313 spells across 7 levels

Level 124 spells
SpellSpheresCasting timeRangeSave

Renders 2d4 HD of animals, +1 HD per level, docile and unmoving; all must be one species.

Animal460 yds.Special

Compels one creature to obey a single spoken word for one round; high Intelligence or 6 Hit Dice earns a save.

Charm130 yds.None

Garbles one creature's speech beyond understanding for a round per level, blocking any verbal component.

Elemental Air45 yds./levelNone

Makes one metal item ring three times so that all within 10 ft. who fail a save are deaf for 2d4 rounds.

Combat4TouchNone

Lets one creature go without breathing for a round per level; reversed as steal breath.

Elemental Air1TouchNone

Plants in a 40-ft. cube grip everyone inside for a turn; a save lets a creature crawl out at 10 ft. a round.

Plant480 yds½

Locks one creature into compulsively overdoing whatever it was doing, a round per level; save negates, an attack ends it.

Charm4TouchSpecial

Boosts crop yield 5% per level for six months across 60 ft. per level, or makes one female mammal per level fertile; reversed, sterility.

Animal, Plant1 roundSpecialNone or neg.

Puts up to three creatures into a torpor of up to a week per level, barely needing food or air; save negates.

Animal1 rd.TouchNeg.

Fills a 20-ft. radius with torchlight for an hour plus a turn per level; cast on a creature's eyes, it blinds; reversed, darkness.

Sun4120 yds.Special

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

Strings an unbreakable tether only the caster can hold from their hand to one object or willing creature, 3 rounds plus 1 per level.

Combat45 yards/levelNone

Shifts a unit's morale one point either way, lasting 1d4+2 turns; at a temple, a 10th-level priest raises it by 3 until sunset.

WarSpecialSpecialNone

Turns a mushroom into a missile that bursts in a 10-ft. cloud of spores; those inside save vs. poison or cough helplessly for 1d3+1 rounds.

Plant4TouchSpecial

Gives one creature per four levels +4 against fear for a turn and a new save against fear already failed; reversed, panics one creature 1d4 rounds.

Charm110 yds.Special

Coats a 10-ft. square in sticky sap that halves movement; those inside who fail a save crawl at 1, lose half their Dexterity and cannot cast or attack.

Plant410 yds.Special

Cures seasickness and gives the touched creature a sailor's footing on a pitching deck for an hour per level; reversed, land legs makes them stumble.

Healing1 roundTouchNone

The caster's swaying gaze holds one creature staring, unable to act, until the caster does anything else; save negates.

Charm110 yardsNeg.

A tiny flash at a creature's eyes blinds it 1d4 rds. at -2 to saves; save negates, and the sun must be up.

Elemental Sun1 rd.15 yardsNone

A paralysing spit that on a hit costs the target the struck body part for 1d4+1 rds., from unconsciousness to a useless arm; save negates.

Combat110 yds.Neg.

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.

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

Charm1 dayInfiniteNeg.

Keeps 200 lb. plus 100 per level of creatures or objects in a 10-ft. cube afloat for 3 rds. + 1 per level; the unwilling may save.

Protection110 yds./levelSpecial
Level 239 spells
SpellSpheresCasting timeRangeSave

Creatures in a 40-ft. sphere, 2d4 HD plus half caster level, hesitate at an initiative penalty of a third of caster level, a round per level; save negates.

Law130 yardsNeg.

Crafts a token that gives its wearer +1 to AC and saves against one feared being, which must save or flee it in fear, a week per level.

Creation1 hr.5-ft. radiusNone

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.

Sends one creature into a helpless trance of pleasure for 4 rds., dropping what it holds; save negates, harder against a higher-level caster.

Charm55 yards/levelNeg.

Restrains the emotions of 1d6 creatures per level in a brawl or a revel so they stop and listen; save at -4 negates.

Law120 yardsSpecial

Breathes a 20-ft. cone of gathered stench; breathers of 5 HD or less save vs. poison or gag and retreat 1d6 rds., -1 to attacks if they save.

Elemental Air30Special

Seals one spirit of no more HD than the caster's level into a bottle or gourd until it is opened; save vs. paralysis negates.

Summoning1 rd.10 yds.Neg.

In bright sun, raises a silent visual illusion filling a 10-ft. cube per level while the caster concentrates; reversed, it dispels mirages.

Elemental Sun560 yds. +10 yds./levelSpecial

Makes the priest look pitiable so that any creature within 120 ft. that fails a save hurries over to help, weapons dropped, an hour per level.

Charm50Neg.

Freezes water, a cubic foot per level, into ice, or sheets a pool an inch thick; anyone walking on it saves or falls.

Elemental Water530 yds.None

Orders as many as six creatures in a 20-ft. cube with a dozen-word phrase they must obey for a round per level; save negates.

Charm, Law530 yardsNeg.

Conjures a 2 HD, AC 4 whirlwind that bites for 1d4, snuffs small flames and blinds with dust, 2 rds. per level.

Elemental Air2 rds.30 yds.None

Pins living creatures in a 30-ft. radius to the ground they stand on, sliding at a third speed, 5 rds. + 1 per level; save negates.

Elemental Earth510 yds.Neg.

Holds an audience within 90 ft. rapt while the priest keeps speaking, up to an hour; save negates, 4 HD or Wisdom 16 immune.

Charm1 rd.0Neg.

Clouds a 40-ft. globe of water so sight drops to 2d4 ft., twice that for sahuagin, and light dims, 2 rds. + 1 per level.

Combat4TouchSpecial

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

Makes 2d4 HD of creatures in a 20-ft. radius hesitate, +4 to initiative for a round per level; save negates.

Time230 yardsNeg.

Freezes one to four persons in a 20-ft. cube rigid for 2 rds. per level; save negates, easier the more targets.

Charm5120 yds.Neg.

Conjures a glowing mace for 5 rds. that the caster alone wields at +3 for 1d12+2, shattering items that fail a save.

Combat50Special

Raises a mist 10 ft. per level on a side that cuts all vision, infravision too, to 2d4 ft., 4 rds. per level.

Weather50None

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

Sways sharks totalling no more hit points than the caster's own into a stupor for 1d4+2 turns, less if they are roused or smell blood.

Animal, Charm530 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

Kills all sound in a 15-ft. radius for 2 rds. per level, stopping speech and verbal spells; an unwilling centre may save.

Guardian5120 yds.None

Near the sea, fills one creature with a longing for illusory music so it wanders searching for a turn, fighting restraint; save negates.

Charm2 rds.300 ft.Neg.

Sways snakes totalling no more hit points than the caster's own into a swaying stupor for 1d4+2 turns, less if they are roused.

Animal530 yds.None

Draws every serpent within 120 ft. to follow the shukenja peaceably while they concentrate, a turn per level; the strong may save.

Animal1 rd.120 yds.Special

Turns natural earth or stone across a 10-ft. square per level into mud, loose dirt or soft clay, 1 to 4 ft. deep.

Elemental Earth510 yds./levelNone

Empties one creature's lungs so it loses a round and acts at -3 initiative for 3 rds.; save negates.

Elemental Air1120 yds.Neg.

Gives the caster a storm's voice, heard ten times as far, that deafens and fells all within 20 ft. for 1d4 rds.; save negates.

Weather5SpecialNeg.

Compels one creature to carry out a single reasonable command for a round per level.

Law210 yards/levelSpecial

Bends 15 in. of wood an inch thick per level out of true, ruining missiles and giving melee weapons -4; reversed, straightens.

Plant510 yds./levelSpecial

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

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

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

Ties one creature's moral compass to the wind's direction so it cannot hold to any goal for long; save negates.

Elemental Air530 yds.Neg.
Level 350 spells
SpellSpheresCasting timeRangeSave

Makes one animal within 30 yd. perform a specific trick on command that it could never learn, a round per level; the strong may save.

Animal630 yardsSpecial

Fills a 20-ft. radius with darkness only the caster sees through; others save at -3 each round or fight blind at -4, a round per level.

Combat, Sun610 yards/levelNeg.

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 single spoken word that up to two creatures must obey for two rounds; Intelligence 15 or 8 HD earns a save.

Charm130 yardsNone

Lights a 60-ft. radius as bright as day until dispelled; cast at a creature's eyes it blinds; reversed, continual darkness.

Sun6120 yds.Special

Bends one animal to the caster's will by silent command, a round per level; save negates, self-destructive orders allow another.

Animal660 yds. + 10 yds./levelNeg.

From a spark, raises a choking 90-ft. smoke cloud for 4 rds.; those inside save vs. death or flee coughing, at -4 to attack; reversed, clears smoke.

Elemental Air, Elemental Fire610 yds. +10 yds./levelSpecial

Cures magical or nondamaging blindness or deafness at a touch; reversed, it inflicts one, save negates.

Necromantic1 rd.TouchSpecial

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

Orders as many as six creatures within a 20-ft. cube with a dozen-word phrase they obey for a round per level; save negates.

Charm, Law630 yds.Negate

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

Pits the caster's will against a dragon's in opposed Charisma checks; the winner commands the loser.

Charm4100 ydsSpecial

Hardens airborne dust into an immovable flat wall of a square yard per level, or a +3 arm shield, a round per level.

Elemental Earth60None

Eases a birth at a touch, correcting complications; reversed, racks a victim with labour pains for up to nine rounds.

Healing6TouchSpecial

Masks the priest's emotions behind a chosen false one, or forces an emotion on one creature per 5 levels; a round per level.

Charm, Thought510 yardsSpecial

Drives all but named creatures 10 ft. per level back from the caster and holds them out, a round per level; save at -3 to break in.

Wards1 round0Special

Makes dead wood look alive, or damps firewood so it will not light and turns burning wood to choking smoke, a turn per level.

Plant610 yards/levelNone

Floods one creature with visions of every possible outcome, so it crawls, loses initiative and cannot cast, 2d4+2 rds.; save negates.

Divination630 yardsSpecial

Freezes up to four animals in a 40-ft. cube rigid for 2 rds. per level; save negates, easier the more animals.

Animal680 yds.Negate

Lifts one creature of up to 100 lb. per level straight up or down, 20 ft. a round for the caster or 10 for another, a turn per level.

Elemental Air620 yds./levelNeg.

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.

Makes a wizard's next spell come out as a random one from memory, no higher in level than intended; save negates.

Chaos240 yards+10 yards/levelNeg.

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

Binds an understanding creature to a sworn deed or restraint, with a curse for breaking it; save negates, -2 if subdued.

All1 rd.10 ft.Neg.

Thickens the brush of a 20-ft. square per level into an impassable tangle, or enriches a farm's crops by a third for a year.

Plant1 rd.160 yds.Special

Sends the shukenja's spirit into an animal of fewer HD to drive it, sharing half its pain, a round per level; save negates.

Animal1 rd.10 yds.Neg.

Turns a fire into fireworks that blind all within 120 ft. for 1d4+1 rds., or into a choking smoke cloud a round per level; save negates.

Elemental Air, Elemental Earth, Elemental Fire, Elemental Water6160 yds.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.

Chaos3 rounds+1 round/level10 yardsNeg.

Rolls out a 40-ft. pungent smoke bank that hides sight and sends every insect and thri-kreen fleeing as if turned, a round per level.

Plant310 yds.None

Lifts one creature's morale to the maximum and banishes pain and weariness, a round per level, though it may be stunned with bliss; save vs. paralysis.

Charm61 yard/levelSpecial

Frees up to four creatures from paralysis; reversed, a touch paralyses one for 1d6 rds. + 1 per level.

Necromantic, Protection610 yds./levelNone

Locks one creature into whatever it is doing, blind to every new circumstance, a round per level; save negates.

Law1 turn60 yardsNeg.

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

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

Traps one to six beings in a 60-ft. cube singing a mindless travelling song, unable to attack or leave, a turn + 1d6 rds.; save negates.

Charm, Law660 yardsNeg.

Fills the space between anchors with sticky glowing strands that trap creatures like a web spell, a turn per level.

Creation35 yds./level½ or Neg.

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.

Coats one arrow or dart per level with an ointment that sends the struck into 1d6 turns of sleep; save vs. poison negates.

Combat5TouchNone

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

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.

Whips the surf along 10 yd. of beach per level higher each turn, reaching 10 yd. further inland per turn, a turn + a turn per level.

Elemental Water630 yds.None

Analyses a subject's true name so that a following bless, command, charm, hold or quest reaches them at two to five times its range.

Numbers2 rounds0None

A slap of an oak leaf booms for miles, stunning and deafening all within 30 ft.; a save leaves them deaf for 1d10 rds.

Elemental Air10Special

A clap of the hands deafens everything in a 40-ft. cone; those who fail a save reel stunned for 1d2 rds. as well.

Weather60Special

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)

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

Lets the priest steer air currents to move objects of a pound per level, snuff small flames or ground small fliers, a round per level.

Elemental Air620 yds./levelNone

Raises a 5-ft.-wide column of air 5 ft. tall per level that lifts anything under 40 lb. per level to its top, a turn + 1 rd. per level.

Elemental Air610 yards/levelSpecial
Level 464 spells
SpellSpheresCasting timeRangeSave

Hurls an extraplanar creature, named if it has a name, back to its home plane on a level-adjusted roll of 11+ on 1d20.

Summoning1 rd.10 Yds. (10 ft. - PSC)Special

Sends an extraplanar creature home on a level-adjusted roll; reversed, implore summons a named creature of like alignment.

Guardian, Summoning1 rd.10 ft.Special

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

Plant7TouchNeg.

Cloaks the priest in swirling red droplets for +3 AC and +3 on saves against cold and fire, -3 against lightning, 5 rds. per level.

Necromantic, Protection70None

Throws one creature into a berserk frenzy that attacks anything nearby, friend or foe, until three rounds pass with no one near; save negates.

Combat710 yardsNeg.

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

Drives a touched creature permanently mad in a form of the caster's choosing; save negates, reversed cures insanity.

Necromantic, Thought1 roundTouchNeg.

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.

Grants one to four willing creatures +4 to +1 on their next save against fear within 8 hours; reversed, an aura of fear.

Charm6TouchNeg.

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

Compels one creature to tidy and sort everything it meets, permanently; save negates.

Law510 yardsNeg.

Puppets one giant insect within 100 yd. per level, which mimics the caster's every movement, a turn + 1 rd. per level; save negates.

Animal4100 yards/levelNeg.

Puppets one giant or enlarged insect within 100 yd. per level, which copies the caster's every motion, a turn + 1 rd. per level; save negates.

Animal7100 yds./levelNeg.

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.

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

A green ray unerringly wraps one creature in a field that blocks all its extradimensional travel, a turn + 1 rd. per level.

Guardian110 yds./levelNone

A creeping black mist filling eight 10-ft. cubes for 6 rds. in which aimed attacks are at -4 and the weak freeze in terror; save resists.

Combat, Guardian70Special

Wrests control of another's summoned elemental, 50% adjusted by level and Wisdom, for the rest of its stay; one try only.

Summoning1 rd.10 yds. +10yds./levelSpecial

Slows all wizard casting in a 180-ft. sphere by +3 to casting time and grants +3 on saves against wizard spells, 1d4 turns.

Protection, Wards760 yds.None

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

Curses one creature per level so every journey over a league takes twice as long, a day per level.

Travelers720 yds.None

Turns a gauntlet into a source of feather fall, gust of wind, wind wall or calm winds, one effect a round, a round per level.

Elemental Air, Weather7TouchNone

Grows up to six ordinary insects of one kind to giant size, more and larger with level, 2 rds. per level; reversed, shrinks giant ones.

Animal720 yds.None

Hangs a drizzling grey cloud over one creature's head that fills it with despair, 2 rds. + 1 per level; save at -2 negates.

Charm410 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.

Freezes every piece of iron or steel across 5 sq. ft. per level in place, weapons mid-swing and armoured foes immobile, a round per level.

Charm630 yds.None

Stills 1d4 plants or plant monsters in a 40-ft. square, halting movement, growth and grasping, a round per level; save negates, easier with more.

Plant780 yds.Negate

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

Gives a templar's presented sigil +2 on saves against spells and a fear-inducing touch for a turn.

Cosmos1 rd.1 yd.None

Sets a 4-in. spot on a creature or object that casts a 60-ft. beam as bright as day, switched on and off by thought, until dispelled.

Sun1 rd.TouchNone

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

Turns one of a creature's arms into a jointless tree branch, useless but as a club, a turn per level; save negates.

Plant75 yds./levelNeg.

Widens a commander's command radius by half for 1d4+6 turns, or doubles it at a temple; reversed, doubt halves it.

WarSpecialSpecialNone

Changes a log to a giant lizard, one HD per caster level, with a deadly poisonous bite, 2 rds. per level; reversed, lizard to log.

Animal, Plant730 yds.None

Magnetises an iron object of 6 cu. ft. per level, dragging iron and steel within 30 ft. to it, a round per level; save resists.

Elemental Earth7TouchNeg.

Puppets one creature's body by telepathic link while it stays in sight, 3 rds. per level; save negates.

Thought450 yardsNegate

Blanks the touched creature from all psionics, breaking every telepathic link, a turn per level.

Protection1 rd.TouchNeg.

Paints an image of the caster's choosing on the horizon that never gets closer, tempting those in a 30-ft. cube who fail a save, an hour per level.

Sun710 yards/levelNeg.

Makes one creature see everything at its ugliest, friends as monsters, an hour per level; save negates, then save or flee.

Elemental Air, Elemental Earth, Elemental Fire, Elemental Water, Sun4 rds.30 yds.Neg.

Fills a 60-ft. globe of water with inky silt, sight down to 2d4 ft. and light to a firefly's glow, 2 turns; on land, a rain of slime and fog.

Combat620 yds.Special

Turns a ship's oars, one per three levels, into 10 HD sea serpents that guard the vessel or attack another's rowers, 3 rds. per level.

Plant950 yardsNone

A stillness over 60 ft. in which one creature per level can neither attack nor harm another, a round per level.

Charm40None

Feeds the soil of a 40-ft. square per level for a month, or calms hungry plant monsters, 2 HD a level, for 4 rds. + 1 per level.

Plant710 yards/levelSpecial

A stern lecture fills a creature with guilt so it forswears an evil deed and seeks to make amends; save negates.

Charm1 rd.TouchNeg.

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.

Draws smoke into a wraithlike form that glides at the caster's will and smothers a creature it envelops, a round per level.

Elemental Fire7 4 (EM)10 yards/level 10 feet per level (EM)Special ½ (EM)

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

Cocoons one man-sized creature per three levels in living softwood, in suspended animation and safe from all harm, until fresh air dissolves it.

Plant, Protection1 rd.TouchNeg.

A song sung into the silt draws 2d6 silt spawn toward the singer, who is the meal they came for, for up to 10 rds.

Animal1 turn0None

Lets the priest talk with plants within 30 ft. and command normal ones to part, entangle or release, a round per level.

Plant1 turn0None

Turns sticks, 1d4 of them plus one per level, into 2 HD snakes that fight at the priest's command, 2 rds. per level.

Plant730 yds.None

A burst of golden light burns undead within 40 ft. for 6d6 and blinds everything else a round; save negates the blindness.

Sun730 yds.Special

Makes 100 sq. yd. per level cost twice as much to cross, for enemy units alone, 2 turns per level; reversed, it eases the ground.

War2 turns240 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.

Lets the caster speak and understand one further language per three levels with perfect fluency, for a turn; reversed, babble.

Divination70None

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

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

Raises a 20-ft.-high wall of water, 10 sq. ft. per level, that paralyses smaller creatures trying to cross, a round per level.

Elemental Water730 yardsSpecial

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.

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
Level 565 spells
SpellSpheresCasting timeRangeSave

Turns one creature into an ordinary halfling with no class abilities for a day, its gear left behind; save negates.

Combat, Law8TouchNeg.

Instructions the shukenja gives are obeyed as sound advice, however foolish, though a deadly one allows a second save; save negates.

Charm51Neg.

Holds every creature within 20 ft. of the caster fast for 3 rds.; save negates, easier for the strong, and the caster's own touch frees them.

Charm80Neg.

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.

Halves the speed and attacks of everyone within 20 ft., pouring the stolen energy into the caster as haste, for 6 rds.; a save each round frees one.

Combat80Special

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

After slaying a foe in melee, a cry of triumph sets a prayer over 30 yd. and gives enemies a further -1, a round per level; save resists.

Necromantic50Special

An illusory candle whose light stills everyone within 70 ft. for a round, save or act at all, with attack penalties fading over six rounds after.

Charm, Protection1 round10 yards/levelSpecial

Charms one spirit within 10 yd. into faithful service, even against its own allies, a round per level.

Charm1 rd.SpecialNone

Seals one creature from telling a named secret by any means, longer the more precise the secret; save negates.

Charm1 rd.TouchNeg.

Holds or steers smokes, fogs and gaseous creatures within 10 ft. per level, 10 ft. a round, negating wind, a round per level.

Elemental Air, Elemental Water840 yardsNone

Raises or stills the wind by one strength grade per three levels across 40 ft. per level, calm at the centre, a turn per level.

Weather80None

Turns one crocodile, or one person, per three levels into a lesser segarran for good; save negates, then a system shock roll.

Animal1 rd.5 yds./levelNeg.

Draws all water out of a cubic foot per level of clay, stone, hide or wood so it cracks to dust; mindless undead take 1d6 per 3 levels.

Elemental Earth, Elemental Water810 yds./levelNone

Cures madness at a touch, from hallucinatory spores to feeblemind and psychic trauma; reversed, it drives a creature insane.

Healing, Necromantic1 rd.TouchNone

Binds one creature to a promise serving the caster's god; every breach costs 1 hp beyond any healing until death; save negates.

Charm, Necromantic1 roundTouchNeg.

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

Sends a summoned or extraplanar evil creature home on a successful melee touch, and evil creatures fight the caster at -7, a round per level.

Protection, Summoning8TouchNeg.

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.

Melts 3 cu. ft. of stone per level so it runs like syrup, then sets hard, entombing those who fail a save vs. poison.

Elemental Earth810 yds.Special

Lodges a catchy tune in one to four minds so they can cast nothing until the song is done, longer the cleverer they are; save at -4 negates.

Charm, Combat8120 yardsNeg.

Moderates temperature by 20° and wind by 10 mph within 10 ft. per caster level of the subject, to their own comfort, an hour per level.

Elemental Air, Elemental Water8TouchNeg.

Hardens 10 cu. ft. of water per level to rock, harmlessly holding whatever is inside, a turn + 1 rd. per level.

Elemental Water1 rd.TouchNone

Rains illusory catapult stones and bolts on a 30-yd. square, forcing the unit beneath to check morale.

War1 turn300 yardsNone

Makes one creature ask the caster's leave before any deliberate act, a turn per level; save negates.

Law3 rounds150 yardsNeg.

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

A touch paralyses one creature 2d4 rds. and lays its thoughts open to the priest; save negates.

Divination, Necromantic8TouchNeg.

A shadowy harp plays tunes the caster chose, moving where they will within a 60-ft. radius, a round per level; save negates.

Charm, Combat810 feet/levelNeg.

Cuts one creature off from laying down new memories, so it can hold only one action in mind, 2 rds. per level; save negates.

Thought1 round10 yardsNegate

Drives one creature within 3 yd. per level into a chosen madness, from schizophrenia to another of five forms; save negates.

Thought1 round3 yards/levelNegate

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

Sends the caster, or up to eight linked hands, onto a different plane; an unwilling target must be touched and may save.

Astral8TouchNeg.

Sends the caster, or up to eight linked hands, to another plane by way of an engraved coin; the unwilling may save.

Astral8TouchNegate

Sends the shukenja's spirit into any beast or thinking creature to drive it, sharing half its pain, a round per level; save negates.

Charm1 turn360 yds.Neg.

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

Lays a sacred task on a creature, which suffers a growing penalty to its saves for each day it shirks, until the deed is done; save negates.

Charm860 yds.Neg.

Makes the priest's body reflect light so that creatures with infravision are blinded a round and others may save.

Protection, Sun10Special

Compels one creature to do again exactly what it did last round, to exactly the same result; save negates.

Time530 yardsNeg.

Adds 1d6 Strength, grows the caster by a tenth per four levels, and lets one spoken word command a creature, a round per level.

Charm, Combat80Special

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

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

Animates a flying skull (4+4 HD) that bites for 1d6 and frightens, and can scream to panic all within 10 ft., 2 rds. per level.

Necromantic1 rd.SpecialNone

Creates a barbed seed that bursts on a victim in spores, enslaving them to Moander's will; save negates.

Plant1 turnSpecialSpecial

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 shield of unseen force meets one charging foe a round, halving its speed and either blocking its blow or dealing 2d4+4, for 5 rds.

Protection80None

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

Turns a drow into a drider the caster commands for a round per level, remembering nothing after.

Animal, Necromantic2/targetTouchNone

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

Makes a false walnut that, once triggered, shrinks a living creature into a marble sealed in crystal; save at -4 negates.

Necromantic, Plant1 hour0Neg.

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

From a fragment of the subject, shows their location and condition precisely and lets the caster press a suggestion on them, 3 rds. per level.

Divination1 rd.0None

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.

Sends a wordless surge of the caster's mood and rough whereabouts to up to ten named or grouped people, anywhere on the plane.

Divination10Special

Turns a 20-ft. cube of natural rock per level into mud that swallows the heavy; reversed, mud becomes soft stone.

Elemental Earth, Elemental Water8160 yds.None

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

Divination8TouchNone

Lets the recipient see everything within 120 ft. as it truly is, alignments included; reversed, false seeing.

All8TouchNone

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

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
Level 639 spells
SpellSpheresCasting timeRangeSave

Wakes objects, a cubic foot per level, to move and attack whoever the priest names, a round per level.

Creation, Summoning930 yds.None

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.

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

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

Compels any creature of at least dim intelligence to obey one clear word, a round per two levels; only the clever or strong may save.

Charm160 yds.Special

Gates in a fire elemental of 12 or 16 HD, or rarer beings, that serve without turning on the caster, a turn per level.

Elemental Fire6 rds.80 yds.None

Gates in a water elemental of 12 or 16 HD, or rarer beings, that serve without turning on the caster, a turn per level.

Elemental Water, Summoning6 rounds80 yardsNone

Charms one to four lycanthropes of a single kind and can force them in or out of beast shape while they keep failing their saves.

Charm360 yds.Neg.

Sets worn headgear blazing when melee begins, blinding foes who fail a save for 1d4 rds. and driving off light-shy creatures, a round per two levels.

Sun9TouchNone

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

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

Lets the priest move through rock and soil as a xorn does, carrying twice their weight and able to entomb a foe, a turn per level.

Elemental Earth1 rd.0Special

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.

Spreads sticky blinding threads over a 30-ft. cube; those who touch them are flung into a labyrinth of mist and confusion, save at -3 negates.

Astral910 yds.Neg.

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

Charm9160 yds.Neg.

Shows the recipient the shortest road in or out of any place, trap or maze, a turn per level; reversed, it loses them.

Divination3 rds.TouchNone

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)

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 or flattens up to 20 ft. of slope across a 120-yd. square, giving one side the high ground, a turn per three levels.

War2 turns10 yards/levelNone

Binds one creature to obey a single named local law to the letter, permanently; save negates.

Law1 turn10 yardsNeg.

Joins the caster's mind to another's to see, read and wholly command it at any distance, an hour per level.

Charm1 turnTouchSpecial

Binds an offending spirit inside a living body, usually then slain to exile both to the Astral, for 1d100 years; save negates.

Necromantic1 turn10 yds.Neg.

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

Stops time in a 30-ft. sphere and makes one creature live its last 1d4 rounds backward, undoing what it did; save negates.

Time630 yardsNeg.

Encloses one creature in a pocket dimension where it sees and hears all but can do nothing, 3d12 rds. + 4 per level; save negates.

Numbers6TouchNeg.

Sinks a touched being into a dragon's hibernation, needing no food or air and ageing a year a century, until dragon bone wakes it.

Charm9TouchNeg.

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

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

Creation910 yds./levelSpecial

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

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

Rolls waves of force that shove and splinter every loose wooden thing in a 120-ft. path, a round per level.

Plant90None

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 732 spells
SpellSpheresCasting timeRangeSave

A played tune plants a spirit in a creature so that replaying it later draws the creature to the caster; save negates.

Charm1 turn15 yds.Neg.

Changes one creature's alignment outright to whatever the shukenja names, and its conduct with it; save vs. death negates.

Charm1 rd.60 yds.Neg.

Confuses 1d4 creatures, and one more per two levels, so they wander, mill about or strike the nearest thing, a round per level; save at -2 negates.

Charm1 rd.80 yds.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, Summoning1 turn100 yardsNone

Awes every creature under 6 HD into stillness and makes the caster's words a suggestion, a round per level; save negates.

Sun1 round0Negates

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 hurricane winds over half a square mile per level that capsize ships, flatten shacks and fell trees, a turn per level.

Weather1 turn1 mileNone

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

Banishes evil extraplanar creatures home and kills, paralyses, slows or deafens the rest by their Hit Dice; reversed, it strikes the good.

Combat10None

Raises the illusion of a crenellated stone wall up to 30 ft. tall and 160 yd. long, manned by phantom defenders, for 2d12 hours.

War10 turns240 yardsNone

Binds one being per level against lying to, stealing from, murdering or breaking faith with the caster, at the cost of experience.

Charm11 yd./levelNone

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

Calls an ethereal creature that hunts one quarry across the planes, untouchable in combat and unshakeable.

Divination1 turn/3SpecialSpecial

Freezes a person's mind and drives their body as a mindless automaton at the priest's telepathic word.

Necromantic, Thought1 round240 yardsNeg.

After three hours of sifting a subject's mind, builds their innermost fears into vivid, layered nightmares; save negates.

Charm3 hrs.SpecialNeg.

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.

Drives every creature in a 10-ft.-wide path 10 ft. per level long away from the priest, a round per two levels; save negates.

Guardian70Neg.

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

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

Looses a dazzling beam each round that blinds those who fail a save and burns undead for 8d6, for 1 + 1d4 rds.

Sun410 yds./levelSpecial

Roots 1d4 creatures in a 60-ft. cube into trees, as many Hit Dice as twice the caster's own level; save negates.

Plant1 rd.5 yds./levelSpecial

Inscribes a glowing sign that fills those who see it with hopelessness, pain or friendship, a turn per level; save negates.

Guardian3TouchNeg.

Halts time for one creature entirely, untouchable by any force or magic, for as long as a day per level; save negates.

Numbers7TouchNeg.

Turns up to 10 lb. of metal per level into wood for good; magical items resist, and only a wish reverses it.

Elemental Earth1 rd.80 yds.Special

Commands the obedience of hundreds of Hit Dice of creatures within 120 ft. as an absolute sovereign, a round per level.

Charm1 round0Special

Summons dramatic weather, fitting the season or wildly against it, over 4d4 square miles beyond anyone's control, a turn per level.

Chaos1 turn0None

Roots creatures totalling the caster's level in Hit Dice within 30 ft. and turns them into native trees; save negates.

Plant1 rd.5 yds./levelSpecial

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

Elemental Air1 turn120 yardsSpecial