20 spells across 1 level

Level 620 spells
SpellSpheresCasting timeRangeSave
HealRDamage · 1stHealing · 1stPowerful: undoes a disaster

Cures every disease, wound and blindness at a touch, and mends minds; reversed, harm leaves the victim at 1d4 hp.

Healing1 rd.TouchNone
Blade BarrierBattlefield control · 1st

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
Sun ScepterNeutralize · 1stPowerful: ends a fight

Turns a gold sceptre into a beacon whose bearer rules hundreds of Hit Dice of creatures nearby, for a turn.

Law, Sun9TouchSpecial
LuckboltBoost · 1st

Grants a chosen being maximum damage and unfailing checks for a round, then lesser bonuses, for 4 rds.

Combat, Protection910 yards/levelNone
Tenfold IronguardProtection · 1stPowerful: defeats a kind of threat

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
Celestial ProtectionProtection · 2ndPowerful: defeats a kind of threat

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
StarharpCounter · 1stPowerful: defeats a kind of threat

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
FeeblemindCounter · 3rdPowerful: ends a fight

Reduces a spellcaster's mind to that of a dull child until healed; wizards and illusionists save worst.

Charm9160 yds.Neg.

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
All-Seeing Crystal BallPowerful: opens what's closed

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

Divination1 turn0Special
Earth WalkPowerful: opens what's closed

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
Heroes' FeastPowerful: outlasts the fight

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
OtherworldPowerful: defeats a kind of threat

Sets the recipient in the Positive and the Negative Material Planes together, so it can see and fight undead on even terms.

Astral1 turnTouchNone
Reverse TimePowerful: undoes a disaster

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.
SeekPowerful: opens what's closed

Locates any named thing, place or being and shows what surrounds it, in more detail the nearer it lies.

Divination1 turnSpecialNone
Stone to FleshRPowerful: undoes a disaster

Turns stone to flesh, restoring a petrified creature or opening a passage; reversed, flesh to stone, save negates.

Creation910 yds./levelSpecial
Transport Via PlantsPowerful: opens what's closed

Steps the caster into one living plant and out of another of its kind, however far away, within a round.

Plant4TouchNone
Wondrous RecallPowerful: outlasts the fight

Brings back two copies of the caster's last spell, castable again at a word and without components.

Charm, Creation90None
Word of RecallPowerful: opens what's closed

Returns the priest instantly to a sanctuary named in advance, with 25 lb. of weight per level.

Summoning10None