243 spells across 7 levels

Level 157 spells
SpellSpheresCasting timeRangeSave

Reveals how many alignment steps a target sits from true Neutral, and along which axis.

Divination, Numbers1 round80 yardsNone

Reveals one strength or weakness of a foe, one more per two levels from 3rd; save negates.

Divination410 yards/levelNeg.

Tells the caster a handled object's material worth to within 2d10% minus caster level.

Divination4TouchNone

Reveals whether a course of action within the next half hour brings weal or woe, at a 70% base chance plus 1% per level.

Divination2 rds.0None

Gives the caster a 70% plus 2% per level chance to learn the exact odds behind one die roll.

Numbers40None

Shows whether a target is anything but true neutral, one per round.

Divination160 yds.'None

Reveals disease in one creature or object per level, and whether it is within the caster's power to cure.

Divination1 rd.10 yds.None

Detects drow in a 10-ft.-wide, 30-yd. path, with a 10% per level chance to learn class and level.

Divination1 rd.0None

Detects dwarves and their kin, living or dead, through any disguise, in a 10-ft.-wide, 90-ft. path.

Divination1 rd.0None

Reveals evil emanations from creatures, objects or areas in a 10-foot path 120 yards long; reversed, good.

All1 rd.0None

Reveals any harmful gas within 60 feet, with a 5% per level chance to name it.

Divination1 rd.0None

Reports the general balance of good, evil, law and chaos in an area or a creature.

Divination1 turn0None

Makes every living thing within 60 feet glow to the caster's eyes, brighter the more intelligent, for a round per level.

Divination, Necromantic40None

Reveals magical auras and their strength in a 10-foot path 30 yards long, with a 10% per level chance to name the sphere.

Divination1 rd.0None

Locates one chosen metal or mineral per round in a 10-ft.-wide, 120-ft. path, telling ore from refined.

Divination, Elemental Earth1 round0None

Tells whether one object or 5-ft. cube per round is poisoned, with a 5% per level chance to name the poison.

Divination40None

Senses every predatory creature within 60 ft. and where it is, without identifying its species.

Divination10None

Warns of pits, snares, deadfalls and natural traps along a 10-ft.-wide, 40-ft. path ahead.

Divination40None

Lets the caster notice any lie or evasion one creature speaks for 3 rounds; reversed, the caster's own lies pass undetected.

Divination130 yds.None

Detects weapons, hidden or improvised, carried to do harm in a 10-ft.-wide, 90-ft. path.

Combat, Divination1 rd.0None

Tells whether elves have passed through, dwelt in or shaped an area within the last month per level.

Divination1 rd.100 yds.None

Reveals any noble descent in the touched creature and how near it stands to a title; save negates.

Divination4TouchNeg.

Reveals whom the touched creature secretly loves; a save hides the name but not whether a crush exists.

Divination1 rd.TouchNeg.

Makes a ginkgo wand tug the caster toward one named kind of thing, such as water or treasure, within 60 yd.

Divination1 rd.60 yds.None

Reveals the single strongest emotion one creature feels at that instant; save negates.

Thought35 yards/levelNeg.

Senses the basic needs and emotions of unshielded minds in a 10-ft.-wide, 30-ft. path; reversed, masks one creature's emotions.

Divination1 rd.0None

Outlines creatures or objects in pale light, 10 sq. ft. per level, giving attackers +2 in darkness and +1 in twilight.

Weather480 yds.None

Shows the caster the direction, distance and look of the nearest drinkable water within 90 miles.

Divination1 rd.90 milesNone

Gives the caster a sense for where food and water lie, enough for one person per level above 4th each day.

Divination1 rd.0None

Detects any water within a 10-ft.-wide, 90-ft. path and how plentiful it is, with a 5% per level chance to tell if it is drinkable.

Divination40None

Shows the caster one creature's actions two rounds ahead, one more per three levels to four, so it can never surprise them.

Combat, Divination4200 yardsSpecial

Tells the caster the exact age, in years, of one creature or object.

Time10 (Touch - PSC)None

Reveals one creature's bloodline, its derivation and its strength from tainted to great; a save, easier for weak lines, negates.

Divination230 yds.Neg.

Tells the caster which way is north, anywhere, even in magical darkness.

Travelers10None

Tells the caster which faction one creature per round belongs to, on sight; one hiding its allegiance may save.

Divination120 yardsNeg.

Reveals the name, lineage and notable deeds of a creature seen, an object handled or a place stood upon.

Divination1 rd.SpecialSpecial

Tells the caster the exact local time: hour, day, month, year.

Time10None

Tells direction, distance and rough number of one animal or plant type in a 20-ft.-wide path, 100 yd. plus 20 per level.

Animal, Divination1 rd.100 yds. + 20 yds./levelNone

Tells the caster how long one visible piece of cinnabryl will keep holding off the Red Curse.

Divination, Elemental Air, Elemental Earth, Elemental Fire, Elemental Water210 ft.None

The caster watches for a sign from the deity foretelling whether a major undertaking is favoured.

Divination1 turn0None

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

From a true name or a birth date and place, sketches one human or demihuman's class, standing and life history.

Numbers2 turns0None

Fixes a secret -3 to +3 luck modifier onto one of the subject's next 1d12 significant rolls in the coming day.

Chaos, Divination1 turnTouchNone

Tells the druid the coming weather over nine square miles, two hours ahead per level, exactly.

Divination, Weather1 rd.0None

Lets the caster read one language for 5 rounds per level; not codes, magical script or speech.

Divination1 rd.0None

Makes nearby vegetation stir to show a tracker the lost trail, 60% plus 2% per level; breaks pass without trace.

Plant4 + SpecialSpecialNone

Alerts the priest instantly whenever the touched creature is in danger, anywhere on any plane, a day per level; from 3rd level, with a mental image.

Guardian1TouchNone

Reveals to the druid the direction faced and how far above or below ground they stand.

Elemental Earth40None

Warns the priest a moment before danger strikes within 10 ft., granting +3 to surprise, to reaction checks and to saves against natural hazards, for an hour.

Protection1 rd.0None

Lets the priest see and hear through a skeleton, zombie or corpse within 30 yd. per level, commanding the undead, an hour per level.

Divination, Necromantic430 yards/levelNone

Lets the priest borrow one touched spider's sight, wherever it goes, a round per level.

Animal1SpecialNone

Detects injustice, dishonour and sin in creatures along a 10-ft.-wide, 120-yd. corridor, or checks one person's standing with the gods.

Divination, Law1 round0None

Lets the priest pick up stray thoughts lost within 10 yd., recovering what someone once thought there.

Thought3 (4 - PSC)0None

A motionless trance in which the shukenja senses one spirit, curse, haunting or lasting enchantment within 120 ft. each round.

Divination1 rd.0None

Lets the priest smell gems and precious metal within 20 ft., counting the pieces and growing warmer toward the largest hoard.

Divination40None

Reveals the true make-up of every metal in a 30-ft., 90° arc before the caster for a round, exposing false coin and dweomers.

Divination410 yardsNone

Forecasts the natural wind, rain and any freak weather at the caster's spot for an hour per level ahead, and whether magic is at work on it.

Divination, Weather3 rounds0None
Level 256 spells
SpellSpheresCasting timeRangeSave

Calls an ancestor spirit to answer one question at 75%, bless one person with +1 to saves a day per level, or watch the home a month.

Wards1 rd.TouchNone

Lets the caster borrow one animal's sight within 100 yd. while standing still with eyes closed, 3 rds. + 1 per level.

Animal50None

The druid shares a normal animal's sight, hearing and smell in a trance, a turn per two levels; a bonded animal may save.

Animal510 yds.None or neg.

A cat-sized animal held and stared at obeys the shaman's orders, gaining 1d3 Intelligence and understanding their words, 2 turns per level.

Animal1 rd.0None

Attunes the caster to astral and ethereal phenomena for an hour per level, with +2 to surprise against planar monsters.

Astral50None

Tells whether a course of action within the next half hour brings weal or woe, at 70% +1% per level.

Divination2 rds.0None

Grants the touched creature a bat's echolocation to 60 ft., immune to surprise and seeing the invisible while its eyes are closed, 3 turns + 1 per level.

Animal, Divination4TouchNone

Staring at a cairn of stones shows the priest where a corpse lies within a mile per level.

Cosmos1 hr.1 mi./level radiusNone

Gives the touched creature morale 20, immunity to fear, pain and nausea, a keen nose and a ranger's tracking, a round per level.

Charm5TouchNone

From ashes, shows a hazy vision of the thing's final round per level before it burned, and by what.

Elemental Fire1 rd.0NA

Asks a known local spirit, of a tree, rock or house, one question per caster level, answered truthfully but literally.

Divination1 turn10 ft.None

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

Elemental Sun560 yds. +10 yds./levelSpecial

Lights a candle that burns without wasting while the subject lives, gutters when they are near death, and goes out when they die.

Divination1 rd.SpecialNone

Ties a shiny item to the caster's wellbeing so it dulls and corrodes if they die or are petrified, a week per level.

Divination1 rd.TouchNone

Reveals whether one creature per round, up to ten, is under charm, suggestion or possession; save negates, reversed hides charms 24 hours.

Divination1 rd.30 yds.Negate

Reveals where every creature within 60 ft. bent on attacking the caster stands, even hidden or invisible, for a turn.

Divination1 rd.0None

Tells whether one creature along the caster's line of sight is alive, through feigned death, coma or trance, for 5 rds.

Divination1 rd.10 ft./levelNone

Cast beyond a crystal sphere, tells whether friendly gods, or the caster's own, are known within it.

Divination1 rd.240 yds.None

Shows psionic activity as a rosy outline in a 10-ft.-wide, 90-ft. path, brighter the more PSPs spent, 5 rds. per level.

Thought1 rd.0 yds.None

The shukenja sleeps and sends a dream spirit at speed 36 to watch and listen at nearby places as they happen, a round per level.

Astral1 rd.SpecialNone

Lets the druid see through one animal's eyes and command it telepathically to scout or stand guard, 2 hours + a turn per level.

Animal3 rds.150 yds.Special

Compels a touched person to recount all their property and income truthfully, then forget having told, for an hour.

CharmSpecialTouchSpecial

Tells the caster the morale rating and status of one military unit per five levels in sight.

War1 turn300 yardsNone

Blesses 6 to 20 engraved runestones to add about +10% accuracy to divinations for a week.

Creation1 turnTouchNone

Reveals every mechanical or magical trap in a 10-ft.-wide, 30-yd. path ahead, its nature but not its workings, for 3 turns.

Divination50None

Predicts a natural earthquake or eruption within 10 square miles up to 1d6 days ahead, and its epicentre within 100 sq. yd.

Divination, Elemental Air, Elemental Earth, Elemental Fire, Elemental Water31 square mileNone

A drawn glyph makes every dweomer and hidden inscription within 60 ft. glow plainly, an hour per level.

Divination50None
GuidanceLost Spelllost

A lost spell, said to have answered one question a day about someone's fortunes over the coming day.

————

Deafens the priest to all but heartbeats within 10 ft. per level, each telling size, health, mood and species, a turn + 2 rds. per level.

Divination, Necromantic1 round0None

Gives the priest a sudden insight: the DM recalls a forgotten clue or drops a relevant new one.

Thought40None

Reveals the karma points, or the level, of one creature per level; save negates, reversed hides it for 24 hours.

Divination210 yds.Neg.

Reads the exact alignment of one creature or aligned object after a round's concentration; save negates, reversed hides it 24 hours.

Divination1 rd.10 Yds.Neg.

Tells the savant whether someone they meet, singly or as a group, means them well, ill or neither.

Thought150 yds.None

Lets the caster read and broadly understand one chosen language for 3 rds. per level; not codes or magical script.

Divination1 rd.0None

Senses the basic needs and emotions of unshielded minds in a 10-ft.-wide, 30-ft. path for a turn; reversed, masks them.

Divination1 rd.0None

Lets the caster listen through one plant to everything near another of its kind, within 50 ft. of it and up to 50 yd. per level away, a round per level.

Plant2 roundsTouchNone

Points the ranger toward one specific lost animal follower within 60 yd. + 10 per level, for 8 hours.

Animal560 yards +10 yards/levelNone

Shows the caster where the nearest dwarves in urgent need lie within a mile, and guides them there by the quickest route.

Divination1 turn0None

Disguises a stone surface a foot square per level, hiding doors, seams, traps and runes under a lasting illusion for a year per level.

Guardian2TouchNone

Reads surface thoughts within 5 yd. per level and probes one mind deeper, learning its creature type and perhaps its class, a round per level.

Thought25 yards/levelNone

Reads the surface thoughts of a creature within 5 yd. per level, one each round, for a turn per level; save negates.

Divination1 rd.5 yds./level (90 yds. max.)Neg.

Tunes the touched creature to its surroundings: +2 to surprise, +1 to initiative and saves, and tracking as a ranger, a round per level.

Animal, Plant5TouchNone

Asks the deity's approval of an action and gets a plain yes or no as a sign, succeeding 60% +2% a level.

All5SpecialNone

Adds +10% to the success chance of a percentage-based divination, to a cap of 95%, a round per level.

Divination1 turn0None

Lets the caster track by scent whoever wronged a named person, across any terrain, 2 days per level.

Animal1 round0None

Tells the shaman what kind of spirit one entity is, its nature and its mood, though not its name.

Divination1 rd.10 yds./levelNone

Tells the priest by smell if someone is free, enslaved, a runaway or noble.

Elemental Air510 yds.None

Lets a body of water answer one question per level about what it has seen or holds over the last week.

Elemental Water4 rds.TouchNone

Makes a quarry's psychic trail glow to the druid's eyes, as old as two days per level, a turn + a turn per level.

Divination1 rd.0None

Lets the priest read a text or map in a foreign tongue for 3 turns per level; not codes or spell scrolls.

Divination1 rd.0None

Reveals how something is cursed, why, and by whom.

Divination1 turn10 ft.None

Sharpens the touched creature's awareness within 10 ft.: -1 to be surprised, aware of anyone behind them, 30% to spot traps, a turn per level.

Divination2TouchNone

Lets the touched creature sense every gate or portal along a 60-ft. path and try to learn where it leads and its key, a round per level.

Divination5TouchSpecial

Dowsing rods lead the priest to 2d6 gallons or more of muddy water no deeper than a foot per level.

Elemental Water3 turnsSpecialNone

Carries the words of anyone the priest can see to their ear on the wind, for as long as they concentrate.

Elemental Air5SightNone

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 341 spells
SpellSpheresCasting timeRangeSave

Names the most valuable single item in a 10-ft. path 10 ft. per level long and its worth, with a chance Abbathor covets it too.

Divination60None

Shows the caster what a touched mechanical device is meant to do, though not how to work it.

Divination6TouchNone

Opens a window of up to 10 ft. square onto the Astral Plane, showing a named creature or place, 2 rds. per level.

Astral35 yardsNone

Summons a dead person's spirit, human or demihuman, bound to answer every question truthfully, a round per level.

Divination, Summoning1 turn10 ft.None

Summons a nemesis spirit the cleric has defeated to serve or answer questions for 2 turns per level, three services in all.

Summoning3 turns0None

Carves a face on a tree that then answers one simple question honestly.

Plant1 turnTouchNone

Bathes 25 sq. ft. per level in a permanent pale glow of any colour that outlines anything touching it, undead in black.

Weather6120 yds.None

Makes one creature leave oily black footprints or a black wake in silt that cannot be erased, a day per level; save negates.

Elemental Earth610 yds.Neg.

Reveals sentient creatures waiting in ambush for the caster within 50 yd. + 10 per level, a turn per level; reversed, hides one ambusher.

Divination550 yards +10 yards/levelNone

Gives the shukenja a 5% per level chance to find a curse on one object, person or square yard a round, and as much again to learn its kind.

Divination1 rd.0None

Shows any object or creature under a curse spell as wreathed in a black aura, a round per level.

Divination610 yardsNone

May tell whether a touched item or person carries a curse, at the cost of casting nothing else for four hours.

Divination1 rd.TouchNeg.

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

Reveals every disembodied spirit, ghost or possessing presence in a 10-ft.-wide, 60-ft. path in its true form, a turn + 1 per level.

Divination60None

Reads which Outer Plane, and which layer of it, a living or dead creature is bound for, and whether it was sent astray.

Divination610 yardsNeg.

Grants a glimpse of what a touched fragment or mystery item was for, with a chance built from the caster's level and Wisdom.

Divination1 rd.0None

Answers one question in figures and images, 75% +1% a level of the time, growing clearer as the caster rises.

Numbers1 turn0None

Attunes the priest to all earth and stone within 30 ft. per level, warning of anything amiss, 3 turns per level while they stay put.

Elemental Earth1 rd.0None

Grants the priest a same-level thief's full set of thieving skills for an hour per level.

Charm1 rd.0None

Reveals extradimensional spaces, bags of holding, portable holes and gates in a 10-ft.-wide, 60-ft. path, a round per level.

Divination, Numbers30None

Lets the caster see and hear through one corpse or undead within 40 yd., following it up to a mile, 2 hours per level.

Necromantic640 yds.Neg.

Reveals every door, window, secret door, gate or portal in a 10-ft.-wide, 30-ft. path, 5 rds. per level.

Divination1 rd.0None

Plants a tiny spirit in a creature within 15 yd. so the shaman can later sense where it is by repeating the melody; save negates.

Divination1 rd.SpecialNeg.

Gives a navigator an unerring sense of the way back to the ship's home port, a week per level.

AllOne turnTouchNone

Draws a settlement's laws, customs, etiquette and common passwords from one of its people within 30 yd.; save negates.

Travelers3SpecialNega.

Sends a shapeless shadow gliding up to a mile per level away to carry back every sound within 60 ft. of it, a round per level.

Divination61 mile/levelNone

Turns the caster toward an object they know within 60 yd. + 10 per level; reversed, shields an object against such searches.

Divination1 turn60 yds. + 10 yds./levelNone

Replays one creature's memory to the priest at fifty times speed, a round per level; save negates, +5 for secrets.

Thought1 round5 yardsNeg.

Gives the priest a word or two from the DM on the character of the present moment, such as danger or betrayal.

Numbers1 round0None

Links the priest to every animal within 30 ft. per level so intruders are sensed at once, an hour + 1 per three levels.

Animal, Divination1 rd.0None

After a round of concentration, tells the priest which visible foe is strongest or threatens them most.

Divination1 rd.10 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

Lets the priest question a corpse, more questions and older dead as they rise in level; the unlike or stronger may save.

Divination1 turn1 (1 yard - PSC)Special

Lets the shukenja put two to seven questions to a corpse, more and older with level; the unlike or stronger may save.

Divination, Necromantic1 turn1 yd.None

Puts two questions to the spirit of a named drowning victim, who cannot lie though it may evade; the unlike may save.

Divination, Elemental Water6SpecialSpecial

Raises an ancestor spirit from the tribal mound to fight, guard or advise for 2 rds. per level, if a Wisdom check controls it.

Necromantic4 rounds10 feet/level of caster (10 ft./level - PSC)None

From hair, nail parings or a splinter, shows the subject's rough location and condition, a round per level.

Divination1 rd.0None

Merges the caster's senses with every being and object within 30 ft., revealing all that is hidden there, a round per level, while they do nothing else.

Divination10None

Gives the priest a gut warning against any action that would bring immediate harm, with +2 AC and saves, a turn + 2 rds. per level.

Time60None

Makes a pool replay the reflections it has held over the last day on request, for an hour.

Divination, Elemental Water1 rd.10 ft.None

Forecasts the local weather a day per level ahead, 95% sure on day one and 10% less each day after.

Weather1 rd.0None
Level 430 spells
SpellSpheresCasting timeRangeSave

Lets the priest watch through a touched animal's eyes wherever it goes while they sit still, a turn per level.

Animal7 (1 turn - PSC)TouchNone

Lets the caster see through the eyes of one animal within 100 yd. + 20 per level, a turn per level.

Animal7100 yards +20 yards/levelNone

Marks a touched creature so all the faithful shun it, and priests of like alignment distrust it, 12 hours per level; save negates.

All7TouchNeg.

Wind chimes over a map ring out where a missing person is, living or dead.

Elemental Air1 turn0None

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

Tells the priest by the smell of smouldering meat whether one being within 10 yd. per level is a defiler.

Elemental Air5 rds.10yds/levelNone

A touch on a wound shows the druid what animal or creature dealt it within the last hour per level, and where it now is if it fails a save.

Animal1 turnTouchNone

Tells the priest whether one creature knowingly lies for a round per level; save negates, reversed hides lies for 24 hours.

Divination730 yds.Neg.

Shows the shukenja what shape one shapechanger per round within 60 yd. truly wears, 3 rds. per level.

Divination1 rd.60 yds.None

Yields one useful piece of counsel about an event in the coming week, 60% +1% per level of the time.

Divination1 turn0None

Draws a spirit out of the object it is bound to, a tree or a fetish, and moves it to another container; save negates.

Summoning1 rd.10 yds.Neg.

Lets the shukenja foretell one major event in a present subject's future, in general terms.

Divination6 turns0None

Warns the caster of any enemy entering a half mile per level around them, then their distance, heading and rough numbers, for a day; reversed, hides them.

Divination1 turn0 (½ mile/level - PSC)None

Lets the priest put one question to the DM about what is happening right now and get a short true answer.

Thought50None

Grants a savant a momentary glimpse of the enemy behind a threat to their church; if it saves, it glimpses the savant too.

Divination1 turn0Neg.

Lets the caster trace unseen roots, pipes, tunnels and buried rooms from any visible part of them, a round per level.

Divination710 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

Reveals the strength, treasure and supernatural watchers of a known lair, 60% +1% a level of the time.

Divination1 turnTouchNone

Reveals where a person's animal counterpart in spirit can be found, for a day; save negates.

Divination1 turnSpecialNeg.

Adds +20% to the success chance of a percentage-based divination, to a cap of 95%, a round per level.

Divination1 turn0None

Lets the caster see through darkness, fog and mist to 60 ft. and pierce illusions and invisibility 70% +1% per level, a turn + 1 rd. per level.

Divination70None

Tells the shukenja whether one individual wears a mundane disguise; a save instead convinces them it is real.

Divination2 rds.20 yds.Neg.

Sharpens the shaman's sight and hearing to catch every insect, footfall and clue within 100 yd., a round per level.

Divination1 rd.100 yds.None

Handling an object shows the savant its past owners' race, profession, alignment and fate, 90% of the time.

Divination1 rd.TouchNone

Turns a natural pool up to 2 ft. wide per level into a scrying device reaching the Ethereal and Inner Planes, a round per level.

Divination2 hrs.10 yds.None

Shows the outline of every glyph, symbol, hidden inscription and dormant dweomer in sight for 4 rds., planar gates included.

Divination7TouchNone

From a belonging, lays bare every major facet of one creature's nature, mage or liar or lord; save negates.

Divination410 yds.Neg.

Broadcasts one creature's surface thoughts to everyone within 30 yd., so it can keep no secret, a turn + 3 rds. per level; save negates.

Thought5 (7 - PSC)30 yardsNeg.

Names precisely the spell behind an effect the caster has just seen, its school and components, and hints how to undo it.

Divination1 rd.30 yds.None

Sends a shapeless shadow gliding up to 10 yd. per level away to send back everything it sees, a round per level.

Divination710 yards/levelNone
Level 530 spells
SpellSpheresCasting timeRangeSave

Lets the shaman see and hear through an animal within 10 yd. and steer where it goes, though not make it fight, a turn per level.

Animal1 rd.10 yds.None

Puts one yes-or-no question per caster level to the priest's deity or its agents, answered truthfully as far as they know.

Divination1 turn0None

Tells a dwarven priest one fact per level about the rock, water, minerals and creatures within half a mile per level.

Divination1 turn0None

Puts yes-or-no questions to any spirit, the shukenja's own deity included, in return for a fitting offering.

Divination1 turn0None

Tells the caster one fact per level about the ground, plants, water and creatures within half a mile per level, outdoors.

Divination, Elemental Air, Elemental Earth, Elemental Fire, Elemental Water1 turn0None

Tells the priest whether a recent event is finished or ongoing, weighty or trivial, and whether it will echo.

Divination, Numbers1 round0None

Lets the shaman put 2d6 questions to the spirits of living things within 15 yd., one at a time, a turn per level.

All, Animal, Elemental Air, Elemental Earth, Elemental Fire, Elemental Water, Plant1 rd.15 yds.None

Turns a gemstone into a scrying device, a round of viewing per 1,000 gp of value, and from 10th level a detection spell can be sent through.

Divination1 rd.TouchNone

Grants the caster a dolphin's echolocation to 300 ft. under water, or a focused sonic blast for 5d6, a turn + 1 per 2 levels.

Elemental Water50None

Outlines creatures in cold flame as faerie fire does, but burning them for 2d4 a round until they save, 4 rds. per level.

Combat, Weather1 rd.80 yds.Special

A glowing hammer hangs in the air and burns white at truth, black at lies and red at true words meant to deceive, a round per level.

Divination85 yards/levelNone

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

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

Divination, Necromantic8TouchNeg.

Turns a font of holy water into a scrying device, a round of viewing for each vial it holds, up to an hour.

Divination1 hr.TouchNone

Rides in a willing priest's mind, one of the caster's own faith, sensing all they sense and able to take them over, for 12 hours.

Charm1 turn10 yardsSpecial

Casts a beam of true moonlight wherever the caster points within 60 yd. + 10 per level, a round per level; it can trigger lycanthropy.

Sun760 yds. + 10 yds./levelNone

A strip of chill white flame 30 ft. long burns undead for 2 hp per level, chills the living for 2d4, and reveals every magical aura it crosses.

Necromantic1 rd.30 yds.None

Locates a major deposit of one named metal or mineral, if any lies within reach.

Divination3 turns0None

A handful of powder makes everyone within 10 ft. invisible, even to detect invisibility, 2 rds. per level; reversed, it reveals.

Combat1 rd.0None

Makes a pool replay the public deeds of anyone at all, living, dead or unborn, for a day; secrets may be saved against.

Divination, Elemental Water6 turns10 yds.None

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

Protection1 roundTouchNone

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

Lays bare what an omen the caster can see truly means, though not who sent it or what comes next.

Divination1 rd.Line of sightNone

Sets the earth's spirits to write or draw who has lately come through a tunnel or pass, answering three questions.

Elemental Earth, Summoning3d6 turnsTouchNone

Lets the priest put questions to spirits dead far longer than an ordinary speaking with the dead can reach.

Divination1 turn10 ft.Special

Lets the caster see through solid rock to 100 yd. per level, spotting veins, hollows and creatures that swim in stone, a round per level.

Divination, Elemental Earth8UnlimitedNone

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

Divination1 rd.0None

Makes a mirror or pool replay a known past event with sound, a round per level, at a chance set by Wisdom and familiarity.

Time1 roundTouchNone

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

Divination8TouchNone

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

All8TouchNone
Level 621 spells
SpellSpheresCasting timeRangeSave

Conjures a crystal ball the caster can also cast divinations through, gaining clairaudience and more with level, a day per level.

Divination1 turn0Special

Sends the priest's own mind into a chosen animal's body, with all its senses and powers, 3 turns + 1 per level, their body left helpless.

Animal960 yardsSpecial

Calls a clan ancestor into an item, granting it speech and, over decades of respect, magical powers.

Guardian, Summoning1d4 days0None

Invites any spirit, even a hero or ancestor, to appear at a holy place; it may come or refuse, for a turn.

Summoning1 turnSpecialNone

Opens a two-way link of sight and hearing with a known person anywhere on the plane, a turn + 1 rd. per level.

Divination3 rds.UnlimitedNone

Points the caster unerringly toward a familiar item underground, and once opens a passage through an intervening wall, a round per level.

Elemental Earth1 rd.0None

Grants a glimpse of one single event, past, present or yet to come, and enough detail to read it.

Divination1 rd.0None

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

Divination3 rds.TouchNone

Forces every shapechanger the shukenja points at back into its true shape, in wracking pain for 3d10; save halves and spares the change.

Protection1120 yds.½

Sends a man-shaped darkness that quenches light, carries 20 lb. and can deliver the caster's touch spells, a round per level.

Sun910 yds./levelNone

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

Charm1 turnTouchSpecial

Absorbs a creature's or an object's memories at a touch, wiping theirs; a fifth stay with the caster, and it may rebound.

Divination1 turnTouchNone

Adds +30% to the success chance of a percentage-based divination, to a cap of 95%, a round per level.

Divination1 turn0None

Finds where a reincarnated soul now walks, or gives someone back their memories of a past life.

Divination, Necromantic6SpecialNone

Makes visible the ghost of every writing or symbol an item or surface has ever borne, and can restore one.

Divination, Guardian1 rd.TouchSpecial

Locates any named thing, place or being and shows what surrounds it, in more detail the nearer it lies.

Divination1 turnSpecialNone

Opens a spring, purifies one for scrying, or lets the caster travel between springs.

Creation, Elemental Water1 roundSpecialNone

Makes a cubic yard of stone recount who has touched it and what lies concealed behind it, for a turn.

Divination, Elemental Earth1 turnTouchNone

Reveals a creature's true name, or a device's command word; save negates.

Divination1 rd.10 yds.Special

Counts every fire within 2 miles per level and lets the caster look and speak out of any one of them, for an hour; reversed, it seals them.

Elemental Fire3 rds.2 mi./levelNone

After a month's curing, enchants up to a hundred matching tokens the casters can see through from a hundred miles off, 12 hours per level.

Divination1 rd./object (minimum 1 hr.)SpecialNone
Level 78 spells
SpellSpheresCasting timeRangeSave

After a great sacrifice, convenes a council of one kind of spirit to debate a matter weighty enough to deserve it, a turn per level.

Summoning1 daySpecialNone

Lets the priest put one question to the DM about now or the five rounds ahead and get a short true answer.

Divination, Thought50None

Unfolds a touched item's dweomers, restrictions, chief power, command word and flaws, one a round, a round per level.

Divination3 rds.TouchNone

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

Divination1 turn/3SpecialSpecial

Begs Oghma to fill in a word, an inscription or a diagram missing from a text, at the cost of 2d6 hit points and only for a turn.

Divination1 rd.0None

Reveals every divine hand at work within 100 ft. per level, though a failed save vs. breath drives the caster mad.

Divination70Special

Reveals in full how a touched device works, its command words, perils, making and upkeep.

Divination2 turns0None

Lets the shaman search a touched animal's memory and watch what it saw in perfect detail, for a turn.

Animal1 rd.TouchNone