408 spells across 7 levels

Level 133 spells
SpellSpheresCasting timeRangeSave

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

Plant410 yards/levelNeg.

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

Animal1 rd.10yds/levelNeg.

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

Combat4TouchNone

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

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

Combat4TouchNone

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

Elemental Air2 rds.30 yds.None

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

Healing5TouchNone

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

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

Necromantic40None

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

Weather480 yds.None

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

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

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

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

Combat, Plant4TouchNone

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

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.

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
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

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

All8 hrs.TouchNone

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

Sun530 yds.None

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

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

Thought410 yds./levelNeg.

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.

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

AnimalSpecial0None

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

Charm1 dayInfiniteNeg.

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
Level 258 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

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

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

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.

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

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
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

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

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.

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

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

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

Necromantic1 rd.0Neg.

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.

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

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.

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

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

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

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

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

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

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

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

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

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

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

Combat2100 yardsNone

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

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

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

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

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

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

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
Level 361 spells
SpellSpheresCasting timeRangeSave

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

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

All4TouchNeg.

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

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

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

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

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

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

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

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

Cosmos1 hourTouchNone

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

Necromantic1 rd.TouchNone

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

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

Combat660 yds.None

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

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

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

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

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

Combat4TouchNone

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

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

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

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

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

Elemental Fire, Sun450 yds.None

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

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

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

Charm6TouchNeg.

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

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

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

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

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

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

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

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

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

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

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.

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

Protection6TouchSpecial

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.

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

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

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

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

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

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

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.

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

Elemental Earth6TouchNone

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

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

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.

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)

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.

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

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
Level 483 spells
SpellSpheresCasting timeRangeSave

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

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

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

Plant7TouchNeg.

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

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

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

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.

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

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

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.

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

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.

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 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

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.

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

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.

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

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

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

Law7TouchNeg.

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

Plant7TouchNone

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.

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

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

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

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

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

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

Elemental Water720 yds.Neg.

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

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

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

Combat75 yards/levelNone

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

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

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

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.

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

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

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.

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

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

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

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

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.

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

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

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

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

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

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

Summoning70½

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

Elemental Earth5 rds.0None

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

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

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

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.

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

Combat, Weather740 yards +10 yards/level½

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

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

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

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

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.

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

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 565 spells
SpellSpheresCasting timeRangeSave

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

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

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.

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

Combat870 ft.None

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

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

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

Combat, Elemental Water8TouchNone

Wreathes the caster in holy fire that burns every innately evil creature within 10 ft. for 2d6 a round, a turn per level.

Sun80None

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

Healing8TouchNone

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

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

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.

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

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

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

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

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

Combat860 yds.½

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

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

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

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

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

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

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

Healing8TouchNone

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

Charm, Combat5TouchNone

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

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

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

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

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

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

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

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

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.

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.

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

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

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

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

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

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.

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

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

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

Necromantic5120 yardsNeg.
Level 660 spells
SpellSpheresCasting timeRangeSave

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

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.

Looses three bursts of five unerring missiles at three separate targets, each missile dealing 1d4+1.

Combat960 yds. +10 yds./levelNone

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

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

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.

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

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

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

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

Sets a lasting curse, with no save, on whoever kills the priest, lifted only by a wish.

Protection2 turns0None

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.

Conjures an illusory engine that shoves, hauls, lifts, digs or thrashes at the caster's bidding, for a turn.

Creation610 yards/levelSpecial

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

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

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 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

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

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

Turns the priest into a greater segarran with crocodile jaws and tail, 20% magic resistance and better AC, a turn per level.

Animal60None

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

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

Gives back a scion's stolen or drained bloodline and its abilities; reversed, it destroys one for good.

Necromantic4TouchNone

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

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

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

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.

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

Grants flight at 18 and two lightning bolts of 6d6 a round from the eyes, a round per four levels.

Combat9TouchNone

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

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

Sets a shadowy blade and hammer flying to strike once each round for 4d4 and 2d4, a round per level.

Combat910 yards/levelSpecial

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

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

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

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

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

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.
Level 748 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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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.

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

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

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 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

Conjures up to four illusory siege engines with phantom crews that deal half a real engine's damage, for 8 turns.

War3 turns240 yardsNone

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

Sets a point of full gravity in midair so everything within 50 ft. falls toward it, a round per level.

Numbers750 yardsNone

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

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

Raises a tornado or hurricane that kills weak creatures outright, grounds fliers and deals 3d6 a round, 3 + 1d4 rds.

Elemental Air1 turn120 yardsSpecial