20 spells across 1 level
| Level 620 spells | ||||
|---|---|---|---|---|
| Spell | Spheres | Casting time | Range | Save |
Cures every disease, wound and blindness at a touch, and mends minds; reversed, harm leaves the victim at 1d4 hp. | Healing | 1 rd. | Touch | None |
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, Guardian | 9 | 30 yds. | Special |
Turns a gold sceptre into a beacon whose bearer rules hundreds of Hit Dice of creatures nearby, for a turn. | Law, Sun | 9 | Touch | Special |
LuckboltBoost · 1st Grants a chosen being maximum damage and unfailing checks for a round, then lesser bonuses, for 4 rds. | Combat, Protection | 9 | 10 yards/level | None |
Makes up to ten touched creatures immune to metal, which passes through them, and able to walk through bars, a round per level. | All | 1 rd. | 0 | Special |
Grants the touched creature a deva's guard: half harm from acid, frost and lightning, immunity to poison, and hurt only by +1 weapons, a turn per level. | Protection | 8 | Touch | None |
A glowing harp plays overhead, freeing everyone within 2 ft. per level of pain, fear, charm and holding, and healing one for 2d4, a round per level. | Healing, Protection | 9 | 0 | None |
Reduces a spellcaster's mind to that of a dull child until healed; wizards and illusionists save worst. | Charm | 9 | 160 yds. | Neg. |
Conjure Fire ElementalRAllies · 1st Gates in a fire elemental of 12 or 16 HD, or rarer beings, that serve without turning on the caster, a turn per level. | Elemental Fire | 6 rds. | 80 yds. | None |
Conjure Water ElementalAllies · 1st Gates in a water elemental of 12 or 16 HD, or rarer beings, that serve without turning on the caster, a turn per level. | Elemental Water, Summoning | 6 rounds | 80 yards | None |
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. | Divination | 1 turn | 0 | Special |
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 Earth | 1 rd. | 0 | Special |
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. | Creation | 1 turn | 10 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. | Astral | 1 turn | Touch | None |
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. | Time | 6 | 30 yards | Neg. |
SeekPowerful: opens what's closed Locates any named thing, place or being and shows what surrounds it, in more detail the nearer it lies. | Divination | 1 turn | Special | None |
Stone to FleshRPowerful: undoes a disaster Turns stone to flesh, restoring a petrified creature or opening a passage; reversed, flesh to stone, save negates. | Creation | 9 | 10 yds./level | Special |
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. | Plant | 4 | Touch | None |
Wondrous RecallPowerful: outlasts the fight Brings back two copies of the caster's last spell, castable again at a word and without components. | Charm, Creation | 9 | 0 | None |
Word of RecallPowerful: opens what's closed Returns the priest instantly to a sanctuary named in advance, with 25 lb. of weight per level. | Summoning | 1 | 0 | None |