19 spells across 1 level
| Level 519 spells | ||||
|---|---|---|---|---|
| Spell | Spheres | Casting time | Range | Save |
Whirlwind of SteelDamage · 1st Conjures five phantom arms with scimitars that strike twice a round for 1d8 each at THAC0 8, a round per level. | Combat | 8 | 5 yards/level | ½ |
Song of HealingHealing · 1st A sung blessing restores 1d8 +1 per level to as many as twelve chosen creatures within 30 ft., though never the singer. | Healing | 1 rd. +1 rd./creature | 0 | None |
Storm ConeBattlefield control · 1st A 60-ft. cone of whirling wind that batters for 5d4 and stabs with small lightnings for 2d4 more, 4 rds. + 1 per 3 levels above 9th. | Elemental Air, Weather | 8 | 5 yards/level | Special |
Mystic LashNeutralize · 1st A red whip of force strikes at +3 for 2d8 electrical damage and can be loosed to fight on alone, a round per level; save for half. | Combat | 8 | 10 yards/level | Special |
BerserkBoost · 1st Turns one warrior per level into a bear-shaped berserker with +4 Strength, fearless, uncommandable and proof against charms, a round per level. | Charm | 1 | 50 ft. | Neg. |
IronskinProtection · 1st Turns aside 1d6 blows, plus one per two levels, counting only attacks that would have hit; magic still bites. | Elemental Earth | 1 | Touch | None |
Makes the touched creature immune to every poison and disease, lycanthropy and rot grubs included, a turn per level. | Necromantic, Protection | 8 | Touch | None |
Lodges a catchy tune in one to four minds so they can cast nothing until the song is done, longer the cleverer they are; save at -4 negates. | Charm, Combat | 8 | 120 yards | Neg. |
Lets the touched creature see everything within 120 ft. as it truly is, invisible, disguised, illusory or shifted; reversed, false seeing. | Divination | 8 | Touch | None |
Raises one large humanoid corpse per four levels, an ogre or giant, as a skeleton or zombie obeying orders of a dozen words. | Necromantic | 7 | 10 ft. | None |
Azuth's Exalted TriadPowerful: outlasts the fight Lets one memorized spell of 1st to 5th level be cast three times, the last two without components and almost instantly. | Thought | 8(5) | 0 | None |
CommunePowerful: opens what's closed Puts one yes-or-no question per caster level to the priest's deity or its agents, answered truthfully as far as they know. | Divination | 1 turn | 0 | None |
Cure InsanityRPowerful: undoes a disaster Cures madness at a touch, from hallucinatory spores to feeblemind and psychic trauma; reversed, it drives a creature insane. | Healing, Necromantic | 1 rd. | Touch | None |
EarthenportPowerful: opens what's closed Attunes the priest to rock so they can teleport unerringly to any large outcrop on the plane, taking a turn in transit. | Elemental Earth | 8 | 0 | None |
IlluminationPowerful: opens what's closed Wraps the caster in golden light, immune to all but cold and shadow, for 2 rds. + 1 per level of questions to their deity in a single round. | Sun, Thought | 8 | 0 | None |
Plane ShiftPowerful: opens what's closed Sends the caster, or up to eight linked hands, onto a different plane; an unwilling target must be touched and may save. | Astral | 8 | Touch | Neg. |
Raise DeadRPowerful: undoes a disaster Restores life to a person dead no more days than the caster has levels, weak at 1 hp and one Constitution point poorer. | Necromantic | 1 rd. | 30 yds. | Special |
Spirit Trap of the DarkbringerPowerful: ends a fight Makes a false walnut that, once triggered, shrinks a living creature into a marble sealed in crystal; save at -4 negates. | Necromantic, Plant | 1 hour | 0 | Neg. |
Water of EldathPowerful: undoes a disaster Fills three flasks with water that kills mould and grubs, purifies, neutralises poison, and when drunk cures disease and closes wounds. | Elemental Water, Healing | 8 | Touch | None |