19 spells across 1 level

Level 519 spells
SpellSpheresCasting timeRangeSave
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.

Combat85 yards/level½
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.

Healing1 rd. +1 rd./creature0None
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, Weather85 yards/levelSpecial
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.

Combat810 yards/levelSpecial
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.

Charm150 ft.Neg.
IronskinProtection · 1st

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

Elemental Earth1TouchNone
Talona's BlessingProtection · 2ndPowerful: defeats a kind of threat

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

Necromantic, Protection8TouchNone
Forgotten MelodyCounter · 1stPowerful: ends a fight

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.
True SeeingRCounter · 2ndPowerful: opens what's closed

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

Divination8TouchNone
Animate Dead MonstersAllies · 1stPowerful: outlasts the fight

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
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.

Thought8(5)0None
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.

Divination1 turn0None
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, Necromantic1 rd.TouchNone
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 Earth80None
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, Thought80None
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.

Astral8TouchNeg.
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.

Necromantic1 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, Plant1 hour0Neg.
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, Healing8TouchNone