243 spells across 7 levels
| Level 157 spells | ||||
|---|---|---|---|---|
| Spell | Spheres | Casting time | Range | Save |
Reveals how many alignment steps a target sits from true Neutral, and along which axis. | Divination, Numbers | 1 round | 80 yards | None |
Reveals one strength or weakness of a foe, one more per two levels from 3rd; save negates. | Divination | 4 | 10 yards/level | Neg. |
Tells the caster a handled object's material worth to within 2d10% minus caster level. | Divination | 4 | Touch | None |
Reveals whether a course of action within the next half hour brings weal or woe, at a 70% base chance plus 1% per level. | Divination | 2 rds. | 0 | None |
Gives the caster a 70% plus 2% per level chance to learn the exact odds behind one die roll. | Numbers | 4 | 0 | None |
Shows whether a target is anything but true neutral, one per round. | Divination | 1 | 60 yds.' | None |
Reveals disease in one creature or object per level, and whether it is within the caster's power to cure. | Divination | 1 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. | Divination | 1 rd. | 0 | None |
Detects dwarves and their kin, living or dead, through any disguise, in a 10-ft.-wide, 90-ft. path. | Divination | 1 rd. | 0 | None |
Reveals evil emanations from creatures, objects or areas in a 10-foot path 120 yards long; reversed, good. | All | 1 rd. | 0 | None |
Reveals any harmful gas within 60 feet, with a 5% per level chance to name it. | Divination | 1 rd. | 0 | None |
Reports the general balance of good, evil, law and chaos in an area or a creature. | Divination | 1 turn | 0 | None |
Makes every living thing within 60 feet glow to the caster's eyes, brighter the more intelligent, for a round per level. | Divination, Necromantic | 4 | 0 | None |
Reveals magical auras and their strength in a 10-foot path 30 yards long, with a 10% per level chance to name the sphere. | Divination | 1 rd. | 0 | None |
Locates one chosen metal or mineral per round in a 10-ft.-wide, 120-ft. path, telling ore from refined. | Divination, Elemental Earth | 1 round | 0 | None |
Tells whether one object or 5-ft. cube per round is poisoned, with a 5% per level chance to name the poison. | Divination | 4 | 0 | None |
Senses every predatory creature within 60 ft. and where it is, without identifying its species. | Divination | 1 | 0 | None |
Warns of pits, snares, deadfalls and natural traps along a 10-ft.-wide, 40-ft. path ahead. | Divination | 4 | 0 | None |
Lets the caster notice any lie or evasion one creature speaks for 3 rounds; reversed, the caster's own lies pass undetected. | Divination | 1 | 30 yds. | None |
Detects weapons, hidden or improvised, carried to do harm in a 10-ft.-wide, 90-ft. path. | Combat, Divination | 1 rd. | 0 | None |
Tells whether elves have passed through, dwelt in or shaped an area within the last month per level. | Divination | 1 rd. | 100 yds. | None |
Reveals any noble descent in the touched creature and how near it stands to a title; save negates. | Divination | 4 | Touch | Neg. |
Reveals whom the touched creature secretly loves; a save hides the name but not whether a crush exists. | Divination | 1 rd. | Touch | Neg. |
Makes a ginkgo wand tug the caster toward one named kind of thing, such as water or treasure, within 60 yd. | Divination | 1 rd. | 60 yds. | None |
Reveals the single strongest emotion one creature feels at that instant; save negates. | Thought | 3 | 5 yards/level | Neg. |
Senses the basic needs and emotions of unshielded minds in a 10-ft.-wide, 30-ft. path; reversed, masks one creature's emotions. | Divination | 1 rd. | 0 | None |
Outlines creatures or objects in pale light, 10 sq. ft. per level, giving attackers +2 in darkness and +1 in twilight. | Weather | 4 | 80 yds. | None |
Shows the caster the direction, distance and look of the nearest drinkable water within 90 miles. | Divination | 1 rd. | 90 miles | None |
Gives the caster a sense for where food and water lie, enough for one person per level above 4th each day. | Divination | 1 rd. | 0 | None |
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. | Divination | 4 | 0 | None |
Shows the caster one creature's actions two rounds ahead, one more per three levels to four, so it can never surprise them. | Combat, Divination | 4 | 200 yards | Special |
Tells the caster the exact age, in years, of one creature or object. | Time | 1 | 0 (Touch - PSC) | None |
Reveals one creature's bloodline, its derivation and its strength from tainted to great; a save, easier for weak lines, negates. | Divination | 2 | 30 yds. | Neg. |
Tells the caster which way is north, anywhere, even in magical darkness. | Travelers | 1 | 0 | None |
Tells the caster which faction one creature per round belongs to, on sight; one hiding its allegiance may save. | Divination | 1 | 20 yards | Neg. |
Reveals the name, lineage and notable deeds of a creature seen, an object handled or a place stood upon. | Divination | 1 rd. | Special | Special |
Tells the caster the exact local time: hour, day, month, year. | Time | 1 | 0 | None |
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, Divination | 1 rd. | 100 yds. + 20 yds./level | None |
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 Water | 2 | 10 ft. | None |
The caster watches for a sign from the deity foretelling whether a major undertaking is favoured. | Divination | 1 turn | 0 | None |
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. | All | 4 | 10 yds. | None |
From a true name or a birth date and place, sketches one human or demihuman's class, standing and life history. | Numbers | 2 turns | 0 | None |
Fixes a secret -3 to +3 luck modifier onto one of the subject's next 1d12 significant rolls in the coming day. | Chaos, Divination | 1 turn | Touch | None |
Tells the druid the coming weather over nine square miles, two hours ahead per level, exactly. | Divination, Weather | 1 rd. | 0 | None |
Lets the caster read one language for 5 rounds per level; not codes, magical script or speech. | Divination | 1 rd. | 0 | None |
Makes nearby vegetation stir to show a tracker the lost trail, 60% plus 2% per level; breaks pass without trace. | Plant | 4 + Special | Special | None |
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. | Guardian | 1 | Touch | None |
Reveals to the druid the direction faced and how far above or below ground they stand. | Elemental Earth | 4 | 0 | None |
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. | Protection | 1 rd. | 0 | None |
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, Necromantic | 4 | 30 yards/level | None |
Lets the priest borrow one touched spider's sight, wherever it goes, a round per level. | Animal | 1 | Special | None |
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, Law | 1 round | 0 | None |
Lets the priest pick up stray thoughts lost within 10 yd., recovering what someone once thought there. | Thought | 3 (4 - PSC) | 0 | None |
A motionless trance in which the shukenja senses one spirit, curse, haunting or lasting enchantment within 120 ft. each round. | Divination | 1 rd. | 0 | None |
Lets the priest smell gems and precious metal within 20 ft., counting the pieces and growing warmer toward the largest hoard. | Divination | 4 | 0 | None |
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. | Divination | 4 | 10 yards | None |
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, Weather | 3 rounds | 0 | None |
| Level 256 spells | ||||
|---|---|---|---|---|
| Spell | Spheres | Casting time | Range | Save |
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. | Wards | 1 rd. | Touch | None |
Lets the caster borrow one animal's sight within 100 yd. while standing still with eyes closed, 3 rds. + 1 per level. | Animal | 5 | 0 | None |
The druid shares a normal animal's sight, hearing and smell in a trance, a turn per two levels; a bonded animal may save. | Animal | 5 | 10 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. | Animal | 1 rd. | 0 | None |
Attunes the caster to astral and ethereal phenomena for an hour per level, with +2 to surprise against planar monsters. | Astral | 5 | 0 | None |
Tells whether a course of action within the next half hour brings weal or woe, at 70% +1% per level. | Divination | 2 rds. | 0 | None |
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, Divination | 4 | Touch | None |
Staring at a cairn of stones shows the priest where a corpse lies within a mile per level. | Cosmos | 1 hr. | 1 mi./level radius | None |
Gives the touched creature morale 20, immunity to fear, pain and nausea, a keen nose and a ranger's tracking, a round per level. | Charm | 5 | Touch | None |
From ashes, shows a hazy vision of the thing's final round per level before it burned, and by what. | Elemental Fire | 1 rd. | 0 | NA |
Asks a known local spirit, of a tree, rock or house, one question per caster level, answered truthfully but literally. | Divination | 1 turn | 10 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 Sun | 5 | 60 yds. +10 yds./level | Special |
Lights a candle that burns without wasting while the subject lives, gutters when they are near death, and goes out when they die. | Divination | 1 rd. | Special | None |
Ties a shiny item to the caster's wellbeing so it dulls and corrodes if they die or are petrified, a week per level. | Divination | 1 rd. | Touch | None |
Reveals whether one creature per round, up to ten, is under charm, suggestion or possession; save negates, reversed hides charms 24 hours. | Divination | 1 rd. | 30 yds. | Negate |
Reveals where every creature within 60 ft. bent on attacking the caster stands, even hidden or invisible, for a turn. | Divination | 1 rd. | 0 | None |
Tells whether one creature along the caster's line of sight is alive, through feigned death, coma or trance, for 5 rds. | Divination | 1 rd. | 10 ft./level | None |
Cast beyond a crystal sphere, tells whether friendly gods, or the caster's own, are known within it. | Divination | 1 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. | Thought | 1 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. | Astral | 1 rd. | Special | None |
Lets the druid see through one animal's eyes and command it telepathically to scout or stand guard, 2 hours + a turn per level. | Animal | 3 rds. | 150 yds. | Special |
Compels a touched person to recount all their property and income truthfully, then forget having told, for an hour. | Charm | Special | Touch | Special |
Tells the caster the morale rating and status of one military unit per five levels in sight. | War | 1 turn | 300 yards | None |
Blesses 6 to 20 engraved runestones to add about +10% accuracy to divinations for a week. | Creation | 1 turn | Touch | None |
Reveals every mechanical or magical trap in a 10-ft.-wide, 30-yd. path ahead, its nature but not its workings, for 3 turns. | Divination | 5 | 0 | None |
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 Water | 3 | 1 square mile | None |
A drawn glyph makes every dweomer and hidden inscription within 60 ft. glow plainly, an hour per level. | Divination | 5 | 0 | None |
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, Necromantic | 1 round | 0 | None |
Gives the priest a sudden insight: the DM recalls a forgotten clue or drops a relevant new one. | Thought | 4 | 0 | None |
Reveals the karma points, or the level, of one creature per level; save negates, reversed hides it for 24 hours. | Divination | 2 | 10 yds. | Neg. |
Reads the exact alignment of one creature or aligned object after a round's concentration; save negates, reversed hides it 24 hours. | Divination | 1 rd. | 10 Yds. | Neg. |
Tells the savant whether someone they meet, singly or as a group, means them well, ill or neither. | Thought | 1 | 50 yds. | None |
Lets the caster read and broadly understand one chosen language for 3 rds. per level; not codes or magical script. | Divination | 1 rd. | 0 | None |
Senses the basic needs and emotions of unshielded minds in a 10-ft.-wide, 30-ft. path for a turn; reversed, masks them. | Divination | 1 rd. | 0 | None |
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. | Plant | 2 rounds | Touch | None |
Points the ranger toward one specific lost animal follower within 60 yd. + 10 per level, for 8 hours. | Animal | 5 | 60 yards +10 yards/level | None |
Shows the caster where the nearest dwarves in urgent need lie within a mile, and guides them there by the quickest route. | Divination | 1 turn | 0 | None |
Disguises a stone surface a foot square per level, hiding doors, seams, traps and runes under a lasting illusion for a year per level. | Guardian | 2 | Touch | None |
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. | Thought | 2 | 5 yards/level | None |
Reads the surface thoughts of a creature within 5 yd. per level, one each round, for a turn per level; save negates. | Divination | 1 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, Plant | 5 | Touch | None |
Asks the deity's approval of an action and gets a plain yes or no as a sign, succeeding 60% +2% a level. | All | 5 | Special | None |
Adds +10% to the success chance of a percentage-based divination, to a cap of 95%, a round per level. | Divination | 1 turn | 0 | None |
Lets the caster track by scent whoever wronged a named person, across any terrain, 2 days per level. | Animal | 1 round | 0 | None |
Tells the shaman what kind of spirit one entity is, its nature and its mood, though not its name. | Divination | 1 rd. | 10 yds./level | None |
Tells the priest by smell if someone is free, enslaved, a runaway or noble. | Elemental Air | 5 | 10 yds. | None |
Lets a body of water answer one question per level about what it has seen or holds over the last week. | Elemental Water | 4 rds. | Touch | None |
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. | Divination | 1 rd. | 0 | None |
Lets the priest read a text or map in a foreign tongue for 3 turns per level; not codes or spell scrolls. | Divination | 1 rd. | 0 | None |
Reveals how something is cursed, why, and by whom. | Divination | 1 turn | 10 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. | Divination | 2 | Touch | None |
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. | Divination | 5 | Touch | Special |
Dowsing rods lead the priest to 2d6 gallons or more of muddy water no deeper than a foot per level. | Elemental Water | 3 turns | Special | None |
Carries the words of anyone the priest can see to their ear on the wind, for as long as they concentrate. | Elemental Air | 5 | Sight | None |
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. | Protection | 5 | 0 | None |
| Level 341 spells | ||||
|---|---|---|---|---|
| Spell | Spheres | Casting time | Range | Save |
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. | Divination | 6 | 0 | None |
Shows the caster what a touched mechanical device is meant to do, though not how to work it. | Divination | 6 | Touch | None |
Opens a window of up to 10 ft. square onto the Astral Plane, showing a named creature or place, 2 rds. per level. | Astral | 3 | 5 yards | None |
Summons a dead person's spirit, human or demihuman, bound to answer every question truthfully, a round per level. | Divination, Summoning | 1 turn | 10 ft. | None |
Summons a nemesis spirit the cleric has defeated to serve or answer questions for 2 turns per level, three services in all. | Summoning | 3 turns | 0 | None |
Carves a face on a tree that then answers one simple question honestly. | Plant | 1 turn | Touch | None |
Bathes 25 sq. ft. per level in a permanent pale glow of any colour that outlines anything touching it, undead in black. | Weather | 6 | 120 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 Earth | 6 | 10 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. | Divination | 5 | 50 yards +10 yards/level | None |
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. | Divination | 1 rd. | 0 | None |
Shows any object or creature under a curse spell as wreathed in a black aura, a round per level. | Divination | 6 | 10 yards | None |
May tell whether a touched item or person carries a curse, at the cost of casting nothing else for four hours. | Divination | 1 rd. | Touch | Neg. |
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 |
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. | Divination | 6 | 0 | None |
Reads which Outer Plane, and which layer of it, a living or dead creature is bound for, and whether it was sent astray. | Divination | 6 | 10 yards | Neg. |
Grants a glimpse of what a touched fragment or mystery item was for, with a chance built from the caster's level and Wisdom. | Divination | 1 rd. | 0 | None |
Answers one question in figures and images, 75% +1% a level of the time, growing clearer as the caster rises. | Numbers | 1 turn | 0 | None |
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 Earth | 1 rd. | 0 | None |
Grants the priest a same-level thief's full set of thieving skills for an hour per level. | Charm | 1 rd. | 0 | None |
Reveals extradimensional spaces, bags of holding, portable holes and gates in a 10-ft.-wide, 60-ft. path, a round per level. | Divination, Numbers | 3 | 0 | None |
Lets the caster see and hear through one corpse or undead within 40 yd., following it up to a mile, 2 hours per level. | Necromantic | 6 | 40 yds. | Neg. |
Reveals every door, window, secret door, gate or portal in a 10-ft.-wide, 30-ft. path, 5 rds. per level. | Divination | 1 rd. | 0 | None |
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. | Divination | 1 rd. | Special | Neg. |
Gives a navigator an unerring sense of the way back to the ship's home port, a week per level. | All | One turn | Touch | None |
Draws a settlement's laws, customs, etiquette and common passwords from one of its people within 30 yd.; save negates. | Travelers | 3 | Special | Nega. |
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. | Divination | 6 | 1 mile/level | None |
Turns the caster toward an object they know within 60 yd. + 10 per level; reversed, shields an object against such searches. | Divination | 1 turn | 60 yds. + 10 yds./level | None |
Replays one creature's memory to the priest at fifty times speed, a round per level; save negates, +5 for secrets. | Thought | 1 round | 5 yards | Neg. |
Gives the priest a word or two from the DM on the character of the present moment, such as danger or betrayal. | Numbers | 1 round | 0 | None |
Links the priest to every animal within 30 ft. per level so intruders are sensed at once, an hour + 1 per three levels. | Animal, Divination | 1 rd. | 0 | None |
After a round of concentration, tells the priest which visible foe is strongest or threatens them most. | Divination | 1 rd. | 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 |
Lets the priest question a corpse, more questions and older dead as they rise in level; the unlike or stronger may save. | Divination | 1 turn | 1 (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, Necromantic | 1 turn | 1 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 Water | 6 | Special | Special |
Raises an ancestor spirit from the tribal mound to fight, guard or advise for 2 rds. per level, if a Wisdom check controls it. | Necromantic | 4 rounds | 10 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. | Divination | 1 rd. | 0 | None |
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. | Divination | 1 | 0 | None |
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. | Time | 6 | 0 | None |
Makes a pool replay the reflections it has held over the last day on request, for an hour. | Divination, Elemental Water | 1 rd. | 10 ft. | None |
Forecasts the local weather a day per level ahead, 95% sure on day one and 10% less each day after. | Weather | 1 rd. | 0 | None |
| Level 430 spells | ||||
|---|---|---|---|---|
| Spell | Spheres | Casting time | Range | Save |
Lets the priest watch through a touched animal's eyes wherever it goes while they sit still, a turn per level. | Animal | 7 (1 turn - PSC) | Touch | None |
Lets the caster see through the eyes of one animal within 100 yd. + 20 per level, a turn per level. | Animal | 7 | 100 yards +20 yards/level | None |
Marks a touched creature so all the faithful shun it, and priests of like alignment distrust it, 12 hours per level; save negates. | All | 7 | Touch | Neg. |
Wind chimes over a map ring out where a missing person is, living or dead. | Elemental Air | 1 turn | 0 | 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 |
Tells the priest by the smell of smouldering meat whether one being within 10 yd. per level is a defiler. | Elemental Air | 5 rds. | 10yds/level | None |
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. | Animal | 1 turn | Touch | None |
Tells the priest whether one creature knowingly lies for a round per level; save negates, reversed hides lies for 24 hours. | Divination | 7 | 30 yds. | Neg. |
Shows the shukenja what shape one shapechanger per round within 60 yd. truly wears, 3 rds. per level. | Divination | 1 rd. | 60 yds. | None |
Yields one useful piece of counsel about an event in the coming week, 60% +1% per level of the time. | Divination | 1 turn | 0 | None |
Extract SpiritShaman Draws a spirit out of the object it is bound to, a tree or a fetish, and moves it to another container; save negates. | Summoning | 1 rd. | 10 yds. | Neg. |
Lets the shukenja foretell one major event in a present subject's future, in general terms. | Divination | 6 turns | 0 | None |
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. | Divination | 1 turn | 0 (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. | Thought | 5 | 0 | None |
Grants a savant a momentary glimpse of the enemy behind a threat to their church; if it saves, it glimpses the savant too. | Divination | 1 turn | 0 | Neg. |
Lets the caster trace unseen roots, pipes, tunnels and buried rooms from any visible part of them, a round per level. | Divination | 7 | 10 yds. | None |
Lends one to three of the priest's memorized defensive or informational spells to a nonspellcaster of Wisdom 9+, until cast. | Charm | 1 turn | Touch | None |
Reveals the strength, treasure and supernatural watchers of a known lair, 60% +1% a level of the time. | Divination | 1 turn | Touch | None |
Reveals where a person's animal counterpart in spirit can be found, for a day; save negates. | Divination | 1 turn | Special | Neg. |
Adds +20% to the success chance of a percentage-based divination, to a cap of 95%, a round per level. | Divination | 1 turn | 0 | None |
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. | Divination | 7 | 0 | None |
Tells the shukenja whether one individual wears a mundane disguise; a save instead convinces them it is real. | Divination | 2 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. | Divination | 1 rd. | 100 yds. | None |
Handling an object shows the savant its past owners' race, profession, alignment and fate, 90% of the time. | Divination | 1 rd. | Touch | None |
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. | Divination | 2 hrs. | 10 yds. | None |
Shows the outline of every glyph, symbol, hidden inscription and dormant dweomer in sight for 4 rds., planar gates included. | Divination | 7 | Touch | None |
From a belonging, lays bare every major facet of one creature's nature, mage or liar or lord; save negates. | Divination | 4 | 10 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. | Thought | 5 (7 - PSC) | 30 yards | Neg. |
Names precisely the spell behind an effect the caster has just seen, its school and components, and hints how to undo it. | Divination | 1 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. | Divination | 7 | 10 yards/level | None |
| Level 530 spells | ||||
|---|---|---|---|---|
| Spell | Spheres | Casting time | Range | Save |
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. | Animal | 1 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. | Divination | 1 turn | 0 | None |
Tells a dwarven priest one fact per level about the rock, water, minerals and creatures within half a mile per level. | Divination | 1 turn | 0 | None |
Puts yes-or-no questions to any spirit, the shukenja's own deity included, in return for a fitting offering. | Divination | 1 turn | 0 | None |
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 Water | 1 turn | 0 | None |
Tells the priest whether a recent event is finished or ongoing, weighty or trivial, and whether it will echo. | Divination, Numbers | 1 round | 0 | None |
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, Plant | 1 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. | Divination | 1 rd. | Touch | None |
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 Water | 5 | 0 | None |
Outlines creatures in cold flame as faerie fire does, but burning them for 2d4 a round until they save, 4 rds. per level. | Combat, Weather | 1 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. | Divination | 8 | 5 yards/level | None |
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, Thought | 8 | 0 | None |
A touch paralyses one creature 2d4 rds. and lays its thoughts open to the priest; save negates. | Divination, Necromantic | 8 | Touch | Neg. |
Turns a font of holy water into a scrying device, a round of viewing for each vial it holds, up to an hour. | Divination | 1 hr. | Touch | None |
MeldC 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. | Charm | 1 turn | 10 yards | Special |
Casts a beam of true moonlight wherever the caster points within 60 yd. + 10 per level, a round per level; it can trigger lycanthropy. | Sun | 7 | 60 yds. + 10 yds./level | None |
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. | Necromantic | 1 rd. | 30 yds. | None |
Locates a major deposit of one named metal or mineral, if any lies within reach. | Divination | 3 turns | 0 | None |
A handful of powder makes everyone within 10 ft. invisible, even to detect invisibility, 2 rds. per level; reversed, it reveals. | Combat | 1 rd. | 0 | None |
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 Water | 6 turns | 10 yds. | 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 |
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. | Divination | 1 turn | Touch | Special |
Lays bare what an omen the caster can see truly means, though not who sent it or what comes next. | Divination | 1 rd. | Line of sight | None |
Sets the earth's spirits to write or draw who has lately come through a tunnel or pass, answering three questions. | Elemental Earth, Summoning | 3d6 turns | Touch | None |
Lets the priest put questions to spirits dead far longer than an ordinary speaking with the dead can reach. | Divination | 1 turn | 10 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 Earth | 8 | Unlimited | None |
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 |
Makes a mirror or pool replay a known past event with sound, a round per level, at a chance set by Wisdom and familiarity. | Time | 1 round | Touch | 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 |
| Level 621 spells | ||||
|---|---|---|---|---|
| Spell | Spheres | Casting time | Range | Save |
Conjures a crystal ball the caster can also cast divinations through, gaining clairaudience and more with level, a day per level. | Divination | 1 turn | 0 | Special |
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. | Animal | 9 | 60 yards | Special |
Calls a clan ancestor into an item, granting it speech and, over decades of respect, magical powers. | Guardian, Summoning | 1d4 days | 0 | None |
Invites any spirit, even a hero or ancestor, to appear at a holy place; it may come or refuse, for a turn. | Summoning | 1 turn | Special | None |
Opens a two-way link of sight and hearing with a known person anywhere on the plane, a turn + 1 rd. per level. | Divination | 3 rds. | Unlimited | None |
Points the caster unerringly toward a familiar item underground, and once opens a passage through an intervening wall, a round per level. | Elemental Earth | 1 rd. | 0 | None |
Grants a glimpse of one single event, past, present or yet to come, and enough detail to read it. | Divination | 1 rd. | 0 | None |
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 |
Forces every shapechanger the shukenja points at back into its true shape, in wracking pain for 3d10; save halves and spares the change. | Protection | 1 | 120 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. | Sun | 9 | 10 yds./level | None |
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 |
Absorbs a creature's or an object's memories at a touch, wiping theirs; a fifth stay with the caster, and it may rebound. | Divination | 1 turn | Touch | None |
Adds +30% to the success chance of a percentage-based divination, to a cap of 95%, a round per level. | Divination | 1 turn | 0 | None |
Reincarnation SightVedic Finds where a reincarnated soul now walks, or gives someone back their memories of a past life. | Divination, Necromantic | 6 | Special | None |
Makes visible the ghost of every writing or symbol an item or surface has ever borne, and can restore one. | Divination, Guardian | 1 rd. | Touch | Special |
Locates any named thing, place or being and shows what surrounds it, in more detail the nearer it lies. | Divination | 1 turn | Special | None |
Opens a spring, purifies one for scrying, or lets the caster travel between springs. | Creation, Elemental Water | 1 round | Special | None |
Makes a cubic yard of stone recount who has touched it and what lies concealed behind it, for a turn. | Divination, Elemental Earth | 1 turn | Touch | None |
Reveals a creature's true name, or a device's command word; save negates. | Divination | 1 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 Fire | 3 rds. | 2 mi./level | None |
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. | Divination | 1 rd./object (minimum 1 hr.) | Special | None |
| Level 78 spells | ||||
|---|---|---|---|---|
| Spell | Spheres | Casting time | Range | Save |
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. | Summoning | 1 day | Special | None |
Lets the priest put one question to the DM about now or the five rounds ahead and get a short true answer. | Divination, Thought | 5 | 0 | None |
Unfolds a touched item's dweomers, restrictions, chief power, command word and flaws, one a round, a round per level. | Divination | 3 rds. | Touch | None |
Calls an ethereal creature that hunts one quarry across the planes, untouchable in combat and unshakeable. | Divination | 1 turn/3 | Special | Special |
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. | Divination | 1 rd. | 0 | None |
Reveals every divine hand at work within 100 ft. per level, though a failed save vs. breath drives the caster mad. | Divination | 7 | 0 | Special |
Reveals in full how a touched device works, its command words, perils, making and upkeep. | Divination | 2 turns | 0 | None |
Lets the shaman search a touched animal's memory and watch what it saw in perfect detail, for a turn. | Animal | 1 rd. | Touch | None |