match its wit. | Animal | 9 | 10 yds. | None |
Makes up to ten touched creatures immune to metal, which passes through them, and able to walk through bars, a round per level. | All | 1 rd. | 0 | Special |
Turns an arm into a 36-ft. tentacle that constricts for 1d8 +1 per level, or withers a struck limb useless for a round. | Combat, Necromantic | 1 round | 0 | None |
A ring of four priests or more looses a golden halo that sweeps outward 60 ft. per caster, cleansing the ground it crosses, for a round. | Sun | 6 turns | 0 | Special |
Turns a 5-ft. cube per level of stone or earth to molten rock for 6d8; save vs. paralysis negates, and it cools in two days. | Elemental Magma | 2 rds. | 10 yds./level | Vs. paralyzation |
Turns a cubic yard of water per level to dry powder, more if it is muddy; a water creature saves vs. death or dies. | Elemental Earth, Elemental Water | 8 | 60 yds. | Special |
Steps the caster into one living plant and out of another of its kind, however far away, within a round. | Plant | 4 | Touch | None |
Grows a seed into a full tree in one round, splitting rock and metal in its way with the force of its rising. | Elemental Air, Elemental Earth | 8 | 0 | None |
Reveals a creature's true name, or a device's command word; save negates. | Divination | 1 rd. | 10 yds. | Special |
Rolls waves of force that shove and splinter every loose wooden thing in a 120-ft. path, a round per level. | Plant | 9 | 0 | None |
Cast on a dying Banite, raises them at once as undead of a kind matching how mighty they were in life. | Necromantic | 1 turn | Touch | None |
Gives a mindless skeleton or a zombie back its memories, personality and alignment for a day per level; the long dead may go mad. | Cosmos | 9 | Touch | Neg. |
A freezing mist up to 20 yd. across plus 2 per level chills for 1d4 a round and drains Strength, healing the priest as it kills, a turn + 2 rds. per level. | Necromantic | 9 | 200 yds. | Special |
Raises a permanent wall of solid stone shaped as the caster wills. | Elemental Earth | 5 | 5 yds./level | None |
Grows a thicket of finger-long thorns, a 10-ft. cube per level, that tears anyone forcing through for 8 plus their Armor Class, a turn per level. | Creation, Plant | 9 | 80 yds. | None |
A sphere of 10 to 90 ft. across whose six tokens fire a ray each round at anyone entering without Lathander's symbol, for 6 rds. | Guardian | 1 rd. | 0 | ½ |
Counts every fire within 2 miles per level and lets the caster look and speak out of any one of them, for an hour; reversed, it seals them. | Elemental Fire | 3 rds. | 2 mi./level | None |
After a month's curing, enchants up to a hundred matching tokens the casters can see through from a hundred miles off, 12 hours per level. | Divination | 1 rd./object (minimum 1 hr.) | Special | None |
An elixir shared with a patient heals them wholly and takes their wounds, poisons and disease into the priest's own body. | Elemental Water | 9 rds. | 0 | None |
Raises a whirling column of water 80 ft. high that flings and batters whatever it touches, steered 10 ft. a round, for a turn. | Elemental Water | 1 round | 10 yards/level | Special |
Calls up weather fitting the season and place, a tornado or a heat wave or a blizzard, beyond the caster's control once it comes. | Weather | 1 turn | 0 | None |
Sets a ball of teeth from sharks spinning into a whirlpool 100 ft. across plus 10 per level, two turns in the making, a turn per level. | Elemental Water | 1 turn | 0 | Neg. |
Drives a cyclone 30 ft. tall that deals 2d8 to whatever it touches and may snatch up man-sized creatures, a round per level; save resists. | Elemental Air | 9 | 60 yds. + 10 yds./level | Special |
Lets a templar draw any spell from 1st through 5th level off their list and cast it the following round. | Cosmos | 1 rd. | 0 | None |
Brings back two copies of the caster's last spell, castable again at a word and without components. | Charm, Creation | 9 | 0 | None |
Returns the priest instantly to a sanctuary named in advance, with 25 lb. of weight per level. | Summoning | 1 | 0 | None |
A word that kills, paralyses, stuns or deafens a psionic attacker by its Hit Dice and halves its power points for days; save negates. | Combat | 1 | Special | Neg. |
Wreathes the caster in white light, raising them to 12 ft. and Charisma 18, with +5 to attacks and damage and +3 to saves, for 4 rds. | Combat | 9 | 0 | None |
| Level 7163 spells | ||||
|---|---|---|---|---|
| Spell | Spheres | Casting time | Range | Save |
Shifts a dragon up or down one age category per five caster levels, with all the powers of that age, a round per level; save at -4 negates. | Time | 1 round | 30 yards | Negate |
A 30-ft. storm sphere that looses forking lightning on every third round and ends in a bolt, for a turn. | Elemental Air | 1 round | 100 yards | ½ |
Calls down a lasting divine curse on whoever has gravely wronged the caster's god, reaching their descendants for centuries. | Guardian | 1 rd. | Special | None |
Calls down a lasting divine curse on whoever has gravely wronged the caster's power, falling on their heirs for centuries. | Guardian | 1 rd. | Special | None |
Wakes 2 cu. ft. of rock for every caster level to carry out a dozen words of instruction, a round per level. | Elemental Earth | 1 rd. | 40 yds. | None |
Raises a 10-ft. barrier no mineral creature, living or animated, can cross, a turn per level. | Elemental Earth, Protection | 1 round | 0 | None |
Projects the priest's astral body onto the Astral Plane and from there to the first layer of any Outer Plane, the body left behind. | Astral | ½ Hour | Touch | None |
Rouses a prepared item carrying several enchantments into a working magical item; a failed save ruins it. | All | 3 rds. | Touch | Special |
For one round, the touched creature is untouched by every magic, its own protections included. | Protection | 1 round (7) (1 round - PSC) | Touch | None |
BaneR A touch curse giving -5 to attacks and damage, failing every save and taking full damage from every blow; reversed, it lifts curses. | Protection | 9 | Touch | Special |
Turns a missile into a defiler-slayer at +3 to hit and double damage against them, for a day. | Cosmos | 1 turn | 0 | NA |
Lays one major curse of the caster's choosing at a touch, liftable only by a wish; save negates. | All | 8 | Touch | Neg. |
A drifting cloud of up to twelve 10-ft. cubes in which spectral fanged mouths bite everyone inside, for 6 rds.; save for half. | Combat, Protection | 1 rd. | 30 yds. | ½ |
Blesses the blade that dealt a wound so the wound is wholly healed, even a severed limb, wherever the victim now lies. | Combat | 1 round | Touch | None (Special - PSC) |
Shifts the Constitution point a permanency costs onto another creature at a touch; save negates. | Necromantic | 1 rd. | Touch | Neg. |
Links the caster's limbs and head so severing them leaves them working, up to a round per level once cut. | Necromantic | 1 rd. | 0 | None |
Sets off an eruption of volatile gas and ice that cracks pavement and topples stone buildings; those inside save vs. death or take 2d12. | Combat, Elemental Air, Elemental Earth, Elemental Fire, Elemental Water | 6 | See below | None |
Breathes out a breeze spreading 50 yd. an hour that cures one named ordinary disease throughout a whole community, an hour per level. | Necromantic | 1 turn | 0 | None |
Opens a gate that summons the deity's avatar, drawn by a relic it carries away when it leaves. | All | 1 hour | 30 yds. | None |
Calls the Wild Hunt through the night, which comes uncontrolled if the caster's summons is heard before dawn. | Animal, Summoning | Special | Special | Special |
Calls to Gargauth on whatever plane he stands and asks his aid, which he grants or refuses as it suits him. | Summoning | 1 hour | Special | None |
A played tune plants a spirit in a creature so that replaying it later draws the creature to the caster; save negates. | Charm | 1 turn | 15 yds. | Neg. |
Lets the caster take the shape of any dolphin, narwhal or whale, changing at will, an hour per level. | Combat | 1 rd. | 0 | None |
Turns a staff prepared beforehand into a treant-like guardian of 12 HD striking twice a round for 4d6, a turn per level. | Creation, Plant | 4 | Touch | None |
Calls a flaming chariot and two fiery steeds to bear the caster and seven others at 24 on land or 48 aloft, for 12 hours. | Creation, Elemental Fire | 1 turn | 10 yds. | None |
Sets a waiting blessing that, when the recipient is near death, passes their system shock roll, regrows limbs, purges every ill and heals 4d8. | Healing | 1 rd. | Touch | None |
Changes one creature's alignment outright to whatever the shukenja names, and its conduct with it; save vs. death negates. | Charm | 1 rd. | 60 yds. | Neg. |
Confuses 1d4 creatures, and one more per two levels, so they wander, mill about or strike the nearest thing, a round per level; save at -2 negates. | Charm | 1 rd. | 80 yds. | None |
Gates in an air elemental of 12, 16 or up to 24 HD that serves as a trusted friend, a turn per level. | Elemental Air, Summoning | 1 turn | 40 yards | None |
Gates in an air or water elemental of 12, 16 or up to 24 HD that obeys the caster without concentration, a turn per level. | Elemental Air, Elemental Water | 6 rds. | 80 yds. | None |
Gates in an earth elemental of 12, 16 or up to 24 HD that serves as a trusted friend, a turn per level. | Elemental Earth, Summoning | 1 turn | 40 yds. | None |
Gates in one greater elemental from the caster's own sphere, once a day, which may be bargained with, a turn per level. | Elemental Air, Elemental Earth, Elemental Fire, Elemental Water, Summoning | 1 turn | 60 yds. | None |
Gates in a greater elemental of 10, 14 or 18 HD from the caster's sphere, a turn per level. | Elemental Air, Elemental Earth, Elemental Fire, Elemental Water, Summoning | 1 turn | 30 yds. | None |
Draws an elemental of nature out of the wild land about, at grave risk to a caster below 17th level. | Elemental Air, Elemental Earth, Elemental Fire, Elemental Water, Plant, Summoning | 1 turn | 100 yards | None |
Shifts the local rain, warmth and wind each by one grade across 4d4 square miles, for 4d12 hours. | Weather | 1 turn | 0 | None |
After a great sacrifice, convenes a council of one kind of spirit to debate a matter weighty enough to deserve it, a turn per level. | Summoning | 1 day | Special | None |
Gives an object a self-renewing atmosphere over a cubic mile per level, a month per level, at the cost of a hit point for good. | Elemental Air | 4 turns | 10 yds./level | Special |
Wakes a corpse to tend and guard its master's tomb; reversed, it destroys such a servant. | Necromantic | 1 turn | Touch | None |
Animates a corpse as a crypt thing guarding the tomb it lies in, until destroyed; reversed, it annihilates one. | Necromantic | 1 round | Touch | None |
Fills a beholder's corpse with negative energy so it rises for good as a death tyrant, obedient at first. | Necromantic | 3 Turns | 2 yds. | None |
Turns a skeleton into a shadow-armoured undead that blinks and hurls magic missiles for its maker. | Necromantic | 1 round | Touch | None |
Over three months of daily meditation at a place of elemental power, consecrates it as an elemental shrine. | Elemental Air, Elemental Earth, Elemental Fire, Elemental Water | 3 mo. | Special | NA |
Turns a twig, a bough, a shrub or a tree into a treant of 7 to 12 HD that serves loyally, a day per level. | Plant | 1 round | Touch | None |
Turns a living or freshly dead humanoid into undead from a ghoul up to a vampire, by caster level; save vs. death negates. | Necromantic | 1 turn | Touch | Neg. |
Calls a carpet of hundreds of biting vermin that creeps 10 ft. a round and deals 1 hp for each of them, 4 rds. per level. | Animal, Summoning | 1 rd. | 0 | None |
Awes every creature under 6 HD into stillness and makes the caster's words a suggestion, a round per level; save negates. | Sun | 1 round | 0 | Negates |
Regresses a creature that has wronged halflings back into infancy with no memory; save negates, and it banishes the extraplanar. | Time | 1 rd. | 20 yds. | Neg. |
Calls a flaming chariot and two fiery steeds that carry nine at 24 on land or 48 aloft, burning any who touch the horses for 3d8. | Elemental Fire | 1 turn | 10 yards | Special |
Forges a pact so that when the chosen one falls below 0 hp they are whisked to sanctuary, raised, healed and made whole. | Necromantic, Summoning | 1 turn | Change (Touch - PSC) | None |
Inscribes a lasting symbol of Bane, one discharge for each creature whose blood went into it, that no Banite can trigger. | Guardian | 3 | Touch | Neg. |
Draws the water from a creature's body for 1 hp a round while the caster concentrates, and slakes the caster's own thirst. | Elemental Sun, Sun | 1 rd. | 5 yds./level | None |
Destroys a magedoom outright, its magic resistance no help; a save leaves it 10d8 damage. | Protection, Summoning | 1 round (7) | 10 yards/level | Special |
Lets the priest put one question to the DM about now or the five rounds ahead and get a short true answer. | Divination, Thought | 5 | 0 | None |
Calls hurricane winds over half a square mile per level that capsize ships, flatten shacks and fell trees, a turn per level. | Weather | 1 turn | 1 mile | None |
Unfolds a touched item's dweomers, restrictions, chief power, command word and flaws, one a round, a round per level. | Divination | 3 rds. | Touch | None |
Rips the ground in a circle 5 ft. wide per caster level for one round, collapsing caves, toppling structures and opening fissures. | Elemental Earth | 1 turn | 120 yds. | None |
Tears open a 10-ft. square for every caster level between one Elemental Plane and its neighbour, letting its matter pour through, an hour per level. | Elemental Air, Elemental Earth, Elemental Fire, Elemental Water | 1 round | 10 yards/level | None |
Transports two creatures or objects, up to 400 lb. each, safely to separate places on this plane. | Summoning | 1 rd. or 2 rds. | Touch | None |
Bursts a 30-ft. circle of ground into fountains of molten rock for 3d8 a round, the lava clinging for 1d8 a round; save for half. | Elemental Magma | 2 rds. | 10 yds./level | ½ |
Demands a duty or a quest of a powerful extraplanar creature, against a favour owed or a gift pledged. | Charm, Summoning | 1 rd. | 10 yds. 10 feet (EM) | None |
Binds a mount in lasting loyalty to the priest, able to converse with them and warded against fear and charms. | Animal, Charm | 1 turn | Touch | Neg. |
Lets the caster take the shape of any cat, from a tressym to a dragonne, changing at will, an hour per level. | Combat | 1 round | 0 | None |
Stops a creature's heart at a pointed finger; save vs. death negates. | Animal | 3 | 60 yds. | Neg. |
Sheets of flame fill two 10-ft. cubes per level for 2d8 +1 per level a round; save for half, reversed it quenches fire. | Elemental Fire | 1 rd. | 160 yds. | ½ |
A waiting blessing that, the moment the recipient drops to 0 hit points, heals every wound, disease and curse and stops death itself. | Protection | 2 rds. | Touch | None |
Opens a portal that brings a named being of vast power to the caster's aid, at the cost of five years of the caster's life. | Summoning | 5 | 30 yds. | None |
Hangs a black curtain onto the plane of negative energy that costs 2d6 and a level to touch and swallows whoever walks through, a round per level. | Summoning | 1 round | 10 yards | None |
Whips glass shards on a howling wind through a 30-ft. radius for 2d8 a round, blinding all but the caster's circle, a round per level. | Elemental Earth, Elemental Silt | 1 turn | 0 | None |
For one round the touched creature takes no damage at all, by magic, by body or by mind, and every compulsion on it is suspended. | Guardian | 1 round | Touch | None |
Sheathes the priest in blue energy that foils blows and missiles unless the attacker saves at -4, a turn + 1 rd. per level. | Protection | 1 rd. | 0 | None |
Conjures a five-stringed harp of force whose strings each loose one power, from shattering metal to a 9d6 bolt, for a turn. | Combat | 1 round | 0 | None |
Freezes a touched creature's heart until it shatters; save vs. death leaves 5d8 damage and immunity to cold instead. | Combat, Necromantic | 1 round | Touch | Special |
A bolt of positive energy that destroys an undead outright or deals 6d8 to a lower-planar creature; save resists. | Creation | 7 | 10 yds. 10 feet (EM) | Special See below (EM) |
Hurls a holly sprig that kills the creature it strikes; save at -6 leaves 2d8+1 damage instead. | Plant | 8 | 60 yds. | Special |
Banishes evil extraplanar creatures home and kills, paralyses, slows or deafens the rest by their Hit Dice; reversed, it strikes the good. | Combat | 1 | 0 | None |
Lays a 10-ft.-wide road of black stone hovering in the air ahead of the caster, rising and falling as they wish, a turn per level. | Travelers | 1 round | 0 | None |
Raises the illusion of a crenellated stone wall up to 30 ft. tall and 160 yd. long, manned by phantom defenders, for 2d12 hours. | War | 10 turns | 240 yards | None |
Makes the priest's mind wholly proof against every magic or psionic that would sway or seize it, a turn per level. | Protection, Thought | 1 round | 0 | None |
Shields an apprentice against the element their teacher serves, and opens their link to the beings they will serve. | Elemental Air, Elemental Earth, Elemental Fire, Elemental Water | 12 hrs. | Special | None |
Seals a 20-ft. sphere against scrying, psionic reach and every magical entry, and hides it from notice, half an hour per level. | Wards | 1 turn | Touch | Special |
Turns the caster to water in a pool so they may travel to any plane where water lies. | Elemental Water | 4 | 0 | None |
Raises a racing wall of seawater up to 10 ft. tall per level that drowns the weak and deals 3d6 a round to the rest. | Elemental Water | 1 turn | 240 yds. | Special |
Binds one being per level against lying to, stealing from, murdering or breaking faith with the caster, at the cost of experience. | Charm | 1 | 1 yd./level | None |
Sinks a great body of water into a whirling cone 120 ft. across that drags in whatever floats near, for a turn. | Elemental Water | 1 round | 10 yards/level | Special |
Melts a tunnel through earth and rock at movement 3, the molten stone setting behind into a lasting passage, a turn per level. | Elemental Magma | 1 turn +1 turn/level | 0 | None |
Fixes a magical effect already on a plant or a lifeless object into it forever. | All | 2 rds. | Touch | None |
Lets the priest sense, hold back, weaken or re-key any glyph or rune another has written, for 4 rds. | Combat, Protection | 1 rd. | 30 yds. | None |
Crowns months of a smithing team's labour by making the finished item magical, its power set by the master smith's skill. | Creation | 1d6 months | 0 | None |
Calls an ethereal creature that hunts one quarry across the planes, untouchable in combat and unshakeable. | Divination | 1 turn/3 | Special | Special |
Freezes a person's mind and drives their body as a mindless automaton at the priest's telepathic word. | Necromantic, Thought | 1 round | 240 yards | Neg. |
After three hours of sifting a subject's mind, builds their innermost fears into vivid, layered nightmares; save negates. | Charm | 3 hrs. | Special | Neg. |
Begs Oghma to fill in a word, an inscription or a diagram missing from a text, at the cost of 2d6 hit points and only for a turn. | Divination | 1 rd. | 0 | None |
A green cone of mist up to 10 ft. per level wide that cures disease, lifts curses, heals, regenerates, restores and even raises one being inside it. | Elemental Water, Healing | One turn | 5 yards/level | Special |
A ritual of sacrifice that veils a moonwell in black mist and strips it of its sacred power. | Elemental Water | 9 rounds | Touch | None |
Grants the caster a nymph's beauty for 2 turns, blinding those who behold them, or worse if they are unclad; save negates. | Charm | 1 rd. | Special | Neg. |
Reveals every divine hand at work within 100 ft. per level, though a failed save vs. breath drives the caster mad. | Divination | 7 | 0 | Special |
Asks the deity to make an item's enchantments permanent, on a chance shaped by holy ground, service and the item's own state. | All, Creation | 3 rds. | Touch | Special |
Keeps a creature from dying for a turn, immune to venom, sickness and death magic, then heals it fully when the spell ends. | Protection | 2 rds. | Touch | Neg. |
Looses a low cloud of burning ash racing at speed 36 that kills those who fail a save vs. death and deals 1d8 a round to the rest. | Elemental Air, Elemental Earth, Elemental Fire, Elemental Water | 9 | 1,000 yards/level | Special |
Regrows severed limbs, bones and organs in a round if the part is at hand, otherwise 2d4 turns; reversed, wither. | Necromantic | 3 rounds | Touch | None |
Heals 4 hit points a round until its recipient comes within 4 of their full total, for as long as a week per level. | Healing | 1 rd. | Touch | None |
Returns someone dead less than a week in a new body of a randomly rolled race, their memories mostly intact. | Necromantic | 1 turn | Touch | None |
Returns a dead spirit in a randomly rolled new body, however long dead and whatever became of the corpse. | Necromantic | 1 turn | Touch | None |
Renew DepositDwarf Plants a costly mineral seed so a worked-out vein slowly grows fresh ore again. | Creation | 2 hrs. | 0 | None |
Drives every creature in a 10-ft.-wide path 10 ft. per level long away from the priest, a round per two levels; save negates. | Guardian | 7 | 0 | Neg. |
Restores a worthy creature to the peak of its youth for a year, but once ever, and only under a quest. | Healing, Necromantic | 1 hour | Touch | None |
Restores a level drained by undead within a day per caster level, and lifts feeblemind and madness, ageing both parties two years. | Necromantic | 3 rds. | Touch | None |
Calls a wandering spirit home to its body, leaving the creature as it was when the spirit strayed. | Necromantic | 1 rd. | Touch | Special |
Restores life and full strength to someone dead as long as ten years per caster level, ageing the caster three years. | Necromantic | 1 turn | Touch | None |
Restores life and full strength to an honourable creature dead up to ten years per caster level; reversed, destruction. | Necromantic | 1 turn | Touch | None |
A cooperative rite that pours spells or an item's charges into another item or a willing person. | All | 1 turn | 20 yds. | Special |
A deity's manifestation sets a dwarven rune in midair that takes effect at once on a chosen target; save shifts it aside. | — | 2 rds. | 10 yds./level | Special |
Inscribes a rune that strengthens 2,500 sq. ft. of a stronghold's defences against attack, renewed monthly. | Wards | 12 turns | 60 yds. | Special |
Binds two near-identical objects so that whatever befalls one befalls the other, across any distance. | Creation | 2 rounds | Touch | None |
Redirects every intruder who tries to teleport, plane shift or travel astrally into a sphere of 10 ft. per level, a day per level. | Wards | 1 rd. | 0 | None |
Seals a burial chamber so that anyone who despoils it, and their descendants, fall under a major curse. | Wards | 1 turn | 0 | Special |
A day-long rite that cleanses a defiled holy site of Chauntea and restores what was taken from it. | All, Plant, Sun | From sunrise to sunset | Special | None |
Conjures up to four illusory siege engines with phantom crews that deal half a real engine's damage, for 8 turns. | War | 3 turns | 240 yards | None |
Interposes a shield of good energy over a 120° arc that takes spell attacks meant for the caster, a round per two levels. | Protection | 1 | 0 | None |
Raises a whirlwind of silt 100 ft. tall that flings scalding dust balls for 2d12 and deals 10d6 on contact, 2 rds. per level. | Elemental Air, Elemental Earth | 1 rd. | 120 yds. | None |
Summons an uncontrollable burning desert wind over 10 ft. per level that scours for 2d10 a round and bowls creatures over. | Elemental Air, Elemental Silt | 1 rd. | 10 yds./level | Special |
Traps a freshly slain creature's soul in the priest's own symbol and pours it into an item to power its magic; save negates. | Necromantic | 1 turn | Touch | Neg. |
Sets a point of full gravity in midair so everything within 50 ft. falls toward it, a round per level. | Numbers | 7 | 50 yards | None |
Steals a memorized spell out of another caster's mind for the savant to cast, an hour per level. | Thought | 1 | Touch | None |
Makes one creature immune to a named wizard spell at every level and to one whole form of damage, a round per level. | Protection | 1 round | Touch | None |
Binds a creature to a book so it may slip inside at will, though every harm the book takes falls on it too. | Necromantic, Protection | 1 round | Touch | None |
Lets everyone within 20 ft. ignore choking gases, breathe under water and survive airless space, for a day. | Protection | 1 rd. | Touch | None |
A 10-ft. sphere of breathable air proof against one named element, for travelling the Inner Planes, an hour per level. | Elemental Air, Elemental Earth, Elemental Fire, Elemental Water, Protection | 1 round | 0 | None |
Six priests of one faith pour their spirits together into their deity's avatar, for an hour. | Summoning | 3 turns | 0 | None |
A vortex of hurtling rock deals 2d8 +1 per level over a 60-ft. radius; save for half, reversed it clears the air of dust. | Elemental Earth | 1 rd. | 160 yds. | ½ |
Links two prepared stones so a password carries a traveller between them, past every ward against teleportation. | Elemental Earth | 1 round | Special | None |
Charges a token that carries whoever breaks it straight to the priest's sanctuary; reversed, it brings the priest to them. | Summoning | 1 day | Touch | None |
Summons a divine minion of the Mulhorandi gods that serves faithfully to the death, a turn per level. | All, Summoning | 1 round | 10 yards | None |
Looses a dazzling beam each round that blinds those who fail a save and burns undead for 8d6, for 1 + 1d4 rds. | Sun | 4 | 10 yds./level | Special |
Roots 1d4 creatures in a 60-ft. cube into trees, as many Hit Dice as twice the caster's own level; save negates. | Plant | 1 rd. | 5 yds./level | Special |
Inscribes a glowing sign that fills those who see it with hopelessness, pain or friendship, a turn per level; save negates. | Guardian | 3 | Touch | Neg. |
Steps the priest into a parallel moment for a round per level so their acts there appear with no visible cause, 2d4 rds. | Time | 1 rd. | 10 yds. | None |
Enchants a room so six black tentacles sprout to lash intruders for 1d6 each; save for half. | Wards | 1 round | Touch | None |
Halts time for one creature entirely, untouchable by any force or magic, for as long as a day per level; save negates. | Numbers | 7 | Touch | Neg. |
Sends a creature back two minutes to undo what it did and try again, ageing the caster a year. | Time | 8 | Touch | None |
Lays a conditional curse over a tomb of up to a 30-ft. cube, falling on whoever violates the terms the caster set. | Wards | 1 day | Touch | None |
Turns up to 10 lb. of metal per level into wood for good; magical items resist, and only a wish reverses it. | Elemental Earth | 1 rd. | 80 yds. | Special |
Binds the druid's soul to a tree so they age a tenth as fast, and a year after death the tree rises as a treant bearing their memories. | Plant | 1 turn | Touch | None |
Summons a wave 2 ft. tall and 10 ft. wide per caster level out of a great body of water, sweeping where the caster directs. | Elemental Water | 3 rds. | 200 yds. + 50 yds./level | None |
Raises a racing wall of seawater up to 10 ft. tall per level that drowns weak creatures and deals 3d6 a round to the rest. | Elemental Water | 1 turn | 240 yards | Special |
Commands the obedience of hundreds of Hit Dice of creatures within 120 ft. as an absolute sovereign, a round per level. | Charm | 1 round | 0 | Special |
Summons dramatic weather, fitting the season or wildly against it, over 4d4 square miles beyond anyone's control, a turn per level. | Chaos | 1 turn | 0 | None |
Destroys outright every lesser undead inside a 40-ft. sphere that fails its save. | Necromantic | 1 rd. | 30 yds. | Special |
Reveals in full how a touched device works, its command words, perils, making and upkeep. | Divination | 2 turns | 0 | None |
Roots creatures totalling the caster's level in Hit Dice within 30 ft. and turns them into native trees; save negates. | Plant | 1 rd. | 5 yds./level | Special |
A pact so that the moment the chosen one drops below 0 hit points they are whisked to sanctuary, raised and made whole. | Necromantic, Summoning | 1 turn | Touch | None |
Lets the shaman search a touched animal's memory and watch what it saw in perfect detail, for a turn. | Animal | 1 rd. | Touch | None |
Raises a permanent wall of solid iron shaped as the caster wills. | Elemental Earth | 5 | 5 yds./level | None |
Raises a quasi-living wall, 10 sq. ft. per level, whose tentacles seize and hold any intruder but the faithful, a day per level. | Elemental Earth | 1 rd. | 0 | Special |
Turns the touched creature into a being of elemental water, flowing and half-immune to blades, a turn + 1 rd. per level. | Elemental Water | 1 rd. | Touch | Neg. |
Spends 250 gp of treasure per spell level to work a cure or a dimension door, at a touch. | Healing, Necromantic | 2 rounds | Touch | None |
Sets a word in another's mouth that, whenever spoken even years later, spends 500 gp of treasure per spell level on a cure or escape. | Healing, Necromantic | 2 rounds | Touch | None |
Draws on the Weave itself to make or reshape lifeless matter permanently, at a day and a Constitution point for every pound of metal. | Creation | Special | 0 | None |
Raises a tornado or hurricane that kills weak creatures outright, grounds fliers and deals 3d6 a round, 3 + 1d4 rds. | Elemental Air | 1 turn | 120 yards | Special |
Makes a region of half a mile per level draw monsters and savage folk to it, until the focus object is destroyed. | Cosmos | 4 hrs. | 0 | None |
Turns the priest and one companion per eight levels to cloudlike vapour that drifts at speed 60, an hour per level. | Elemental Air, Elemental Earth, Elemental Fire, Elemental Water | 1 rd. | Touch | None |
Turns the shukenja and two companions to mist that drifts at up to 60 a round, an hour per level. | Elemental Air | 1 rd. | Touch | None |
Lolth's rarest boon: calls a departed spirit back into its corpse as a bound wraith for one appointed task. | Necromantic | 4 rds. | Touch | Special |