1,664 spells across 7 levels

Level 1212 spells
SpellSpheresCasting timeRangeSave

Keeps one touched creature awake, alert and at full senses for the duration.

Charm, Necromantic1 rd.TouchNone

Plants in the area give anyone entering a -1 to attacks and ability checks for 1d4+1 turns; save negates.

Plant410 yards/levelNeg.

Reveals how many alignment steps a target sits from true Neutral, and along which axis.

Divination, Numbers1 round80 yardsNone

Reveals one strength or weakness of a foe, one more per two levels from 3rd; save negates.

Divination410 yards/levelNeg.

Makes every animal within 50 feet hostile to one creature for a day per level; save negates.

Animal1 rd.10yds/levelNeg.

Calls a wild creature of up to half the caster's level in Hit Dice to travel with the caster in the wilderness.

Animal1 turn1-mi. radiusNeg.

Makes one low-intelligence animal a lasting companion that can be taught three tricks per point of Intelligence.

Animal1 hr.10 yds.Negate

Attackers who fail a save cannot target one animal, and all attacks on it suffer -4.

Animal3TouchSpecial

Wakes one stalactite per level into a 1–6 HD piercer that drops on the next prey beneath it.

Elemental Earth1 roundTouchNone

Sets one weapon hovering to attack once a round as the caster would, until it takes enough damage to fall.

Combat4TouchNone

Raises an invisible barrier that keeps nonmagical vermin of under 1 Hit Die out of a 10-foot cube per level.

Wards130 yardsNone

Makes up to five armoured warriors of the caster's alignment holy warriors, with better AC and bonus hit points.

Combat5TouchNone

Lets one man-sized creature climb and hang from trees like a squirrel for an hour per level.

Plant4TouchNone

Tells the caster a handled object's material worth to within 2d10% minus caster level.

Divination4TouchNone

Doubles the caster's astral movement and lifts astral missile penalties, an hour per level.

Astral40None

Grants +1 per three caster levels, to +3, on the recipient's next artistic proficiency check.

Creation1 rd.TouchNone

Reveals whether a course of action within the next half hour brings weal or woe, at a 70% base chance plus 1% per level.

Divination2 rds.0None

Snuffs every nonmagical fire in a 10-foot cube per level and douses magical flames for one round.

Elemental Fire410 yards/levelNone

Gives one combatant +1 per 3 levels, max +5, landing each round on a random part of their fighting.

Chaos420 yds.None

Enchants an animal tattoo to raise the caster's matching ability score by one point, max 19.

All1 rd.0None

Cloaks one creature in the illusion of an animal that only that animal species perceives, for 12 hours.

Animal4TouchNeg.

Calls one low-intelligence animal or pet within a mile to hurry to the caster's side.

Animal41-mile radiusNone

Grants the caster +2 on reaction rolls with those who recognise a holy man, for two turns per level.

All5TouchNone

Grants allies in a 50-ft. cube +1 to attack rolls and to saves against fear for six rounds; reversed, a curse of -1.

All1 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.

Guardian4TouchNone

Links two creatures so that damage to either is split between them, for five rounds per level; save negates.

Combat1 turnTouchNeg.

Gives the caster a 70% plus 2% per level chance to learn the exact odds behind one die roll.

Numbers40None

Draws the tiny animals or birds within 120 yd. to the druid, charmed and harmless, for 3 rounds + 1 per level.

Animal, Summoning1 round0None

Grants a faithful priest +3 on one die roll of their choice in the next round.

Summoning10None

Ends fear, confusion and other mental distress in one Hit Die of creatures per level; save negates.

Charm13Special

Renders 2d4 HD of animals, +1 HD per level, docile and unmoving; all must be one species.

Animal460 yds.Special

Performs a rite of the faith, from coming of age and burial at 1st level up to anathematize at 9th.

All1 hr.TouchSpecial

Performs a druidic rite, from coming of age and marriage at 1st level up to casting out at 12th.

All1 hr.TouchSpecial

Turns a willing dwarf's hands into talons that each strike for 1d4+2, two attacks a round.

Combat4TouchNone

Animates one severed hand per level into a crawling claw under the caster's telepathic command.

Necromantic4 per clawTouchNone

Cleans the caster and their clothing, cures minor incidental disease, and purifies wounds for 1 hit point.

All10None

Shields the caster from sunlight penalties for three rounds plus one per level, counting as a level higher against undead.

Necromantic40None

Lets 3 to 5 priests join so the central one gains a level per partner, max four, for casting and turning undead.

All1 rd.TouchNone

Makes a night on the trail count as complete bed rest, regaining 3 hp, for one willing creature.

Travelers1 rd.TouchNone

Compels one creature to obey a single spoken word for one round; high Intelligence or 6 Hit Dice earns a save.

Charm130 yds.None

Lets a unit of up to 200 pass its next morale check automatically.

War1 turn240 yardsNone

Surrounds one creature per two levels with fresh, breathable air; reversed, it fouls it.

Elemental Air2 rds.30 yds.None

Conjures four gallons of clean water per level, up to a cubic yard; reversed, it destroys the same amount.

Elemental Water1 rd.30 yds.None

Touch heals 1d8 hit points of a living, corporeal creature; reversed, the touch inflicts 1d8.

Healing5TouchNone

Garbles one creature's speech beyond understanding for a round per level, blocking any verbal component.

Elemental Air45 yds./levelNone

Lets the recipients move and act in total darkness without penalty for three hours per level.

Sun, Travelers1 roundTouchNone

Distracts one creature, giving -10% to perception checks and -1 to surprise, for a round per level; save negates.

Creation420 yds. +10 yds./levelNeg.

Makes one metal item ring three times so that all within 10 ft. who fail a save are deaf for 2d4 rounds.

Combat4TouchNone

Lets one creature go without breathing for a round per level; reversed as steal breath.

Elemental Air1TouchNone

Lets one creature save against each hit to take no missile damage and half melee damage; reversed, it draws extra damage.

Protection1 rd.120 yds.Special

Shows whether a target is anything but true neutral, one per round.

Divination160 yds.'None

Reveals disease in one creature or object per level, and whether it is within the caster's power to cure.

Divination1 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.

Divination1 rd.0None

Detects dwarves and their kin, living or dead, through any disguise, in a 10-ft.-wide, 90-ft. path.

Divination1 rd.0None

Reveals evil emanations from creatures, objects or areas in a 10-foot path 120 yards long; reversed, good.

All1 rd.0None

Reveals any harmful gas within 60 feet, with a 5% per level chance to name it.

Divination1 rd.0None

Reports the general balance of good, evil, law and chaos in an area or a creature.

Divination1 turn0None

Makes every living thing within 60 feet glow to the caster's eyes, brighter the more intelligent, for a round per level.

Divination, Necromantic40None

Reveals magical auras and their strength in a 10-foot path 30 yards long, with a 10% per level chance to name the sphere.

Divination1 rd.0None

Locates one chosen metal or mineral per round in a 10-ft.-wide, 120-ft. path, telling ore from refined.

Divination, Elemental Earth1 round0None

Tells whether one object or 5-ft. cube per round is poisoned, with a 5% per level chance to name the poison.

Divination40None

Senses every predatory creature within 60 ft. and where it is, without identifying its species.

Divination10None

Warns of pits, snares, deadfalls and natural traps along a 10-ft.-wide, 40-ft. path ahead.

Divination40None

Lets the caster notice any lie or evasion one creature speaks for 3 rounds; reversed, the caster's own lies pass undetected.

Divination130 yds.None

Detects weapons, hidden or improvised, carried to do harm in a 10-ft.-wide, 90-ft. path.

Combat, Divination1 rd.0None

Writes down whatever is said within 10 ft. onto a blank page, a turn per level; spells and incantations are not recorded.

Thought110 ft.None

Tells whether elves have passed through, dwelt in or shaped an area within the last month per level.

Divination1 rd.100 yds.None

Ends all magical darkness in a 30-ft. sphere and keeps new darkness from forming there for 8 turns.

Sun120 yds.None

Removes all fatigue and exhaustion from one creature, restoring it to fully rested.

Necromantic430 ydsNone

Reveals any noble descent in the touched creature and how near it stands to a title; save negates.

Divination4TouchNeg.

Reveals whom the touched creature secretly loves; a save hides the name but not whether a crush exists.

Divination1 rd.TouchNeg.

Makes a ginkgo wand tug the caster toward one named kind of thing, such as water or treasure, within 60 yd.

Divination1 rd.60 yds.None

Speeds the party's travel along a mile of road per level by half and spares it minor mishaps.

Travelers1 roundTouchNone

Wreathes one hand in a necromantic aura that gives +1 to hit per three levels past 1st, max +4, on harmful touch spells.

Necromantic40None

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 Water1 rd.TouchNone

Reveals the single strongest emotion one creature feels at that instant; save negates.

Thought35 yards/levelNeg.

Senses the basic needs and emotions of unshielded minds in a 10-ft.-wide, 30-ft. path; reversed, masks one creature's emotions.

Divination1 rd.0None

Protects the touched creature from natural cold to -30°F or heat to 130°F for 1½ hours per level; magical extremes end it.

Protection1 rd.TouchNone

Plants in a 40-ft. cube grip everyone inside for a turn; a save lets a creature crawl out at 10 ft. a round.

Plant480 yds½

Seals a dragon corpse so it can never be animated, raised, or reached by speak with dead.

Necromantic1 rd.TouchNone

Locks one creature into compulsively overdoing whatever it was doing, a round per level; save negates, an attack ends it.

Charm4TouchSpecial

Outlines creatures or objects in pale light, 10 sq. ft. per level, giving attackers +2 in darkness and +1 in twilight.

Weather480 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.

Plant1 minute0Special

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, Plant1 roundSpecialNone or neg.

Shows the caster the direction, distance and look of the nearest drinkable water within 90 miles.

Divination1 rd.90 milesNone

Gives the caster a sense for where food and water lie, enough for one person per level above 4th each day.

Divination1 rd.0None

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.

Divination40None

Turns one small fire cool, smokeless and touchable, burning bright in a 30-ft. radius for 4 hours plus 1 per two levels.

Elemental Fire4TouchNone

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, Travelers4TouchNeg.

Shows the caster one creature's actions two rounds ahead, one more per three levels to four, so it can never surprise them.

Combat, Divination4200 yardsSpecial

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.

Charm10 roundsTouchNone

Blasts a 3-ft. cone of ice from the fingertips for 1d3 +2 per level cold damage, max 1d3+20; save for half.

Combat, Weather30½

Nearby thorns pelt one creature per three levels within 20 ft. for 1d6 +1 per level; save for half, useless against heavy armour.

Plant440 yards½

Gives a templar +2 on saves against every spell cast at them for a turn plus a round per level.

Cosmos40None

Lights one hand with motes that deal 1d4+3 to a living creature struck, 2d4+4 to undead, for two touches.

Combat40None

Cures fire, frost, trampling, parasites and disease across a 10-ft. square per level, or heals a plant monster 2d4; reversed, it blights.

Plant40None

Puts up to three creatures into a torpor of up to a week per level, barely needing food or air; save negates.

Animal1 rd.TouchNeg.

Summons a barbarian cleric's nemesis spirit for the trance battle that gates rising a level.

Combat1-4 daysTouchNone

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 Water4TouchNone

Makes one touched creature per level undetectable to normal animals of Intelligence under 6 until it attacks.

Animal4TouchNone

Undead ignore the touched creature for 6 rounds; those above 4 HD may save, and any attack ends it.

Necromantic4TouchSpecial

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.

Travelers1 rd.TouchNone

Tells the caster the exact age, in years, of one creature or object.

Time10 (Touch - PSC)None

Reveals one creature's bloodline, its derivation and its strength from tainted to great; a save, easier for weak lines, negates.

Divination230 yds.Neg.

Tells the caster which way is north, anywhere, even in magical darkness.

Travelers10None

Tells the caster which faction one creature per round belongs to, on sight; one hiding its allegiance may save.

Divination120 yardsNeg.

Reveals the name, lineage and notable deeds of a creature seen, an object handled or a place stood upon.

Divination1 rd.SpecialSpecial

Tells the caster the exact local time: hour, day, month, year.

Time10None

Shapes a leaf into a silent, unbreakable +2 dagger only the caster can wield, 3 rds., throwable 90 ft. at +4.

Combat, Plant4TouchNone

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.

Sun4120 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, Divination1 rd.100 yds. + 20 yds./levelNone

Makes wood, a cubic foot per level, burn bright and unconsumed at twice the heat for an hour per level.

Elemental Fire, Plant1 turn (4 - PSC)TouchNone

Animates up to 20 ft. of vine to crawl, knot or attack, constricting for 1d4 a round, for 2 rounds plus 1 per level.

Plant1 rd.TouchNone

Enchants three pebbles that strike as +1 weapons for 1d4 each, 2d4 against undead, lasting half an hour.

Combat4Touch½

Strings an unbreakable tether only the caster can hold from their hand to one object or willing creature, 3 rounds plus 1 per level.

Combat45 yards/levelNone

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 Water210 ft.None

Repairs a single break in a small object, 1 cu. ft. per level; magical items excluded.

Creation430 yds.None

Gives one creature the benefit of shade under full sun, halving its water needs; reversed, the sun's heat doubles on it.

Cosmos1 rd.TouchNeg.

Anyone looking at the caster who fails a save sees some harmless stranger instead, 3 rounds plus 2 per level.

Protection40Special

Over six days rewrites the ink of a page per level into a legible message contrary to the original, in the author's hand.

Chaos1TouchNone

A beam of moon- or sunlight paralyses one undead per three levels for a round per level; save negates.

Sun210 yds./levelNeg.

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.

WarSpecialSpecialNone

Hangs a trail of moonlight-bright motes 10 ft. per level long; a priest of Sehanine within it counts as under a full moon.

Sun40None

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.

Animal4TouchNone

Milks up to a quart of fine, mildly alcoholic nectar from one living flower.

Plant1TouchNone

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.

All10None

The caster watches for a sign from the deity foretelling whether a major undertaking is favoured.

Divination1 turn0None

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.

All410 yds.None

The touched creature leaves no footprints or scent on any ground for a turn per level.

Plant1 rd.TouchNone

From a true name or a birth date and place, sketches one human or demihuman's class, standing and life history.

Numbers2 turns0None

Hardens wooden weapons (one large, two small) to stone, easing their attack and damage penalties and making them fireproof, 5 rds. per level.

Combat, Plant1TouchNone

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.

Plant6TouchNone

Fixes a secret -3 to +3 luck modifier onto one of the subject's next 1d12 significant rolls in the coming day.

Chaos, Divination1 turnTouchNone

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 Water410 yards/levelNone

Tells the druid the coming weather over nine square miles, two hours ahead per level, exactly.

Divination, Weather1 rd.0None

Lets the touched creature dive safely to twice its normal depth for a turn plus a turn per level.

Elemental Water, Protection4TouchNone

Keeps a corpse, dead no more days than the caster has levels, from ever being animated as skeleton or zombie.

Cosmos4TouchSpecial

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.

Law4TouchNone

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.

Protection4TouchNone

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.

Protection4TouchNone

Strips a creature's vulnerability to silver weapons for an hour per level; silver strikes it as plain metal.

Protection3TouchNone

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.

Plant4TouchSpecial

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.

All1 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.

All40None

Cleans a cubic foot of water per level, within a 10-ft. cube, to drinkable; reversed, it fouls the same, holy water included.

Elemental Water1 rd.40 yds.None

Floats an invisible 3-ft. disc above the caster that sheds rain and other falling liquids, 2 turns per level.

Protection2 (Dragon 1 (PSC)0Special

Lets the caster read one language for 5 rounds per level; not codes, magical script or speech.

Divination1 rd.0None

Makes nearby vegetation stir to show a tracker the lost trail, 60% plus 2% per level; breaks pass without trace.

Plant4 + SpecialSpecialNone
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.

Plant4TouchNone

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.

Healing5TouchNone

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.

Charm110 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.

Protection1 rd.TouchNone

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.

Animal4TouchNone

Two to ten priests join hands in a barrier that works as protection from evil at -1 and +1 per priest, for 2d10 rounds.

Protection50None

Makes one mature tree or a 10-ft. plot bear its full harvest at once, once a season; unpicked produce withers in a day.

Plant45 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.

Protection4TouchNone

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.

Guardian1TouchNone

Blesses 2 ounces of ghi per level into holy water that also heals 1d3 hp per ounce drunk; reversed, unholy ghi.

All8 hrs.TouchNone

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.

Protection4TouchNone

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.

Plant410 yds.Special

Neatens the priest's hand and doubles copying speed with a quarter fewer errors, for up to 8 hours of unbroken work.

All1 rd.TouchNone

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.

Healing1 roundTouchNone

Fires a homing speck of light that strikes one target within 30 yd. at +4 for 2d4+2 damage.

Sun530 yds.None

Weaves grasses and roots into near-weightless AC 6 armour for the caster alone that negates magic missile, for a day.

Plant1 rd.TouchNone

Reveals to the druid the direction faced and how far above or below ground they stand.

Elemental Earth40None

An invisible sentry watches a 120-ft. sphere while the caster sleeps and shakes them awake if anything sizeable enters, for 8 hours.

Guardian, Travelers1 hr.0None

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, Travelers1 hour0None

A dryad's touch bends one plant's growth: tall and straight, low to trip, or thorns dealing +2 damage, permanently.

Plant1 minute0None

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, Plant2TouchNone

Makes the priest's beard silver: base AC 8 unarmoured, or +1 AC over armour, for a turn plus a round per level.

Combat40None

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.

Protection1 rd.0None

Animates one man-sized or smaller skeleton to obey simple commands for a week; one per level may serve at once.

Necromantic1 turn10 yardsNone

The caster's swaying gaze holds one creature staring, unable to act, until the caster does anything else; save negates.

Charm110 yardsNeg.

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 Water4TouchNone

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 Sun1 rd.15 yardsNone

Lets the priest converse mentally with the astral traveller whose comatose body they touch, a round per level.

Astral1 roundTouchNone

Lets the priest question a normal or giant bird within 30 ft. for 2 rds. per level.

Animal, Divination40None

Lets the priest talk with one normal or giant bird within 30 ft. for 2 rounds per level.

Animal, Divination40None

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, Necromantic430 yards/levelNone

The touched creature climbs walls and ceilings barehanded at MV 9, silently, for a round plus a round per level.

Necromantic1TouchNeg.

Lets the priest borrow one touched spider's sight, wherever it goes, a round per level.

Animal1SpecialNone

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.

Divination40None

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.

Combat110 yds.Neg.

Gives metal an enduring shine proof against rust, acid and decay, at the cost of its weight in platinum.

Protection3d4 turns0None

Drains 1d8 PSPs for each caster level, max 10d8, from a psionic creature into the priest for immediate use; save negates.

Thought410 yds./levelNeg.

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.

Protection4TouchNone

Lets the recipient stand pressed against stone all but invisible while motionless, seen only on a 5% careful search.

Elemental Earth4TouchNone

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 Earth4TouchNone

Makes one creature stumble along at half speed, -4 to attacks and without Dexterity bonuses, a round per level; save negates.

Combat420 yardsNeg.

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.

Sun440 yds.Neg.

Bonds a shield or weapon to its wielder's grip so it cannot be dropped or knocked away until willingly released.

Guardian3d4 turns0None

Lets a water-dwelling being such as a merfolk or sea elf stay on land without penalty for 3 hours per level.

Animal, Elemental Water1 rd.TouchNone

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, Law1 round0None

Lets the priest pick up stray thoughts lost within 10 yd., recovering what someone once thought there.

Thought3 (4 - PSC)0None

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, Necromantic1 rd.0Special

Teaches the shaman one totem image per level, inscribed over hours, that grants its animal's gift to whoever bears it.

AnimalSpecial0None

A motionless trance in which the shukenja senses one spirit, curse, haunting or lasting enchantment within 120 ft. each round.

Divination1 rd.0None

Lets the priest smell gems and precious metal within 20 ft., counting the pieces and growing warmer toward the largest hoard.

Divination40None

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.

Divination410 yardsNone

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.

Necromantic4TouchNone

Gives one skeleton or zombie per level movement 12 and the caster's initiative and saves if better, 1 rd. + 1 per level.

Necromantic4TouchNone

Through a costly effigy and pins, works a lesser spell on one person anywhere, to harm or help; save negates.

Charm1 dayInfiniteNeg.

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, Weather1 round5 yards/levelNone

Projects one word at full volume to every ear within half a mile, waking light sleepers.

Protection10None

Triples the caster's swimming speed for one round, to be spent within an hour per level.

Combat40None

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.

Protection110 yds./levelSpecial

Inscribes a weapon against one named foe: +5 to hit and damage on the first blow against it, and magical for that strike.

Combat1 turnTouchNone

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 Earth4TouchNone

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, Weather3 rounds0None

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.

Wards1 (4 - PSC)TouchNone

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, Weather1 turn0None

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 Air10None
Level 2263 spells
SpellSpheresCasting timeRangeSave

Hurls acorns, one for each caster level, at targets within 40 yd., each hitting as a sling stone for 1d2.

Plant510 yds.None

Grants the touched creature +1 to attacks and saves plus 1d8 temporary hit points for 1 rd. + 1 per level.

Combat, Necromantic5TouchNone

Links allies, one for each caster level up to ten, so a single mental 'Alert' reaches all within 90 ft., within 8 hours.

Thought1 rd. +1 rd. per creature touchedTouchNone

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.

Combat540 yards (0 - PSC)½

Transfers as many of the priest's own hit points as they choose into a willing creature of compatible alignment.

Cosmos5TouchNone

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.

Law130 yardsNeg.

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.

Creation1 hr.5-ft. radiusNone

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.

Wards1 rd.TouchNone

Lets the caster borrow one animal's sight within 100 yd. while standing still with eyes closed, 3 rds. + 1 per level.

Animal50None

Gives one animal the power to speak a language the caster knows, a turn per level, though no smarter.

Animal510 yds./levelNone

The druid shares a normal animal's sight, hearing and smell in a trance, a turn per two levels; a bonded animal may save.

Animal510 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.

Animal1 rd.0None

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.

Combat5 (6 - PSC)0None

Attunes the caster to astral and ethereal phenomena for an hour per level, with +2 to surprise against planar monsters.

Astral50None

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.

Charm1 roundTouchNeg.

Grants a psionic creature 3d8 temporary PSPs, spent first, for 1 rd. + 1 per level.

Thought5TouchNone

Tells whether a course of action within the next half hour brings weal or woe, at 70% +1% per level.

Divination2 rds.0None

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.

Travelers2TouchNone

Subjects one creature to imagined foul weather of the caster's choosing, -1 to every roll, an hour per level.

Travelers5TouchNone

Curses a touched creature's coming saving throws, -4 on the first and less on each after, until spent; dispel magic cannot lift it.

Combat5TouchNone

Cures a touched plant's diseases for good and restores its leaves to full green for a day per level.

Plant5TouchNone

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, Protection5TouchNone

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, Divination4TouchNone

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, Combat560 yardsNone

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, Necromantic50None

Marks one person so that every animal of one species hates and fears them, attacking or shunning, an hour per level; save negates.

Animal510 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.

Charm5TouchNeg.

Staring at a cairn of stones shows the priest where a corpse lies within a mile per level.

Cosmos1 hr.1 mi./level radiusNone

Makes one arm a rubbery 10-ft. talon striking at +1 for 1d4 plus 1d4 cold, a round per level; save halves the cold.

Necromantic50Special

Grants one thief skill use at +15% or one attack at +3 within the next turn, its damage near maximum.

Combat5TouchNone

Sends one creature into a helpless trance of pleasure for 4 rds., dropping what it holds; save negates, harder against a higher-level caster.

Charm55 yards/levelNeg.

Gives the touched creature morale 20, immunity to fear, pain and nausea, a keen nose and a ranger's tracking, a round per level.

Charm5TouchNone

Sprouts blades all over the caster for 4 rds.: +2 AC, 1d4+2 on a charge, doubled when pinning someone to a wall.

Combat50None

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, Necromantic55 yards/levelNone

Makes bone weapons hit and hold up like their metal counterparts, 5 rds. per level; a missile reverts on impact.

Animal, Combat1 turnTouchNone

Hardens crude wooden weapons, one large or a pair of small ones, to bone quality and fireproof, 5 rds. per level.

Combat, Plant1TouchNone

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.

Protection5TouchNone
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 Earth50None

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, Summoning1 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.

Law120 yardsSpecial

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, Plant2 (5 - PSC)20 ft. radiusNeg.

Drives a possessing spirit from its host, person or thing, by ritual, exhortation or beating; the spirit may save.

Summoning1 turn10 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 Air30Special

While the priest chants in place, allies within 30 ft. get +1 to attacks, damage and saves and enemies -1.

Combat2 rds.0None

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.

Chaos5TouchNone

Convinces 1d4 captors within 30 ft. their prisoner is worth keeping alive rather than killed on the spot, a day per level; save negates.

Travelers10Neg.

Makes one person or mammal within 80 yd. regard the caster fondly, as an ally to protect, until it saves again; save negates.

Animal580 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, Necromantic50None

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.

Wards1 rd.0None

Refines a gallon of water per level so half as much slakes thirst and doubles crop yield; reversed, muddy water halves both.

Elemental Water2TouchNone

From ashes, shows a hazy vision of the thing's final round per level before it burned, and by what.

Elemental Fire1 rd.0NA

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 Water40NA

Wins a tame animal's loyalty with a tossed morsel so it treats the shaman as its master, a turn per level.

Animal110 yds.None

Asks a known local spirit, of a tree, rock or house, one question per caster level, answered truthfully but literally.

Divination1 turn10 ft.None

Opens an astral link to the caster's deity so spells can be regained in a foreign crystal sphere for a week.

All1 turnUnlimitedNone

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.

Summoning1 rd.10 yds.Neg.

Conjures a permanent holy symbol of the priest's deity into their hands.

Creation20None

In bright sun, raises a silent visual illusion filling a 10-ft. cube per level while the caster concentrates; reversed, it dispels mirages.

Elemental Sun560 yds. +10 yds./levelSpecial

Binds a spirit into a natural-material weapon that wounds spirits for 2d4 per HD bound into it; an unwilling spirit may save.

Summoning1 turn15 ft.Neg.

Opens a spring in rock or earth yielding a gallon of fresh water per level each turn; reversed, it dries one.

Elemental Water1 rd.TouchNone

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.

Charm50Neg.

Freezes water, a cubic foot per level, into ice, or sheets a pool an inch thick; anyone walking on it saves or falls.

Elemental Water530 yds.None

A touch to the brow cures most diseases of the mind, feeblemind included, over a turn to ten days.

Healing, Necromantic1 rd.TouchNone

Touch heals 1d10+1 hp of a living, corporeal creature; reversed, it inflicts 1d10+1.

Healing5TouchNone

Cures scurvy in one creature per level; reversed, it inflicts scurvy on one target at 90 yd., save negates.

Necromantic5TouchNone

Kindles a brazier fire that gives heat but no light or smoke, up to a foot across per level, an hour + 1 per level.

Travelers2TouchNone

Lightless flame from the hand burns for 1d8 a blow or 1d3 +1 per level thrown, 2 rds. per level.

Elemental Fire5TouchSpecial

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, Necromantic50None

Lights a candle that burns without wasting while the subject lives, gutters when they are near death, and goes out when they die.

Divination1 rd.SpecialNone

Names an enemy who will suffer a curse as strong as bestow curse should they cause the caster's death.

Necromantic1 rd.0Neg.

Seals a corpse so that any attempt to raise it as undead fails unless the body's own save, capped at 75%, fails.

Protection1 turnTouchSpecial

Ties a shiny item to the caster's wellbeing so it dulls and corrodes if they die or are petrified, a week per level.

Divination1 rd.TouchNone

Reveals whether one creature per round, up to ten, is under charm, suggestion or possession; save negates, reversed hides charms 24 hours.

Divination1 rd.30 yds.Negate

Reveals where every creature within 60 ft. bent on attacking the caster stands, even hidden or invisible, for a turn.

Divination1 rd.0None

Tells whether one creature along the caster's line of sight is alive, through feigned death, coma or trance, for 5 rds.

Divination1 rd.10 ft./levelNone

Cast beyond a crystal sphere, tells whether friendly gods, or the caster's own, are known within it.

Divination1 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.

Thought1 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, Law530 yardsNeg.

Frees one creature from any physical binding: rope, web, jaws, glue, entangle or a wrestling hold, a round per level.

Protection580 yds.None

Cancels glyphs, symbols, magic mouths, wizard locks and other wards in a 30-ft. cube, as dispel magic would.

Wards560 yardsNone

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.

Chaos2 turnsTouchNeg.

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.

Summoning20None

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.

Astral1 rd.SpecialNone

Lets the druid see through one animal's eyes and command it telepathically to scout or stand guard, 2 hours + a turn per level.

Animal3 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.

Necromantic510 yds./levelNone

Conjures a 2 HD, AC 4 whirlwind that bites for 1d4, snuffs small flames and blinds with dust, 2 rds. per level.

Elemental Air2 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 Earth510 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.

Animal5TouchNeg.

Lets one edged weapon pass through earth, stone and metal as if air, ignoring armour, a round per two levels; save negates.

Combat5TouchNeg.

Conjures drifting moonlight, one cu. ft. per level, in any hue and brightness, a round per level.

Sun1 rd.SpecialNone

Compels a touched person to recount all their property and income truthfully, then forget having told, for an hour.

CharmSpecialTouchSpecial

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.

Animal50Special

Tells the caster the morale rating and status of one military unit per five levels in sight.

War1 turn300 yardsNone

Blesses 6 to 20 engraved runestones to add about +10% accuracy to divinations for a week.

Creation1 turnTouchNone

A shaped dryad toughens a companion against the harsh terrain of an overlord's realm, a turn per level, up to an hour.

Protection5TouchNone

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.

Necromantic5TouchNone

Makes the touched creature turn undead as a level higher with +1 on turning rolls, 5 rds. per level.

Combat5TouchNone

Holds an audience within 90 ft. rapt while the priest keeps speaking, up to an hour; save negates, 4 HD or Wisdom 16 immune.

Charm1 rd.0Neg.

Wards two 10-ft. squares per level against passage by ethereal, phased or dimension-door travellers, a turn per level.

Astral, Wards1 turn120 ydsNone

Keeps one edged weapon permanently sharp; nothing else about it improves.

Protection1 hour0None

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.

Necromantic1 turn/HD of spiritSpecialSpecial

Blesses one arrow per three levels, max seven, to hit unerringly as a +3 weapon and deal double to evil, crumbling after.

Combat1 rd.TouchNone

A spectral viper's mouth flies at one foe for 3 rds., biting for as much damage as that foe dealt the caster today.

Combat530 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.

Travelers1 roundSpecialNone

Doubles the size and yield of two plants or pieces of produce per level, making tainted ones wholesome, once each.

Plant5TouchNone

Blesses a touched creature's next four saving throws at +4, +3, +2 and +1, undispellable until spent.

Protection5TouchNone

Reveals every mechanical or magical trap in a 10-ft.-wide, 30-yd. path ahead, its nature but not its workings, for 3 turns.

Divination50None

Wards a closable item so that opening it explodes in a 5-ft. radius for 1d4 +1 per level; save for half.

Elemental Fire1 turnTouch½

Makes all living plants across 800 sq. ft. per level proof against normal fire and half-damaged by magical fire, a turn per level.

Plant510 yds./levelNone

An unmissable invisible fist strikes one being in sight for 4d4, 4d6 to undead.

Combat510 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 Fire40None

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 Water5TouchNeg.

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 Water31 square mileNone

Fires a consecrated forge on one lump of coal, 3 turns per level, hot enough for metals that grow nobler with caster level.

Elemental Fire1 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.

Healing5TouchNone

Lets the touched creature keep fighting at 0 to -9 hit points for 1d4+1 rds. before collapsing, 2 rds. per level.

Necromantic5TouchNone

Breaks every charm, compulsion or psionic hold on one creature's mind at a touch.

Charm5 (5 or special - PSC)TouchNone

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.

Wards2TouchNone

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 Water50Special

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, Weather50½

Guards a corpse so any necromancer must save to animate it, and if it rises anyway it is turned at +1.

Wards2TouchNeg.

Gives one normal animal the power to speak and understand a language the caster knows, a turn per level.

Animal510yds./levelNone

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.

Combat4TouchSpecial

A drawn glyph makes every dweomer and hidden inscription within 60 ft. glow plainly, an hour per level.

Divination50None

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.

Plant1 rd.TouchNone

Stiffens 1d6+1 grass blades into throwable javelins for 1d6 or darts for 1d3, for a turn.

Plant50None
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.

Charm530 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.

Combat2TouchSpecial

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 Water43 yds. +1 yd./levelNone

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, Necromantic50Special

Restores 2d6 hit points to one spirit within 10 yd.

Necromantic1 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, Necromantic1 round0None

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 Fire540 yds.Special

Makes 2d4 HD of creatures in a 20-ft. radius hesitate, +4 to initiative for a round per level; save negates.

Time230 yardsNeg.

Freezes one to four persons in a 20-ft. cube rigid for 2 rds. per level; save negates, easier the more targets.

Charm5120 yds.Neg.

Consecrates a properly crafted object as the priest's own holy symbol, or as a spare.

Creation1 turnTouchNone

Grows horns on the priestess that gore for 2d4 with a fighter's THAC0, 4d4 on a charge, a round per level.

Animal, Combat60None

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.

Combat110yds./levelNone

Gives the priest a sudden insight: the DM recalls a forgotten clue or drops a relevant new one.

Thought40None

Pours complex thoughts, maps, faces or diagrams into a touched being's mind in an instant.

Thought1TouchNone

Makes the recipient's lies convincing and proof against detect lie, ESP and mind-reading for 12 hours.

Divination5TouchNone

Hides the touched creature's heat from infravision for up to 24 hours or until it attacks.

Sun2TouchNone

Etches the caster's spoken words onto paper or papyrus within 3 yd. as they speak, a round per level.

All53 yardsNone

Lets the priest go without food, water or sleep and shrug off weather for a week + a day per level, meditating on watch.

Guardian1 turn0None

Spectral fangs chase one creature within 30 yd. and bite unerringly at the round's end for 2d8+2; save for half.

Combat530 yds.½

Reveals the karma points, or the level, of one creature per level; save negates, reversed hides it for 24 hours.

Divination210 yds.Neg.

Lets the recipient make up to three missile called shots at no penalty to hit or initiative.

Combat5TouchNone

Reads the exact alignment of one creature or aligned object after a round's concentration; save negates, reversed hides it 24 hours.

Divination1 rd.10 Yds.Neg.

Tells the savant whether someone they meet, singly or as a group, means them well, ill or neither.

Thought150 yds.None

Lets the caster read and broadly understand one chosen language for 3 rds. per level; not codes or magical script.

Divination1 rd.0None

Senses the basic needs and emotions of unshielded minds in a 10-ft.-wide, 30-ft. path for a turn; reversed, masks them.

Divination1 rd.0None

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.

Plant2 roundsTouchNone

Halves the weight of a 10-ft. cube of gear, supplies or even a carried casualty for an hour per level.

Travelers230 yardsNone

Makes one creature per three levels proof against magical fear and morale checks for a turn, ending any fear already upon them.

Charm510 yardsNone

Points the ranger toward one specific lost animal follower within 60 yd. + 10 per level, for 8 hours.

Animal560 yards +10 yards/levelNone

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.

Combat510 yards/levelNone

Delivers a touch spell, 4th level or lower and cast the round before, unerringly to a target within 10 yd. per level.

Combat510 yards/levelNone

Conjures a glowing mace for 5 rds. that the caster alone wields at +3 for 1d12+2, shattering items that fail a save.

Combat50Special

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, Protection50Special

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.

All1 turnTouchNone

Shows the caster where the nearest dwarves in urgent need lie within a mile, and guides them there by the quickest route.

Divination1 turn0None

Disguises a stone surface a foot square per level, hiding doors, seams, traps and runes under a lasting illusion for a year per level.

Guardian2TouchNone

Makes a cubic foot of goods per level look far finer than they are until sold or a day passes.

CharmSpecial10 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.

All530 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.

Animal1 rd.20 yds./levelNeg.

Fires a templar with +2 to attack and damage for 5 rds. + 1 per level, at the cost of 1 hp when it ends.

Cosmos5TouchNone

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.

Thought25 yards/levelNone

Reads the surface thoughts of a creature within 5 yd. per level, one each round, for a turn per level; save negates.

Divination1 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.

Numbers1 round0None

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.

Protection50None

Three or more priestesses dancing together each gain a bless lasting a day per level of all who danced, up to 99 days.

All8 hrs.0None

Once a year at the High Holidays, conjures an ounce per level of raw metal, usually mithral or adamantite, onto the forge.

Elemental Earth1 turn/oz.10 yardsNone

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, Numbers450 yardsNegate

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.

Charm1 round0None

Puts one willing creature per level to sleep for an hour that rests them as fully as a whole night.

Time2TouchNone

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, Plant5TouchNone

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.

Plant50Special

Makes an infant animal, bird or reptile the priestess's child for life, fed by milk and water from her hand.

Animal1 turnTouchNone

Raises a mist 10 ft. per level on a side that cuts all vision, infravision too, to 2d4 ft., 4 rds. per level.

Weather50None

Asks the deity's approval of an action and gets a plain yes or no as a sign, succeeding 60% +2% a level.

All5SpecialNone

Adds +10% to the success chance of a percentage-based divination, to a cap of 95%, a round per level.

Divination1 turn0None

Lets the caster and one hand-linked companion per three levels walk slowly past anyone within 40 ft. unnoticed, a round per level.

Travelers1 rd.TouchNone

Restores a sick or withered plant to full health at a touch, clearing mould and pests and unmasking anything disguised as a plant.

Plant5TouchNone

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, Necromantic50Special

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.

Protection4TouchNone

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 Fire50None

Shields the touched creature from magical aging and aging attacks for 3 rds. per level.

Protection, Time5TouchNone

Keeps swarming small mammals off the touched creature and makes other natural mammals attack it at -2, 3 rds. per level.

Animal6TouchNone

Adds +1 per 3 levels, max +3, to the touched creature's saves against charm and related effects, 5 rds. per level.

Charm, Protection5TouchNone

Makes the touched creature or object immune to orisons and cantrips for 9 hours + 1 per level.

All1 rd.TouchNone

Smears ash so ordinary snakes ignore the subject and giant or magical ones attack at -2, +1 against venom, up to 24 hours.

Animal1 turnTouchNone

Raises a 5-ft. barrier lesser spirits cannot cross and greater spirits must save vs. death to enter, 3 rds. per level.

Protection1 rd.TouchSpecial

Lets a unit of up to 300 make a rally check at once, at +1 from a 12th-level caster.

War1 turn240 yardsNone

Lets a creature born with spell-like powers use one of them, no stronger than a 3rd-level spell, an extra time today.

Charm40None

Asks a known spirit for a deed within its power, which it must carry out to the letter; save negates.

Summoning3 turns0Neg.

Makes the touched creature immune to mild corrosives and halves stronger acid damage, with +3 on the save, a round per level.

Protection5TouchNone

Makes the touched creature immune to ordinary heat or cold and halves damage from the magical kind, saving at +3, a round per level.

Protection5TouchNone

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.

Necromantic5TouchNone

Undoes magical weakness or fatigue such as ray of enfeeblement or a shadow's touch, restoring lost ability points at a touch.

Necromantic5TouchNone

Shields undead the caster touches, one per level, from the next attempt to turn or command them.

Necromantic5TouchNone

Brings one plant, or part of it, to bloom, seed or ripe fruit within a turn, dropping the yield into the caster's hand.

Plant5TouchNone

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.

Combat510yds./levelSpecial

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.

Protection5TouchNone

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.

All1 turn10 yardsNone

Lets the caster track by scent whoever wronged a named person, across any terrain, 2 days per level.

Animal1 round0None

Binds two willing beings to sworn oaths, with a curse or the goddess's wrath falling on whoever breaks their word.

LawSpecialTouchNone

Enchants one missile per three levels, max five, to fly around corners and strike only its chosen target, for a turn.

Combat2100 yardsNone

Tells the shaman what kind of spirit one entity is, its nature and its mood, though not its name.

Divination1 rd.10 yds./levelNone

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, Charm530 yds.None

Stiffens leaves, three per level, into knives that cut for 1d3 or caltrops for 1d2, a turn per level.

Plant55 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.

Plant580 yds.Special

Lets the touched creature perceive 60 ft. around it as if seeing, eyes unused, immune to gaze attacks, an hour per level.

Protection5TouchNone

Kills all sound in a 15-ft. radius for 2 rds. per level, stopping speech and verbal spells; an unwilling centre may save.

Guardian5120 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.

Charm2 rds.300 ft.Neg.

Tells the priest by smell if someone is free, enslaved, a runaway or noble.

Elemental Air510 yds.None

Holds a poison at bay in the touched creature for an hour per level, if cast before it takes full effect.

Healing1TouchNone

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.

Healing1TouchNone

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.

Animal530 yds.None

Draws every serpent within 120 ft. to follow the shukenja peaceably while they concentrate, a turn per level; the strong may save.

Animal1 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 Earth510 yds./levelNone

Lets the priest converse with an ordinary or giant animal within 30 ft. for 2 rds. per level.

Animal, Divination50None

Lets the priest converse with an ordinary or giant creature of the sea within 30 ft. for 2 rds. per level.

Animal, Divination50None

Lets a body of water answer one question per level about what it has seen or holds over the last week.

Elemental Water4 rds.TouchNone

Hurls a trident-shaped bolt of hardened water at one creature within 30 yd. for 4d4; save for half.

Combat530 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.

Combat510 yds./levelNone

Draws a spring flowing 2d6 gallons a minute from underground water within 3 yd. per level, for up to a day.

Elemental Water1 rd.3 yds./levelNone

Makes the touched creature 99% unseen, unheard and unscented in the wild while still, harder to spot when moving, a turn per level.

Animal5TouchNone

Empties one creature's lungs so it loses a round and acts at -3 initiative for 3 rds.; save negates.

Elemental Air1120 yds.Neg.

Turns aside 1d3 + one per three levels mundane blows, cuts or missiles from a dwarf; magic still bites.

Protection1d4 turnsTouchNone

Brews 2 ounces per level of sacred soma juice that grants +1 Constitution and immunity to natural disease while drunk weekly.

Protection8 hrs.TouchNone

Doubles a smelter's heat so ore is worked twice as fast, a round per level; from 9th level it yields forge-gold.

Elemental Air1-3 turns0None

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.

Weather5SpecialNeg.

Lets one creature per two levels swim like a trained swimmer, or a trained one at +2, an hour + a turn per level.

Charm4 (5 - PSC)TouchNone

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, Plant50None

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.

Divination1 rd.0None

Lets the priest read a text or map in a foreign tongue for 3 turns per level; not codes or spell scrolls.

Divination1 rd.0None

Enchants a rope, stick or vine up to 10 ft. long to trip anyone crossing it for a turn per level; save negates.

Plant5TouchNegate

Flings a whirling ball of thorns at one creature within 30 yd. for 1d4 +1 per level, max 1d4+10; save for half.

Plant530 yds.½

Reveals how something is cursed, why, and by whom.

Divination1 turn10 ft.None

Compels one creature to carry out a single reasonable command for a round per level.

Law210 yards/levelSpecial

Grants +10% on a chance roll or +2 on a save, with a 5% risk of the worst possible outcome instead.

Chaos1SpecialNone

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.

Divination2TouchNone

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.

Divination5TouchSpecial

Bends 15 in. of wood an inch thick per level out of true, ruining missiles and giving melee weapons -4; reversed, straightens.

Plant510 yds./levelSpecial

Dowsing rods lead the priest to 2d6 gallons or more of muddy water no deeper than a foot per level.

Elemental Water3 turnsSpecialNone

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 Water560 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 Water1 turn0None
Weapon ShiftHalfling

Reshapes a nonmagical weapon into another of like size and material the caster is able to use, 2 rds. + 1 per level.

Combat5TouchNone

A 12-ft. lash of illusory fire sears its target for 1d8+3 once a round, for 7 rds.

Combat50None

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.

Necromantic60Special

Draws a +1 spear from a living oak branch, +2 at 5th level and +3 at 10th, for 4 rds. + 2 per level.

Plant5TouchNone

Carries the words of anyone the priest can see to their ear on the wind, for as long as they concentrate.

Elemental Air5SightNone

Grants one creature full proficiency with a chosen weapon or tool in sight, a round per level.

Charm, Thought5TouchNone

Lets the druid move at 15 without tiring and leap obstacles twice their height, a turn + 1 rd. per level.

Animal50None

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.

Weather55 yards/level½

Ties one creature's moral compass to the wind's direction so it cannot hold to any goal for long; save negates.

Elemental Air530 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.

Protection50None

Turns the priest's own right hand into wolf jaws biting twice a round for 2d4 at +1, a round per level.

Combat, Necromantic50None

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.

Combat55 yards/levelNone

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.

Guardian530 yds.Neg.

Everyone in a 5-ft. cube per level is able to utter only lies for a round per level; save negates.

WardsSpecial30 yds.Neg.

No one in a 5-ft. square per level can knowingly lie for a round per level; save negates, reversed compels lies.

Wards230 yardsNeg.
Level 3277 spells
SpellSpheresCasting timeRangeSave

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.

Divination60None

Lets the priest trade two points of one physical ability for one of another, a turn + 5 rds. per level.

Creation60None

Doubles one creature's natural healing rate for 1d4 days.

Time1 turnTouchNone

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.

WarSpecialSpecialNone

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 Air390 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.

Creation610 feetNone

Shows the caster what a touched mechanical device is meant to do, though not how to work it.

Divination6TouchNone

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.

Animal630 yardsSpecial

Raises one skeleton or zombie per level from human or humanoid remains to obey simple commands until destroyed or turned.

Necromantic1 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.

Protection60None

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, Sun6TouchNone

Adds 1 to an ability score for good, up to 18, in exchange for a quarterly sacrifice or corruption in Gargauth's name.

All1 round0None

Opens a window of up to 10 ft. square onto the Astral Plane, showing a named creature or place, 2 rds. per level.

Astral35 yardsNone

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 Fire1-6 turns0Special

Lays one minor curse on a touched creature, from baldness or hiccups to kleptomania, a month per level; save negates, reversed lifts one.

All4TouchNeg.

Fixes a fetish spirit for good inside a crafted object of wood, bone, clay or stone that suits it; save negates.

Summoning1 rd.10 yds.Neg.

A hawk of force dives on one target every other round at +2 for 2d4+2, 2 rds. per level.

Combat660 yards +10 yards/levelNone

Cancels protection from evil on one creature a round within 60 yd. while the priest concentrates, and suppresses a paladin's aura.

Combat660 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, Sun610 yards/levelNeg.

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.

Combat6TouchNone

Grants +3 on the artisan proficiency check for one project the craftsman works at 8 hours a day.

Creation1 turnTouchNone

Gives a weapon a thirst for blood: +2 damage from wounds that will not close or regenerate, until it is blooded and sheathed.

Charm, Necromantic3d4 turns0None

For 7 rds., the touched creature handles any weapon like a trained user and gains +2 to attack, damage and ability checks.

Combat6TouchNone

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 Water1 rd.0None

Calls a new follower to a ranger below their allotment, if the DM has one within 10 miles per level, within a day.

Animal60None

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.

Weather1 turn360 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, Summoning1 rd.1 mi.None

Summons a dead person's spirit, human or demihuman, bound to answer every question truthfully, a round per level.

Divination, Summoning1 turn10 ft.None

Sows a field of up to 160 sq. yd. with magical caltrops that wound units crossing it, a turn per level.

War1 turn20 yards/levelNone

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.

Combat360 yardsSpecial

Rings of spectral fangs fly at a target and bite twice a round with the caster's THAC0 for 2 rds.; save for half.

Combat60½

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.

Protection1 hourTouchNone

Summons a nemesis spirit the cleric has defeated to serve or answer questions for 2 turns per level, three services in all.

Summoning3 turns0None

Carves a face on a tree that then answers one simple question honestly.

Plant1 turnTouchNone

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.

Combat650 yards +10 yards/level½

For the next round, one creature rolls twice for any attack, initiative or save and keeps the better.

Time3TouchNone

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 Water4 rds.0None

Two to twelve priests in a circle take on the appearance, texture and scent of terrain features while they concentrate.

All3SpecialNone

Drives every spirit from one household by boisterous ritual and keeps them out for three months; save for half effect.

Protection1 turnSpecial½

Drenches a 30-ft.-wide, 60-ft.-tall cylinder in a round, dousing fires and quenching fire spells, higher ones into scalding steam.

Elemental Water610 yards/levelNone

A single spoken word that up to two creatures must obey for two rounds; Intelligence 15 or 8 HD earns a save.

Charm130 yardsNone

Makes one nonliving item the caster carries undetectable, even to true seeing, a turn + 1 rd. per level.

Protection1TouchNone

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 Water3 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.

Weather6120 yds.None

Lights a 60-ft. radius as bright as day until dispelled; cast at a creature's eyes it blinds; reversed, continual darkness.

Sun6120 yds.Special

Casts a 60-ft. radius into permanent shadow and gloom until dispelled or overlapped by magical light or darkness.

Sun9120 yardsSpecial

Bends one animal to the caster's will by silent command, a round per level; save negates, self-destructive orders allow another.

Animal660 yds. + 10 yds./levelNeg.

Lets the caster talk with every sea creature of at least animal Intelligence within 10 yd. per level, a round per level.

Animal, Divination30None

Sends up to half the caster's level in one-sentence messages into the mind of one undead within 60 ft., over a day.

Necromantic360 ft.None

Invisible servants pitch a hidden camp for three people per level in 4d4 rds., with fire, water and a plain meal.

Travelers3 rds.0None

Conjures a cubic foot of bland food or clean water per level; a cubic foot feeds three people for a day.

Creation1 turn10 Yds.None

After an hour's prayer, blesses a quantity of the priest's own element into its holy form.

Cosmos1 hourTouchNone

Crafts a mask attuned to one spirit or kind of spirit that gives the shaman +1 on rolls when dealing with them.

Summoning1 wk.TouchNone

Calls a sliver of a dead person's soul back to guard their body as an undead memento mori.

Necromantic2 hours, plus 1 hour for every die of energy impartedTouchSee 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 Fire610 yds. +10 yds./levelSpecial

Crowns the touched creature with continual light in a 10-ft. radius until dawn.

Sun3TouchNone

Cures magical or nondamaging blindness or deafness at a touch; reversed, it inflicts one, save negates.

Necromantic1 rd.TouchSpecial

Cures most diseases and parasites at a touch, over a turn to ten days; reversed, it inflicts disease, save negates.

Necromantic1 rd.TouchNone

Makes one creature leave oily black footprints or a black wake in silt that cannot be erased, a day per level; save negates.

Elemental Earth610 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, Necromantic6TouchSpecial

Transmutes an ounce of iron into dark steel, invisible under the sun and glowing in the dark.

Sun3d4 turns0None

Brings a creature dying at -1 to -9 hp back to 0 and stops its bleeding for an hour per level.

Necromantic6TouchNone

Ages one nonliving object a day for every hour, a cubic foot per level, until it rusts, rots or crumbles; magic items may save.

Time1 roundTouchSpecial

Cuts one creature's magic resistance by 10% for a turn, or by 50% +2% per level if it is drow.

Combat660 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.

Divination550 yards +10 yards/levelNone

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.

Divination1 rd.0None

Shows any object or creature under a curse spell as wreathed in a black aura, a round per level.

Divination610 yardsNone

May tell whether a touched item or person carries a curse, at the cost of casting nothing else for four hours.

Divination1 rd.TouchNeg.

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.

Divination60None

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.

Divination60None

Reads which Outer Plane, and which layer of it, a living or dead creature is bound for, and whether it was sent astray.

Divination610 yardsNeg.

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, Law630 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.

NecromanticSpecial0None

Lets a cloistered priest turn or command undead for 3d4 rds., as an adventuring priest four levels lower.

Combat20Special

Strips spells and magical effects from creatures and objects in a 30-ft. cube, or one item, with a level-based chance on 1d20.

Protection660 yds.None

Cancels magical silence in a 10-ft. radius per level and keeps new silence out, a round per level.

Combat60None

Grants a glimpse of what a touched fragment or mystery item was for, with a chance built from the caster's level and Wisdom.

Divination1 rd.0None

Answers one question in figures and images, 75% +1% a level of the time, growing clearer as the caster rises.

Numbers1 turn0None

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.

Necromantic610 yds.Special

Pits the caster's will against a dragon's in opposed Charisma checks; the winner commands the loser.

Charm4100 ydsSpecial

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.

Divination1 turnTouchNone

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, Plant630 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 Earth60None

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 Earth1 rd.0None

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 Earth660 yards½

Eases a birth at a touch, correcting complications; reversed, racks a victim with labour pains for up to nine rounds.

Healing6TouchSpecial

Bars monsters of 2 HD or less from a 10-ft. cube per level, a round per level; save lets one through.

Wards330 yardsNegate

Grants the priest a same-level thief's full set of thieving skills for an hour per level.

Charm1 rd.0None

For 7 rds., every attack roll against the touched creature is rolled twice and the worse result taken.

Protection6TouchNone

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, Thought510 yardsSpecial

Takes the caster and one willing companion per two levels into the Border Ethereal for a turn + 1 rd. per level.

Numbers10None

Lets the caster draw two arrows a round from a quiver without emptying it, a round per level.

Combat4TouchNone

Lifts fear, sleep, pain, nausea, drunkenness and madness from one touched creature and wards against them, a round per level.

Combat, Healing1 roundTouchSpecial

Reveals extradimensional spaces, bags of holding, portable holes and gates in a 10-ft.-wide, 60-ft. path, a round per level.

Divination, Numbers30None

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, Sun630 yards +10 yards/level½

Lets the caster see and hear through one corpse or undead within 40 yd., following it up to a mile, 2 hours per level.

Necromantic640 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, Protection610 yards/levelNone

Grows pegasus wings on a horse or other equine so it flies at 48, ridden bareback, an hour per level.

Animal6TouchNone

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.

Necromantic½TouchNone

Reveals every door, window, secret door, gate or portal in a 10-ft.-wide, 30-ft. path, 5 rds. per level.

Divination1 rd.0None

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 Fire60None

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 Fire5TouchNone

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.

Wards1 round0Special

Raises earthworks, rubble walls or barricades to fortify a site of a 10-ft. cube per two levels, giving defenders cover.

War1 round60 yds.None

Raises a naturally magic-resistant creature's resistance 2% a level, to 95%, a turn per level.

Protection5TouchNone

Drives 20 HD of warriors into a frenzy: no morale checks, +1 to attacks and saves, half again the movement, charging the nearest foe.

Combat630 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.

Combat6Touch½

Sets an instrument playing a hummed minute-long tune by itself, repeating endlessly, until a living creature touches it.

Charm1 roundTouchNone

Grows one ordinary spider per level to giant size, its bite stunning and slowing instead of killing, 3 rds. + 1 per level.

Animal2 per arachnid20 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.

Sun530 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, Creation3TouchNone

Inscribes a ward that unleashes a stored effect on any creature crossing or opening it without the password; save negates.

GuardianSpecialTouchSpecial

A ward that bursts with sunrise brightness, stunning the intruder a round and blinding them for good unless they save.

GuardianSpecialTouchSpecial

Makes dead wood look alive, or damps firewood so it will not light and turns burning wood to choking smoke, a turn per level.

Plant610 yards/levelNone

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 Fire60None

Floods one creature with visions of every possible outcome, so it crawls, loses initiative and cannot cast, 2d4+2 rds.; save negates.

Divination630 yardsSpecial

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.

Divination1 rd.SpecialNeg.

A beam to the forehead overheats one creature's brain: -2 to every roll until cooled or healed.

Elemental Fire, Sun450 yds.None

Sends a ghostly hand to find a described person within 5 miles and lead them to the caster, an hour per level.

Travelers1 roundSpecialNone

Freezes up to four animals in a 40-ft. cube rigid for 2 rds. per level; save negates, easier the more animals.

Animal680 yds.Negate

Arrests a poison in the touched creature for a day per level, so it can be cured meanwhile.

Healing1TouchNone

Freezes one to four corporeal undead in a 20-ft. cube rigid for a round per level; save negates, harder with fewer targets.

Protection310 yds./levelNeg.

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, Creation6TouchNone

Gives a navigator an unerring sense of the way back to the ship's home port, a week per level.

AllOne turnTouchNone

Grows a halfling to human size and looks, gear included, with +2 Strength, for 6 rds. + 1 per level above 5th.

Combat6TouchNone

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 Water60None

Grants one person a randomly rolled blood ability of the priest's faith, its strength set by caster level, a day per level.

Charm1 turnTouchNone

Jets the caster 18 through water for a round, leaving a 60-by-80-ft. cloud of blinding ink behind for 5 rds.

Protection10None

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.

Animal1 turn0None

Heightens one creature's sensations until it is distracted: -2 to every roll and slower casting, a round per level; save negates.

Charm6TouchNeg.

Makes any invisible creature entering a 10-ft. cube per priest visible and blocks invisibility magic there, a turn per level.

Wards1 turn30 yardsNone

Makes everyone within 10 ft. undetectable to normal animals until they attack, a turn + 1 rd. per level.

Animal5Touch20-ft. diameter sphere

Makes the touched creature unseen by spirits of every kind until it attacks one, a turn per level.

Protection1 turnTouchNone

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.

Combat60None

Draws a settlement's laws, customs, etiquette and common passwords from one of its people within 30 yd.; save negates.

Travelers3SpecialNega.

Transmutes a head-sized volume of water into a glowing draught that banishes weariness and cures madness, blindness and disease.

Necromantic, Protection1 rd.TouchNone

Wards an area so the first disturbance launches an unmissable hammer of force for 2d12 at whoever is nearest, save or be knocked down.

Guardian1 rumTouch (area to be guarded)None

Lets the priestess sing into being any priest spell up to 3rd level, with neither gestures nor components.

Creation1 rd.As spell createdNone

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 Air620 yds./levelNeg.

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.

Necromantic6Touch½

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 Water5 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.

Protection1 round0Neg.

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.

Animal10None

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.

Divination61 mile/levelNone

Turns the caster toward an object they know within 60 yd. + 10 per level; reversed, shields an object against such searches.

Divination1 turn60 yds. + 10 yds./levelNone

Binds a willing servant or bodyguard in absolute loyalty to a named master for a day per level.

Charm6TouchNone

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, Necromantic60Special

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.

Combat1 round0Special

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.

Protection1 rd.0None

Within the shukenja's own temple, enchants their vestment to AC 5 and one better per four levels, 5 rds. per level.

Protection1 rd.0None

Sprays one creature with molten rock for 2d6, then 1d6 a round for up to ten more until cooled or scraped off.

Elemental Magma52 yds./levelNone

Holds a creature's Red Curse at its present stage, a day per level, until a Legacy is used.

Protection1 turnTouchNone

Loose twin bolts from the hands or eyes at two targets, each healing 1d8 or dealing 3d6; save for half.

Combat640 yds. +10 yds./levelSpecial

Alters the caster's form, size and gear as alter self does, any man-shaped shape, a day per level.

Charm60Special

Merges the priest and 100 lb. of gear into a block of stone for 8 + 1d8 rds., sensing nothing outside.

Elemental Earth60None

Replays one creature's memory to the priest at fifty times speed, a round per level; save negates, +5 for secrets.

Thought1 round5 yardsNeg.

Grants every living being within 20 ft. per level +6 on saves against mind-affecting magic, 2 rds. per level.

Protection10None

Heals 1d12 hp at a touch and masks the pain of what it cannot cure, such as disease or a broken bone.

Healing6TouchNone

Reforms 9 cu. ft. + 1 per level of plain metal to any rough shape the caster wishes.

Elemental Earth1 rd.TouchNone

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.

Protection60None

Makes a wizard's next spell come out as a random one from memory, no higher in level than intended; save negates.

Chaos240 yards+10 yards/levelNeg.

Wreathes the caster in violet mist that foils sight-based attacks and infravision and grants +2 AC, a round per level.

Elemental Air50None

Turns the components to brown mold that the next creature touched within 6 rds. catches, for 4d6 and then spreading chill; save for half.

Plant6TouchSpecial

Gives the priest a word or two from the DM on the character of the present moment, such as danger or betrayal.

Numbers1 round0None

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, Sun60None

Links the priest to every animal within 30 ft. per level so intruders are sensed at once, an hour + 1 per three levels.

Animal, Divination1 rd.0None

Lets the touched creature save vs. death against one level-draining attack, taking only hit point damage and burning the undead for 2d6.

Necromantic, Protection1 rd.TouchNone

Binds an understanding creature to a sworn deed or restraint, with a curse for breaking it; save negates, -2 if subdued.

All1 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 Earth1 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.

Animal60None

Everyone within 10 ft. of the caster leaves no footprints or scent for a turn per level.

Plant1 rd.0None

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 Earth610 yards/levelSpecial

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.

Plant1 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.

Plant6TouchNone

Sends the shukenja's spirit into an animal of fewer HD to drive it, sharing half its pain, a round per level; save negates.

Animal1 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.

Combat60None

After a round of concentration, tells the priest which visible foe is strongest or threatens them most.

Divination1 rd.10 yds./levelNone

Hedges out slimes, jellies, oozes and puddings so their attacks on the touched creature simply fail, 5 rds. per level.

Protection6TouchNone

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, Protection6TouchNone

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, Protection6TouchNone

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, Protection6TouchNone

Keeps swarming insects off the touched creature entirely and makes giant ones attack it at -2, 3 rds. per level.

Animal6TouchNone

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, Protection6TouchNone

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 Fire50Special

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 Water6160 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.

Chaos3 rounds+1 round/level10 yardsNeg.

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.

Plant310 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.

Charm61 yard/levelSpecial

Lifts a curse from a person or object, or lets them shed a cursed item; reversed, bestow curse for a turn per level.

Protection6TouchSpecial

Frees one creature from paralysis or hold, or gives two a new save at +4 and three or four at +2.

Protection610 yds./levelNone

Frees up to four creatures from paralysis; reversed, a touch paralyses one for 1d6 rds. + 1 per level.

Necromantic, Protection610 yds./levelNone

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 Water81 square mileNone

Lifts the ability penalties of age from one creature for a round per level; reversed, weight of years ages a touched target.

Healing, Time610 yds.Neg.

Mends one specific wound such as a broken bone or torn tendon, lifting its penalties, and restores 1d10+1 hp.

Healing1 turnTouchNone

Lets the priest shrug off 2 hp per level from any wound, even a fatal one, and every critical hit, 3 rds. per level.

Protection1 turn0None

Softens stone weapons, one large or two small, to bone quality, easing their attack penalty, 5 rds. per level; reversed, hardens bone to stone.

Combat1TouchNone

Restores a spirit within a ring of herbal fires, at some cost to the shaman's own strength and vigour.

Healing1 turn10 yds.None

Locks one creature into whatever it is doing, blind to every new circumstance, a round per level; save negates.

Law1 turn60 yardsNeg.

Summons water elementals to judge a dispute between priests; the losers are pulled under and let go.

Elemental Water3 rounds10 yardsNone

Roots the caster's feet in the soil to draw a day's nourishment per two levels, an hour for each day.

Plant1 turnTouchNone

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.

Combat6TouchNone

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 SiltSpecial0Special

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, Sun60None

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, Sun6TouchNone

Reforms 9 cu. ft. + 1 per level of wood into any rough shape: a weapon, a door, a figurine.

Plant1 rd.TouchNone

Grants the touched creature infravision to 120 ft. for 2 hours + 1 per level.

Sun1 rd.TouchNone

Moves a hostile glyph, rune or magical inscription to another surface within 5 yd. per level without triggering it.

Creation, Divination65 yards/levelSpecial

Heals 2 hp at once and 1 hp more as each round ends for a turn, the remainder passable by touch to another.

Healing60None

Keeps 100 cu. ft. of fruit, vegetables or grain per level from spoiling for a week per level.

Plant1 roundTouchNone

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.

Plant680 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.

Plant3 rds.TouchNone

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, Law660 yardsNeg.

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.

Combat1 rd. or 1 rd./level0None

Lets the priest question a corpse, more questions and older dead as they rise in level; the unlike or stronger may save.

Divination1 turn1 (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, Necromantic1 turn1 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 Water6SpecialSpecial

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.

Plant6TouchNone
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.

Protection6TouchNone

Fills the space between anchors with sticky glowing strands that trap creatures like a web spell, a turn per level.

Creation35 yds./level½ 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.

Plant660 yds.None

Turns a willing person into an ordinary animal of their spirit animal's kind, mind intact, for 1d10 days.

Animal1 hr.TouchNone

Binds a newly dead person's spirit to its body so it cannot depart, halting decay and readying it for raising; save negates.

Necromantic1 round10 yardsNeg.

Shoots 1d4 + level bubbles in a 10-ft.-wide stream 3 ft. per level long, each that hits releasing a random healing or blessing.

Chaos50None

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.

Plant660 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.

Combat5TouchNone

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.

Wards3 rounds30 yardsNone

Two or more priests of Mystra grant up to three worshippers flight at 24 while the stars are out.

Elemental Air, Travelers2 turns10 yardsNone

Bathes a 10-ft. square per level in soft starlight, as bright as a clear moonlit night, a turn per level.

Sun610 yds./levelNone

Gives the priest a same-level thief's stealth skills, hiding and silent movement, a turn + 1 rd. per level.

Guardian10None

Reforms 9 cu. ft. + 1 per level of stone to any rough shape: a weapon, a door, a crude idol.

Elemental Earth1 rd.TouchNone

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 Earth4SpecialNone

Lets stone weapons, one large or a pair of small ones, strike and wound like steel, 5 rds. per level.

Elemental Earth6TouchNone

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, Weather610 yards/levelNone

Grants lawful companions, one + 1 per two levels, the damage bonus of their strongest member for 2d6 rds.

Law3 rds.10 yardsNone

Charges a statue of the deity to take the next 1d4 hp of harm meant for the shukenja, up to 20 across castings.

Creation3 turns0None

Raises an ancestor spirit from the tribal mound to fight, guard or advise for 2 rds. per level, if a Wisdom check controls it.

Necromantic4 rounds10 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.

Summoning610 yds./levelNone

Calls the dolphins or whales within a mile, up to 32 HD, to aid the caster until the task is done.

Elemental Water, Summoning61-mi. radiusNone

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.

Animal1 rd.30 yds.None

Calls up 1d3 lock lurkers that guard a chest, pouch or person on simple orders for 8 hours.

Animal, Summoning610 yardsNone

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, Sun30None

Bursts a 5-ft. sphere of sunlight around a being: infravision lost 2d4 rds., 4d6 to undead and fungi, and confusion; save for half.

Sun6TouchSpecial

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, Sun660 yardsNeg.

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 Water630 yds.None

From hair, nail parings or a splinter, shows the subject's rough location and condition, a round per level.

Divination1 rd.0None

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.

Thought530 yardsNeg.

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.

Numbers2 rounds0None

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.

Divination10None

Cuts every thieving skill of a thief entering a 5-ft. cube per level by 25%, an hour per level; save negates.

Wards310 yards/levelNeg.

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.

Plant60None

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 Air10Special

A clap of the hands deafens everything in a 40-ft. cone; those who fail a save reel stunned for 1d2 rds. as well.

Weather60Special

Summons an unusually clever animal of the priest's faith that understands their every command, a day per level.

Animal1 turn1 mi.None

Loads a community's wrongdoings onto a scapegoat animal driven into the wild, appeasing offended spirits.

Protection1 turnSpecialNone

Turns the caster into a small tree, shrub or dead trunk, watching all around, for 6 turns + 1 per level.

Plant60None

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, Protection60None

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.

Combat5 (6 - PSC)0½ (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.

Time60None

Summons a unicorn within 3 miles to carry and fight beside the caster for a day, once in its life.

Animal, Summoning1 rd.3 mi.None

Makes one creature immune to every new poison, permanently neutralising any it foils, 1 rd. + 1 per level.

Protection6TouchNone

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.

Necromantic60Neg.

Makes almost every animal ignore the shaman for a turn per level.

Animal1 rd.0None

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.

Sun6TouchNone

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 Water6TouchNone

Lets the caster and one creature per level above 5th walk on water, mud, snow or any liquid, a turn + 1 per level.

Elemental Water6TouchNone

Makes a pool replay the reflections it has held over the last day on request, for an hour.

Divination, Elemental Water1 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 Water640 yds.None

Forecasts the local weather a day per level ahead, 95% sure on day one and 10% less each day after.

Weather1 rd.0None

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, Plant6TouchNone

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.

Necromantic60None

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, Necromantic60Special

Shells one creature against all precipitation and slows any wind striking it by 10 mph a level, a round per level.

Protection6TouchNone

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 Air60None

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 Air620 yds./levelNone

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 Air610 yards/levelSpecial

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, Plant610 yds.None

Bars poisonous vapours, stinking cloud included, from a 10-ft. cube per level, a turn per level.

Wards3 (6- PSC)10 yards/levelNone
Level 4304 spells
SpellSpheresCasting timeRangeSave

Hurls an extraplanar creature, named if it has a name, back to its home plane on a level-adjusted roll of 11+ on 1d20.

Summoning1 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, Summoning1 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 Water3 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 Earth7TouchNone

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, Numbers1 round30 yardsNone

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.

Sun75 yards/levelSpecial

Ages or rejuvenates one plant, one seed or one tree per level by as much as a decade per level in an instant.

Time1 round30 yardsNone

Encases a touched creature in hard amber where it slowly suffocates, Constitution failing check by check; save negates.

Plant7TouchNeg.

Lets the priest watch through a touched animal's eyes wherever it goes while they sit still, a turn per level.

Animal7 (1 turn - PSC)TouchNone

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, Summoning71 mi. radiusNone

Lets the caster see through the eyes of one animal within 100 yd. + 20 per level, a turn per level.

Animal7100 yards +20 yards/levelNone

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.

Guardian7TouchSpecial

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, Creation70None

Bottles forge smoke that pours out as a pony, donkey, lizard or smoke wyvern to ride, by caster level, a day per level.

Summoning2d6 turns0None

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.

Necromantic1 round (1 round)0None

Lets a being wield the powers of a drow House's insignia and pass its wards unharmed, until the insignia's curse triggers.

Guardian1 rd.TouchNone

A wave of light 45 ft. ahead breaks holds, sleep, stasis, charms and webs and springs traps, if the caster passes a save.

Protection70Special

Gives one dwarf per level in a 40-ft. cube an extra attack each round with any axe, for 3 rds.

Combat70None

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.

Thought7 (4) (7 - PSC)TouchNone

Curses one being, or a whole village from 16th level, with -2 to attacks, damage, saves and morale until lifted; save negates.

Charm2Line of sightNeg.

Turns the priest into a giant badger, mind and powers intact but no spells, 2 turns per level, healing 1d12 on return.

Animal1 rd.0None

A trident of hardened water chases one creature within 60 yd. and strikes at +2 for 4d6 +1 per level; save for half.

Combat760 yds.½

Grows a staff driven into the ground into a fruit tree of any kind, bearing enough for one person per level.

Plant1 roundTouchNone

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.

Animal10None

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.

Combat10None

Lifts the scars of failed fear and horror checks and planar madness from a touched mind; reversed, gives back memories the Styx took.

Necromantic, Thought7TouchNegates

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.

Sun4TouchNone

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.

Guardian1 turnTouchNeg.

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, Protection70None

Throws one creature into a berserk frenzy that attacks anything nearby, friend or foe, until three rounds pass with no one near; save negates.

Combat710 yardsNeg.

Makes an hour's sleep worth ten, slows breathing to a tenth, and sets inner alarms, an hour per level.

Time4TouchNone

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.

Necromantic7SpecialNone

Grants a touched creature an extra attack a round and +1 to attacks and saves, glowing rose-red, for 6 rds.

Combat7TouchNone

Restores the caster to full health for 6 rds. at the price of blindness; when it ends every wound returns.

Combat, Healing1 rd.0None

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 Water7TouchNone

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.

Plant710 yards/level½

Rains head-sized rocks from the sky into a pile 15 ft. tall, crushing anything beneath for 4d6; save for half.

Elemental Earth730 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.

SummoningSpecial100 yds./levelNeg.

Summons two utterly loyal jet-black war dogs of 18 hp and low intelligence, a turn per level.

Summoning1 rd.10 ft. radiusNone

Calls woodland creatures of a chosen kind, from brownies to treants, from within 100 yd. per level; save at -4 negates.

Animal, SummoningSpecial100 yds./levelNegate

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 Air70Special

Drives a touched creature permanently mad in a form of the caster's choosing; save negates, reversed cures insanity.

Necromantic, Thought1 roundTouchNeg.

Marks a touched creature so all the faithful shun it, and priests of like alignment distrust it, 12 hours per level; save negates.

All7TouchNeg.

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 Fire5 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.

Chaos330 yardsNone

Scrambles a touched creature's sleep so that each dawn and dusk a die decides whether it can sleep or stay awake; save negates.

Chaos1 turnTouchNeg.

Wind chimes over a map ring out where a missing person is, living or dead.

Elemental Air1 turn0None

A salt circle 50 ft. across mutes the sounds and scents within, halving the chance of encounters, an hour per level.

Travelers4SpecialNone

Summons a great flock of huge or giant ravens to follow simple orders until dawn.

Summoning1 rd.1 mi./levelNone

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 Air7TouchSpecial

Grants one to four willing creatures +4 to +1 on their next save against fear within 8 hours; reversed, an aura of fear.

Charm6TouchNeg.

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 Air710 yards/levelSpecial

Compels one creature to tidy and sort everything it meets, permanently; save negates.

Law510 yardsNeg.

Makes everything on one being or in a 20-ft. cube look worthless and shabby until dispelled.

Charm1 rd.80 yds.Special

Turns one baby crocodile per three levels into a lesser segarran that fights for the priest 2 rds. per level.

Animal8TouchNone

Binds two willing parties to a recited agreement for a year, blighting the fortunes of whoever breaks it.

CharmSpecialTouchNone

Puppets one giant insect within 100 yd. per level, which mimics the caster's every movement, a turn + 1 rd. per level; save negates.

Animal4100 yards/levelNeg.

Lets an elder orb command as many death tyrants as it has Intelligence points, within a mile per HD, for a day.

Necromantic70None

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.

Animal7100 yds./levelNeg.

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.

Weather70None

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.

Necromantic1 round5 yards/levelNone

Binds every animal of one sacrificed species within a mile to a 100-sq.-yd. sanctuary as the shaman's clever guards and spies.

Animal1 turn100 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.

Sun710 yards/levelNone

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.

Combat620 yds.Neg.

Wards a dwarven tomb so its dead rise to fight grave robbers, as fighters of a third the caster's level.

Wards1 hr.SpecialNone

Touch heals 2d8+1 hp of a living, corporeal creature; reversed, the touch inflicts 2d8+1.

Healing7TouchNone

Turns every liquid to sand at one creature's lips for a day per level, draining 2 Strength per failed check; save negates.

Elemental Water730 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.

Combat70Special

A velvet half-mask that unleashes one memorized touch or area spell up to 3rd level at a word, ignoring saves.

Combat710 yds. +10 yds./levelSpecial

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.

Combat75 yards/levelSpecial

Floats up to ten corpses per level along a chosen route at flying speed 10, an hour per level.

Necromantic75 yards/levelNone

Grants a biped +2 Dexterity and perfect balance for 4 rds., choosing each round +3 to hit or double attacks.

Combat7TouchNone

Turns up to 150 lb. of dead organic matter, a corpse included, instantly to compost; corporeal undead save vs. death.

Animal, Plant75 yds./levelNone or Neg.

Coordinates a group of one per two levels fighting together for +1 AC each per other member, 1 rd. + 2d4 rds.

Law15 yardsNone

Tells the priest by the smell of smouldering meat whether one being within 10 yd. per level is a defiler.

Elemental Air5 rds.10yds/levelNone

For 7 rds., a psionic attack on the priest is turned onto someone else within 30 ft. unless the attacker saves.

Thought70Special

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.

Animal1 turnTouchNone

Tells the priest whether one creature knowingly lies for a round per level; save negates, reversed hides lies for 24 hours.

Divination730 yds.Neg.

Shows the shukenja what shape one shapechanger per round within 60 yd. truly wears, 3 rds. per level.

Divination1 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.

Guardian110 yds./levelNone

Folds space to open a two-way gate up to 10 ft. across to a distant place on this plane for one round.

Numbers1 round5 feetNone

Yields one useful piece of counsel about an event in the coming week, 60% +1% per level of the time.

Divination1 turn0None

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, Guardian70Special

Splits one coin into two identical copies; a failed save costs the caster 1 hp for good but adds 2d12 more.

Creation7TouchSpecial

Grows dragon scales over the priest's body for base AC 4 or +2 AC, whichever is better, a turn per level.

Protection70None

A ghostly quill copies any writing within 10 yd. per level exactly, spells and scrolls included, a round per level.

Creation710 yards/levelNone

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.

All7Touch 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 Earth750 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 Water1 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.

Summoning1 rd.10 yds. +10yds./levelSpecial

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.

Healing1 turnTouchNone

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, Protection7TouchNone

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 Water2 rds. +2 rds./level10 yds/levelNeg.

Raises staked ditches, palisades and sharpened stones to entrench a site of a 10-ft. cube per two levels, giving defenders heavy cover.

War3 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.

Necromantic1-100 turns1None

Draws a spirit out of the object it is bound to, a tree or a fetish, and moves it to another container; save negates.

Summoning1 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, Wards760 yds.None

Lets the shukenja foretell one major event in a present subject's future, in general terms.

Divination6 turns0None

Guarantees the recipient one extraordinarily difficult action next round, such as putting an arrow clean through a keyhole.

All7TouchNone

Makes a willing person look and feel like a zombie, immune to poison, paralysis and draining, a turn + 1 rd. per level.

Necromantic7TouchNone

Enriches crops across 10 square miles by 30 to 80%, or all but guarantees a couple conceive a healthy child within a day.

Creation1 turnTouchNeg.

Calls a clever animal companion to the priest, linked by telepathy, granting +1 to surprise for as long as they stay together.

Animal1 hour1 mile/two levels of casterSpecial

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.

Combat40½

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.

Wards1 turn10 yards/levelNone

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, Summoning71 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, Summoning7120 yardsNone

Creates a focus that gathers a congregation's devotion to amplify the priest's other spells, for as long as the faithful feed it.

All1 day10 feetNone

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.

Divination1 turn0 (½ mile/level - PSC)None

Curses one creature per level so every journey over a league takes twice as long, a day per level.

Travelers720 yds.None
Fortify Healingformerly named FortifyC

Cast alongside another priest's cure spell, makes it heal its maximum.

Healing60None

Lets the touched creature move and fight freely despite web, slow, hold or paralysis, and at full speed under water, a turn per level.

Charm7TouchNone

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, Weather7TouchNone

Lets the priest put one question to the DM about what is happening right now and get a short true answer.

Thought50None

Conjures a silent armoured apparition that walks on air or through walls at the caster's direction, carrying one item, 2 rds. per level.

Summoning730 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.

Animal720 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.

Charm410 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.

Divination1 turn0Neg.

Lets the caster trace unseen roots, pipes, tunnels and buried rooms from any visible part of them, a round per level.

Divination710 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.

Guardian4Touch (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.

Plant780 yds.None

A ghostly hand turns aside the one blow that would kill the touched creature, within an hour + 1 per level.

Protection1TouchNone

Delivers fitting divine punishment to a touched creature guilty of a named injustice, undispellable until it strikes; save negates.

Law7TouchNeg.

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.

Guardian740 yardsSpecial

Heals one tree or plant per caster level of every wound and sickness, or a plant monster for 3d8+3; reversed, blights them.

Plant7TouchNone

Adds 3d4 hp to a healing spell cast on the touched creature in the last day.

Healing7TouchNone

A healing beam of sunlight mends one creature within 30 yd. for 1d8+2; reversed, it burns for 1d10, save negates.

Elemental Fire, Sun1 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.

Necromantic710'/levelNeg.

Lifts a warrior or commoner below 10th level by one to four levels, with the hit points to match, a round per level.

Combat6TouchNone

Brews yuan-ti venom into a broth that turns a human drinker into a histachii within a week unless they save at -4.

Animal, Creation1 roundTouchSpecial

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.

Charm630 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.

Plant780 yds.Negate

Stills the sea in a 20-ft. square to pond calm for a turn + a turn per level.

Elemental Water610 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.

Creation2 rds.TouchNone

Makes one creature take no nourishment from food, wasting toward coma, a day per level, until it eats one secret dish; save negates.

Animal, Plant710 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, Weather730 yards+ 10 yards/levelSpecial

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, Weather40None

A spectral fist strikes one creature within 90 yd. unerringly for every point of damage the caster took in the past hour.

Combat790 yds.None

Gives a templar's presented sigil +2 on saves against spells and a fear-inducing touch for a turn.

Cosmos1 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.

Charm1 turnTouchNone

Summons thousands of parasites to settle in one creature's hair, clothes and skin, their effects setting in after a day.

Elemental Earth6 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.

Protection1 turnTouchSpecial

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.

Sun1 rd.TouchNone

Flips the ethics of one creature per level within 20 ft., so the honest steal and thieves pay, for a turn; save negates.

Chaos1120 yardsNeg.

Sends the priest's astral body down the cord of silver a projected priest left behind, to join them.

Astral1 turn0None

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, Necromantic7TouchSpecial

Turns one of a creature's arms into a jointless tree branch, useless but as a club, a turn per level; save negates.

Plant75 yds./levelNeg.

Reveals the strength, treasure and supernatural watchers of a known lair, 60% +1% a level of the time.

Divination1 turnTouchNone

Widens a commander's command radius by half for 1d4+6 turns, or doubles it at a temple; reversed, doubt halves it.

WarSpecialSpecialNone

Seals a door, window or box against one kind of creature, which cannot pass or affect it, until opened.

Guardian7TouchSpecial

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.

Combat70None

Lets the caster drop an arm or a leg at will to escape, unharmed; the limb regrows fully within a day.

Animal10None

Reveals where a person's animal counterpart in spirit can be found, for a day; save negates.

Divination1 turnSpecialNeg.

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, Plant730 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 Water1 turn120 yds.None

Fills one creature's lungs with water so it drowns while the caster concentrates; save negates.

Elemental Water720 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, ProtectionTwo turns, plus one turn per additional effect desired10 yardsNone

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 Magma5 rds.TouchNone

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 Magma1 rd.0None

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 Earth7TouchNeg.

Sets an aura that swallows one named spell when it next strikes the caster and hurls back a different chosen spell, within a year.

Protection70None

Puppets one creature's body by telepathic link while it stays in sight, 3 rds. per level; save negates.

Thought450 yardsNegate

Conjures 1d4+1 spheres of stone to fire from the hand, up to three a round, each for 1d4+4; save to dodge.

Combat720 yds.Special

Blanks the touched creature from all psionics, breaking every telepathic link, a turn per level.

Protection1 rd.TouchNeg.

Raises a 15-ft. hemisphere of force no weapon can breach and no teleport can cross, until the caster sleeps or wills it gone.

Wards3 rds.0Special

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.

Sun710 yards/levelNeg.

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, Sun4 rds.30 yds.Neg.

Curses a creature so that no missile it throws or shoots can hit its intended target, a day per level.

Combat75 yards/levelNone

Erases, sharpens, alters or plants five minutes or less of one creature's memory for good; save negates.

TimeSpecial30 feetNeg.

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, Necromantic70None

For 2 rds., every priest spell cast in a 60-ft. radius has its maximum effect, and one action a round is aided.

Combat730 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.

Sun70None

Turns moonlight into a bridge up to 120 yd. long that bears the good, and the neutral touching the caster, a round per level.

Sun7120 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.

All730 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.

Combat620 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.

Plant760 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.

Healing7TouchNone

Links a being to a distant oak so that for three rounds, when triggered, all harm done to them falls on the tree instead.

Plant7TouchNone

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.

Plant950 yardsNone

Adds +20% to the success chance of a percentage-based divination, to a cap of 95%, a round per level.

Divination1 turn0None

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.

Divination70None

A stillness over 60 ft. in which one creature per level can neither attack nor harm another, a round per level.

Charm40None

Lets one creature pass through natural or magical webs, ropes and vines as if they were not there, a round per level.

Necromantic4TouchSpecial

Summons one pech per chanting miner from the earth plane to triple a mine's output safely while the chant lasts.

Elemental Earth, Summoning2d6 turns0None

Tells the shukenja whether one individual wears a mundane disguise; a save instead convinces them it is real.

Divination2 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.

Divination1 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 Earth730 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.

Plant710 yards/levelSpecial

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.

Necromantic710 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.

Necromantic1 roundTouchNeg.

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.

Plant7TouchNone

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.

Plant75 yards/levelNone

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.

Creation30None

Calls the great cats within a mile, up to 48 HD and lions first, to aid the caster until the task is done.

Animal, Summoning7One mileNone

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.

Numbers430 yardsNeg.

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 Fire740 yds.None

Gives the touched creature +4 on saves against electricity and halves its damage, 3 rds. per level.

Protection4TouchNone

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 Water1 rd.TouchNone

Wards everyone within 10 ft. of the touched creature as protection from evil does, a turn per level; reversed, from good.

Protection7TouchNone

A 5-ft. globe around the caster proof against toxic gases, stronger magical ones as the caster rises, 3 rds. per level.

Protection1TouchNone

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, Weather7TouchNone

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.

Protection4TouchNone

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, Protection30None

Wards everyone within 10 ft. of a planar being against prime-material creatures, as the single-target ward does, a turn per level.

Protection7TouchNone

A 5-ft. globe in which no trap or alarm trigger fires, magical ones too as the caster rises, 5 rds. per level.

Protection1 rd.TouchNone

A 5-ft. globe that hedges out 35 HD of one kind of undead, every kind from 12th level, 5 rds. per level.

Protection1 rd.TouchNone

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 Water7TouchNeg.

Handling an object shows the savant its past owners' race, profession, alignment and fate, 90% of the time.

Divination1 rd.TouchNone

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.

Thought1 round30 yardsNone

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.

Necromantic1 rd.TouchSpecial

Two black blades of whirling force fly at the caster's chosen targets, each striking twice a round at +6 for 2d12, 2 rds.

Combat710 yards/levelNone

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.

Combat70None

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.

Divination2 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.

Healing7TouchNone

A stern lecture fills a creature with guilt so it forswears an evil deed and seeks to make amends; save negates.

Charm1 rd.TouchNeg.

Shreds a bought or manufactured thing, one cu. ft. a level, or deals 3d8 to a purchased beast or slave; the strong may save.

Animal430 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, Protection1 rd.0None

Mends an earthen or stone structure by one structural point a round, a round per level, permanently.

Elemental Earth1 rd.TouchNone

Crumbles corporeal undead within 30 ft. to dust over 3 rds., one HD per caster level; those above 4 HD may save.

Elemental Earth30Special

Shows the outline of every glyph, symbol, hidden inscription and dormant dweomer in sight for 4 rds., planar gates included.

Divination7TouchNone

Calls a gift down from the deity, fitting the service another has rendered the faith.

All1 turn0None

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.

Combat10Special

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, Necromantic70Special

Raises a stone pillar of whatever shape the caster pictures, up to twice their own bulk, bearing a symbol and words, permanently.

Creation2 rds.0Special

Raises 1d4 warriors of sand (AC 5, 2 HD) whose blades cut for 1d10, loyal until dispelled, a round per level.

Elemental Earth, Elemental Silt1 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.

Necromantic75 yards/levelNeg.

Lets the priest inscribe a scroll of a spell they know with two fifths less chance of ruining it.

Thought1 hr.TouchSpecial

Turns the touched creature into a coherent body of seawater that flows up walls and under doors, an hour + a turn per level.

All6TouchNeg.

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.

Combat7 (or 2 rds.)30 yds. or touch½ or None

From a belonging, lays bare every major facet of one creature's nature, mage or liar or lord; save negates.

Divination410 yds.Neg.

The priest's next turning within 5 rds. destroys the undead it affects outright, or reaches twice the usual number.

Necromantic, Time70None

A blade of force fights unaided at the caster's command, striking four times a round for 2d4 each, 2 rds. per level.

Combat730 yardsNone

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, Numbers21 square mileNone

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 Fire4TouchNone

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, Protection7TouchNone

Catches a short tune or spoken message in a stone that sounds it whenever tapped or dunked in water, permanently.

Divination, Elemental Earth7TouchNone

Lets the recipient move quietly at +20% and +2 speed, or freeze and blend in, 90% likely to pass unnoticed.

Protection7TouchNone

A floating flaming skull speaks a set message and spits a 10-ft. cone of fire for 3d4 when its trigger conditions are met.

Guardian75 yards/levelNone

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.

Combat1 rd.TouchNone

Draws smoke into a wraithlike form that glides at the caster's will and smothers a creature it envelops, a round per level.

Elemental Fire7 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.

Protection4120 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.

Animal70None

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, Protection1 rd.TouchNeg.

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.

Thought1 round10 yards/levelSpecial

Halves the chance of chance encounters within 10 ft. per level while the caster stays inside that circle unnoticed.

Wards1 turn0None

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 Water5 rds.0None

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.

Animal1 turn0None

Lets the priest talk with plants within 30 ft. and command normal ones to part, entangle or release, a round per level.

Plant1 turn0None

Conjures a ghostly manticore (6+3 HD) that fires tail spikes, then bites and claws for the caster, for 6 rds.

Summoning70None

A ghostly stag charges 30 yd. from the caster's breast, goring everything in its path for 4d4+4; save for half.

Summoning70½

Makes the touched creature wholly immune to one named spell, up to 4th level, that the caster has felt, a turn per level.

Protection1 rd.TouchNone

Makes the touched creature immune to one named spell of 4th level or lower, a turn per level.

Protection1 rd.TouchNone

Holds a spell up to 3rd level dormant in a carried object until it touches a creature of a named kind.

Charm7TouchNone

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.

Necromantic1 round20 feetSee 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.

Plant730 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 Earth7TouchNone

Enchants a rock that hones one weapon per caster level, each dealing +3, then +2, then +1 damage.

Elemental Earth5 rds.0None

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.

Guardian1 turn10 yds./levelSpecial

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 Earth70None

Brings down stalactites or a cave-in on a target, 2d6 a stalactite or 4d8 from the collapse; save for half.

Elemental Earth7120 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 Fire4TouchNone

Turns aside 1d4 blows, plus one for every two caster levels, whether cut, blow or missile; spells still bite, up to 24 hours.

Elemental Earth1TouchNone

Sets a word that, once spoken within the year, guarantees the recipient survives the sea storm they are caught in.

Elemental Water, Protection7TouchNone

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 Water1 round5 yards/levelSpecial

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, Summoning1 rd.10 yds.None

Binds a shadow into the recipient's body so they cast no shadow ever after; save at +1 negates.

Summoning24 hoursTouchNeg.

A burst of golden light burns undead within 40 ft. for 6d6 and blinds everything else a round; save negates the blindness.

Sun730 yds.Special

Seals every planar gate within 60 ft. and blocks astral travel and plane shifting there, a day per level.

Wards1 hour0None

Slows a willing creature's life to a standstill for weeks, months or years by caster level, holding poison and curses at bay.

Necromantic4 (7 - PSC)TouchNone

Lets one creature per two levels go unfed and unwatered, and mends the harm of going hungry, 6 hrs. per level.

Healing1 rd.TouchNone

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, Plant4 (7 - PSC)0½

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.

Animal70None

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.

War2 turns240 yardsNone

Raises a helmed horror from an evil creature's remains, which enters a waiting suit of armour three rounds after the casting.

Necromantic1 roundTouchNone

Fires four thorns, spikes or wooden darts per level up to 120 yd. at +4 to hit, each for 1 hp.

Plant310 yardsNone

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 Water1 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.

Thought5 (7 - PSC)30 yardsNeg.

Calls lightning down on one target for 1d4 + 2 per level, max 44; save for half.

Combat, Weather740 yards +10 yards/level½

Lets the caster speak and understand one further language per three levels with perfect fluency, for a turn; reversed, babble.

Divination70None

A touch wipes the last day from a creature's memory beyond any magical recovery; save negates.

Thought7TouchNeg.

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, Necromantic70Special

Moves a curse or hostile enchantment off its victim onto a scapegoat animal driven out into the wild.

Protection1 turnSpecialNone

Cloaks the caster as a limb or root of the tree they rest against, drawing on its healing while they sleep undisturbed.

Plant1 rd.0None

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.

Travelers410 yardsNone

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.

Necromantic1 rd.0None

Makes one creature per level all but tireless: no penalty for forced marches, +4 on Strength and Constitution checks, a day per level.

Necromantic1 roundTouchNone

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.

All12 hours0None

Lifts the recipient's beauty, voice and grace to Charisma 20 for 6 rds., leaving onlookers of the opposite sex eager to serve.

Charm70None

Envenoms a blade so its next three wounds bleed for 1 hp a round until bound, and resist all magical healing.

Necromantic1 rd.TouchNone

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, Sun75 yards/levelNone

Names precisely the spell behind an effect the caster has just seen, its school and components, and hints how to undo it.

Divination1 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 Earth71 levelNone

Sends a shapeless shadow gliding up to 10 yd. per level away to send back everything it sees, a round per level.

Divination710 yards/levelNone

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 Water5 rds.0Special

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 Water730 yardsSpecial

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.

Combat70Neg.

Makes the priestess wholly immune to one named kind of weapon, magical ones included, 2 rds. per level.

Protection70None

An invisible 30-ft. dome keeps one creature dry, comfortable and safe from natural weather, storms included, a turn per level.

Protection1 rd.7None

Holds the weather inside a 10-ft. cube per level exactly as it was when cast, an hour per level.

Wards, Weather1 turn30 yardsNone

A helix of chain materialises around one creature within 90 yd., batters it for 4d4+4 and vanishes; save for half.

Combat790 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 Silt5 rds.10 yds./levelVs. spell

Shapes standing water into a walkable air-filled tunnel up to 300 yd. long with solid walls, for a turn.

Elemental Water1 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 Air70None

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 Air7100 yards½

Hardens wooden weapons and shields to iron, giving clubs and staves +1, and makes them fireproof, 5 rds. per level.

Combat, Plant7TouchNone
Level 5257 spells
SpellSpheresCasting timeRangeSave

Turns one creature into an ordinary halfling with no class abilities for a day, its gear left behind; save negates.

Combat, Law8TouchNeg.

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.

All8TouchNone

Lets the touched creature ignore choking gases, breathe under water or survive airless space for a day.

Protection8TouchNone

Instructions the shukenja gives are obeyed as sound advice, however foolish, though a deadly one allows a second save; save negates.

Charm51Neg.

Ages a cubic foot per level of nonliving matter by as much as 20 years a level, to tarnish, rust or rot; reversed, youthfulness.

Time1 round10 yardsNone

Lets one creature, however large, walk on air as on solid ground, an hour + a turn per level.

Elemental Air8TouchNone

Turns the caster into an ooze, jelly, pudding or roper by level, mind intact but casting no spells, a turn per level.

Animal1 rd.0None

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.

Animal880 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, Summoning860 yds./levelNone

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.

Animal1 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.

Necromantic710 ft.None

Commands a fire to leave what it burns and move at 12 wherever the caster directs, undimmed, a round per level.

Elemental Fire8120 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.

Plant1 rd.5 yds./levelSpecial

A 15-ft. shell that keeps plants and plant creatures from touching anyone inside, a turn per level.

Plant, Protection80None

Lifts the burden of deeds done unwillingly or unknowingly, magical alignment changes included, from a repentant person.

All1 turnTouchNone

Lets one memorized spell of 1st to 5th level be cast three times, the last two without components and almost instantly.

Thought8(5)0None

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.

Charm80Neg.

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.

Necromantic8TouchNeg.

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.

Wards1 turnSpecial½

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.

Combat80Special

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.

Summoning1 hr.SpecialNone

Turns one warrior per level into a bear-shaped berserker with +4 Strength, fearless, uncommandable and proof against charms, a round per level.

Charm150 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.

Necromantic1 rd.TouchNone

Binds a guardian spirit into an ancient bone the shaman may call on weekly, or sets it to watch a fresh site; save negates.

Summoning1 rd.10 yds.Neg.

Twists a drawn blade within 70 ft. around to strike its own bearer once, at the caster's THAC0.

Combat870 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.

Summoning1 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, Necromantic510 yards/levelSpecial

Copies a cubic foot per level of plant or animal stuff, food and living greenery included, permanently.

Creation1 roundTouchNone

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.

Necromantic50Special

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.

Plant1 roundTouchNone

Compels dinosaurs within a mile to hurry to the caster and lend whatever aid Ubtao judges fitting.

Animal, Summoning1 round0None

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, Summoning1 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, Summoning1 turnTouchNone

Stills natural and magical disturbance in a 120-ft. sphere of water, driving out weaker water creatures, a turn per level.

Elemental Water80Special

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, Protection1 round10 yards/levelSpecial

Makes three exact copies of whatever a creation spell has just produced, each enduring exactly as the original does.

Creation830 yds.None

Pools the bonuses to attack and to damage of one companion per two levels into a single chosen champion.

Law20None

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.

Chaos3TouchSpecial

Charms one spirit within 10 yd. into faithful service, even against its own allies, a round per level.

Charm1 rd.SpecialNone

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.

Protection1 rd.0None

A rampaging ritual drives every possessing spirit out of a village for a year; those that save may creep back in 1d10 months.

Protection3 hrs.SpecialSpecial

Clears weeds, stones and snow from a 10-ft. path ahead, halving the cost of crossing rough country, an hour per level.

Travelers50None

A drifting 20-ft. cloud that turns refuse, waste and vermin into clean water, a round per level.

Elemental Air, Elemental Water530 yardsNone

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 Water830 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.

Weather8120 yds.None

Seals one creature from telling a named secret by any means, longer the more precise the secret; save negates.

Charm1 rd.TouchNeg.

A touch of bitter cold for 1 hp plus 1 per level, up to 21, with no save.

Combat, Elemental Water8TouchNone

Lets a treant noble send orders outward through the bond it shares with the wood, moving the trees over hours, for a day.

Plant1 turnTouchNone

Puts one yes-or-no question per caster level to the priest's deity or its agents, answered truthfully as far as they know.

Divination1 turn0None

Tells a dwarven priest one fact per level about the rock, water, minerals and creatures within half a mile per level.

Divination1 turn0None

Puts yes-or-no questions to any spirit, the shukenja's own deity included, in return for a fitting offering.

Divination1 turn0None

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 Water1 turn0None

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.

Divination5TouchNone

Conjures an aurumvorax (12 HD) that attacks the caster's foes on command, 2 rds. per level.

Animal, Summoning830 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, Summoning5 rds.80 yds.None

Tells the priest whether a recent event is finished or ongoing, weighty or trivial, and whether it will echo.

Divination, Numbers1 round0None

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 Water840 yardsNone

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.

Weather80None

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, Plant1 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.

Animal1 rd.5 yds./levelNeg.

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.

Creation1 turn/level10 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.

Sun80None

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 Water810 yds./levelNone

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.

Divination1 rd.TouchNone

Touch heals 3d8+3 hp of a living, corporeal creature; reversed, the touch inflicts 3d8+3.

Healing8TouchNone

Cures madness at a touch, from hallucinatory spores to feeblemind and psychic trauma; reversed, it drives a creature insane.

Healing, Necromantic1 rd.TouchNone

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.

Plant830 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.

Combat8TouchNone

Binds one creature to a promise serving the caster's god; every breach costs 1 hp beyond any healing until death; save negates.

Charm, Necromantic1 roundTouchNeg.

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.

Protection80None

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.

Guardian5 rds.5 yds./levelSpecial

Holds a willing or senseless creature wounded in the past turn in stasis, stopping blood loss and poison, an hour per level.

Necromantic830 yardsNone

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, Summoning360 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.

War2 turns200 yardsNone

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, Summoning8TouchNeg.

Consecrates the heir of a noble line to their title in a ceremony of light and pageantry, permanently.

Law, TimeSpecialTouchSpecial

Lays a dwarven doom on a touched creature, three levels lost or a heavy penalty on every roll, a day per level; save negates.

Necromantic1 rd.SpecialNeg.

Attunes the priest to rock so they can teleport unerringly to any large outcrop on the plane, taking a turn in transit.

Elemental Earth80None

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 Earth1 round30 yardsSpecial

Lets one creature per level force march at two and a half times speed without fatigue, at -1 to attacks, a day per level.

Travelers1 turn50 feetNone

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.

Necromantic510 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 Water50None

Turns one eye to a golden orb that blights one creature within 20 ft. each round for 7 rds.; save at -3 negates.

Necromantic1 rd.0Special

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, Wards1 turnSpecialNone

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, Protection1 roundTouchNone

Charges a small box so a second spell, cast the round after, goes off when the box is opened.

Guardian, Protection1 rd.TouchNone

Once a year, a high priest of Belenus begins a ring of standing stones, which must be finished within the year.

Elemental Earth1 wk.TouchNone

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, Necromantic8TouchNone

Doubles, triples or quadruples what an extradimensional space will hold, or shrinks it as much, spilling what will not fit.

Numbers510 yardsSpecial

Turns a sack or pack into a holding space of 30 to 150 cubic feet by caster level, 2 turns per level + 1d12 rds.

Numbers1 roundTouchNone

Outlines creatures in cold flame as faerie fire does, but burning them for 2d4 a round until they save, 4 rds. per level.

Combat, Weather1 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.

Protection80None

Adds 1d6 to every saving throw the recipient makes for a week per level, and grants one reroll of a die that touches them.

Protection1 hr.TouchNone

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 Water85 yards/levelNone

Sets corrosive energy raging inside a foe the priest has already wounded, for 1d4+1 per level, doubled against undead.

Combat1 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 Fire80None

Sets a fiery trap over a 90-ft. square of flammable ground, triggered by written conditions, for 6d8 when sprung; save for half.

Elemental Fire1 hr.Special½

A column of fire 5 ft. wide and 30 ft. tall roars down for 6d8; save for half.

Combat860 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.

Creation5 rds.TouchNone

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 Earth810 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.

Guardian1 rd.20 yds. +10 yds./levelSpecial

Restructures a fist-sized gem so it can hold a spell poured into it; the stone may shatter in the making.

All, Elemental Earth1 rd.TouchSpecial

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, Combat8120 yardsNeg.

Turns the caster and their gear to vapour, near untouchable and able to slip through any crack, a turn per level.

Elemental Air, Necromantic80None

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 Water1 turn120 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.

Combat3TouchNone

Wakes a man-sized golem the priest has built, of straw, rope, leather or wood by level, to obey orders of a dozen words.

Guardian810 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 Water8TouchNeg.

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, Plant80None

Wards a 10-yd. square per priest so natural lightning does nothing and magical does half, with +2 to saves, a turn per level.

Wards1 turn30 yardsNone

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.

Plant24 hrs.TouchNone

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.

Divination85 yards/levelNone

Hardens 10 cu. ft. of water per level to rock, harmlessly holding whatever is inside, a turn + 1 rd. per level.

Elemental Water1 rd.TouchNone

Tears one creature's heart from its breast into the caster's hand, killing it; a save leaves it 2d8+1 damage instead.

Necromantic130 yds.Special

Hides one creature from every divination, scrying and prediction, so long as it keeps a costly gem, 2 turns per level.

Divination8TouchNone

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, Thought80None

Rains illusory catapult stones and bolts on a 30-yd. square, forcing the unit beneath to check morale.

War1 turn300 yardsNone

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.

Necromantic5TouchNone

Makes one creature ask the caster's leave before any deliberate act, a turn per level; save negates.

Law3 rounds150 yardsNeg.

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, Thought1TouchNone

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, Combat80None

Fills a cloud 180 ft. across with biting insects for 1 hp a round, blinding and stopping all casting, 2 rds. per level.

Combat1 turn120 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.

Combat6TouchNegates

Turns aside 1d6 blows, plus one per two levels, counting only attacks that would have hit; magic still bites.

Elemental Earth1TouchNone

A touch paralyses one creature 2d4 rds. and lays its thoughts open to the priest; save negates.

Divination, Necromantic8TouchNeg.

Invests a willing being with a mighty object's or creature's kami for +6 to one matching statistic, a round per level.

Summoning1 rd./levelTouchNone

Makes the touched creature immune to every undead power beyond plain damage, draining, disease and wails alike, for 3 rds.

Protection8TouchNone

Grants a being its fondest wish until the next dawn, drawn from its own unconscious; save negates.

Charm1 roundTouchNeg.

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 Water61,000 yardsNone

Draws up to 1 hp per level from a living creature and lets the savant pass it to another within 3 rds.; save negates.

Necromantic1TouchNeg.

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.

Necromantic8TouchNone

Bars living people from a 5-ft. cube per level, turning them away as a priest turns undead, a turn per level.

Wards2 turnsSpecialNone

Heals 1d8 +1 per level at the cost of agony: the recipient makes a shock roll or falls senseless at 1 hp.

Healing8TouchSpecial

Turns a font of holy water into a scrying device, a round of viewing for each vial it holds, up to an hour.

Divination1 hr.TouchNone

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.

Protection8TouchSpecial

Raises a 10-ft. hemisphere of force no weapon or teleport can breach, until the caster sleeps or a mighty spell brings it down.

Wards3 rds.0Special

Grants two points of magic resistance a level against illusion spells alone, a turn + 1 rd. per level, divisible among several.

Protection5TouchNone

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.

Charm1 turn10 yardsSpecial

A shadowy harp plays tunes the caster chose, moving where they will within a 60-ft. radius, a round per level; save negates.

Charm, Combat810 feet/levelNeg.

Cuts one creature off from laying down new memories, so it can hold only one action in mind, 2 rds. per level; save negates.

Thought1 round10 yardsNegate

Grants the touched creature +4 on saves against illusion, charm, fear and telepathy, a round per level; reversed, -4.

Healing8TouchNone

Lets the priest copy exactly one wizard spell they have just watched cast, for a day, choosing their own target.

Charm, Divination1 rd.0Special

Drives one creature within 3 yd. per level into a chosen madness, from schizophrenia to another of five forms; save negates.

Thought1 round3 yards/levelNegate

Spends 250 gp of treasure per spell level to work a cure, from cure light wounds up to neutralize poison, at a touch.

Healing, Necromantic8TouchNone

Dogs one creature with -3 on every roll and -15% on thieving skills, a round per level.

Charm, Combat5TouchNone

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, Travelers85 yards/levelNone

Casts a beam of true moonlight wherever the caster points within 60 yd. + 10 per level, a round per level; it can trigger lycanthropy.

Sun760 yds. + 10 yds./levelNone

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.

Necromantic1 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, Sun8TouchNone

A mossy skull flies at one target and bursts for 4d4 fire and then 4d4 ice; a save halves each.

Combat, Elemental Fire, Elemental Water890 yds.1/2

Locates a major deposit of one named metal or mineral, if any lies within reach.

Divination3 turns0None

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, Plant55 feet/levelSpecial

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.

Combat810 yards/levelSpecial

Enchants a beautiful, watered, fruitful place so all who enter make excuses to stay, 2 hours per level; save negates.

Elemental Earth1 rd.TouchNeg.

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.

Time70None

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.

Guardian5TouchNone

Lets the caster step into one living tree and out of another of its kind, up to 600 yd. away depending on the species.

Plant8Touch (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.

Combat1 rd.0None

Sends the caster, or up to eight linked hands, onto a different plane; an unwilling target must be touched and may save.

Astral8TouchNeg.

Sends the caster, or up to eight linked hands, to another plane by way of an engraved coin; the unwilling may save.

Astral8TouchNegate

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 Water6 turns10 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.

Charm1 turn360 yds.Neg.

A week-long rite that may alter an item's true name and so enchant it, at heavy cost to the caster.

AllSpecialTouchSpecial

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.

Creation85 yards/levelNone

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 Water860 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.

AllSpecialTouchNone

A 10-ft. globe in which no attack or gaze can turn flesh to stone, 2 rds. per level.

Protection5TouchNone

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.

Charm860 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.

Combat8TouchNone

Under a rainbow, makes either a bow firing seven coloured arrows of doubled effect against matching foes, or a bridge of light.

Sun, Weather7120 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.

Necromantic1 rd.30 yds.Special

Reveals a document's words to the caster's mind without triggering the curse or trap laid on them.

Protection1 roundTouchNone

Makes the priest's body reflect light so that creatures with infravision are blinded a round and others may save.

Protection, Sun10Special

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.

Healing8TouchNone

Restores barren or defiled ground within 5 ft. per level to fertile soil covered in fresh grass.

Elemental Earth, Plant1 rd.TouchNone

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.

Divination1 turnTouchSpecial

Conjures and fits the one missing piece an item needs, as good as new, at the cost of 2d4 hp and two saving throws.

Creation1 rd.TouchSpecial

Compels one creature to do again exactly what it did last round, to exactly the same result; save negates.

Time530 yardsNeg.

Redirects a spell already cast at any other creature in range, its own caster included, 2 rds. per level.

Combat, Protection740 yds.None

Lays bare what an omen the caster can see truly means, though not who sent it or what comes next.

Divination1 rd.Line of sightNone

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, Combat80Special

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.

War80None

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, Necromantic810 yards/levelSpecial

Wakes one 10-ft. wooden limb per level to grapple or strike foes for 1d6 each, a round per level.

Plant1 round10 yards/levelNone

Enchants 2d4 berries, each a full meal and 2 hp of healing, that also slow poison; three neutralise it and six cure disease.

Plant1 rd.TouchNone

Inscribes a dwarven rune stronger than a glyph that looses its harm on whoever violates it, save negates.

Guardian1 rd.TouchSpecial

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 Water810 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 Air4 rounds60 yards½

Covers one creature per level in agonising boils, costing 3 Strength, Dexterity, Charisma and attack rolls until cured; save at -3 negates.

Necromantic8120 yardsNeg.

A rush of air 300 yd. across that shatters a magical barrier, strips armour or drives missiles harder, at the caster's choice.

Elemental Air8300 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.

Necromantic1 rd.SpecialNone

Sets the earth's spirits to write or draw who has lately come through a tunnel or pass, answering three questions.

Elemental Earth, Summoning3d6 turnsTouchNone

Creates a barbed seed that bursts on a victim in spores, enslaving them to Moander's will; save negates.

Plant1 turnSpecialSpecial

Bursts seeds outward across 5 ft. per level for 2d6 plus 1d6+2 per four caster levels; save for half, the caster unharmed.

Combat860 yards½

Cuts the silver cord of an astral traveller from the Prime, killing them outright; save vs. death negates.

Astral, Combat810 yards/levelNeg.

Breaks a Red Wizard's circle spell in progress, costing them the extra spells it gave; save negates, harder against a high-level caster.

Protection810 yards +10 yards/levelSpecial

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 Earth860 yds.Neg.

For one round, the touched creature takes no damage from any physical attack, only a weapon's magical bonus.

Guardian8TouchNone

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.

Protection80None

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 Air25 yards/levelSpecial

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.

Wards1 turnTouchNone

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 Earth80None

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.

Combat830 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 Fire4 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 Water1 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.

Healing1 rd. +1 rd./creature0None

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, Law1 turnTouchNone

Lets the priest put questions to spirits dead far longer than an ordinary speaking with the dead can reach.

Divination1 turn10 ft.Special

Calls 1d4 large arachnids per caster level to serve with utter loyalty, 1 rd. + 1 per level.

Animal80None

Turns a drow into a drider the caster commands for a round per level, remembering nothing after.

Animal, Necromantic2/targetTouchNone

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 Earth630 yds.None

Makes a false walnut that, once triggered, shrinks a living creature into a marble sealed in crystal; save at -4 negates.

Necromantic, Plant1 hour0Neg.

Stills the sea over a 20-ft. square to pond calm, a turn + 3 rds. per level.

Elemental Water720 yardsSpecial

Softens a cubic yard of stone per level to brittle sponge and spreads as much again each day, unnoticed by most.

Elemental Earth1 rd.Touch½ 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 Earth8UnlimitedNone

Gives up to 100 sq. ft. of timber per caster level the strength and item saves of solid rock, permanently, without changing its look.

Plant8TouchNone

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, Weather85 yards/levelSpecial

Adds 1d4 to 1d8 Strength by the recipient's class, never past 18/00, an hour per level.

Elemental Earth1 turnTouchNone

Adds 1d4 to 1d8 Strength by the recipient's calling, an hour per level.

Combat1 turnTouchNone

Adds +4 to a stone building's saving throws against every kind of damage, once and permanently.

Elemental Earth1 hr.10 yds.None

Cures wounds, disease, blindness, deafness, poison and injury at once, and holds curses and madness at bay for a day.

Healing1 rd.TouchNone

Calls a spectator, four-eyed guardian of Helm, to watch over a person, place or thing.

Protection, Summoning1 round70 yardsNone

Calls large spiders to serve the caster loyally for a few rounds.

Animal560 yardsNone

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.

Divination1 rd.0None

Makes the touched creature immune to every poison and disease, lycanthropy and rot grubs included, a turn per level.

Necromantic, Protection8TouchNone

Opens one-way mind contact from the priest to every ally within 10 yd. per level, unheard by foes, a round per level.

Combat, Thought810 yards/levelNone

A vigil that makes a dwarf a forge-priest, adding a smithing proficiency and +1 on saves against fire; failure costs a Strength point.

Necromantic1d12 hours0None

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.

Plant8TouchNeg.

Sends a wordless surge of the caster's mood and rough whereabouts to up to ten named or grouped people, anywhere on the plane.

Divination10Special

Lets one creature roll every save, attack and ability check three times and keep the best, for 3 rds.

Combat, Protection8TouchNone

Makes a mirror or pool replay a known past event with sound, a round per level, at a chance set by Wisdom and familiarity.

Time1 roundTouchNone

Turns a 20-ft. cube of natural rock per level into mud that swallows the heavy; reversed, mud becomes soft stone.

Elemental Earth, Elemental Water8160 yds.None

Draws a wounded priest inside a tree, hidden from every detection and healing 1 hp every six turns.

Healing, Necromantic, Plant80None

Hides the caster in a pocket dimension and leaves three solid images they steer and inhabit in turn, a round per level.

Necromantic, Protection80Special

Lets the touched creature see everything within 120 ft. as it truly is, invisible, disguised, illusory or shifted; reversed, false seeing.

Divination8TouchNone

Lets the recipient see everything within 120 ft. as it truly is, alignments included; reversed, false seeing.

All8TouchNone

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.

Guardian1 turn0None

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.

Necromantic8TouchNone

Restores 2d4 +1 per level of an undead creature's unlife at a touch, shielded from its powers; reversed, it drains as much.

Necromantic8TouchNone

Turns an undead into a spell focus the priest casts through from anywhere on the plane, one spell a round and one per level.

Necromantic8TouchNone

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.

Wards2 turnsSpecialNone

Gives the priest and one creature for every three of their levels a venomous claw dealing 1d4 per two levels, max 6d4; save halves.

Combat810 yds.None

Grants the druid a magical bite for 1d4 whose venom kills unless the victim saves, a round per three levels.

Animal10None

Fills a 30-ft. sphere with ghostly whips that slash for 4d6 a round, the caster included, for 4 rds.; save for half.

Guardian830 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 Fire880 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.

Sun880 yardNone

Sets two warding glyphs that shift between as many as six touched surfaces within a mile, never both in one place.

Wards8 hrs. maximumTouchSpecial

Fills three flasks with water that kills mould and grubs, purifies, neutralises poison, and when drunk cures disease and closes wounds.

Elemental Water, Healing8TouchNone

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 Water860 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 Water5TouchNeg.

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.

Combat80Special

Conjures five phantom arms with scimitars that strike twice a round for 1d8 each at THAC0 8, a round per level.

Combat85 yards/level½

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 Air10None

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.

Necromantic8TouchSpecial

Binds a door or lock at a word so nobody but the caster passes without breaking it, three dispel magics or two knocks.

Guardian1 rd.TouchNone

Strikes one creature within 120 yd. for 2d8+1 at range; save negates entirely.

Necromantic5120 yardsNeg.
Level 6188 spells
SpellSpheresCasting timeRangeSave

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.

Summoning910 ydsNone

Ages a touched creature a year for every level the caster holds, never past its natural span; save negates, then a system shock roll.

Time1 roundTouchNegate

Lets one creature walk on air or liquid at normal pace, halting a fall within a body length, 1 rd. + 1 per level.

Necromantic9TouchNone

Conjures a crystal ball the caster can also cast divinations through, gaining clairaudience and more with level, a day per level.

Divination1 turn0Special

Grants the touched creature three rerolls of failed dice over the coming month.

Divination1 turnTouchNone

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, Summoning9100 yds./levelNone

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.

Animal960 yardsSpecial

Wakes objects, a cubic foot per level, to move and attack whoever the priest names, a round per level.

Creation, Summoning930 yds.None

Calls a clan ancestor into an item, granting it speech and, over decades of respect, magical powers.

Guardian, Summoning1d4 days0None

Raises a 10-ft. hemisphere no wholly or partly animal creature can enter, a turn per level.

Animal, Protection1 rd.0None

Closes the throats of one creature per two levels so they choke for 1d6 a round and are slowed; three failed checks kill.

Necromantic9120 yardsNeg.

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.

Protection9TouchNone

Looses three bursts of five unerring missiles at three separate targets, each missile dealing 1d4+1.

Combat960 yds. +10 yds./levelNone

Invites any spirit, even a hero or ancestor, to appear at a holy place; it may come or refuse, for a turn.

Summoning1 turnSpecialNone

Sets whirling blades spinning in a barrier of 5 to 60 ft. square that cuts anyone crossing for 8d8, 3 rds. per level.

Creation, Guardian930 yds.Special

Makes any vegetable thing, living or dead, sprout leaves and fruit; reversed, blight strips it and deals 6d4 to plant creatures.

Plant1 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, Summoning9 (4 - PSC)20 yards½

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, Necromantic9TouchSpecial

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.

Protection8TouchNone

Sows a contagious madness that surfaces after two days, costing -3 on every roll and clouding all deliberate action; save at -4 negates.

Charm930 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 Earth9SpecialNeg.

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.

Charm160 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.

Divination3 rds.UnlimitedNone

Conjures mammals totalling twice the caster's level in Hit Dice to attack their foes, 2 rds. per level.

Summoning930 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 Fire6 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, Summoning6 rounds80 yardsNone

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.

Charm360 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.

Protection1 rd.0None

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.

Necromantic1 turnTouchNone

Turns a skeleton into a blinking undead of malicious wit that hurls magic missiles at the caster's foes.

Necromantic9TouchNone

After a tenday of fasting and a seven-hour dance, alters a fire lizard egg to hatch an ibrandlin guardian.

Guardian7 hoursSpecialNone

Completes a dwarven magical machine, a pump, lift or cart, that works untiring for centuries on ten simple orders.

Creation1 hr.20 yds.None

Melds a magical matrix into a six-armed skeleton so it can be animated permanently as a thassaloss.

Necromantic1 hr.TouchNone

Enchants a sapling under a year old into a tree of life, its powers full at once and its growth done in a week.

Cosmos1 turn0None

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.

Sun9TouchNone

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.

Wards1 turnTouchNone

For a turn, every wound the victim takes bleeds on and resists all magical healing short of a wish; save negates.

Necromantic8TouchNeg.

Curses a creature so that one in twenty of those it kills rises as a revenant hunting it.

Necromantic8TouchNeg.

A village-wide dance that renews the aged, cures the sick, drives out pestilence and fills every stomach, once a year.

Healing1 hourSpecialNone

Whirls severed limbs into a barrier up to 60 ft. across that deals 4d6 and stuns those crossing it, 3 rds. per level.

Guardian, Necromantic930 yardsSpecial

Points the caster unerringly toward a familiar item underground, and once opens a passage through an intervening wall, a round per level.

Elemental Earth1 rd.0None

Spans up to 20 ft. per level with an unbreakable black ribbon of force two feet wide, safe from every attack, for 4 rds.

Creation920 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.

Necromantic1 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.

Necromantic60See below

Overlays the touched creature's aura, faith and surface thoughts with a false set against every magical probe, an hour per level.

All9TouchNone

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.

Thought50Special

Hurls a disc that annihilates a creature under 6 HD or deals 40 damage to a greater one; magic resistance turns it aside.

Combat910 yds.Special

Lays a lasting divine punishment of the caster's own wording on someone who has done a great evil.

All1 rd.SpecialNone

Grants a glimpse of one single event, past, present or yet to come, and enough detail to read it.

Divination1 rd.0None

Spreads rot from a wounded creature's injuries for 1 hp per caster level, halving each round until it saves twice.

Combat, Necromantic1 round10 yards/levelSpecial

Bars dragons that fail a save from a 5-ft. cube per level, 1d4 rds. + 1 per two levels.

Wards1 round10 yards/levelNeg.

Sets a lasting curse, with no save, on whoever kills the priest, lifted only by a wish.

Protection2 turns0None

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 Earth1 rd.0Special

Blights a 30-ft. radius per level of soil so nothing grows and plant creatures take 1d4 a round, for 2d4+10 years.

Necromantic, Plant1 rd.20 yds./levelNone

Draws everyone within 10 ft. per level into a whirling dance they cannot leave, taking 1d4 a round, 3 rds. per level; save negates.

Charm1 round0Neg.

Makes one glyph, symbol or ward spell permanent.

Wards1 turnSpecialSpecial

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.

Astral910 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.

Chaos90None

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, Protection90None

Weathers 5 cu. ft. of masonry per level in an instant, crumbling mortar and driving stones apart until walls give way.

Elemental Earth, Weather9TouchSpecial

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.

Sun90None

Conjures an illusory engine that shoves, hauls, lifts, digs or thrashes at the caster's bidding, for a turn.

Creation610 yards/levelSpecial

Reduces a spellcaster's mind to that of a dull child until healed; wizards and illusionists save worst.

Charm9160 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.

Divination3 rds.TouchNone

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 Water5200 yards + 25 yards/levelNone (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 Fire1 rd./seedTouch½

Sheathes one arm in force at Strength 22 so its blows punch through armour and stone at +4 for 1d4+10, for 6 rds.

Combat90None

Seals a consecrated 60-ft. cube per level against teleport, plane shift and ethereal entry, harming those of unlike alignment, permanently.

Protection6 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.

Protection1120 yds.½

Enchants a cloak, boots and bracers into elvenkind gear and an archer's bracers for one wearer, a turn per level.

All3 rds.TouchNone

Conjures a hooked rod dealing 4d4 that heals its wielder 2 hp a blow and shatters items it strikes, for 15 rds.

Combat1 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.

War2 turns10 yards/levelNone

Sends a man-shaped darkness that quenches light, carries 20 lb. and can deliver the caster's touch spells, a round per level.

Sun910 yds./levelNone

Seals a door, box or window against a whole class of creature, undead or giants or fae, until it is opened.

Guardian9TouchSpecial

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.

Protection9TouchNone

Links the priest and two to eight willing minds in shared thought, feeling and memory, a turn + 1 rd. per level.

Thought1 round0None

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 Earth95 yds./levelNone

Cures every disease, wound and blindness at a touch, and mends minds; reversed, harm leaves the victim at 1d4 hp.

Healing1 rd.TouchNone

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 Water15 minutesTouchSpecial

Lays a banquet for one guest per level that takes an hour and leaves them cured, poison-proof, blessed and fearless for 12 hours.

Creation1 turn10 yds.None

Consecrates an item to the deity; the item saves or crumbles, with bonuses for craftsmanship and holy ground.

All2 rds.TouchSpecial
Hoar's Revenanceformerly named Revenance

Raises a murdered corpse as a revenant that hunts its own killer until it is destroyed or months pass.

Necromantic1 rd.TouchNone

Purges every flaw from an inorganic item and adds six points to all its item saves, permanently.

All, Creation9TouchNone

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, Protection9TouchNone

Drains readied potions, scrolls and stones of their magic, one power a round, into a single destination item.

All, Creation3 rds.TouchSpecial

Makes a weapon a bane to one named kind of creature for a day: it strikes as +3 and slays outright unless they save.

Guardian1 hr.TouchSpecial

Makes its recipient immune to plain weapons, and to magical ones as the caster rises, a round per three levels; reversed, vulnerability.

Protection1TouchNone

Wakes one object per level into a tireless worker as skilled as the priest at any craft, an hour per level.

Creation1 rd.60 yds.None

Grants the shukenja an inspired sermon that wins every listener who fails a save vs. death to the faith.

Charm3 turns0Neg.

Makes the touched creature unseen by any creature that means it harm, until it attacks, 3 rds. per level.

Protection1 rd.TouchNone

Cuts one templar off from their sorcerer-king so no new spells reach them and sustained ones end, a turn per level.

All1100 yds.None

Sets ivy climbing a stone building that squeezes it like a catapult barrage every turn, for 6 turns.

Plant990 yds.Special

Turns the priest into a greater segarran with crocodile jaws and tail, 20% magic resistance and better AC, a turn per level.

Animal60None

Shields a 10-ft. cube per level from earthquake, flood, windstorm, lava and avalanche, a day per level.

Wards610 yards/levelNone

Binds one creature to obey a single named local law to the letter, permanently; save negates.

Law1 turn10 yardsNeg.

Charms an oak into a treant guardian roused by a trigger phrase, a day per level.

Plant1 turnTouchNone

Adds 2d10 years to the shukenja's lifespan, at the risk of death on a failed system shock roll.

Time1 day0Special

Grants a chosen being maximum damage and unfailing checks for a round, then lesser bonuses, for 4 rds.

Combat, Protection910 yards/levelNone

Marks one creature as prey so the district's foulest beast hunts it without rest, a day per level.

Elemental Air2 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.

Charm1 turnTouchSpecial

Absorbs a creature's or an object's memories at a touch, wiping theirs; a fifth stay with the caster, and it may rebound.

Divination1 turnTouchNone

Turns an ageing priestess of Sune permanently into a dryad, trading her class powers for a dryad's own.

Charm, Necromantic, Plant1 hour0Special

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.

Charm9TouchNone

Compels up to 10 HD of dull-witted beasts to carry the caster and companions, though never to fight, an hour per level.

Travelers630 yardsNegate

Binds an offending spirit inside a living body, usually then slain to exile both to the Astral, for 1d100 years; save negates.

Necromantic1 turn10 yds.Neg.

Adds +30% to the success chance of a percentage-based divination, to a cap of 95%, a round per level.

Divination1 turn0None

Sets the recipient in the Positive and the Negative Material Planes together, so it can see and fight undead on even terms.

Astral1 turnTouchNone

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 Water1 turn20 yds./levelNone

Reshapes one of the caster's own features to match another's, lastingly, a year per level.

Charm, Necromantic1 rd.TouchSpecial

Folds space into a one-way disc up to 20 ft. across that reverses every missile and spell crossing it, for 1d4+8 rds.

Numbers630 yardsNone

Grants everyone within 10 ft. of the touched creature +4 on saves against lightning and half damage, 5 rds. per level.

Protection6TouchNone

Bars unwanted psionic intrusion from a 30-ft. sphere, wider with more priests, a turn per level.

Guardian1 turn0None

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 Water1d4 hours0None

Snuffs a creature's life force outright at 60 yd.; a save vs. death cuts it to 2d8+1 damage.

Necromantic960 yardsNeg.

Hurries a plant through leaf, blossom and ripe fruit out of its season, shifting its cycle by a month per two levels; reversed, wither.

Plant1 rd.1None

Fills a creature's blood with bubbles that bring euphoria, then confusion, then mounting harm over a turn; a save each phase.

Elemental Water1 rd.60 ft.Special

Lets the savant cast again any spell of theirs from 1st to 5th level that they have already cast today.

ThoughtAs spell +10None

Finds where a reincarnated soul now walks, or gives someone back their memories of a past life.

Divination, Necromantic6SpecialNone

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.

Plant24 hrs.SpecialNone

Grants the priest two points of resistance to magic per caster level, capped at 40%, 2 rds. per level.

Guardian90None

Gives back a scion's stolen or drained bloodline and its abilities; reversed, it destroys one for good.

Necromantic4TouchNone

Makes visible the ghost of every writing or symbol an item or surface has ever borne, and can restore one.

Divination, Guardian1 rd.TouchSpecial

Stops time in a 30-ft. sphere and makes one creature live its last 1d4 rounds backward, undoing what it did; save negates.

Time630 yardsNeg.

Grows strangling black roots over 5 sq. yd. per level that seize whoever meets the caster's chosen trigger, for a turn.

Plant, Summoning2 rounds10 yardsNone

Sanctifies a mummified body for the Mulhorandi rites, so a divine minion animates it against any who despoil the tomb.

Necromantic1 hourTouchNone

Enchants a glass or crystal sword over a day's work into a near-invisible blade dealing +2 damage, permanently.

Elemental Earth, Elemental Silt1 day0NA

Summons whatever mount-sized sea creature lies within an hour's swimming, to carry the caster as its mood allows.

Summoning6SpecialNeg.

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.

Divination1 turn30 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.

Numbers6TouchNeg.

Locates any named thing, place or being and shows what surrounds it, in more detail the nearer it lies.

Divination1 turnSpecialNone

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 Earth90None

Raises an animal's Intelligence by 2d6 and grants it speech, permanently; save negates.

Animal1 roundTouchNeg.

Carries everyone within 10 ft. a full day into the future in an instant, unchanged and unrested; save negates.

Time1 round0Neg.

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.

Charm9TouchNeg.

All within a 20-ft. cube take 2d10 and are struck blind and diseased; a save cuts it to 1d10 and brief blindness.

Combat15 yds.½

Hurls a glowing topaz at +3 that bursts for 6d6 fire, 12d6 to undead, and blinds; save halves and spares the eyes.

Sun630 yardsSpecial

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.

Combat960 yardsNone

Marks the shukenja with an aura only dragonkind reads, showing peaceful intent and inviting talk, a turn per level.

Divination70None

Lets the priest converse with any creature able to communicate at all, 2 rds. per level.

Divination930 yds.None

Lets the priestess sing into being any priest spell up to 4th level, or greater effects with a chorus of her sisters.

Creation1 rd. or specialSpecialNone

Grants the caster a spider's venomous bite, its strength and number of uses rising with level, and immunity to poison meanwhile.

Combat40None

Shatters the spirit of a dying or freshly dead creature so nothing of it survives to be spoken with or raised; save negates.

Necromantic3 roundsTouchNeg.

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 Fire6 rds.2 mi./levelNone

Lays a quest on a willing recipient through dreams and visions from the beast cult's totem, which they must read for themselves.

Divination24 hoursTouchNone

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.

Charm8TouchSpecial

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.

Combat1 turn300 yards½

Opens a spring, purifies one for scrying, or lets the caster travel between springs.

Creation, Elemental Water1 roundSpecialNone

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, Protection90None

Makes a cubic yard of stone recount who has touched it and what lies concealed behind it, for a turn.

Divination, Elemental Earth1 turnTouchNone

Turns stone to flesh, restoring a petrified creature or opening a passage; reversed, flesh to stone, save negates.

Creation910 yds./levelSpecial

Grants flight at 18 and two lightning bolts of 6d6 a round from the eyes, a round per four levels.

Combat9TouchNone

Conjures two smoky grell-like guardians that attack everyone in the warded area not bearing Mask's symbol, a round per level.

Guardian910 yards/levelNone

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.

Summoning910 yds.None

Calls undead to the priest within 7 to 12 rds., to be commanded, cowed or destroyed, a turn per level.

Necromantic, Summoning960 yardsNone

Summons one abyss bat of a chosen type, though chance may send another; greater ones must be bargained with.

SummoningSpecial60 yds.None

Turns a gold sceptre into a beacon whose bearer rules hundreds of Hit Dice of creatures nearby, for a turn.

Law, Sun9TouchSpecial

A sunbeam fells one creature in convulsions, costing 1d4 hp a round until cooled or healed; a save leaves only heat exhaustion.

Elemental Fire, Sun6 rds.10 yds./levelSpecial

Lifts a warrior or commoner below 13th level by two to six levels, with the hit points to match, 3 rds. per level.

Combat9TouchNone

Sets a shadowy blade and hammer flying to strike once each round for 4d4 and 2d4, a round per level.

Combat910 yards/levelSpecial

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, Protection1 round5 yards/levelNone

Wins an animal's lasting loyalty after the shaman has done it a real service, teaching it commands to match its wit.

Animal910 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.

All1 rd.0Special

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, Necromantic1 round0None

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.

Sun6 turns0Special

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 Magma2 rds.10 yds./levelVs. 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 Water860 yds.Special

Steps the caster into one living plant and out of another of its kind, however far away, within a round.

Plant4TouchNone

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 Earth80None

Reveals a creature's true name, or a device's command word; save negates.

Divination1 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.

Plant90None

Cast on a dying Banite, raises them at once as undead of a kind matching how mighty they were in life.

Necromantic1 turnTouchNone

Gives a mindless skeleton or a zombie back its memories, personality and alignment for a day per level; the long dead may go mad.

Cosmos9TouchNeg.

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.

Necromantic9200 yds.Special

Raises a permanent wall of solid stone shaped as the caster wills.

Elemental Earth55 yds./levelNone

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, Plant980 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.

Guardian1 rd.0½

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 Fire3 rds.2 mi./levelNone

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.

Divination1 rd./object (minimum 1 hr.)SpecialNone

An elixir shared with a patient heals them wholly and takes their wounds, poisons and disease into the priest's own body.

Elemental Water9 rds.0None

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 Water1 round10 yards/levelSpecial

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.

Weather1 turn0None

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 Water1 turn0Neg.

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 Air960 yds. + 10 yds./levelSpecial

Lets a templar draw any spell from 1st through 5th level off their list and cast it the following round.

Cosmos1 rd.0None

Brings back two copies of the caster's last spell, castable again at a word and without components.

Charm, Creation90None

Returns the priest instantly to a sanctuary named in advance, with 25 lb. of weight per level.

Summoning10None

A word that kills, paralyses, stuns or deafens a psionic attacker by its Hit Dice and halves its power points for days; save negates.

Combat1SpecialNeg.

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.

Combat90None
Level 7163 spells
SpellSpheresCasting timeRangeSave

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.

Time1 round30 yardsNegate

A 30-ft. storm sphere that looses forking lightning on every third round and ends in a bolt, for a turn.

Elemental Air1 round100 yards½

Calls down a lasting divine curse on whoever has gravely wronged the caster's god, reaching their descendants for centuries.

Guardian1 rd.SpecialNone

Calls down a lasting divine curse on whoever has gravely wronged the caster's power, falling on their heirs for centuries.

Guardian1 rd.SpecialNone

Wakes 2 cu. ft. of rock for every caster level to carry out a dozen words of instruction, a round per level.

Elemental Earth1 rd.40 yds.None

Raises a 10-ft. barrier no mineral creature, living or animated, can cross, a turn per level.

Elemental Earth, Protection1 round0None

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.

Astral½ HourTouchNone

Rouses a prepared item carrying several enchantments into a working magical item; a failed save ruins it.

All3 rds.TouchSpecial

For one round, the touched creature is untouched by every magic, its own protections included.

Protection1 round (7) (1 round - PSC)TouchNone

A touch curse giving -5 to attacks and damage, failing every save and taking full damage from every blow; reversed, it lifts curses.

Protection9TouchSpecial

Turns a missile into a defiler-slayer at +3 to hit and double damage against them, for a day.

Cosmos1 turn0NA

Lays one major curse of the caster's choosing at a touch, liftable only by a wish; save negates.

All8TouchNeg.

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, Protection1 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.

Combat1 roundTouchNone (Special - PSC)

Shifts the Constitution point a permanency costs onto another creature at a touch; save negates.

Necromantic1 rd.TouchNeg.

Links the caster's limbs and head so severing them leaves them working, up to a round per level once cut.

Necromantic1 rd.0None

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 Water6See belowNone

Breathes out a breeze spreading 50 yd. an hour that cures one named ordinary disease throughout a whole community, an hour per level.

Necromantic1 turn0None

Opens a gate that summons the deity's avatar, drawn by a relic it carries away when it leaves.

All1 hour30 yds.None

Calls the Wild Hunt through the night, which comes uncontrolled if the caster's summons is heard before dawn.

Animal, SummoningSpecialSpecialSpecial

Calls to Gargauth on whatever plane he stands and asks his aid, which he grants or refuses as it suits him.

Summoning1 hourSpecialNone

A played tune plants a spirit in a creature so that replaying it later draws the creature to the caster; save negates.

Charm1 turn15 yds.Neg.

Lets the caster take the shape of any dolphin, narwhal or whale, changing at will, an hour per level.

Combat1 rd.0None

Turns a staff prepared beforehand into a treant-like guardian of 12 HD striking twice a round for 4d6, a turn per level.

Creation, Plant4TouchNone

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 Fire1 turn10 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.

Healing1 rd.TouchNone

Changes one creature's alignment outright to whatever the shukenja names, and its conduct with it; save vs. death negates.

Charm1 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.

Charm1 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, Summoning1 turn40 yardsNone

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 Water6 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, Summoning1 turn40 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, Summoning1 turn60 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, Summoning1 turn30 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, Summoning1 turn100 yardsNone

Shifts the local rain, warmth and wind each by one grade across 4d4 square miles, for 4d12 hours.

Weather1 turn0None

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.

Summoning1 daySpecialNone

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 Air4 turns10 yds./levelSpecial

Wakes a corpse to tend and guard its master's tomb; reversed, it destroys such a servant.

Necromantic1 turnTouchNone

Animates a corpse as a crypt thing guarding the tomb it lies in, until destroyed; reversed, it annihilates one.

Necromantic1 roundTouchNone

Fills a beholder's corpse with negative energy so it rises for good as a death tyrant, obedient at first.

Necromantic3 Turns2 yds.None

Turns a skeleton into a shadow-armoured undead that blinks and hurls magic missiles for its maker.

Necromantic1 roundTouchNone

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 Water3 mo.SpecialNA

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.

Plant1 roundTouchNone

Turns a living or freshly dead humanoid into undead from a ghoul up to a vampire, by caster level; save vs. death negates.

Necromantic1 turnTouchNeg.

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, Summoning1 rd.0None

Awes every creature under 6 HD into stillness and makes the caster's words a suggestion, a round per level; save negates.

Sun1 round0Negates

Regresses a creature that has wronged halflings back into infancy with no memory; save negates, and it banishes the extraplanar.

Time1 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 Fire1 turn10 yardsSpecial

Forges a pact so that when the chosen one falls below 0 hp they are whisked to sanctuary, raised, healed and made whole.

Necromantic, Summoning1 turnChange (Touch - PSC)None

Inscribes a lasting symbol of Bane, one discharge for each creature whose blood went into it, that no Banite can trigger.

Guardian3TouchNeg.

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, Sun1 rd.5 yds./levelNone

Destroys a magedoom outright, its magic resistance no help; a save leaves it 10d8 damage.

Protection, Summoning1 round (7)10 yards/levelSpecial

Lets the priest put one question to the DM about now or the five rounds ahead and get a short true answer.

Divination, Thought50None

Calls hurricane winds over half a square mile per level that capsize ships, flatten shacks and fell trees, a turn per level.

Weather1 turn1 mileNone

Unfolds a touched item's dweomers, restrictions, chief power, command word and flaws, one a round, a round per level.

Divination3 rds.TouchNone

Rips the ground in a circle 5 ft. wide per caster level for one round, collapsing caves, toppling structures and opening fissures.

Elemental Earth1 turn120 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 Water1 round10 yards/levelNone

Transports two creatures or objects, up to 400 lb. each, safely to separate places on this plane.

Summoning1 rd. or 2 rds.TouchNone

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 Magma2 rds.10 yds./level½

Demands a duty or a quest of a powerful extraplanar creature, against a favour owed or a gift pledged.

Charm, Summoning1 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, Charm1 turnTouchNeg.

Lets the caster take the shape of any cat, from a tressym to a dragonne, changing at will, an hour per level.

Combat1 round0None

Stops a creature's heart at a pointed finger; save vs. death negates.

Animal360 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 Fire1 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.

Protection2 rds.TouchNone

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.

Summoning530 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.

Summoning1 round10 yardsNone

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 Silt1 turn0None

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.

Guardian1 roundTouchNone

Sheathes the priest in blue energy that foils blows and missiles unless the attacker saves at -4, a turn + 1 rd. per level.

Protection1 rd.0None

Conjures a five-stringed harp of force whose strings each loose one power, from shattering metal to a 9d6 bolt, for a turn.

Combat1 round0None

Freezes a touched creature's heart until it shatters; save vs. death leaves 5d8 damage and immunity to cold instead.

Combat, Necromantic1 roundTouchSpecial

A bolt of positive energy that destroys an undead outright or deals 6d8 to a lower-planar creature; save resists.

Creation710 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.

Plant860 yds.Special

Banishes evil extraplanar creatures home and kills, paralyses, slows or deafens the rest by their Hit Dice; reversed, it strikes the good.

Combat10None

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.

Travelers1 round0None

Raises the illusion of a crenellated stone wall up to 30 ft. tall and 160 yd. long, manned by phantom defenders, for 2d12 hours.

War10 turns240 yardsNone

Makes the priest's mind wholly proof against every magic or psionic that would sway or seize it, a turn per level.

Protection, Thought1 round0None

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 Water12 hrs.SpecialNone

Seals a 20-ft. sphere against scrying, psionic reach and every magical entry, and hides it from notice, half an hour per level.

Wards1 turnTouchSpecial

Turns the caster to water in a pool so they may travel to any plane where water lies.

Elemental Water40None

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 Water1 turn240 yds.Special

Binds one being per level against lying to, stealing from, murdering or breaking faith with the caster, at the cost of experience.

Charm11 yd./levelNone

Sinks a great body of water into a whirling cone 120 ft. across that drags in whatever floats near, for a turn.

Elemental Water1 round10 yards/levelSpecial

Melts a tunnel through earth and rock at movement 3, the molten stone setting behind into a lasting passage, a turn per level.

Elemental Magma1 turn +1 turn/level0None

Fixes a magical effect already on a plant or a lifeless object into it forever.

All2 rds.TouchNone

Lets the priest sense, hold back, weaken or re-key any glyph or rune another has written, for 4 rds.

Combat, Protection1 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.

Creation1d6 months0None

Calls an ethereal creature that hunts one quarry across the planes, untouchable in combat and unshakeable.

Divination1 turn/3SpecialSpecial

Freezes a person's mind and drives their body as a mindless automaton at the priest's telepathic word.

Necromantic, Thought1 round240 yardsNeg.

After three hours of sifting a subject's mind, builds their innermost fears into vivid, layered nightmares; save negates.

Charm3 hrs.SpecialNeg.

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.

Divination1 rd.0None

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, HealingOne turn5 yards/levelSpecial

A ritual of sacrifice that veils a moonwell in black mist and strips it of its sacred power.

Elemental Water9 roundsTouchNone

Grants the caster a nymph's beauty for 2 turns, blinding those who behold them, or worse if they are unclad; save negates.

Charm1 rd.SpecialNeg.

Reveals every divine hand at work within 100 ft. per level, though a failed save vs. breath drives the caster mad.

Divination70Special

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, Creation3 rds.TouchSpecial

Keeps a creature from dying for a turn, immune to venom, sickness and death magic, then heals it fully when the spell ends.

Protection2 rds.TouchNeg.

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 Water91,000 yards/levelSpecial

Regrows severed limbs, bones and organs in a round if the part is at hand, otherwise 2d4 turns; reversed, wither.

Necromantic3 roundsTouchNone

Heals 4 hit points a round until its recipient comes within 4 of their full total, for as long as a week per level.

Healing1 rd.TouchNone

Returns someone dead less than a week in a new body of a randomly rolled race, their memories mostly intact.

Necromantic1 turnTouchNone

Returns a dead spirit in a randomly rolled new body, however long dead and whatever became of the corpse.

Necromantic1 turnTouchNone

Plants a costly mineral seed so a worked-out vein slowly grows fresh ore again.

Creation2 hrs.0None

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.

Guardian70Neg.

Restores a worthy creature to the peak of its youth for a year, but once ever, and only under a quest.

Healing, Necromantic1 hourTouchNone

Restores a level drained by undead within a day per caster level, and lifts feeblemind and madness, ageing both parties two years.

Necromantic3 rds.TouchNone

Calls a wandering spirit home to its body, leaving the creature as it was when the spirit strayed.

Necromantic1 rd.TouchSpecial

Restores life and full strength to someone dead as long as ten years per caster level, ageing the caster three years.

Necromantic1 turnTouchNone

Restores life and full strength to an honourable creature dead up to ten years per caster level; reversed, destruction.

Necromantic1 turnTouchNone

A cooperative rite that pours spells or an item's charges into another item or a willing person.

All1 turn20 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./levelSpecial

Inscribes a rune that strengthens 2,500 sq. ft. of a stronghold's defences against attack, renewed monthly.

Wards12 turns60 yds.Special

Binds two near-identical objects so that whatever befalls one befalls the other, across any distance.

Creation2 roundsTouchNone

Redirects every intruder who tries to teleport, plane shift or travel astrally into a sphere of 10 ft. per level, a day per level.

Wards1 rd.0None

Seals a burial chamber so that anyone who despoils it, and their descendants, fall under a major curse.

Wards1 turn0Special

A day-long rite that cleanses a defiled holy site of Chauntea and restores what was taken from it.

All, Plant, SunFrom sunrise to sunsetSpecialNone

Conjures up to four illusory siege engines with phantom crews that deal half a real engine's damage, for 8 turns.

War3 turns240 yardsNone

Interposes a shield of good energy over a 120° arc that takes spell attacks meant for the caster, a round per two levels.

Protection10None

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 Earth1 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 Silt1 rd.10 yds./levelSpecial

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.

Necromantic1 turnTouchNeg.

Sets a point of full gravity in midair so everything within 50 ft. falls toward it, a round per level.

Numbers750 yardsNone

Steals a memorized spell out of another caster's mind for the savant to cast, an hour per level.

Thought1TouchNone

Makes one creature immune to a named wizard spell at every level and to one whole form of damage, a round per level.

Protection1 roundTouchNone

Binds a creature to a book so it may slip inside at will, though every harm the book takes falls on it too.

Necromantic, Protection1 roundTouchNone

Lets everyone within 20 ft. ignore choking gases, breathe under water and survive airless space, for a day.

Protection1 rd.TouchNone

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, Protection1 round0None

Six priests of one faith pour their spirits together into their deity's avatar, for an hour.

Summoning3 turns0None

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 Earth1 rd.160 yds.½

Links two prepared stones so a password carries a traveller between them, past every ward against teleportation.

Elemental Earth1 roundSpecialNone

Charges a token that carries whoever breaks it straight to the priest's sanctuary; reversed, it brings the priest to them.

Summoning1 dayTouchNone

Summons a divine minion of the Mulhorandi gods that serves faithfully to the death, a turn per level.

All, Summoning1 round10 yardsNone

Looses a dazzling beam each round that blinds those who fail a save and burns undead for 8d6, for 1 + 1d4 rds.

Sun410 yds./levelSpecial

Roots 1d4 creatures in a 60-ft. cube into trees, as many Hit Dice as twice the caster's own level; save negates.

Plant1 rd.5 yds./levelSpecial

Inscribes a glowing sign that fills those who see it with hopelessness, pain or friendship, a turn per level; save negates.

Guardian3TouchNeg.

Steps the priest into a parallel moment for a round per level so their acts there appear with no visible cause, 2d4 rds.

Time1 rd.10 yds.None

Enchants a room so six black tentacles sprout to lash intruders for 1d6 each; save for half.

Wards1 roundTouchNone

Halts time for one creature entirely, untouchable by any force or magic, for as long as a day per level; save negates.

Numbers7TouchNeg.

Sends a creature back two minutes to undo what it did and try again, ageing the caster a year.

Time8TouchNone

Lays a conditional curse over a tomb of up to a 30-ft. cube, falling on whoever violates the terms the caster set.

Wards1 dayTouchNone

Turns up to 10 lb. of metal per level into wood for good; magical items resist, and only a wish reverses it.

Elemental Earth1 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.

Plant1 turnTouchNone

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 Water3 rds.200 yds. + 50 yds./levelNone

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 Water1 turn240 yardsSpecial

Commands the obedience of hundreds of Hit Dice of creatures within 120 ft. as an absolute sovereign, a round per level.

Charm1 round0Special

Summons dramatic weather, fitting the season or wildly against it, over 4d4 square miles beyond anyone's control, a turn per level.

Chaos1 turn0None

Destroys outright every lesser undead inside a 40-ft. sphere that fails its save.

Necromantic1 rd.30 yds.Special

Reveals in full how a touched device works, its command words, perils, making and upkeep.

Divination2 turns0None

Roots creatures totalling the caster's level in Hit Dice within 30 ft. and turns them into native trees; save negates.

Plant1 rd.5 yds./levelSpecial

A pact so that the moment the chosen one drops below 0 hit points they are whisked to sanctuary, raised and made whole.

Necromantic, Summoning1 turnTouchNone

Lets the shaman search a touched animal's memory and watch what it saw in perfect detail, for a turn.

Animal1 rd.TouchNone

Raises a permanent wall of solid iron shaped as the caster wills.

Elemental Earth55 yds./levelNone

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 Earth1 rd.0Special

Turns the touched creature into a being of elemental water, flowing and half-immune to blades, a turn + 1 rd. per level.

Elemental Water1 rd.TouchNeg.

Spends 250 gp of treasure per spell level to work a cure or a dimension door, at a touch.

Healing, Necromantic2 roundsTouchNone

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, Necromantic2 roundsTouchNone

Draws on the Weave itself to make or reshape lifeless matter permanently, at a day and a Constitution point for every pound of metal.

CreationSpecial0None

Raises a tornado or hurricane that kills weak creatures outright, grounds fliers and deals 3d6 a round, 3 + 1d4 rds.

Elemental Air1 turn120 yardsSpecial

Makes a region of half a mile per level draw monsters and savage folk to it, until the focus object is destroyed.

Cosmos4 hrs.0None

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 Water1 rd.TouchNone

Turns the shukenja and two companions to mist that drifts at up to 60 a round, an hour per level.

Elemental Air1 rd.TouchNone

Lolth's rarest boon: calls a departed spirit back into its corpse as a bound wraith for one appointed task.

Necromantic4 rds.TouchSpecial