113 spells across 7 levels

Level 114 spells
SpellSpheresCasting timeRangeSave

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

Charm13Special

Cleans the caster and their clothing, cures minor incidental disease, and purifies wounds for 1 hit point.

All10None

Makes a night on the trail count as complete bed rest, regaining 3 hp, for one willing creature.

Travelers1 rd.TouchNone

Touch heals 1d8 hit points of a living, corporeal creature; reversed, the touch inflicts 1d8.

Healing5TouchNone

Removes all fatigue and exhaustion from one creature, restoring it to fully rested.

Necromantic430 ydsNone

Touch heals 1d4+1 hp, but ordinary wounds and disease heal only to within 3 hp of full; damage from elementals heals fully.

Elemental Air, Elemental Earth, Elemental Fire, Elemental Water1 rd.TouchNone

Cures fire, frost, trampling, parasites and disease across a 10-ft. square per level, or heals a plant monster 2d4; reversed, it blights.

Plant40None

A chant that shuts out the world so the priest regains spells and hit points half again as fast, proof against sleep and charm, while concentrating.

All10None

Trades one 1st-level slot for three plus one per level minor prayers, max nine, each a small effect of a round per level at most.

All410 yds.None

Cleans the caster and their vestments to spotless, cleanses their wounds and heals 1 hp if no cure has been applied.

All40None

The touched creature regains 1 hp a round over 1d4+1 rds., starting when next wounded if it is whole; reversed, it bleeds the same.

Healing5TouchNone

Heals an animal 1d4 hp with one hand or 2d4 with both, drawn from the caster's own hit points, which return in 1d4 hours.

Animal4TouchNone

Blesses 2 ounces of ghi per level into holy water that also heals 1d3 hp per ounce drunk; reversed, unholy ghi.

All8 hrs.TouchNone

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

Charm1 dayInfiniteNeg.
Level 214 spells
SpellSpheresCasting timeRangeSave

Transfers as many of the priest's own hit points as they choose into a willing creature of compatible alignment.

Cosmos5TouchNone

Cures a touched plant's diseases for good and restores its leaves to full green for a day per level.

Plant5TouchNone

A touch to the brow cures most diseases of the mind, feeblemind included, over a turn to ten days.

Healing, Necromantic1 rd.TouchNone

Touch heals 1d10+1 hp of a living, corporeal creature; reversed, it inflicts 1d10+1.

Healing5TouchNone

Cures scurvy in one creature per level; reversed, it inflicts scurvy on one target at 90 yd., save negates.

Necromantic5TouchNone

Enchants 2d4 berries, each a full meal or 1 hp of healing, up to 8 hp a day; reversed, rotten berries that poison for 1 hp.

Plant1 rd.TouchNone

Restores 2d6 hit points to one spirit within 10 yd.

Necromantic1 rd.10 yds.None

Puts one willing creature per level to sleep for an hour that rests them as fully as a whole night.

Time2TouchNone

Restores a sick or withered plant to full health at a touch, clearing mould and pests and unmasking anything disguised as a plant.

Plant5TouchNone

Undoes magical weakness or fatigue such as ray of enfeeblement or a shadow's touch, restoring lost ability points at a touch.

Necromantic5TouchNone

Sets the hands glowing rose-red until they mend one broken item up to the caster's own size, or close a wound against bleeding.

Protection5TouchNone

Holds a poison at bay in the touched creature for an hour per level, if cast before it takes full effect.

Healing1TouchNone

Keeps a poisoned creature alive, losing 1 hp a turn down to 1, for an hour per level, in which a cure must be found.

Healing1TouchNone

Gives the priest 2 rds. + 1 per level of private thought, or divination and self-healing, in a single round of everyone else's time.

Protection50None
Level 318 spells
SpellSpheresCasting timeRangeSave

Doubles one creature's natural healing rate for 1d4 days.

Time1 turnTouchNone

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

Necromantic1 rd.TouchSpecial

Cures most diseases and parasites at a touch, over a turn to ten days; reversed, it inflicts disease, save negates.

Necromantic1 rd.TouchNone

Brings a creature dying at -1 to -9 hp back to 0 and stops its bleeding for an hour per level.

Necromantic6TouchNone

Lifts fear, sleep, pain, nausea, drunkenness and madness from one touched creature and wards against them, a round per level.

Combat, Healing1 roundTouchSpecial

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

Arrests a poison in the touched creature for a day per level, so it can be cured meanwhile.

Healing1TouchNone

Transmutes a head-sized volume of water into a glowing draught that banishes weariness and cures madness, blindness and disease.

Necromantic, Protection1 rd.TouchNone

Drains 1d8 +1 per level hp from a touched creature into the priest or an ally as temporary hit points, a turn per level; save for half.

Necromantic6Touch½

Loose twin bolts from the hands or eyes at two targets, each healing 1d8 or dealing 3d6; save for half.

Combat640 yds. +10 yds./levelSpecial

Heals 1d12 hp at a touch and masks the pain of what it cannot cure, such as disease or a broken bone.

Healing6TouchNone

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

Mends one specific wound such as a broken bone or torn tendon, lifting its penalties, and restores 1d10+1 hp.

Healing1 turnTouchNone

Restores a spirit within a ring of herbal fires, at some cost to the shaman's own strength and vigour.

Healing1 turn10 yds.None

Heals 2 hp at once and 1 hp more as each round ends for a turn, the remainder passable by touch to another.

Healing60None

Binds a newly dead person's spirit to its body so it cannot depart, halting decay and readying it for raising; save negates.

Necromantic1 round10 yardsNeg.

Shoots 1d4 + level bubbles in a 10-ft.-wide stream 3 ft. per level long, each that hits releasing a random healing or blessing.

Chaos50None
Level 417 spells
SpellSpheresCasting timeRangeSave

Lifts the scars of failed fear and horror checks and planar madness from a touched mind; reversed, gives back memories the Styx took.

Necromantic, Thought7TouchNegates

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

Necromantic, Thought1 roundTouchNeg.

Touch heals 2d8+1 hp of a living, corporeal creature; reversed, the touch inflicts 2d8+1.

Healing7TouchNone

Banishes the fatigue of one creature per two levels as if by a full night's rest for 24 hours; reversed, fatigue wearies one, save negates.

Healing1 turnTouchNone
Fortify Healingformerly named FortifyC

Cast alongside another priest's cure spell, makes it heal its maximum.

Healing60None

Heals one tree or plant per caster level of every wound and sickness, or a plant monster for 3d8+3; reversed, blights them.

Plant7TouchNone

Adds 3d4 hp to a healing spell cast on the touched creature in the last day.

Healing7TouchNone

A healing beam of sunlight mends one creature within 30 yd. for 1d8+2; reversed, it burns for 1d10, save negates.

Elemental Fire, Sun1 rd.30 yds.None

Lends one to three of the priest's memorized defensive or informational spells to a nonspellcaster of Wisdom 9+, until cast.

Charm1 turnTouchNone

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

Detoxifies any poison in a touched creature or a cubic foot of matter per two levels; reversed, a touch poisons, save or die in a turn.

Healing7TouchNone

Wakes a creature dead less than a day into a slow, confused half-life at 1 hp, unable to fight or cast, a day per level.

Necromantic1 rd.TouchSpecial

The touched creature regains 2d4+3 hp at 1 hp a round, starting when next wounded if it is whole; reversed, it bleeds the same.

Healing7TouchNone

Lets the caster take any serpent's shape, changing once a round, healing 1d6 x 10% of damage on the first, an hour per level.

Animal70None

A clap of the hands brings rain over a 10-ft. radius that heals 1 hp a round and gives melee attackers -1, a round per two levels.

Elemental Water5 rds.0None

Slows a willing creature's life to a standstill for weeks, months or years by caster level, holding poison and curses at bay.

Necromantic4 (7 - PSC)TouchNone

Cloaks the caster as a limb or root of the tree they rest against, drawing on its healing while they sleep undisturbed.

Plant1 rd.0None
Level 520 spells
SpellSpheresCasting timeRangeSave

Hides a being's life force from karma sight and the like, and can keep the newly dead from being reincarnated, a day per level.

Divination5TouchNone

Touch heals 3d8+3 hp of a living, corporeal creature; reversed, the touch inflicts 3d8+3.

Healing8TouchNone

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

Healing, Necromantic1 rd.TouchNone

Undoes wood rot, blight and pest damage at a cubic foot of timber or a square yard of growth a round, up to an acre.

Plant830 yds.None

Holds a willing or senseless creature wounded in the past turn in stasis, stopping blood loss and poison, an hour per level.

Necromantic830 yardsNone

Attunes an item up to twice the caster's bulk to drink in one spell per caster level with no save and no loss.

Elemental Fire, Necromantic8TouchNone

Bonds the caster's life to an ancient oak for good: they may step through any tree to reach it and shunt their wounds onto it.

Plant24 hrs.TouchNone

Wraps the caster in golden light, immune to all but cold and shadow, for 2 rds. + 1 per level of questions to their deity in a single round.

Sun, Thought80None

Draws up to 1 hp per level from a living creature and lets the savant pass it to another within 3 rds.; save negates.

Necromantic1TouchNeg.

Heals 1d8 +1 per level at the cost of agony: the recipient makes a shock roll or falls senseless at 1 hp.

Healing8TouchSpecial

Spends 250 gp of treasure per spell level to work a cure, from cure light wounds up to neutralize poison, at a touch.

Healing, Necromantic8TouchNone

Restores life to a person dead no more days than the caster has levels, weak at 1 hp and one Constitution point poorer.

Necromantic1 rd.30 yds.Special

The touched creature regains 3d4+6 hp at 1 hp a round, beginning when next wounded if it is whole; reversed, it bleeds the same.

Healing8TouchNone

Gives back memories lost to amnesia, possession or a forget spell, or draws up glimpses of a past life; save vs. death for the latter.

Divination1 turnTouchSpecial

Enchants 2d4 berries, each a full meal and 2 hp of healing, that also slow poison; three neutralise it and six cure disease.

Plant1 rd.TouchNone

A sung blessing restores 1d8 +1 per level to as many as twelve chosen creatures within 30 ft., though never the singer.

Healing1 rd. +1 rd./creature0None

Cures wounds, disease, blindness, deafness, poison and injury at once, and holds curses and madness at bay for a day.

Healing1 rd.TouchNone

Makes the touched creature immune to every poison and disease, lycanthropy and rot grubs included, a turn per level.

Necromantic, Protection8TouchNone

Draws a wounded priest inside a tree, hidden from every detection and healing 1 hp every six turns.

Healing, Necromantic, Plant80None

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 611 spells
SpellSpheresCasting timeRangeSave

Ages a touched creature a year for every level the caster holds, never past its natural span; save negates, then a system shock roll.

Time1 roundTouchNegate

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

A village-wide dance that renews the aged, cures the sick, drives out pestilence and fills every stomach, once a year.

Healing1 hourSpecialNone

Cures every disease, wound and blindness at a touch, and mends minds; reversed, harm leaves the victim at 1d4 hp.

Healing1 rd.TouchNone

Lays a banquet for one guest per level that takes an hour and leaves them cured, poison-proof, blessed and fearless for 12 hours.

Creation1 turn10 yds.None

Revives spirits, cleanses tainted water and lifts blights across a square mile per 1,000 experience points, at cost to the caster's own vigour.

Plant24 hrs.SpecialNone

Gives back a scion's stolen or drained bloodline and its abilities; reversed, it destroys one for good.

Necromantic4TouchNone

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.

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

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

Creation910 yds./levelSpecial

An elixir shared with a patient heals them wholly and takes their wounds, poisons and disease into the priest's own body.

Elemental Water9 rds.0None
Level 719 spells
SpellSpheresCasting timeRangeSave

Blesses the blade that dealt a wound so the wound is wholly healed, even a severed limb, wherever the victim now lies.

Combat1 roundTouchNone (Special - PSC)

Breathes out a breeze spreading 50 yd. an hour that cures one named ordinary disease throughout a whole community, an hour per level.

Necromantic1 turn0None

Sets a waiting blessing that, when the recipient is near death, passes their system shock roll, regrows limbs, purges every ill and heals 4d8.

Healing1 rd.TouchNone

Forges a pact so that when the chosen one falls below 0 hp they are whisked to sanctuary, raised, healed and made whole.

Necromantic, Summoning1 turnChange (Touch - PSC)None

A waiting blessing that, the moment the recipient drops to 0 hit points, heals every wound, disease and curse and stops death itself.

Protection2 rds.TouchNone

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

Keeps a creature from dying for a turn, immune to venom, sickness and death magic, then heals it fully when the spell ends.

Protection2 rds.TouchNeg.

Regrows severed limbs, bones and organs in a round if the part is at hand, otherwise 2d4 turns; reversed, wither.

Necromantic3 roundsTouchNone

Heals 4 hit points a round until its recipient comes within 4 of their full total, for as long as a week per level.

Healing1 rd.TouchNone

Returns someone dead less than a week in a new body of a randomly rolled race, their memories mostly intact.

Necromantic1 turnTouchNone

Returns a dead spirit in a randomly rolled new body, however long dead and whatever became of the corpse.

Necromantic1 turnTouchNone

Restores a worthy creature to the peak of its youth for a year, but once ever, and only under a quest.

Healing, Necromantic1 hourTouchNone

Restores a level drained by undead within a day per caster level, and lifts feeblemind and madness, ageing both parties two years.

Necromantic3 rds.TouchNone

Calls a wandering spirit home to its body, leaving the creature as it was when the spirit strayed.

Necromantic1 rd.TouchSpecial

Restores life and full strength to someone dead as long as ten years per caster level, ageing the caster three years.

Necromantic1 turnTouchNone

Restores life and full strength to an honourable creature dead up to ten years per caster level; reversed, destruction.

Necromantic1 turnTouchNone

A pact so that the moment the chosen one drops below 0 hit points they are whisked to sanctuary, raised and made whole.

Necromantic, Summoning1 turnTouchNone

Spends 250 gp of treasure per spell level to work a cure or a dimension door, at a touch.

Healing, Necromantic2 roundsTouchNone

Sets a word in another's mouth that, whenever spoken even years later, spends 500 gp of treasure per spell level on a cure or escape.

Healing, Necromantic2 roundsTouchNone