97 spells across 7 levels

Level 15 spells
SpellSpheresCasting timeRangeSave

Keeps one sentry awake and alert, surprised only on a 1 and resisting sleep and charm as if four levels higher.

Guardian4TouchNone

Ends fear, confusion and other mental distress in one Hit Die of creatures per level; save negates.

Charm13Special

Ends all magical darkness in a 30-ft. sphere and keeps new darkness from forming there for 8 turns.

Sun120 yds.None

Gives a templar +2 on saves against every spell cast at them for a turn plus a round per level.

Cosmos40None

Wreathes one creature in rosy light that grants free action and lifts penalties from pain, nausea, fear and venom, for 2 + 1d4 rounds.

Protection4TouchNone
Level 28 spells
SpellSpheresCasting timeRangeSave

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.

Protection5TouchNone

Drives a possessing spirit from its host, person or thing, by ritual, exhortation or beating; the spirit may save.

Summoning1 turn10 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.

Chaos5TouchNone

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.

Wards1 rd.0None

Cancels glyphs, symbols, magic mouths, wizard locks and other wards in a 30-ft. cube, as dispel magic would.

Wards560 yardsNone

Breaks every charm, compulsion or psionic hold on one creature's mind at a touch.

Charm5 (5 or special - PSC)TouchNone

Adds +1 per 3 levels, max +3, to the touched creature's saves against charm and related effects, 5 rds. per level.

Charm, Protection5TouchNone

Makes the touched creature or object immune to orisons and cantrips for 9 hours + 1 per level.

All1 rd.TouchNone
Level 324 spells
SpellSpheresCasting timeRangeSave

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, Sun6TouchNone

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

All4TouchNeg.

Cancels protection from evil on one creature a round within 60 yd. while the priest concentrates, and suppresses a paladin's aura.

Combat660 yds.None or ½

Drives every spirit from one household by boisterous ritual and keeps them out for three months; save for half effect.

Protection1 turnSpecial½

Drenches a 30-ft.-wide, 60-ft.-tall cylinder in a round, dousing fires and quenching fire spells, higher ones into scalding steam.

Elemental Water610 yards/levelNone

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.

Divination60None

Strips spells and magical effects from creatures and objects in a 30-ft. cube, or one item, with a level-based chance on 1d20.

Protection660 yds.None

Cancels magical silence in a 10-ft. radius per level and keeps new silence out, a round per level.

Combat60None

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, Protection610 yards/levelNone

Raises a naturally magic-resistant creature's resistance 2% a level, to 95%, a turn per level.

Protection5TouchNone

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

Charm6TouchNeg.

Makes any invisible creature entering a 10-ft. cube per priest visible and blocks invisibility magic there, a turn per level.

Wards1 turn30 yardsNone

A glowing mace of force that swallows spells aimed at its bearer and strikes once at +5 for 3d6, 4d6 to undead, within 4 rds.

Combat1 round0Special

Holds a creature's Red Curse at its present stage, a day per level, until a Legacy is used.

Protection1 turnTouchNone

Grants every living being within 20 ft. per level +6 on saves against mind-affecting magic, 2 rds. per level.

Protection10None

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.

Protection60None

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.

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

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

Protection6TouchSpecial

Frees one creature from paralysis or hold, or gives two a new save at +4 and three or four at +2.

Protection610 yds./levelNone

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

Necromantic, Protection610 yds./levelNone

Moves a hostile glyph, rune or magical inscription to another surface within 5 yd. per level without triggering it.

Creation, Divination65 yards/levelSpecial
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.

Protection6TouchNone

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, Plant610 yds.None
Level 419 spells
SpellSpheresCasting timeRangeSave

Lets a being wield the powers of a drow House's insignia and pass its wards unharmed, until the insignia's curse triggers.

Guardian1 rd.TouchNone

A wave of light 45 ft. ahead breaks holds, sleep, stasis, charms and webs and springs traps, if the caster passes a save.

Protection70Special

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 Air70Special

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.

Necromantic1 round5 yards/levelNone

Sends a man-shaped patch of darkness floating at 12 to quench light, point, lure or cloak a being, a round per level.

Sun710 yards/levelNone

Wards a dwarven tomb so its dead rise to fight grave robbers, as fighters of a third the caster's level.

Wards1 hr.SpecialNone

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.

All7Touch 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.

Necromantic1-100 turns1None

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

Lets the touched creature move and fight freely despite web, slow, hold or paralysis, and at full speed under water, a turn per level.

Charm7TouchNone

Conjures a permanent illusory forest across a 40-ft. square per level that only woodland beings see through; reversed, dispels one.

Plant780 yds.None

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

Cosmos1 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, ProtectionTwo turns, plus one turn per additional effect desired10 yardsNone

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.

Sets an aura that swallows one named spell when it next strikes the caster and hurls back a different chosen spell, within a year.

Protection70None

Makes the touched creature wholly immune to one named spell, up to 4th level, that the caster has felt, a turn per level.

Protection1 rd.TouchNone

Makes the touched creature immune to one named spell of 4th level or lower, a turn per level.

Protection1 rd.TouchNone

Binds a shadow into the recipient's body so they cast no shadow ever after; save at +1 negates.

Summoning24 hoursTouchNeg.

Moves a curse or hostile enchantment off its victim onto a scapegoat animal driven out into the wild.

Protection1 turnSpecialNone
Level 520 spells
SpellSpheresCasting timeRangeSave

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.

All8TouchNone

Turns one warrior per level into a bear-shaped berserker with +4 Strength, fearless, uncommandable and proof against charms, a round per level.

Charm150 ft.Neg.

Stills natural and magical disturbance in a 120-ft. sphere of water, driving out weaker water creatures, a turn per level.

Elemental Water80Special

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.

Chaos3TouchSpecial

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.

Protection1 rd.0None

A rampaging ritual drives every possessing spirit out of a village for a year; those that save may creep back in 1d10 months.

Protection3 hrs.SpecialSpecial

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.

Protection80None

Lays a dwarven doom on a touched creature, three levels lost or a heavy penalty on every roll, a day per level; save negates.

Necromantic1 rd.SpecialNeg.

Wraps the caster in shadowy armour of AC 0 that also makes them immune to one chosen school or sphere, for 5 rds.

Protection80None

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, Thought1TouchNone

Lays a lasting curse on a creature or object, an ability at 3, -4 to attacks and saves, or a fumbling grip; save shortens it to a turn per level.

Protection8TouchSpecial

Grants two points of magic resistance a level against illusion spells alone, a turn + 1 rd. per level, divisible among several.

Protection5TouchNone

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

Healing8TouchNone

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, Sun8TouchNone

Reveals a document's words to the caster's mind without triggering the curse or trap laid on them.

Protection1 roundTouchNone

Redirects a spell already cast at any other creature in range, its own caster included, 2 rds. per level.

Combat, Protection740 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 Air8300 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.

Protection810 yards +10 yards/levelSpecial

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.

Guardian1 turn0None

Fills three flasks with water that kills mould and grubs, purifies, neutralises poison, and when drunk cures disease and closes wounds.

Elemental Water, Healing8TouchNone
Level 69 spells
SpellSpheresCasting timeRangeSave

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.

Protection9TouchNone

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.

Protection9TouchNone

A blue-white mote that each round either turns one spell back, blocks one attack outright, or fires a 4d6 bolt, for 4 rds.

Combat, Protection9TouchNone

Cuts one templar off from their sorcerer-king so no new spells reach them and sustained ones end, a turn per level.

All1100 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.

Numbers630 yardsNone

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 Water1d4 hours0None

Grants the priest two points of resistance to magic per caster level, capped at 40%, 2 rds. per level.

Guardian90None

Lets the priestess sing into being any priest spell up to 4th level, or greater effects with a chorus of her sisters.

Creation1 rd. or specialSpecialNone

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, Protection90None
Level 712 spells
SpellSpheresCasting timeRangeSave

For one round, the touched creature is untouched by every magic, its own protections included.

Protection1 round (7) (1 round - PSC)TouchNone

A touch curse giving -5 to attacks and damage, failing every save and taking full damage from every blow; reversed, it lifts curses.

Protection9TouchSpecial

Lays one major curse of the caster's choosing at a touch, liftable only by a wish; save negates.

All8TouchNeg.

Sheets of flame fill two 10-ft. cubes per level for 2d8 +1 per level a round; save for half, reversed it quenches fire.

Elemental Fire1 rd.160 yds.½

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.

Guardian1 roundTouchNone

Makes the priest's mind wholly proof against every magic or psionic that would sway or seize it, a turn per level.

Protection, Thought1 round0None

Lets the priest sense, hold back, weaken or re-key any glyph or rune another has written, for 4 rds.

Combat, Protection1 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, HealingOne turn5 yards/levelSpecial

Interposes a shield of good energy over a 120° arc that takes spell attacks meant for the caster, a round per two levels.

Protection10None

Steals a memorized spell out of another caster's mind for the savant to cast, an hour per level.

Thought1TouchNone

Makes one creature immune to a named wizard spell at every level and to one whole form of damage, a round per level.

Protection1 roundTouchNone

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