313 spells across 7 levels
| Level 124 spells | ||||
|---|---|---|---|---|
| Spell | Spheres | Casting time | Range | Save |
Renders 2d4 HD of animals, +1 HD per level, docile and unmoving; all must be one species. | Animal | 4 | 60 yds. | Special |
Compels one creature to obey a single spoken word for one round; high Intelligence or 6 Hit Dice earns a save. | Charm | 1 | 30 yds. | None |
Garbles one creature's speech beyond understanding for a round per level, blocking any verbal component. | Elemental Air | 4 | 5 yds./level | None |
Makes one metal item ring three times so that all within 10 ft. who fail a save are deaf for 2d4 rounds. | Combat | 4 | Touch | None |
Lets one creature go without breathing for a round per level; reversed as steal breath. | Elemental Air | 1 | Touch | None |
Plants in a 40-ft. cube grip everyone inside for a turn; a save lets a creature crawl out at 10 ft. a round. | Plant | 4 | 80 yds | ½ |
Locks one creature into compulsively overdoing whatever it was doing, a round per level; save negates, an attack ends it. | Charm | 4 | Touch | Special |
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, Plant | 1 round | Special | None or neg. |
Puts up to three creatures into a torpor of up to a week per level, barely needing food or air; save negates. | Animal | 1 rd. | Touch | Neg. |
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. | Sun | 4 | 120 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. | Plant | 1 rd. | Touch | None |
Strings an unbreakable tether only the caster can hold from their hand to one object or willing creature, 3 rounds plus 1 per level. | Combat | 4 | 5 yards/level | None |
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. | War | Special | Special | None |
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. | Plant | 4 | Touch | Special |
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. | Charm | 1 | 10 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. | Plant | 4 | 10 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. | Healing | 1 round | Touch | None |
The caster's swaying gaze holds one creature staring, unable to act, until the caster does anything else; save negates. | Charm | 1 | 10 yards | Neg. |
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 Sun | 1 rd. | 15 yards | None |
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. | Combat | 1 | 10 yds. | 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. |
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. |
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. | Protection | 1 | 10 yds./level | Special |
| Level 239 spells | ||||
|---|---|---|---|---|
| Spell | Spheres | Casting time | Range | Save |
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. | Law | 1 | 30 yards | Neg. |
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. | Creation | 1 hr. | 5-ft. radius | 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. |
Sends one creature into a helpless trance of pleasure for 4 rds., dropping what it holds; save negates, harder against a higher-level caster. | Charm | 5 | 5 yards/level | Neg. |
Restrains the emotions of 1d6 creatures per level in a brawl or a revel so they stop and listen; save at -4 negates. | Law | 1 | 20 yards | Special |
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 Air | 3 | 0 | Special |
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. | Summoning | 1 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 Sun | 5 | 60 yds. +10 yds./level | Special |
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. | Charm | 5 | 0 | Neg. |
Freezes water, a cubic foot per level, into ice, or sheets a pool an inch thick; anyone walking on it saves or falls. | Elemental Water | 5 | 30 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, Law | 5 | 30 yards | Neg. |
Conjures a 2 HD, AC 4 whirlwind that bites for 1d4, snuffs small flames and blinds with dust, 2 rds. per level. | Elemental Air | 2 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 Earth | 5 | 10 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. | Charm | 1 rd. | 0 | Neg. |
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. | Combat | 4 | 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 |
Makes 2d4 HD of creatures in a 20-ft. radius hesitate, +4 to initiative for a round per level; save negates. | Time | 2 | 30 yards | Neg. |
Freezes one to four persons in a 20-ft. cube rigid for 2 rds. per level; save negates, easier the more targets. | Charm | 5 | 120 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. | Combat | 5 | 0 | Special |
Raises a mist 10 ft. per level on a side that cuts all vision, infravision too, to 2d4 ft., 4 rds. per level. | Weather | 5 | 0 | None |
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 |
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, Charm | 5 | 30 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 |
Kills all sound in a 15-ft. radius for 2 rds. per level, stopping speech and verbal spells; an unwilling centre may save. | Guardian | 5 | 120 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. | Charm | 2 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. | Animal | 5 | 30 yds. | None |
Draws every serpent within 120 ft. to follow the shukenja peaceably while they concentrate, a turn per level; the strong may save. | Animal | 1 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 Earth | 5 | 10 yds./level | None |
Empties one creature's lungs so it loses a round and acts at -3 initiative for 3 rds.; save negates. | Elemental Air | 1 | 120 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. | Weather | 5 | Special | Neg. |
Compels one creature to carry out a single reasonable command for a round per level. | Law | 2 | 10 yards/level | Special |
Bends 15 in. of wood an inch thick per level out of true, ruining missiles and giving melee weapons -4; reversed, straightens. | Plant | 5 | 10 yds./level | Special |
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 |
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 |
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 |
Ties one creature's moral compass to the wind's direction so it cannot hold to any goal for long; save negates. | Elemental Air | 5 | 30 yds. | Neg. |
| Level 350 spells | ||||
|---|---|---|---|---|
| Spell | Spheres | Casting time | Range | Save |
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. | Animal | 6 | 30 yards | Special |
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, Sun | 6 | 10 yards/level | Neg. |
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 single spoken word that up to two creatures must obey for two rounds; Intelligence 15 or 8 HD earns a save. | Charm | 1 | 30 yards | None |
Lights a 60-ft. radius as bright as day until dispelled; cast at a creature's eyes it blinds; reversed, continual darkness. | Sun | 6 | 120 yds. | Special |
Bends one animal to the caster's will by silent command, a round per level; save negates, self-destructive orders allow another. | Animal | 6 | 60 yds. + 10 yds./level | Neg. |
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 Fire | 6 | 10 yds. +10 yds./level | Special |
Cures magical or nondamaging blindness or deafness at a touch; reversed, it inflicts one, save negates. | Necromantic | 1 rd. | Touch | Special |
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 |
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, Law | 6 | 30 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. | Necromantic | 6 | 10 yds. | Special |
Pits the caster's will against a dragon's in opposed Charisma checks; the winner commands the loser. | Charm | 4 | 100 yds | Special |
Hardens airborne dust into an immovable flat wall of a square yard per level, or a +3 arm shield, a round per level. | Elemental Earth | 6 | 0 | None |
Eases a birth at a touch, correcting complications; reversed, racks a victim with labour pains for up to nine rounds. | Healing | 6 | Touch | Special |
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, Thought | 5 | 10 yards | Special |
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. | Wards | 1 round | 0 | Special |
Makes dead wood look alive, or damps firewood so it will not light and turns burning wood to choking smoke, a turn per level. | Plant | 6 | 10 yards/level | None |
Floods one creature with visions of every possible outcome, so it crawls, loses initiative and cannot cast, 2d4+2 rds.; save negates. | Divination | 6 | 30 yards | Special |
Freezes up to four animals in a 40-ft. cube rigid for 2 rds. per level; save negates, easier the more animals. | Animal | 6 | 80 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 Air | 6 | 20 yds./level | Neg. |
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. |
Makes a wizard's next spell come out as a random one from memory, no higher in level than intended; save negates. | Chaos | 2 | 40 yards+10 yards/level | Neg. |
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 |
OathR Binds an understanding creature to a sworn deed or restraint, with a curse for breaking it; save negates, -2 if subdued. | All | 1 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. | Plant | 1 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. | Animal | 1 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 Water | 6 | 160 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. | Chaos | 3 rounds+1 round/level | 10 yards | Neg. |
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. | Plant | 3 | 10 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. | Charm | 6 | 1 yard/level | Special |
Frees up to four creatures from paralysis; reversed, a touch paralyses one for 1d6 rds. + 1 per level. | Necromantic, Protection | 6 | 10 yds./level | None |
Locks one creature into whatever it is doing, blind to every new circumstance, a round per level; save negates. | Law | 1 turn | 60 yards | Neg. |
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 |
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 |
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, Law | 6 | 60 yards | Neg. |
Fills the space between anchors with sticky glowing strands that trap creatures like a web spell, a turn per level. | Creation | 3 | 5 yds./level | ½ 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. | 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. |
Coats one arrow or dart per level with an ointment that sends the struck into 1d6 turns of sleep; save vs. poison negates. | Combat | 5 | 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 |
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. |
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 Water | 6 | 30 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. | Numbers | 2 rounds | 0 | None |
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 Air | 1 | 0 | Special |
A clap of the hands deafens everything in a 40-ft. cone; those who fail a save reel stunned for 1d2 rds. as well. | Weather | 6 | 0 | Special |
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) |
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 |
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 Air | 6 | 20 yds./level | None |
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 Air | 6 | 10 yards/level | Special |
| Level 464 spells | ||||
|---|---|---|---|---|
| Spell | Spheres | Casting time | Range | Save |
Hurls an extraplanar creature, named if it has a name, back to its home plane on a level-adjusted roll of 11+ on 1d20. | Summoning | 1 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, Summoning | 1 rd. | 10 ft. | Special |
Encases a touched creature in hard amber where it slowly suffocates, Constitution failing check by check; save negates. | Plant | 7 | Touch | Neg. |
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, Protection | 7 | 0 | None |
Throws one creature into a berserk frenzy that attacks anything nearby, friend or foe, until three rounds pass with no one near; save negates. | Combat | 7 | 10 yards | 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 |
Drives a touched creature permanently mad in a form of the caster's choosing; save negates, reversed cures insanity. | Necromantic, Thought | 1 round | Touch | Neg. |
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. |
Grants one to four willing creatures +4 to +1 on their next save against fear within 8 hours; reversed, an aura of fear. | Charm | 6 | 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 |
Compels one creature to tidy and sort everything it meets, permanently; save negates. | Law | 5 | 10 yards | Neg. |
Puppets one giant insect within 100 yd. per level, which mimics the caster's every movement, a turn + 1 rd. per level; save negates. | Animal | 4 | 100 yards/level | Neg. |
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. | Animal | 7 | 100 yds./level | Neg. |
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. |
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 |
A green ray unerringly wraps one creature in a field that blocks all its extradimensional travel, a turn + 1 rd. per level. | Guardian | 1 | 10 yds./level | None |
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, Guardian | 7 | 0 | Special |
Wrests control of another's summoned elemental, 50% adjusted by level and Wisdom, for the rest of its stay; one try only. | Summoning | 1 rd. | 10 yds. +10yds./level | Special |
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, Wards | 7 | 60 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, Summoning | 7 | 120 yards | None |
Curses one creature per level so every journey over a league takes twice as long, a day per level. | Travelers | 7 | 20 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, Weather | 7 | Touch | None |
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. | Animal | 7 | 20 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. | Charm | 4 | 10 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. |
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. | Charm | 6 | 30 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. | Plant | 7 | 80 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, Weather | 7 | 30 yards+ 10 yards/level | Special |
Gives a templar's presented sigil +2 on saves against spells and a fear-inducing touch for a turn. | Cosmos | 1 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. | Sun | 1 rd. | Touch | 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 |
Turns one of a creature's arms into a jointless tree branch, useless but as a club, a turn per level; save negates. | Plant | 7 | 5 yds./level | Neg. |
Widens a commander's command radius by half for 1d4+6 turns, or doubles it at a temple; reversed, doubt halves it. | War | Special | Special | None |
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, Plant | 7 | 30 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 Earth | 7 | Touch | Neg. |
Puppets one creature's body by telepathic link while it stays in sight, 3 rds. per level; save negates. | Thought | 4 | 50 yards | Negate |
Blanks the touched creature from all psionics, breaking every telepathic link, a turn per level. | Protection | 1 rd. | Touch | Neg. |
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. | Sun | 7 | 10 yards/level | Neg. |
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, Sun | 4 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. | Combat | 6 | 20 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. | Plant | 9 | 50 yards | None |
A stillness over 60 ft. in which one creature per level can neither attack nor harm another, a round per level. | Charm | 4 | 0 | None |
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. | Plant | 7 | 10 yards/level | Special |
A stern lecture fills a creature with guilt so it forswears an evil deed and seeks to make amends; save negates. | Charm | 1 rd. | Touch | Neg. |
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. |
Draws smoke into a wraithlike form that glides at the caster's will and smothers a creature it envelops, a round per level. | Elemental Fire | 7 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. | Protection | 4 | 120 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, Protection | 1 rd. | Touch | Neg. |
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. | Animal | 1 turn | 0 | None |
Lets the priest talk with plants within 30 ft. and command normal ones to part, entangle or release, a round per level. | Plant | 1 turn | 0 | None |
Turns sticks, 1d4 of them plus one per level, into 2 HD snakes that fight at the priest's command, 2 rds. per level. | Plant | 7 | 30 yds. | None |
A burst of golden light burns undead within 40 ft. for 6d6 and blinds everything else a round; save negates the blindness. | Sun | 7 | 30 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. | War | 2 turns | 240 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. |
Lets the caster speak and understand one further language per three levels with perfect fluency, for a turn; reversed, babble. | Divination | 7 | 0 | None |
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 |
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 |
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 Water | 7 | 30 yards | Special |
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. |
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 |
| Level 565 spells | ||||
|---|---|---|---|---|
| Spell | Spheres | Casting time | Range | Save |
Turns one creature into an ordinary halfling with no class abilities for a day, its gear left behind; save negates. | Combat, Law | 8 | Touch | Neg. |
Instructions the shukenja gives are obeyed as sound advice, however foolish, though a deadly one allows a second save; save negates. | Charm | 5 | 1 | Neg. |
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. | Charm | 8 | 0 | Neg. |
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. |
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. | Combat | 8 | 0 | Special |
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 |
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. | Necromantic | 5 | 0 | Special |
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, Protection | 1 round | 10 yards/level | Special |
Charms one spirit within 10 yd. into faithful service, even against its own allies, a round per level. | Charm | 1 rd. | Special | None |
Seals one creature from telling a named secret by any means, longer the more precise the secret; save negates. | Charm | 1 rd. | Touch | Neg. |
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 Water | 8 | 40 yards | None |
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. | Weather | 8 | 0 | None |
Turns one crocodile, or one person, per three levels into a lesser segarran for good; save negates, then a system shock roll. | Animal | 1 rd. | 5 yds./level | Neg. |
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 Water | 8 | 10 yds./level | None |
Cures madness at a touch, from hallucinatory spores to feeblemind and psychic trauma; reversed, it drives a creature insane. | Healing, Necromantic | 1 rd. | Touch | None |
Binds one creature to a promise serving the caster's god; every breach costs 1 hp beyond any healing until death; save negates. | Charm, Necromantic | 1 round | Touch | Neg. |
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 |
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, Summoning | 8 | Touch | 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. |
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 Earth | 8 | 10 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, Combat | 8 | 120 yards | Neg. |
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 Water | 8 | Touch | Neg. |
Hardens 10 cu. ft. of water per level to rock, harmlessly holding whatever is inside, a turn + 1 rd. per level. | Elemental Water | 1 rd. | Touch | None |
Rains illusory catapult stones and bolts on a 30-yd. square, forcing the unit beneath to check morale. | War | 1 turn | 300 yards | None |
Makes one creature ask the caster's leave before any deliberate act, a turn per level; save negates. | Law | 3 rounds | 150 yards | Neg. |
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 |
A touch paralyses one creature 2d4 rds. and lays its thoughts open to the priest; save negates. | Divination, Necromantic | 8 | Touch | Neg. |
A shadowy harp plays tunes the caster chose, moving where they will within a 60-ft. radius, a round per level; save negates. | Charm, Combat | 8 | 10 feet/level | Neg. |
Cuts one creature off from laying down new memories, so it can hold only one action in mind, 2 rds. per level; save negates. | Thought | 1 round | 10 yards | Negate |
Drives one creature within 3 yd. per level into a chosen madness, from schizophrenia to another of five forms; save negates. | Thought | 1 round | 3 yards/level | Negate |
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 |
Sends the caster, or up to eight linked hands, onto a different plane; an unwilling target must be touched and may save. | Astral | 8 | Touch | Neg. |
Sends the caster, or up to eight linked hands, to another plane by way of an engraved coin; the unwilling may save. | Astral | 8 | Touch | Negate |
Sends the shukenja's spirit into any beast or thinking creature to drive it, sharing half its pain, a round per level; save negates. | Charm | 1 turn | 360 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. | 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 |
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. | Charm | 8 | 60 yds. | Neg. |
Makes the priest's body reflect light so that creatures with infravision are blinded a round and others may save. | Protection, Sun | 1 | 0 | Special |
Compels one creature to do again exactly what it did last round, to exactly the same result; save negates. | Time | 5 | 30 yards | Neg. |
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, Combat | 8 | 0 | 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 |
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 |
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. | Necromantic | 1 rd. | Special | None |
Creates a barbed seed that bursts on a victim in spores, enslaving them to Moander's will; save negates. | Plant | 1 turn | Special | Special |
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 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. | Protection | 8 | 0 | None |
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 |
Turns a drow into a drider the caster commands for a round per level, remembering nothing after. | Animal, Necromantic | 2/target | Touch | None |
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 |
Makes a false walnut that, once triggered, shrinks a living creature into a marble sealed in crystal; save at -4 negates. | Necromantic, Plant | 1 hour | 0 | Neg. |
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 |
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. | Divination | 1 rd. | 0 | None |
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. |
Sends a wordless surge of the caster's mood and rough whereabouts to up to ten named or grouped people, anywhere on the plane. | Divination | 1 | 0 | Special |
Turns a 20-ft. cube of natural rock per level into mud that swallows the heavy; reversed, mud becomes soft stone. | Elemental Earth, Elemental Water | 8 | 160 yds. | None |
Lets the touched creature see everything within 120 ft. as it truly is, invisible, disguised, illusory or shifted; reversed, false seeing. | Divination | 8 | Touch | None |
Lets the recipient see everything within 120 ft. as it truly is, alignments included; reversed, false seeing. | All | 8 | Touch | None |
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 |
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 |
| Level 639 spells | ||||
|---|---|---|---|---|
| Spell | Spheres | Casting time | Range | Save |
Wakes objects, a cubic foot per level, to move and attack whoever the priest names, a round per level. | Creation, Summoning | 9 | 30 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. | Necromantic | 9 | 120 yards | Neg. |
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 |
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 |
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. | Charm | 1 | 60 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 Fire | 6 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, Summoning | 6 rounds | 80 yards | None |
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. | Charm | 3 | 60 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. | Sun | 9 | Touch | None |
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 |
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 |
Lets the priest move through rock and soil as a xorn does, carrying twice their weight and able to entomb a foe, a turn per level. | Elemental Earth | 1 rd. | 0 | Special |
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. |
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. | Astral | 9 | 10 yds. | Neg. |
Reduces a spellcaster's mind to that of a dull child until healed; wizards and illusionists save worst. | Charm | 9 | 160 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. | Divination | 3 rds. | Touch | None |
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) |
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 or flattens up to 20 ft. of slope across a 120-yd. square, giving one side the high ground, a turn per three levels. | War | 2 turns | 10 yards/level | None |
Binds one creature to obey a single named local law to the letter, permanently; save negates. | Law | 1 turn | 10 yards | Neg. |
Joins the caster's mind to another's to see, read and wholly command it at any distance, an hour per level. | Charm | 1 turn | Touch | Special |
Binds an offending spirit inside a living body, usually then slain to exile both to the Astral, for 1d100 years; save negates. | Necromantic | 1 turn | 10 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 Water | 1 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. | Time | 6 | 30 yards | Neg. |
Encloses one creature in a pocket dimension where it sees and hears all but can do nothing, 3d12 rds. + 4 per level; save negates. | Numbers | 6 | Touch | Neg. |
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. | Charm | 9 | Touch | Neg. |
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 |
Turns stone to flesh, restoring a petrified creature or opening a passage; reversed, flesh to stone, save negates. | Creation | 9 | 10 yds./level | Special |
Turns a gold sceptre into a beacon whose bearer rules hundreds of Hit Dice of creatures nearby, for a turn. | Law, Sun | 9 | Touch | Special |
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 |
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 |
Rolls waves of force that shove and splinter every loose wooden thing in a 120-ft. path, a round per level. | Plant | 9 | 0 | None |
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 732 spells | ||||
|---|---|---|---|---|
| Spell | Spheres | Casting time | Range | Save |
A played tune plants a spirit in a creature so that replaying it later draws the creature to the caster; save negates. | Charm | 1 turn | 15 yds. | Neg. |
Changes one creature's alignment outright to whatever the shukenja names, and its conduct with it; save vs. death negates. | Charm | 1 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. | Charm | 1 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, Summoning | 1 turn | 100 yards | None |
Awes every creature under 6 HD into stillness and makes the caster's words a suggestion, a round per level; save negates. | Sun | 1 round | 0 | Negates |
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 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 |
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 |
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 the illusion of a crenellated stone wall up to 30 ft. tall and 160 yd. long, manned by phantom defenders, for 2d12 hours. | War | 10 turns | 240 yards | None |
Binds one being per level against lying to, stealing from, murdering or breaking faith with the caster, at the cost of experience. | Charm | 1 | 1 yd./level | None |
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 |
Calls an ethereal creature that hunts one quarry across the planes, untouchable in combat and unshakeable. | Divination | 1 turn/3 | Special | Special |
Freezes a person's mind and drives their body as a mindless automaton at the priest's telepathic word. | Necromantic, Thought | 1 round | 240 yards | Neg. |
After three hours of sifting a subject's mind, builds their innermost fears into vivid, layered nightmares; save negates. | Charm | 3 hrs. | Special | Neg. |
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. |
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. | Guardian | 7 | 0 | Neg. |
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 |
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 |
Looses a dazzling beam each round that blinds those who fail a save and burns undead for 8d6, for 1 + 1d4 rds. | Sun | 4 | 10 yds./level | Special |
Roots 1d4 creatures in a 60-ft. cube into trees, as many Hit Dice as twice the caster's own level; save negates. | Plant | 1 rd. | 5 yds./level | Special |
Inscribes a glowing sign that fills those who see it with hopelessness, pain or friendship, a turn per level; save negates. | Guardian | 3 | Touch | Neg. |
Halts time for one creature entirely, untouchable by any force or magic, for as long as a day per level; save negates. | Numbers | 7 | Touch | Neg. |
Turns up to 10 lb. of metal per level into wood for good; magical items resist, and only a wish reverses it. | Elemental Earth | 1 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. | Charm | 1 round | 0 | Special |
Summons dramatic weather, fitting the season or wildly against it, over 4d4 square miles beyond anyone's control, a turn per level. | Chaos | 1 turn | 0 | None |
Roots creatures totalling the caster's level in Hit Dice within 30 ft. and turns them into native trees; save negates. | Plant | 1 rd. | 5 yds./level | 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 |