408 spells across 7 levels
| Level 133 spells | ||||
|---|---|---|---|---|
| Spell | Spheres | Casting time | Range | Save |
Plants in the area give anyone entering a -1 to attacks and ability checks for 1d4+1 turns; save negates. | Plant | 4 | 10 yards/level | Neg. |
Makes every animal within 50 feet hostile to one creature for a day per level; save negates. | Animal | 1 rd. | 10yds/level | Neg. |
Sets one weapon hovering to attack once a round as the caster would, until it takes enough damage to fall. | Combat | 4 | Touch | None |
Grants allies in a 50-ft. cube +1 to attack rolls and to saves against fear for six rounds; reversed, a curse of -1. | All | 1 rd. | 60 yds. | None |
Turns a willing dwarf's hands into talons that each strike for 1d4+2, two attacks a round. | Combat | 4 | Touch | None |
Surrounds one creature per two levels with fresh, breathable air; reversed, it fouls it. | Elemental Air | 2 rds. | 30 yds. | None |
Touch heals 1d8 hit points of a living, corporeal creature; reversed, the touch inflicts 1d8. | Healing | 5 | Touch | None |
Lets one creature save against each hit to take no missile damage and half melee damage; reversed, it draws extra damage. | Protection | 1 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. | Necromantic | 4 | 0 | None |
Outlines creatures or objects in pale light, 10 sq. ft. per level, giving attackers +2 in darkness and +1 in twilight. | Weather | 4 | 80 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, Weather | 3 | 0 | ½ |
Nearby thorns pelt one creature per three levels within 20 ft. for 1d6 +1 per level; save for half, useless against heavy armour. | Plant | 4 | 40 yards | ½ |
Lights one hand with motes that deal 1d4+3 to a living creature struck, 2d4+4 to undead, for two touches. | Combat | 4 | 0 | None |
Cures fire, frost, trampling, parasites and disease across a 10-ft. square per level, or heals a plant monster 2d4; reversed, it blights. | Plant | 4 | 0 | None |
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. | Travelers | 1 rd. | Touch | None |
Shapes a leaf into a silent, unbreakable +2 dagger only the caster can wield, 3 rds., throwable 90 ft. at +4. | Combat, Plant | 4 | Touch | None |
Animates up to 20 ft. of vine to crawl, knot or attack, constricting for 1d4 a round, for 2 rounds plus 1 per level. | Plant | 1 rd. | Touch | None |
Enchants three pebbles that strike as +1 weapons for 1d4 each, 2d4 against undead, lasting half an hour. | Combat | 4 | Touch | ½ |
Gives one creature the benefit of shade under full sun, halving its water needs; reversed, the sun's heat doubles on it. | Cosmos | 1 rd. | Touch | Neg. |
Hardens wooden weapons (one large, two small) to stone, easing their attack and damage penalties and making them fireproof, 5 rds. per level. | Combat, Plant | 1 | Touch | None |
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. | Plant | 6 | Touch | None |
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. | Plant | 4 | Touch | None |
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. | Healing | 5 | Touch | None |
Blesses 2 ounces of ghi per level into holy water that also heals 1d3 hp per ounce drunk; reversed, unholy ghi. | All | 8 hrs. | Touch | None |
Fires a homing speck of light that strikes one target within 30 yd. at +4 for 2d4+2 damage. | Sun | 5 | 30 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, Plant | 2 | Touch | None |
Drains 1d8 PSPs for each caster level, max 10d8, from a psionic creature into the priest for immediate use; save negates. | Thought | 4 | 10 yds./level | Neg. |
Makes one creature stumble along at half speed, -4 to attacks and without Dexterity bonuses, a round per level; save negates. | Combat | 4 | 20 yards | Neg. |
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. | Sun | 4 | 40 yds. | Neg. |
Teaches the shaman one totem image per level, inscribed over hours, that grants its animal's gift to whoever bears it. | Animal | Special | 0 | None |
Through a costly effigy and pins, works a lesser spell on one person anywhere, to harm or help; save negates. | Charm | 1 day | Infinite | Neg. |
Inscribes a weapon against one named foe: +5 to hit and damage on the first blow against it, and magical for that strike. | Combat | 1 turn | Touch | None |
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 Earth | 4 | Touch | None |
| Level 258 spells | ||||
|---|---|---|---|---|
| Spell | Spheres | Casting time | Range | Save |
Hurls acorns, one for each caster level, at targets within 40 yd., each hitting as a sling stone for 1d2. | Plant | 5 | 10 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. | Combat | 5 | 40 yards (0 - PSC) | ½ |
Subjects one creature to imagined foul weather of the caster's choosing, -1 to every roll, an hour per level. | Travelers | 5 | Touch | None |
Curses a touched creature's coming saving throws, -4 on the first and less on each after, until spent; dispel magic cannot lift it. | Combat | 5 | Touch | None |
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, Necromantic | 5 | 0 | None |
Marks one person so that every animal of one species hates and fears them, attacking or shunning, an hour per level; save negates. | Animal | 5 | 10 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. | Necromantic | 5 | 0 | Special |
Sprouts blades all over the caster for 4 rds.: +2 AC, 1d4+2 on a charge, doubled when pinning someone to a wall. | Combat | 5 | 0 | None |
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, Necromantic | 5 | 5 yards/level | None |
Makes bone weapons hit and hold up like their metal counterparts, 5 rds. per level; a missile reverts on impact. | Animal, Combat | 1 turn | Touch | None |
Hardens crude wooden weapons, one large or a pair of small ones, to bone quality and fireproof, 5 rds. per level. | Combat, Plant | 1 | Touch | None |
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 Earth | 5 | 0 | None |
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, Necromantic | 5 | 0 | None |
Binds a spirit into a natural-material weapon that wounds spirits for 2d4 per HD bound into it; an unwilling spirit may save. | Summoning | 1 turn | 15 ft. | Neg. |
Touch heals 1d10+1 hp of a living, corporeal creature; reversed, it inflicts 1d10+1. | Healing | 5 | Touch | None |
Cures scurvy in one creature per level; reversed, it inflicts scurvy on one target at 90 yd., save negates. | Necromantic | 5 | Touch | None |
Lightless flame from the hand burns for 1d8 a blow or 1d3 +1 per level thrown, 2 rds. per level. | Elemental Fire | 5 | Touch | Special |
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, Necromantic | 5 | 0 | None |
Names an enemy who will suffer a curse as strong as bestow curse should they cause the caster's death. | Necromantic | 1 rd. | 0 | Neg. |
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. | Animal | 5 | Touch | Neg. |
Lets one edged weapon pass through earth, stone and metal as if air, ignoring armour, a round per two levels; save negates. | Combat | 5 | Touch | Neg. |
Blesses one arrow per three levels, max seven, to hit unerringly as a +3 weapon and deal double to evil, crumbling after. | Combat | 1 rd. | Touch | None |
A spectral viper's mouth flies at one foe for 3 rds., biting for as much damage as that foe dealt the caster today. | Combat | 5 | 30 yds. | None |
An unmissable invisible fist strikes one being in sight for 4d4, 4d6 to undead. | Combat | 5 | 10 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 Fire | 4 | 0 | None |
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 Water | 5 | Touch | Neg. |
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 Water | 5 | 0 | Special |
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, Weather | 5 | 0 | ½ |
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. | Plant | 1 rd. | Touch | None |
Stiffens 1d6+1 grass blades into throwable javelins for 1d6 or darts for 1d3, for a turn. | Plant | 5 | 0 | None |
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. | Combat | 2 | Touch | Special |
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 Water | 4 | 3 yds. +1 yd./level | None |
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, Necromantic | 5 | 0 | Special |
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 Fire | 5 | 40 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, Combat | 6 | 0 | None |
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. | Combat | 1 | 10yds./level | None |
Spectral fangs chase one creature within 30 yd. and bite unerringly at the round's end for 2d8+2; save for half. | Combat | 5 | 30 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. | Combat | 5 | 0 | Special |
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, Protection | 5 | 0 | Special |
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, Necromantic | 5 | 0 | Special |
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 Fire | 5 | 0 | None |
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. | Combat | 5 | 10yds./level | Special |
Enchants one missile per three levels, max five, to fly around corners and strike only its chosen target, for a turn. | Combat | 2 | 100 yards | None |
Stiffens leaves, three per level, into knives that cut for 1d3 or caltrops for 1d2, a turn per level. | Plant | 5 | 5 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. | Plant | 5 | 80 yds. | Special |
Hurls a trident-shaped bolt of hardened water at one creature within 30 yd. for 4d4; save for half. | Combat | 5 | 30 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. | Combat | 5 | 10 yds./level | None |
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, Plant | 5 | 0 | None |
Flings a whirling ball of thorns at one creature within 30 yd. for 1d4 +1 per level, max 1d4+10; save for half. | Plant | 5 | 30 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 Water | 5 | 60 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 Water | 1 turn | 0 | None |
Weapon ShiftHalfling Reshapes a nonmagical weapon into another of like size and material the caster is able to use, 2 rds. + 1 per level. | Combat | 5 | Touch | None |
A 12-ft. lash of illusory fire sears its target for 1d8+3 once a round, for 7 rds. | Combat | 5 | 0 | None |
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. | Necromantic | 6 | 0 | Special |
Draws a +1 spear from a living oak branch, +2 at 5th level and +3 at 10th, for 4 rds. + 2 per level. | Plant | 5 | Touch | None |
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. | Weather | 5 | 5 yards/level | ½ |
Turns the priest's own right hand into wolf jaws biting twice a round for 2d4 at +1, a round per level. | Combat, Necromantic | 5 | 0 | None |
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. | Combat | 5 | 5 yards/level | None |
| Level 361 spells | ||||
|---|---|---|---|---|
| Spell | Spheres | Casting time | Range | Save |
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 Air | 3 | 90 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. | All | 4 | Touch | Neg. |
A hawk of force dives on one target every other round at +2 for 2d4+2, 2 rds. per level. | Combat | 6 | 60 yards +10 yards/level | None |
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. | Combat | 6 | Touch | None |
Gives a weapon a thirst for blood: +2 damage from wounds that will not close or regenerate, until it is blooded and sheathed. | Charm, Necromantic | 3d4 turns | 0 | None |
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 Water | 1 rd. | 0 | None |
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. | Weather | 1 turn | 360 yds. | ½ |
Sows a field of up to 160 sq. yd. with magical caltrops that wound units crossing it, a turn per level. | War | 1 turn | 20 yards/level | None |
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. | Combat | 3 | 60 yards | Special |
Rings of spectral fangs fly at a target and bite twice a round with the caster's THAC0 for 2 rds.; save for half. | Combat | 6 | 0 | ½ |
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. | Combat | 6 | 50 yards +10 yards/level | ½ |
After an hour's prayer, blesses a quantity of the priest's own element into its holy form. | Cosmos | 1 hour | Touch | None |
Cures most diseases and parasites at a touch, over a turn to ten days; reversed, it inflicts disease, save negates. | Necromantic | 1 rd. | Touch | None |
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, Necromantic | 6 | Touch | Special |
Cuts one creature's magic resistance by 10% for a turn, or by 50% +2% per level if it is drow. | Combat | 6 | 60 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. | Necromantic | Special | 0 | None |
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. | Necromantic | 6 | 10 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. | Divination | 1 turn | Touch | None |
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 Earth | 6 | 60 yards | ½ |
Lets the caster draw two arrows a round from a quiver without emptying it, a round per level. | Combat | 4 | Touch | None |
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, Sun | 6 | 30 yards +10 yards/level | ½ |
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. | Combat | 6 | Touch | ½ |
Makes a square foot of stone per level shed continual light and gentle warmth, or unleashes a 6d6 cutting beam from a glowstone. | Combat, Creation | 3 | Touch | None |
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 Fire | 6 | 0 | None |
A beam to the forehead overheats one creature's brain: -2 to every roll until cooled or healed. | Elemental Fire, Sun | 4 | 50 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, Creation | 6 | Touch | None |
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 Water | 6 | 0 | None |
Heightens one creature's sensations until it is distracted: -2 to every roll and slower casting, a round per level; save negates. | Charm | 6 | Touch | Neg. |
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. | Necromantic | 6 | Touch | ½ |
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. | Protection | 1 round | 0 | Neg. |
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. | Animal | 1 | 0 | None |
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. | Combat | 1 round | 0 | Special |
Sprays one creature with molten rock for 2d6, then 1d6 a round for up to ten more until cooled or scraped off. | Elemental Magma | 5 | 2 yds./level | None |
Loose twin bolts from the hands or eyes at two targets, each healing 1d8 or dealing 3d6; save for half. | Combat | 6 | 40 yds. +10 yds./level | Special |
Turns the components to brown mold that the next creature touched within 6 rds. catches, for 4d6 and then spreading chill; save for half. | Plant | 6 | Touch | Special |
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, Sun | 6 | 0 | None |
Fountains flammable oil over a 15-ft. radius, -2 to attacks and saves for the slicked, and 2d6 then 1d6 if lit. | Elemental Earth | 1 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 Earth | 6 | 10 yards/level | Special |
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 Fire | 5 | 0 | Special |
Curses a foe's weapon so its damage falls on the wielder or a random companion instead, 3 rds. + 1 per level; save negates. | Chaos | 3 rounds+1 round/level | 10 yards | Neg. |
Lifts a curse from a person or object, or lets them shed a cursed item; reversed, bestow curse for a turn per level. | Protection | 6 | Touch | Special |
Renewed YouthElfR Lifts the ability penalties of age from one creature for a round per level; reversed, weight of years ages a touched target. | Healing, Time | 6 | 10 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. | Combat | 1 | Touch | None |
Ruby AxeGnome 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. | Combat | 6 | Touch | None |
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 Silt | Special | 0 | Special |
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, Sun | 6 | 0 | None |
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. | Plant | 6 | 80 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. | Combat | 1 rd. or 1 rd./level | 0 | None |
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. | Plant | 6 | Touch | None |
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. | Plant | 6 | 60 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. | Plant | 6 | 60 yds. | Neg. |
Lets stone weapons, one large or a pair of small ones, strike and wound like steel, 5 rds. per level. | Elemental Earth | 6 | Touch | None |
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. | Animal | 1 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, Sun | 3 | 0 | None |
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, Sun | 6 | 60 yards | Neg. |
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. | Combat | 5 (6 - PSC) | 0 | ½ (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. | Necromantic | 6 | 0 | Neg. |
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, Plant | 6 | Touch | None |
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. | Necromantic | 6 | 0 | None |
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, Necromantic | 6 | 0 | Special |
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 Air | 6 | 0 | None |
| Level 483 spells | ||||
|---|---|---|---|---|
| Spell | Spheres | Casting time | Range | Save |
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 Water | 3 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 Earth | 7 | Touch | None |
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. | Sun | 7 | 5 yards/level | Special |
Encases a touched creature in hard amber where it slowly suffocates, Constitution failing check by check; save negates. | Plant | 7 | Touch | Neg. |
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. | Necromantic | 1 round (1 round) | 0 | None |
Curses one being, or a whole village from 16th level, with -2 to attacks, damage, saves and morale until lifted; save negates. | Charm | 2 | Line of sight | Neg. |
Turns the priest into a giant badger, mind and powers intact but no spells, 2 turns per level, healing 1d12 on return. | Animal | 1 rd. | 0 | None |
A trident of hardened water chases one creature within 60 yd. and strikes at +2 for 4d6 +1 per level; save for half. | Combat | 7 | 60 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. | Animal | 1 | 0 | None |
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. | Combat | 1 | 0 | None |
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. | Guardian | 1 turn | Touch | Neg. |
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. | Plant | 7 | 10 yards/level | ½ |
Rains head-sized rocks from the sky into a pile 15 ft. tall, crushing anything beneath for 4d6; save for half. | Elemental Earth | 7 | 30 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 Fire | 5 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. | Chaos | 1 turn | Touch | Neg. |
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 Air | 7 | 10 yards/level | Special |
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. | Combat | 6 | 20 yds. | Neg. |
Touch heals 2d8+1 hp of a living, corporeal creature; reversed, the touch inflicts 2d8+1. | Healing | 7 | Touch | None |
Turns every liquid to sand at one creature's lips for a day per level, draining 2 Strength per failed check; save negates. | Elemental Water | 7 | 30 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. | Combat | 7 | 5 yards/level | Special |
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 Earth | 7 | 50 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. | Healing | 1 turn | Touch | None |
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 Water | 2 rds. +2 rds./level | 10 yds/level | Neg. |
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. | Combat | 4 | 0 | ½ |
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, Summoning | 7 | 120 yards | None |
Delivers fitting divine punishment to a touched creature guilty of a named injustice, undispellable until it strikes; save negates. | Law | 7 | Touch | Neg. |
Heals one tree or plant per caster level of every wound and sickness, or a plant monster for 3d8+3; reversed, blights them. | Plant | 7 | Touch | None |
A healing beam of sunlight mends one creature within 30 yd. for 1d8+2; reversed, it burns for 1d10, save negates. | Elemental Fire, Sun | 1 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. | Necromantic | 7 | 10'/level | Neg. |
Brews yuan-ti venom into a broth that turns a human drinker into a histachii within a week unless they save at -4. | Animal, Creation | 1 round | Touch | Special |
Makes one creature take no nourishment from food, wasting toward coma, a day per level, until it eats one secret dish; save negates. | Animal, Plant | 7 | 10 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, Weather | 7 | 30 yards+ 10 yards/level | Special |
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, Weather | 4 | 0 | None |
A spectral fist strikes one creature within 90 yd. unerringly for every point of damage the caster took in the past hour. | Combat | 7 | 90 yds. | None |
Summons thousands of parasites to settle in one creature's hair, clothes and skin, their effects setting in after a day. | Elemental Earth | 6 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, Necromantic | 7 | Touch | Special |
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. | Combat | 7 | 0 | None |
Fills one creature's lungs with water so it drowns while the caster concentrates; save negates. | Elemental Water | 7 | 20 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 Magma | 5 rds. | Touch | None |
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 Magma | 1 rd. | 0 | None |
Conjures 1d4+1 spheres of stone to fire from the hand, up to three a round, each for 1d4+4; save to dodge. | Combat | 7 | 20 yds. | Special |
Curses a creature so that no missile it throws or shoots can hit its intended target, a day per level. | Combat | 7 | 5 yards/level | None |
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, Necromantic | 7 | 0 | None |
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. | Sun | 7 | 0 | None |
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. | Plant | 7 | 60 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. | Healing | 7 | Touch | None |
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. | Necromantic | 7 | 10 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. | Necromantic | 1 round | Touch | Neg. |
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. | Plant | 7 | 5 yards/level | None |
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. | Numbers | 4 | 30 yards | Neg. |
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 Fire | 7 | 40 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 Water | 7 | Touch | Neg. |
Two black blades of whirling force fly at the caster's chosen targets, each striking twice a round at +6 for 2d12, 2 rds. | Combat | 7 | 10 yards/level | None |
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. | Healing | 7 | Touch | None |
Shreds a bought or manufactured thing, one cu. ft. a level, or deals 3d8 to a purchased beast or slave; the strong may save. | Animal | 4 | 30 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. | Combat | 1 | 0 | Special |
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, Necromantic | 7 | 0 | Special |
Seals one creature in an airtight coffin of force where it suffocates, losing 1d3 hp and 1 Constitution a round; save negates. | Necromantic | 7 | 5 yards/level | Neg. |
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. | Combat | 7 (or 2 rds.) | 30 yds. or touch | ½ 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. | Combat | 7 | 30 yards | None |
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 Fire | 4 | Touch | None |
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. | Combat | 1 rd. | Touch | None |
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. | Protection | 4 | 120 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. | Animal | 7 | 0 | None |
A ghostly stag charges 30 yd. from the caster's breast, goring everything in its path for 4d4+4; save for half. | Summoning | 7 | 0 | ½ |
Enchants a rock that hones one weapon per caster level, each dealing +3, then +2, then +1 damage. | Elemental Earth | 5 rds. | 0 | None |
Brings down stalactites or a cave-in on a target, 2d6 a stalactite or 4d8 from the collapse; save for half. | Elemental Earth | 7 | 120 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 Fire | 4 | Touch | None |
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 Water | 1 round | 5 yards/level | Special |
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, Plant | 4 (7 - PSC) | 0 | ½ |
Fires four thorns, spikes or wooden darts per level up to 120 yd. at +4 to hit, each for 1 hp. | Plant | 3 | 10 yards | None |
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 Water | 1 rd. | 10 yds. | Neg. |
Calls lightning down on one target for 1d4 + 2 per level, max 44; save for half. | Combat, Weather | 7 | 40 yards +10 yards/level | ½ |
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, Necromantic | 7 | 0 | Special |
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. | Necromantic | 1 rd. | 0 | None |
Envenoms a blade so its next three wounds bleed for 1 hp a round until bound, and resist all magical healing. | Necromantic | 1 rd. | Touch | None |
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, Sun | 7 | 5 yards/level | None |
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 Earth | 7 | 1 level | None |
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. | Combat | 7 | 0 | Neg. |
A helix of chain materialises around one creature within 90 yd., batters it for 4d4+4 and vanishes; save for half. | Combat | 7 | 90 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 Silt | 5 rds. | 10 yds./level | Vs. 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 Air | 7 | 100 yards | ½ |
Hardens wooden weapons and shields to iron, giving clubs and staves +1, and makes them fireproof, 5 rds. per level. | Combat, Plant | 7 | Touch | None |
| Level 565 spells | ||||
|---|---|---|---|---|
| Spell | Spheres | Casting time | Range | Save |
Turns the caster into an ooze, jelly, pudding or roper by level, mind intact but casting no spells, a turn per level. | Animal | 1 rd. | 0 | None |
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. | Animal | 8 | 80 yds. | None |
Commands a fire to leave what it burns and move at 12 wherever the caster directs, undimmed, a round per level. | Elemental Fire | 8 | 120 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. | Necromantic | 8 | Touch | Neg. |
Twists a drawn blade within 70 ft. around to strike its own bearer once, at the caster's THAC0. | Combat | 8 | 70 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, Necromantic | 5 | 10 yards/level | Special |
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. | Plant | 1 round | Touch | None |
A touch of bitter cold for 1 hp plus 1 per level, up to 21, with no save. | Combat, Elemental Water | 8 | Touch | None |
Wreathes the caster in holy fire that burns every innately evil creature within 10 ft. for 2d6 a round, a turn per level. | Sun | 8 | 0 | None |
Touch heals 3d8+3 hp of a living, corporeal creature; reversed, the touch inflicts 3d8+3. | Healing | 8 | Touch | None |
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. | Guardian | 5 rds. | 5 yds./level | Special |
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, Summoning | 3 | 60 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. | Necromantic | 1 rd. | Special | Neg. |
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 Earth | 1 round | 30 yards | Special |
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. | Necromantic | 5 | 10 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 Water | 5 | 0 | None |
Turns one eye to a golden orb that blights one creature within 20 ft. each round for 7 rds.; save at -3 negates. | Necromantic | 1 rd. | 0 | Special |
Outlines creatures in cold flame as faerie fire does, but burning them for 2d4 a round until they save, 4 rds. per level. | Combat, Weather | 1 rd. | 80 yds. | Special |
Sets corrosive energy raging inside a foe the priest has already wounded, for 1d4+1 per level, doubled against undead. | Combat | 1 rd. | 90 yds. | None |
A column of fire 5 ft. wide and 30 ft. tall roars down for 6d8; save for half. | Combat | 8 | 60 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 Water | 1 turn | 120 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, Plant | 8 | 0 | None |
Tears one creature's heart from its breast into the caster's hand, killing it; a save leaves it 2d8+1 damage instead. | Necromantic | 1 | 30 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, Combat | 8 | 0 | None |
Fills a cloud 180 ft. across with biting insects for 1 hp a round, blinding and stopping all casting, 2 rds. per level. | Combat | 1 turn | 120 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. | Combat | 6 | Touch | Negates |
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 Water | 6 | 1,000 yards | None |
Draws up to 1 hp per level from a living creature and lets the savant pass it to another within 3 rds.; save negates. | Necromantic | 1 | Touch | Neg. |
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. | Necromantic | 8 | Touch | None |
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. | Protection | 8 | Touch | Special |
Grants the touched creature +4 on saves against illusion, charm, fear and telepathy, a round per level; reversed, -4. | Healing | 8 | Touch | None |
Dogs one creature with -3 on every roll and -15% on thieving skills, a round per level. | Charm, Combat | 5 | Touch | None |
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. | Necromantic | 1 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 Water | 8 | 90 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, Plant | 5 | 5 feet/level | Special |
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 |
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. | Creation | 8 | 5 yards/level | None |
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 Water | 8 | 60 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, Weather | 7 | 120 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. | Necromantic | 1 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. | Healing | 8 | Touch | None |
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, Necromantic | 8 | 10 yards/level | Special |
Wakes one 10-ft. wooden limb per level to grapple or strike foes for 1d6 each, a round per level. | Plant | 1 round | 10 yards/level | None |
Conjures a whirling storm of sand covering a 10-yd. square per level that deals 2d6 a round and blinds; save for half. | Elemental Air | 4 rounds | 60 yards | ½ |
Covers one creature per level in agonising boils, costing 3 Strength, Dexterity, Charisma and attack rolls until cured; save at -3 negates. | Necromantic | 8 | 120 yards | Neg. |
A rush of air 300 yd. across that shatters a magical barrier, strips armour or drives missiles harder, at the caster's choice. | Elemental Air | 8 | 300 yds. | Special |
Creates a barbed seed that bursts on a victim in spores, enslaving them to Moander's will; save negates. | Plant | 1 turn | Special | Special |
Bursts seeds outward across 5 ft. per level for 2d6 plus 1d6+2 per four caster levels; save for half, the caster unharmed. | Combat | 8 | 60 yards | ½ |
Cuts the silver cord of an astral traveller from the Prime, killing them outright; save vs. death negates. | Astral, Combat | 8 | 10 yards/level | Neg. |
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 Earth | 8 | 60 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. | Combat | 8 | 30 yds. | ½ |
Rears deep snow into a serpent that smashes a 10-ft. radius for 6d4, snuffing fires and miring those within. | Combat, Elemental Water | 1 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 Earth | 6 | 30 yds. | None |
Softens a cubic yard of stone per level to brittle sponge and spreads as much again each day, unnoticed by most. | Elemental Earth | 1 rd. | Touch | ½ 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, Weather | 8 | 5 yards/level | Special |
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. | Plant | 8 | Touch | Neg. |
Gives the priest and one creature for every three of their levels a venomous claw dealing 1d4 per two levels, max 6d4; save halves. | Combat | 8 | 10 yds. | None |
Grants the druid a magical bite for 1d4 whose venom kills unless the victim saves, a round per three levels. | Animal | 1 | 0 | None |
Fills a 30-ft. sphere with ghostly whips that slash for 4d6 a round, the caster included, for 4 rds.; save for half. | Guardian | 8 | 30 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 Fire | 8 | 80 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. | Combat | 8 | 0 | Special |
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 |
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 Air | 1 | 0 | None |
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. | Necromantic | 8 | Touch | Special |
Strikes one creature within 120 yd. for 2d8+1 at range; save negates entirely. | Necromantic | 5 | 120 yards | Neg. |
| Level 660 spells | ||||
|---|---|---|---|---|
| Spell | Spheres | Casting time | Range | Save |
Ages a touched creature a year for every level the caster holds, never past its natural span; save negates, then a system shock roll. | Time | 1 round | Touch | Negate |
Closes the throats of one creature per two levels so they choke for 1d6 a round and are slowed; three failed checks kill. | Necromantic | 9 | 120 yards | Neg. |
Looses three bursts of five unerring missiles at three separate targets, each missile dealing 1d4+1. | Combat | 9 | 60 yds. +10 yds./level | None |
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 |
Makes any vegetable thing, living or dead, sprout leaves and fruit; reversed, blight strips it and deals 6d4 to plant creatures. | Plant | 1 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, Summoning | 9 (4 - PSC) | 20 yards | ½ |
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, Necromantic | 9 | Touch | Special |
Sows a contagious madness that surfaces after two days, costing -3 on every roll and clouding all deliberate action; save at -4 negates. | Charm | 9 | 30 yds. | Special |
For a turn, every wound the victim takes bleeds on and resists all magical healing short of a wish; save negates. | Necromantic | 8 | Touch | Neg. |
Curses a creature so that one in twenty of those it kills rises as a revenant hunting it. | Necromantic | 8 | Touch | Neg. |
Whirls severed limbs into a barrier up to 60 ft. across that deals 4d6 and stuns those crossing it, 3 rds. per level. | Guardian, Necromantic | 9 | 30 yards | Special |
Assembles bones into a dragon shape that flies and strikes twice a round for 1d12 each, untouchable by blows, a round per level. | Necromantic | 1 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. | Necromantic | 6 | 0 | See below |
Hurls a disc that annihilates a creature under 6 HD or deals 40 damage to a greater one; magic resistance turns it aside. | Combat | 9 | 10 yds. | Special |
Lays a lasting divine punishment of the caster's own wording on someone who has done a great evil. | All | 1 rd. | Special | None |
Spreads rot from a wounded creature's injuries for 1 hp per caster level, halving each round until it saves twice. | Combat, Necromantic | 1 round | 10 yards/level | Special |
Sets a lasting curse, with no save, on whoever kills the priest, lifted only by a wish. | Protection | 2 turns | 0 | None |
Blights a 30-ft. radius per level of soil so nothing grows and plant creatures take 1d4 a round, for 2d4+10 years. | Necromantic, Plant | 1 rd. | 20 yds./level | None |
Draws everyone within 10 ft. per level into a whirling dance they cannot leave, taking 1d4 a round, 3 rds. per level; save negates. | Charm | 1 round | 0 | Neg. |
Conjures an illusory engine that shoves, hauls, lifts, digs or thrashes at the caster's bidding, for a turn. | Creation | 6 | 10 yards/level | Special |
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 Water | 5 | 200 yards + 25 yards/level | None (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 Fire | 1 rd./seed | Touch | ½ |
Sheathes one arm in force at Strength 22 so its blows punch through armour and stone at +4 for 1d4+10, for 6 rds. | Combat | 9 | 0 | None |
Forces every shapechanger the shukenja points at back into its true shape, in wracking pain for 3d10; save halves and spares the change. | Protection | 1 | 120 yds. | ½ |
Conjures a hooked rod dealing 4d4 that heals its wielder 2 hp a blow and shatters items it strikes, for 15 rds. | Combat | 1 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 Earth | 9 | 5 yds./level | None |
HealR 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 |
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 Water | 15 minutes | Touch | Special |
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, Protection | 9 | Touch | None |
Makes a weapon a bane to one named kind of creature for a day: it strikes as +3 and slays outright unless they save. | Guardian | 1 hr. | Touch | Special |
Makes its recipient immune to plain weapons, and to magical ones as the caster rises, a round per three levels; reversed, vulnerability. | Protection | 1 | Touch | None |
Turns the priest into a greater segarran with crocodile jaws and tail, 20% magic resistance and better AC, a turn per level. | Animal | 6 | 0 | None |
Marks one creature as prey so the district's foulest beast hunts it without rest, a day per level. | Elemental Air | 2 ids. | 30 yds. | None |
Snuffs a creature's life force outright at 60 yd.; a save vs. death cuts it to 2d8+1 damage. | Necromantic | 9 | 60 yards | Neg. |
Hurries a plant through leaf, blossom and ripe fruit out of its season, shifting its cycle by a month per two levels; reversed, wither. | Plant | 1 rd. | 1 | None |
Fills a creature's blood with bubbles that bring euphoria, then confusion, then mounting harm over a turn; a save each phase. | Elemental Water | 1 rd. | 60 ft. | Special |
Gives back a scion's stolen or drained bloodline and its abilities; reversed, it destroys one for good. | Necromantic | 4 | Touch | None |
Enchants a glass or crystal sword over a day's work into a near-invisible blade dealing +2 damage, permanently. | Elemental Earth, Elemental Silt | 1 day | 0 | NA |
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 Earth | 9 | 0 | None |
All within a 20-ft. cube take 2d10 and are struck blind and diseased; a save cuts it to 1d10 and brief blindness. | Combat | 1 | 5 yds. | ½ |
Hurls a glowing topaz at +3 that bursts for 6d6 fire, 12d6 to undead, and blinds; save halves and spares the eyes. | Sun | 6 | 30 yards | Special |
Grants the caster a spider's venomous bite, its strength and number of uses rising with level, and immunity to poison meanwhile. | Combat | 4 | 0 | None |
Shatters the spirit of a dying or freshly dead creature so nothing of it survives to be spoken with or raised; save negates. | Necromantic | 3 rounds | Touch | Neg. |
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. | Charm | 8 | Touch | Special |
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. | Combat | 1 turn | 300 yards | ½ |
Grants flight at 18 and two lightning bolts of 6d6 a round from the eyes, a round per four levels. | Combat | 9 | Touch | None |
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. | Summoning | 9 | 10 yds. | None |
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 |
A sunbeam fells one creature in convulsions, costing 1d4 hp a round until cooled or healed; a save leaves only heat exhaustion. | Elemental Fire, Sun | 6 rds. | 10 yds./level | Special |
Sets a shadowy blade and hammer flying to strike once each round for 4d4 and 2d4, a round per level. | Combat | 9 | 10 yards/level | Special |
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, Necromantic | 1 round | 0 | None |
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. | Sun | 6 turns | 0 | Special |
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 Magma | 2 rds. | 10 yds./level | Vs. 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 Water | 8 | 60 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. | Necromantic | 9 | 200 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, Plant | 9 | 80 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 Water | 1 round | 10 yards/level | Special |
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 Water | 1 turn | 0 | Neg. |
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 Air | 9 | 60 yds. + 10 yds./level | Special |
A word that kills, paralyses, stuns or deafens a psionic attacker by its Hit Dice and halves its power points for days; save negates. | Combat | 1 | Special | Neg. |
| Level 748 spells | ||||
|---|---|---|---|---|
| Spell | Spheres | Casting time | Range | Save |
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. | Time | 1 round | 30 yards | Negate |
A 30-ft. storm sphere that looses forking lightning on every third round and ends in a bolt, for a turn. | Elemental Air | 1 round | 100 yards | ½ |
Calls down a lasting divine curse on whoever has gravely wronged the caster's god, reaching their descendants for centuries. | Guardian | 1 rd. | Special | None |
Calls down a lasting divine curse on whoever has gravely wronged the caster's power, falling on their heirs for centuries. | Guardian | 1 rd. | Special | None |
BaneR A touch curse giving -5 to attacks and damage, failing every save and taking full damage from every blow; reversed, it lifts curses. | Protection | 9 | Touch | Special |
Turns a missile into a defiler-slayer at +3 to hit and double damage against them, for a day. | Cosmos | 1 turn | 0 | NA |
Lays one major curse of the caster's choosing at a touch, liftable only by a wish; save negates. | All | 8 | Touch | Neg. |
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, Protection | 1 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 Water | 6 | See below | None |
Breathes out a breeze spreading 50 yd. an hour that cures one named ordinary disease throughout a whole community, an hour per level. | Necromantic | 1 turn | 0 | None |
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, Summoning | 1 turn | 100 yards | None |
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 Air | 4 turns | 10 yds./level | Special |
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, Summoning | 1 rd. | 0 | None |
Regresses a creature that has wronged halflings back into infancy with no memory; save negates, and it banishes the extraplanar. | Time | 1 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 Fire | 1 turn | 10 yards | Special |
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, Sun | 1 rd. | 5 yds./level | None |
Destroys a magedoom outright, its magic resistance no help; a save leaves it 10d8 damage. | Protection, Summoning | 1 round (7) | 10 yards/level | Special |
Calls hurricane winds over half a square mile per level that capsize ships, flatten shacks and fell trees, a turn per level. | Weather | 1 turn | 1 mile | None |
Rips the ground in a circle 5 ft. wide per caster level for one round, collapsing caves, toppling structures and opening fissures. | Elemental Earth | 1 turn | 120 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 Magma | 2 rds. | 10 yds./level | ½ |
Lets the caster take the shape of any cat, from a tressym to a dragonne, changing at will, an hour per level. | Combat | 1 round | 0 | None |
Stops a creature's heart at a pointed finger; save vs. death negates. | Animal | 3 | 60 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 Fire | 1 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. | Summoning | 1 round | 10 yards | None |
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 Silt | 1 turn | 0 | None |
Conjures a five-stringed harp of force whose strings each loose one power, from shattering metal to a 9d6 bolt, for a turn. | Combat | 1 round | 0 | None |
Freezes a touched creature's heart until it shatters; save vs. death leaves 5d8 damage and immunity to cold instead. | Combat, Necromantic | 1 round | Touch | Special |
A bolt of positive energy that destroys an undead outright or deals 6d8 to a lower-planar creature; save resists. | Creation | 7 | 10 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. | Plant | 8 | 60 yds. | Special |
Banishes evil extraplanar creatures home and kills, paralyses, slows or deafens the rest by their Hit Dice; reversed, it strikes the good. | Combat | 1 | 0 | None |
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 Water | 1 turn | 240 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 Water | 1 round | 10 yards/level | Special |
Grants the caster a nymph's beauty for 2 turns, blinding those who behold them, or worse if they are unclad; save negates. | Charm | 1 rd. | Special | Neg. |
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 Water | 9 | 1,000 yards/level | Special |
Regrows severed limbs, bones and organs in a round if the part is at hand, otherwise 2d4 turns; reversed, wither. | Necromantic | 3 rounds | Touch | None |
Heals 4 hit points a round until its recipient comes within 4 of their full total, for as long as a week per level. | Healing | 1 rd. | Touch | None |
Restores a level drained by undead within a day per caster level, and lifts feeblemind and madness, ageing both parties two years. | Necromantic | 3 rds. | Touch | None |
Restores life and full strength to someone dead as long as ten years per caster level, ageing the caster three years. | Necromantic | 1 turn | Touch | None |
Restores life and full strength to an honourable creature dead up to ten years per caster level; reversed, destruction. | Necromantic | 1 turn | Touch | None |
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./level | Special |
Conjures up to four illusory siege engines with phantom crews that deal half a real engine's damage, for 8 turns. | War | 3 turns | 240 yards | None |
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 Earth | 1 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 Silt | 1 rd. | 10 yds./level | Special |
Sets a point of full gravity in midair so everything within 50 ft. falls toward it, a round per level. | Numbers | 7 | 50 yards | None |
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 Earth | 1 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 Water | 3 rds. | 200 yds. + 50 yds./level | None |
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 Water | 1 turn | 240 yards | Special |
Raises a tornado or hurricane that kills weak creatures outright, grounds fliers and deals 3d6 a round, 3 + 1d4 rds. | Elemental Air | 1 turn | 120 yards | Special |