97 spells across 7 levels
| Level 15 spells | ||||
|---|---|---|---|---|
| Spell | Spheres | Casting time | Range | Save |
Keeps one sentry awake and alert, surprised only on a 1 and resisting sleep and charm as if four levels higher. | Guardian | 4 | Touch | None |
Ends fear, confusion and other mental distress in one Hit Die of creatures per level; save negates. | Charm | 1 | 3 | Special |
Ends all magical darkness in a 30-ft. sphere and keeps new darkness from forming there for 8 turns. | Sun | 1 | 20 yds. | None |
Gives a templar +2 on saves against every spell cast at them for a turn plus a round per level. | Cosmos | 4 | 0 | None |
Wreathes one creature in rosy light that grants free action and lifts penalties from pain, nausea, fear and venom, for 2 + 1d4 rounds. | Protection | 4 | Touch | None |
| Level 28 spells | ||||
|---|---|---|---|---|
| Spell | Spheres | Casting time | Range | Save |
Wraps the head in blue light that clears the mind: +2 to Intelligence checks and immunity to charm and confusion, a turn per level, an hour for dwarves. | Protection | 5 | Touch | None |
Drives a possessing spirit from its host, person or thing, by ritual, exhortation or beating; the spirit may save. | Summoning | 1 turn | 10 yds. | Special |
Whirling light gives the touched creature -1 AC in melee, -2 AC and +2 saves against missiles and directed spells, which may glance off, 2 rds. per level. | Chaos | 5 | Touch | None |
While the shaman stays in a drawn circle of 3 ft. per level, no one inside can be possessed and spirits attack them at -2 AC. | Wards | 1 rd. | 0 | None |
Cancels glyphs, symbols, magic mouths, wizard locks and other wards in a 30-ft. cube, as dispel magic would. | Wards | 5 | 60 yards | None |
Breaks every charm, compulsion or psionic hold on one creature's mind at a touch. | Charm | 5 (5 or special - PSC) | Touch | None |
Adds +1 per 3 levels, max +3, to the touched creature's saves against charm and related effects, 5 rds. per level. | Charm, Protection | 5 | Touch | None |
Makes the touched creature or object immune to orisons and cantrips for 9 hours + 1 per level. | All | 1 rd. | Touch | None |
| Level 324 spells | ||||
|---|---|---|---|---|
| Spell | Spheres | Casting time | Range | Save |
Shrouds a creature in darkness for +1 AC per four levels, 1d4 less nonmagical damage a round, infravision and +2 against charm, a round per level. | Protection, Sun | 6 | Touch | None |
Lays one minor curse on a touched creature, from baldness or hiccups to kleptomania, a month per level; save negates, reversed lifts one. | All | 4 | Touch | Neg. |
Cancels protection from evil on one creature a round within 60 yd. while the priest concentrates, and suppresses a paladin's aura. | Combat | 6 | 60 yds. | None or ½ |
Drives every spirit from one household by boisterous ritual and keeps them out for three months; save for half effect. | Protection | 1 turn | Special | ½ |
Drenches a 30-ft.-wide, 60-ft.-tall cylinder in a round, dousing fires and quenching fire spells, higher ones into scalding steam. | Elemental Water | 6 | 10 yards/level | None |
Shows the caster every illusion as illusion, and lets them grant one touched creature a round a fresh save against one, 2 rds. per level. | Divination | 6 | 0 | None |
Strips spells and magical effects from creatures and objects in a 30-ft. cube, or one item, with a level-based chance on 1d20. | Protection | 6 | 60 yds. | None |
Cancels magical silence in a 10-ft. radius per level and keeps new silence out, a round per level. | Combat | 6 | 0 | None |
Banishes pain, nausea, shock, charm and confusion from one creature and keeps them at bay a turn per level, so the dying stay lucid. | Necromantic, Protection | 6 | 10 yards/level | None |
Raises a naturally magic-resistant creature's resistance 2% a level, to 95%, a turn per level. | Protection | 5 | Touch | None |
Heightens one creature's sensations until it is distracted: -2 to every roll and slower casting, a round per level; save negates. | Charm | 6 | Touch | Neg. |
Makes any invisible creature entering a 10-ft. cube per priest visible and blocks invisibility magic there, a turn per level. | Wards | 1 turn | 30 yards | None |
A glowing mace of force that swallows spells aimed at its bearer and strikes once at +5 for 3d6, 4d6 to undead, within 4 rds. | Combat | 1 round | 0 | Special |
Holds a creature's Red Curse at its present stage, a day per level, until a Legacy is used. | Protection | 1 turn | Touch | None |
Grants every living being within 20 ft. per level +6 on saves against mind-affecting magic, 2 rds. per level. | Protection | 1 | 0 | None |
Lines the caster's clothes with an aura that throws every spell of one chosen school or sphere back at its source, a turn + 1 rd. per 3 levels. | Protection | 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. |
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 |
Lifts a curse from a person or object, or lets them shed a cursed item; reversed, bestow curse for a turn per level. | Protection | 6 | Touch | Special |
Frees one creature from paralysis or hold, or gives two a new save at +4 and three or four at +2. | Protection | 6 | 10 yds./level | None |
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 |
Moves a hostile glyph, rune or magical inscription to another surface within 5 yd. per level without triggering it. | Creation, Divination | 6 | 5 yards/level | Special |
Spell Shieldof Mystra Grants the touched creature +3 on saves against spells, immunity to illusion and charm, and 1d2 less per die of spell damage, 5 rds. | Protection | 6 | Touch | None |
Rots a ship's timbers a square foot per round to 2 in. deep, a round per level; reversed, prevent wood rot guards them a month. | Elemental Air, Elemental Earth, Elemental Fire, Elemental Water, Plant | 6 | 10 yds. | None |
| Level 419 spells | ||||
|---|---|---|---|---|
| Spell | Spheres | Casting time | Range | Save |
Lets a being wield the powers of a drow House's insignia and pass its wards unharmed, until the insignia's curse triggers. | Guardian | 1 rd. | Touch | None |
A wave of light 45 ft. ahead breaks holds, sleep, stasis, charms and webs and springs traps, if the caster passes a save. | Protection | 7 | 0 | Special |
Stills the air in a 20-ft. radius around the caster, negating wind spells and repelling air creatures, a turn + 1 rd. per level. | Elemental Air | 7 | 0 | Special |
Taints one object or pool of liquid: water goes foul, potions weaken, holy water turns plain, items save at -3 and magic fails 1d3 turns. | Necromantic | 1 round | 5 yards/level | None |
Sends a man-shaped patch of darkness floating at 12 to quench light, point, lure or cloak a being, a round per level. | Sun | 7 | 10 yards/level | None |
Wards a dwarven tomb so its dead rise to fight grave robbers, as fighters of a third the caster's level. | Wards | 1 hr. | Special | None |
Makes a caster's next spell pour into a receptacle instead of taking effect, or drains a magic item's next use the same way. | All | 7 | Touch or 20 yds. | Special |
Drives a possessing force, spirit, magic jar or curse out of whatever it has taken, on a chance set by the DM and the levels involved. | Necromantic | 1-100 turns | 1 | None |
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 |
Lets the touched creature move and fight freely despite web, slow, hold or paralysis, and at full speed under water, a turn per level. | Charm | 7 | Touch | None |
Conjures a permanent illusory forest across a 40-ft. square per level that only woodland beings see through; reversed, dispels one. | Plant | 7 | 80 yds. | None |
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 |
Two or more priests of Mystra together neutralise venom, lift disease and break a curse, adding heal and more with each extra voice. | Healing, Necromantic, Protection | Two turns, plus one turn per additional effect desired | 10 yards | 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. |
Sets an aura that swallows one named spell when it next strikes the caster and hurls back a different chosen spell, within a year. | Protection | 7 | 0 | None |
Makes the touched creature wholly immune to one named spell, up to 4th level, that the caster has felt, a turn per level. | Protection | 1 rd. | Touch | None |
Makes the touched creature immune to one named spell of 4th level or lower, a turn per level. | Protection | 1 rd. | Touch | None |
Binds a shadow into the recipient's body so they cast no shadow ever after; save at +1 negates. | Summoning | 24 hours | Touch | Neg. |
Moves a curse or hostile enchantment off its victim onto a scapegoat animal driven out into the wild. | Protection | 1 turn | Special | None |
| Level 520 spells | ||||
|---|---|---|---|---|
| Spell | Spheres | Casting time | Range | Save |
Freezes a spell already stored in a focal stone so it waits indefinitely, or delays a touched magic item's next use by a round. | All | 8 | Touch | None |
Turns one warrior per level into a bear-shaped berserker with +4 Strength, fearless, uncommandable and proof against charms, a round per level. | Charm | 1 | 50 ft. | Neg. |
Stills natural and magical disturbance in a 120-ft. sphere of water, driving out weaker water creatures, a turn per level. | Elemental Water | 8 | 0 | Special |
Makes one creature immune to every spell that lays a verbal command on it, and may turn such a spell back on its caster, a turn per level. | Chaos | 3 | Touch | Special |
Among standing stones, rings the linked casters in a field granting +4 to saves and reflecting outside magic 5 times in 6, a round per level. | Protection | 1 rd. | 0 | None |
A rampaging ritual drives every possessing spirit out of a village for a year; those that save may creep back in 1d10 months. | Protection | 3 hrs. | Special | Special |
A 2-ft. disc of force on the forearm that soaks up a spell interposed against it, a round per level; a save with a level bonus decides. | Protection | 8 | 0 | None |
Lays a dwarven doom on a touched creature, three levels lost or a heavy penalty on every roll, a day per level; save negates. | Necromantic | 1 rd. | Special | Neg. |
Wraps the caster in shadowy armour of AC 0 that also makes them immune to one chosen school or sphere, for 5 rds. | Protection | 8 | 0 | None |
Grants +4 on saves against magic that attacks the mind, a save where none is allowed, and -6 to telepathic psionics, a turn + 1 rd. per level. | Protection, Thought | 1 | Touch | None |
Lays a lasting curse on a creature or object, an ability at 3, -4 to attacks and saves, or a fumbling grip; save shortens it to a turn per level. | Protection | 8 | Touch | Special |
Grants two points of magic resistance a level against illusion spells alone, a turn + 1 rd. per level, divisible among several. | Protection | 5 | Touch | None |
Grants the touched creature +4 on saves against illusion, charm, fear and telepathy, a round per level; reversed, -4. | Healing | 8 | Touch | None |
Weaves silvery strands over a creature or opening, one square foot a level, that hurl every weapon, spell and traveller back at their source. | Guardian, Sun | 8 | Touch | None |
Reveals a document's words to the caster's mind without triggering the curse or trap laid on them. | Protection | 1 round | Touch | None |
Redirects a spell already cast at any other creature in range, its own caster included, 2 rds. per level. | Combat, Protection | 7 | 40 yds. | None |
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 |
Breaks a Red Wizard's circle spell in progress, costing them the extra spells it gave; save negates, harder against a high-level caster. | Protection | 8 | 10 yards +10 yards/level | Special |
Within a 10-ft. circle the guarding priest sees in the dark and the invisible, needs no rest, heals 1 hp an hour and fears nothing, an hour per level. | Guardian | 1 turn | 0 | None |
Fills three flasks with water that kills mould and grubs, purifies, neutralises poison, and when drunk cures disease and closes wounds. | Elemental Water, Healing | 8 | Touch | None |
| Level 69 spells | ||||
|---|---|---|---|---|
| Spell | Spheres | Casting time | Range | Save |
An aura that swallows either of two named spells and turns the energy to healing or hurls a chosen spell back, 4 rds. per level. | Protection | 9 | Touch | None |
An aura that swallows one named spell and turns it to healing or hurls a chosen spell back at its source, a turn per level. | Protection | 9 | Touch | None |
A blue-white mote that each round either turns one spell back, blocks one attack outright, or fires a 4d6 bolt, for 4 rds. | Combat, Protection | 9 | Touch | None |
Cuts one templar off from their sorcerer-king so no new spells reach them and sustained ones end, a turn per level. | All | 1 | 100 yds. | None |
Folds space into a one-way disc up to 20 ft. across that reverses every missile and spell crossing it, for 1d4+8 rds. | Numbers | 6 | 30 yards | None |
Bathes a metal item in forge flame that strips away every charge and enchantment it holds, for good. | Elemental Air, Elemental Earth, Elemental Fire, Elemental Water | 1d4 hours | 0 | None |
Grants the priest two points of resistance to magic per caster level, capped at 40%, 2 rds. per level. | Guardian | 9 | 0 | None |
Lets the priestess sing into being any priest spell up to 4th level, or greater effects with a chorus of her sisters. | Creation | 1 rd. or special | Special | None |
A glowing harp plays overhead, freeing everyone within 2 ft. per level of pain, fear, charm and holding, and healing one for 2d4, a round per level. | Healing, Protection | 9 | 0 | None |
| Level 712 spells | ||||
|---|---|---|---|---|
| Spell | Spheres | Casting time | Range | Save |
For one round, the touched creature is untouched by every magic, its own protections included. | Protection | 1 round (7) (1 round - PSC) | Touch | None |
BaneR A touch curse giving -5 to attacks and damage, failing every save and taking full damage from every blow; reversed, it lifts curses. | Protection | 9 | Touch | Special |
Lays one major curse of the caster's choosing at a touch, liftable only by a wish; save negates. | All | 8 | Touch | Neg. |
Sheets of flame fill two 10-ft. cubes per level for 2d8 +1 per level a round; save for half, reversed it quenches fire. | Elemental Fire | 1 rd. | 160 yds. | ½ |
For one round the touched creature takes no damage at all, by magic, by body or by mind, and every compulsion on it is suspended. | Guardian | 1 round | Touch | None |
Makes the priest's mind wholly proof against every magic or psionic that would sway or seize it, a turn per level. | Protection, Thought | 1 round | 0 | None |
Lets the priest sense, hold back, weaken or re-key any glyph or rune another has written, for 4 rds. | Combat, Protection | 1 rd. | 30 yds. | None |
A green cone of mist up to 10 ft. per level wide that cures disease, lifts curses, heals, regenerates, restores and even raises one being inside it. | Elemental Water, Healing | One turn | 5 yards/level | Special |
Interposes a shield of good energy over a 120° arc that takes spell attacks meant for the caster, a round per two levels. | Protection | 1 | 0 | None |
Steals a memorized spell out of another caster's mind for the savant to cast, an hour per level. | Thought | 1 | Touch | None |
Makes one creature immune to a named wizard spell at every level and to one whole form of damage, a round per level. | Protection | 1 round | Touch | 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 |