281 spells across 7 levels
| Level 136 spells | ||||
|---|---|---|---|---|
| Spell | Spheres | Casting time | Range | Save |
Attackers who fail a save cannot target one animal, and all attacks on it suffer -4. | Animal | 3 | Touch | Special |
Makes up to five armoured warriors of the caster's alignment holy warriors, with better AC and bonus hit points. | Combat | 5 | Touch | None |
Snuffs every nonmagical fire in a 10-foot cube per level and douses magical flames for one round. | Elemental Fire | 4 | 10 yards/level | None |
Gives one combatant +1 per 3 levels, max +5, landing each round on a random part of their fighting. | Chaos | 4 | 20 yds. | None |
Enchants an animal tattoo to raise the caster's matching ability score by one point, max 19. | All | 1 rd. | 0 | None |
Grants allies in a 50-ft. cube +1 to attack rolls and to saves against fear for six rounds; reversed, a curse of -1. | All | 1 rd. | 60 yds. | None |
Links two creatures so that damage to either is split between them, for five rounds per level; save negates. | Combat | 1 turn | Touch | Neg. |
Grants a faithful priest +3 on one die roll of their choice in the next round. | Summoning | 1 | 0 | None |
Ends fear, confusion and other mental distress in one Hit Die of creatures per level; save negates. | Charm | 1 | 3 | Special |
Shields the caster from sunlight penalties for three rounds plus one per level, counting as a level higher against undead. | Necromantic | 4 | 0 | None |
Lets 3 to 5 priests join so the central one gains a level per partner, max four, for casting and turning undead. | All | 1 rd. | Touch | None |
Lets a unit of up to 200 pass its next morale check automatically. | War | 1 turn | 240 yards | None |
Lets one creature go without breathing for a round per level; reversed as steal breath. | Elemental Air | 1 | Touch | None |
Lets one creature save against each hit to take no missile damage and half melee damage; reversed, it draws extra damage. | Protection | 1 rd. | 120 yds. | Special |
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 |
A tribe member passes every Constitution check and gains +2 on Strength or Wisdom checks and +1 against mind magic, a day per two levels. | Charm | 10 rounds | Touch | None |
Shifts a unit's morale one point either way, lasting 1d4+2 turns; at a temple, a 10th-level priest raises it by 3 until sunset. | War | Special | Special | 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 |
Drizzles on a 30-ft.-wide, 60-ft.-tall cylinder for a round, dousing candles, guttering torches and weakening fire spells by 2 per die. | Elemental Water | 4 | 10 yards/level | None |
Chaotic creatures attack the touched creature at -2 and it saves against them at +2, immune to their mental control and bodily contact, 3 rounds per level. | Law | 4 | Touch | None |
Evil creatures attack the touched creature at -2 and it saves at +2, warded from mental control and summoned contact, 3 rounds per level; reversed, from good. | Protection | 4 | Touch | None |
Off the Prime, prime-material beings attack the touched planar at -2 and it saves against them at +2, warded from their mental control, 3 rounds per level. | Protection | 4 | Touch | None |
Strips a creature's vulnerability to silver weapons for an hour per level; silver strikes it as plain metal. | Protection | 3 | Touch | None |
Gives one creature per four levels +4 against fear for a turn and a new save against fear already failed; reversed, panics one creature 1d4 rounds. | Charm | 1 | 10 yds. | Special |
Hardens the touched creature to natural heat and cold, takes 1 off each die of magical fire or cold, and banishes fatigue as an hour's sleep per level. | Protection | 1 rd. | Touch | None |
Two to ten priests join hands in a barrier that works as protection from evil at -1 and +1 per priest, for 2d10 rounds. | Protection | 5 | 0 | None |
Wreathes one creature in rosy light that grants free action and lifts penalties from pain, nausea, fear and venom, for 2 + 1d4 rounds. | Protection | 4 | Touch | None |
Anyone trying to attack the touched creature must save or lose track of it entirely for 2 rounds plus 1 per level; its own attack ends the ward. | Protection | 4 | Touch | None |
Weaves grasses and roots into near-weightless AC 6 armour for the caster alone that negates magic missile, for a day. | Plant | 1 rd. | Touch | None |
Makes the priest's beard silver: base AC 8 unarmoured, or +1 AC over armour, for a turn plus a round per level. | Combat | 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 |
Fields of dense air around the feet let one creature glide over snow or ice crust and never be knocked over, a round per level. | Elemental Water | 4 | Touch | None |
Alloys a creature's hide with steel for +1 AC per three levels, max +5, at the cost of a third of its Dexterity, 3 rds. + 1 per level. | Protection | 4 | Touch | None |
Raises the subject's Strength by 1d4, or up to 16 if that is more, while it stays in contact with earth, 3 rds. + 1 per level. | Elemental Earth | 4 | Touch | None |
Bonds a shield or weapon to its wielder's grip so it cannot be dropped or knocked away until willingly released. | Guardian | 3d4 turns | 0 | None |
Teaches the shaman one totem image per level, inscribed over hours, that grants its animal's gift to whoever bears it. | Animal | Special | 0 | None |
| Level 247 spells | ||||
|---|---|---|---|---|
| Spell | Spheres | Casting time | Range | Save |
Grants the touched creature +1 to attacks and saves plus 1d8 temporary hit points for 1 rd. + 1 per level. | Combat, Necromantic | 5 | Touch | None |
Crafts a token that gives its wearer +1 to AC and saves against one feared being, which must save or flee it in fear, a week per level. | Creation | 1 hr. | 5-ft. radius | None |
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 |
Grants a psionic creature 3d8 temporary PSPs, spent first, for 1 rd. + 1 per level. | Thought | 5 | Touch | None |
Toughens the touched creature's skin to AC 6, one better per four levels, with +1 on non-magical saves, 4 rds. + 1 per level; no armour with it. | Plant, Protection | 5 | Touch | None |
A ringing song grants all in a 50-ft. cube +1 to attack, damage and saves and +2 on ability checks for 7 rds. | Charm, Combat | 5 | 60 yards | None |
Grants one thief skill use at +15% or one attack at +3 within the next turn, its damage near maximum. | Combat | 5 | Touch | 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 |
Sprouts blades all over the caster for 4 rds.: +2 AC, 1d4+2 on a charge, doubled when pinning someone to a wall. | Combat | 5 | 0 | None |
While the priest chants in place, allies within 30 ft. get +1 to attacks, damage and saves and enemies -1. | Combat | 2 rds. | 0 | None |
Whirling light gives the touched creature -1 AC in melee, -2 AC and +2 saves against missiles and directed spells, which may glance off, 2 rds. per level. | Chaos | 5 | Touch | None |
Under night or rain, wraps the caster in mist for +2 AC and +2 on saves against fire and sun, a round per level. | Elemental Air, Elemental Water | 4 | 0 | NA |
Frees one creature from any physical binding: rope, web, jaws, glue, entangle or a wrestling hold, a round per level. | Protection | 5 | 80 yds. | None |
Raises one of Strength, Dexterity, Constitution or Charisma by 1 per 3 levels, max +6, a round per level, then leaves the priest drained for 4d6 turns. | Summoning | 2 | 0 | None |
Lifts one known blood ability by a power grade, minor becoming major or major great, 3 rds. + 1 per level, then bars it a turn. | Necromantic | 5 | Touch | None |
Blesses a touched creature's next four saving throws at +4, +3, +2 and +1, undispellable until spent. | Protection | 5 | Touch | None |
Enchants a bowl of stew per level so a diner is fed for a day and gains 1d4+1 bonus hp for two hours + 1 rd. per level. | Healing | 5 | Touch | None |
Lets the touched creature keep fighting at 0 to -9 hit points for 1d4+1 rds. before collapsing, 2 rds. per level. | Necromantic | 5 | Touch | None |
Widens the automatic hit to 19–20 for an ally, or the automatic miss to 1–2 for a foe, 18 or 3 from 7th level, a round per level. | Combat | 2 | Touch | Special |
Flings a loose stone of up to 2 cu. ft. per level as a missile with the caster's THAC0, 30 ft. up or across. | Combat | 1 | 10yds./level | None |
Lets the recipient make up to three missile called shots at no penalty to hit or initiative. | Combat | 5 | Touch | None |
Makes one creature per three levels proof against magical fear and morale checks for a turn, ending any fear already upon them. | Charm | 5 | 10 yards | None |
Blows a kiss that lands unerringly on a chosen creature in sight as a signal, a 1-point nip, or a touch spell cast in the last three rounds. | Combat | 5 | 10 yards/level | None |
Delivers a touch spell, 4th level or lower and cast the round before, unerringly to a target within 10 yd. per level. | Combat | 5 | 10 yards/level | None |
Cloaks the caster in spectral thorns for 3 rds.: +2 AC, 1d4 to anyone touching them, 1d4+2 when they strike or crush a foe. | Combat, Protection | 5 | 0 | Special |
Fires a templar with +2 to attack and damage for 5 rds. + 1 per level, at the cost of 1 hp when it ends. | Cosmos | 5 | Touch | None |
Each round, the priest names the perfect instant for one ally's action, granting +4 to its roll, within 50 ft., a round per level. | Numbers | 1 round | 0 | None |
A floating moonlight shield grants saves against undead draining and aging, +2 against Sun-sphere spells, and against lycanthropes and silver, 1 rd. per level. | Protection | 5 | 0 | None |
Three or more priestesses dancing together each gain a bless lasting a day per level of all who danced, up to 99 days. | All | 8 hrs. | 0 | None |
Entrances one listener per three levels within 20 ft. so they cannot attack the priest and save at -3 against charms, a turn + 1 rd. per level; save negates. | Charm, Numbers | 4 | 50 yards | Negate |
For nine rounds, lets a fellow priest of the faith hand the caster a spell they have just cast, to be cast again in turn. | Charm | 1 round | 0 | None |
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 |
Shields the touched creature from magical aging and aging attacks for 3 rds. per level. | Protection, Time | 5 | Touch | None |
Keeps swarming small mammals off the touched creature and makes other natural mammals attack it at -2, 3 rds. per level. | Animal | 6 | Touch | None |
Smears ash so ordinary snakes ignore the subject and giant or magical ones attack at -2, +1 against venom, up to 24 hours. | Animal | 1 turn | Touch | None |
Raises a 5-ft. barrier lesser spirits cannot cross and greater spirits must save vs. death to enter, 3 rds. per level. | Protection | 1 rd. | Touch | Special |
Lets a unit of up to 300 make a rally check at once, at +1 from a 12th-level caster. | War | 1 turn | 240 yards | None |
Lets a creature born with spell-like powers use one of them, no stronger than a 3rd-level spell, an extra time today. | Charm | 4 | 0 | None |
Makes the touched creature immune to mild corrosives and halves stronger acid damage, with +3 on the save, a round per level. | Protection | 5 | Touch | None |
Makes the touched creature immune to ordinary heat or cold and halves damage from the magical kind, saving at +3, a round per level. | Protection | 5 | Touch | None |
SanctifyRC Consecrates a 10-yd. cube per priest where the faithful save at +2 against charm and fear, foes at -1, and undead turn as a level higher. | All | 1 turn | 10 yards | None |
Lets the touched creature perceive 60 ft. around it as if seeing, eyes unused, immune to gaze attacks, an hour per level. | Protection | 5 | Touch | None |
Turns aside 1d3 + one per three levels mundane blows, cuts or missiles from a dwarf; magic still bites. | Protection | 1d4 turns | Touch | None |
Brews 2 ounces per level of sacred soma juice that grants +1 Constitution and immunity to natural disease while drunk weekly. | Protection | 8 hrs. | Touch | None |
Grants +10% on a chance roll or +2 on a save, with a 5% risk of the worst possible outcome instead. | Chaos | 1 | Special | 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 |
Grants one creature full proficiency with a chosen weapon or tool in sight, a round per level. | Charm, Thought | 5 | Touch | None |
| Level 346 spells | ||||
|---|---|---|---|---|
| Spell | Spheres | Casting time | Range | Save |
Lets the priest trade two points of one physical ability for one of another, a turn + 5 rds. per level. | Creation | 6 | 0 | None |
Makes a unit of up to 200 fight in a chosen terrain as though it were their favoured one, for 1d4+2 turns or, cast at a temple, longer. | War | Special | Special | None |
Encloses the caster in an invisible barrier with an arrow slit: AC 2 in front, AC 0 elsewhere, +1 to saves, 5 rds. per level. | Protection | 6 | 0 | None |
Shrouds a creature in darkness for +1 AC per four levels, 1d4 less nonmagical damage a round, infravision and +2 against charm, a round per level. | Protection, Sun | 6 | Touch | None |
For 7 rds., the touched creature handles any weapon like a trained user and gains +2 to attack, damage and ability checks. | Combat | 6 | Touch | None |
Enchants a talisman worth 25 gp to give its owner +1 per three levels, max +5, to AC or to saves, a day per level. | Protection | 1 hour | Touch | None |
For the next round, one creature rolls twice for any attack, initiative or save and keeps the better. | Time | 3 | Touch | None |
Hardens airborne dust into an immovable flat wall of a square yard per level, or a +3 arm shield, a round per level. | Elemental Earth | 6 | 0 | None |
For 7 rds., every attack roll against the touched creature is rolled twice and the worse result taken. | Protection | 6 | Touch | None |
Masks the priest's emotions behind a chosen false one, or forces an emotion on one creature per 5 levels; a round per level. | Charm, Thought | 5 | 10 yards | Special |
Lifts fear, sleep, pain, nausea, drunkenness and madness from one touched creature and wards against them, a round per level. | Combat, Healing | 1 round | Touch | Special |
Puts a willing person into a deathlike trance, aware but unfeeling, taking half damage and immune to poison and paralysis, a turn + 1 rd. per level. | Necromantic | ½ | Touch | None |
Hangs a 6-ft. shield of darkness from the caster's hand that snuffs small flames and halves fire damage, a round per level. | Elemental Fire | 6 | 0 | None |
Lets the caster and one creature per level above 5th walk through nonmagical fire and over lava, halving magical fire damage, 1 rd. + 1 per level. | Elemental Fire | 5 | Touch | None |
Drives 20 HD of warriors into a frenzy: no morale checks, +1 to attacks and saves, half again the movement, charging the nearest foe. | Combat | 6 | 30 yds. | None |
Grows a halfling to human size and looks, gear included, with +2 Strength, for 6 rds. + 1 per level above 5th. | Combat | 6 | Touch | None |
Grants one person a randomly rolled blood ability of the priest's faith, its strength set by caster level, a day per level. | Charm | 1 turn | Touch | None |
Heightens one creature's sensations until it is distracted: -2 to every roll and slower casting, a round per level; save negates. | Charm | 6 | Touch | Neg. |
Transmutes a head-sized volume of water into a glowing draught that banishes weariness and cures madness, blindness and disease. | Necromantic, Protection | 1 rd. | Touch | None |
Lets the priestess sing into being any priest spell up to 3rd level, with neither gestures nor components. | Creation | 1 rd. | As spell created | None |
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. | Necromantic | 6 | Touch | ½ |
Turns the caster's vestment into armour of AC 5, one better per three levels beyond 5th, to AC 1, for 5 rds. per level. | Protection | 1 rd. | 0 | None |
Within the shukenja's own temple, enchants their vestment to AC 5 and one better per four levels, 5 rds. per level. | Protection | 1 rd. | 0 | None |
Wreathes the caster in violet mist that foils sight-based attacks and infravision and grants +2 AC, a round per level. | Elemental Air | 5 | 0 | None |
Lets the touched creature save vs. death against one level-draining attack, taking only hit point damage and burning the undead for 2d6. | Necromantic, Protection | 1 rd. | Touch | None |
Raises the druid's Strength one point per level, to 18/00, with AC 8 unarmoured, an hour + a turn per level. | Animal | 6 | 0 | None |
Allies within 60 ft. gain +1 to attacks, damage and saves and foes -1 for a round per level, leaving the priest free to act. | Combat | 6 | 0 | None |
Hedges out slimes, jellies, oozes and puddings so their attacks on the touched creature simply fail, 5 rds. per level. | Protection | 6 | Touch | None |
Makes the caster immune to cold, natural or magical, until 12 hp per level is absorbed; on another, +4 to saves and half damage; a turn per level. | Elemental Air, Elemental Water, Protection | 6 | Touch | None |
Makes the caster immune to harm from stone and earth until 12 hp per level is absorbed; on another, +4 to saves and half damage; a turn per level. | Elemental Earth, Protection | 6 | Touch | None |
Makes the caster immune to fire, natural or magical, until 12 hp per level is absorbed; on another, +4 to saves and half damage; a turn per level. | Elemental Fire, Protection | 6 | Touch | None |
Keeps swarming insects off the touched creature entirely and makes giant ones attack it at -2, 3 rds. per level. | Animal | 6 | Touch | None |
Makes the caster immune to wind, natural or magical, until 12 hp per level is absorbed; on another, +4 to saves and half damage; a turn per level. | Elemental Air, Protection | 6 | Touch | None |
Lifts one creature's morale to the maximum and banishes pain and weariness, a round per level, though it may be stunned with bliss; save vs. paralysis. | Charm | 6 | 1 yard/level | Special |
Renewed YouthElfR Lifts the ability penalties of age from one creature for a round per level; reversed, weight of years ages a touched target. | Healing, Time | 6 | 10 yds. | Neg. |
Lets the priest shrug off 2 hp per level from any wound, even a fatal one, and every critical hit, 3 rds. per level. | Protection | 1 turn | 0 | None |
Hides one creature inside a roiling cloud of shadow that muffles its sounds and gives attackers -3 to hit and -1 per die, a round per level. | Protection, Sun | 6 | Touch | None |
Shoots 1d4 + level bubbles in a 10-ft.-wide stream 3 ft. per level long, each that hits releasing a random healing or blessing. | Chaos | 5 | 0 | None |
Floats a slab of hardened air 10 sq. ft. per level that stops wind, lightning, missiles and one extreme of heat or cold, 6 + 1d4 rds. | Protection, Weather | 6 | 10 yards/level | None |
Grants lawful companions, one + 1 per two levels, the damage bonus of their strongest member for 2d6 rds. | Law | 3 rds. | 10 yards | None |
Charges a statue of the deity to take the next 1d4 hp of harm meant for the shukenja, up to 20 across castings. | Creation | 3 turns | 0 | None |
Barks the priest's skin and sprouts thorns: AC 3, +1d3 on unarmed hits, +1 to saves per three levels, 5 rds. + 1 per two levels. | Plant | 6 | 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 one creature immune to every new poison, permanently neutralising any it foils, 1 rd. + 1 per level. | Protection | 6 | Touch | None |
Holds body heat against the cold for 4 hrs. + 1 per level, healing 1 hp of cold damage a turn, +2 on saves against magical cold. | Sun | 6 | Touch | None |
Shells one creature against all precipitation and slows any wind striking it by 10 mph a level, a round per level. | Protection | 6 | Touch | None |
| Level 462 spells | ||||
|---|---|---|---|---|
| Spell | Spheres | Casting time | Range | Save |
Lets the priest read one wizard spell, 1st to 5th level, from a book or scroll and later cast it as a wizard of their level. | Charm, Creation | 7 | 0 | None |
Gives one dwarf per level in a 40-ft. cube an extra attack each round with any axe, for 3 rds. | Combat | 7 | 0 | None |
Lets the next spell of 1st to 5th level cast by a touched caster go off without components and stay in memory, within a turn. | Thought | 7 (4) (7 - PSC) | Touch | None |
Curses one being, or a whole village from 16th level, with -2 to attacks, damage, saves and morale until lifted; save negates. | Charm | 2 | Line of sight | Neg. |
A shaft of light makes the priest, and one neighbour per level above 7th, immune to natural cold and +3 against magical cold, a round per level. | Sun | 4 | Touch | None |
Moves a scion's bloodline, with its abilities, into a costly vessel they must stay within 10 ft. of, a week per level; save negates. | Guardian | 1 turn | Touch | Neg. |
Cloaks the priest in swirling red droplets for +3 AC and +3 on saves against cold and fire, -3 against lightning, 5 rds. per level. | Necromantic, Protection | 7 | 0 | None |
Throws one creature into a berserk frenzy that attacks anything nearby, friend or foe, until three rounds pass with no one near; save negates. | Combat | 7 | 10 yards | Neg. |
Grants a touched creature an extra attack a round and +1 to attacks and saves, glowing rose-red, for 6 rds. | Combat | 7 | Touch | None |
Restores the caster to full health for 6 rds. at the price of blindness; when it ends every wound returns. | Combat, Healing | 1 rd. | 0 | None |
Stills the air in a 20-ft. radius around the caster, negating wind spells and repelling air creatures, a turn + 1 rd. per level. | Elemental Air | 7 | 0 | Special |
Fills a warrior with wild insight: each round a die gives +2 to hit and AC two rounds in three, -2 otherwise, a round per level. | Chaos | 3 | 30 yards | None |
Keeps the air within 20 ft. of the touched creature clear of smoke, fog, gas and dust, expelling gaseous creatures, a turn + 1 rd. per level. | Elemental Air | 7 | Touch | Special |
Grants one to four willing creatures +4 to +1 on their next save against fear within 8 hours; reversed, an aura of fear. | Charm | 6 | Touch | Neg. |
Warms or cools the air within 10 ft. by 10°F per level and blunts one heat or cold attack by 5 hp per level, 4 turns + 1 per level. | Weather | 7 | 0 | None |
A gloom 20 ft. across per level in which evil attacks at +1, good at -1 and the caster at +3, a round per level. | Combat | 7 | 0 | Special |
A velvet half-mask that unleashes one memorized touch or area spell up to 3rd level at a word, ignoring saves. | Combat | 7 | 10 yds. +10 yds./level | Special |
Grants a biped +2 Dexterity and perfect balance for 4 rds., choosing each round +3 to hit or double attacks. | Combat | 7 | Touch | None |
Coordinates a group of one per two levels fighting together for +1 AC each per other member, 1 rd. + 2d4 rds. | Law | 1 | 5 yards | None |
For 7 rds., a psionic attack on the priest is turned onto someone else within 30 ft. unless the attacker saves. | Thought | 7 | 0 | Special |
Grows dragon scales over the priest's body for base AC 4 or +2 AC, whichever is better, a turn per level. | Protection | 7 | 0 | None |
Doubles one creature's hit points with phantom ones, makes its Strength and Constitution checks succeed and its footing unshakeable, 1 rd. + 1 per level. | Necromantic, Protection | 7 | Touch | None |
Gives one water creature + 1 per four levels +1 to attacks, damage and saves, +1 per damage die, for 1d4 rds.; reversed, the penalties. | Animal, Elemental Water | 2 rds. +2 rds./level | 10 yds/level | Neg. |
Makes a willing person look and feel like a zombie, immune to poison, paralysis and draining, a turn + 1 rd. per level. | Necromantic | 7 | Touch | None |
Wards a 10-yd. square per priest so no normal fire burns and magical fire does half, with +4 on saves, a turn per level. | Wards | 1 turn | 10 yards/level | None |
Lets the touched creature move and fight freely despite web, slow, hold or paralysis, and at full speed under water, a turn per level. | Charm | 7 | Touch | None |
Turns a gauntlet into a source of feather fall, gust of wind, wind wall or calm winds, one effect a round, a round per level. | Elemental Air, Weather | 7 | Touch | None |
A ghostly hand turns aside the one blow that would kill the touched creature, within an hour + 1 per level. | Protection | 1 | Touch | None |
Lifts a warrior or commoner below 10th level by one to four levels, with the hit points to match, a round per level. | Combat | 6 | Touch | 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 |
Widens a commander's command radius by half for 1d4+6 turns, or doubles it at a temple; reversed, doubt halves it. | War | Special | Special | None |
Lets the caster drop an arm or a leg at will to escape, unharmed; the limb regrows fully within a day. | Animal | 1 | 0 | None |
Coats a shield in magma that burns whoever fights the priest hand to hand for 1d4 a round and melts weapons that strike it, a round per level. | Elemental Magma | 1 rd. | 0 | None |
Blanks the touched creature from all psionics, breaking every telepathic link, a turn per level. | Protection | 1 rd. | Touch | Neg. |
Raises a 15-ft. hemisphere of force no weapon can breach and no teleport can cross, until the caster sleeps or wills it gone. | Wards | 3 rds. | 0 | Special |
Wraps the caster in an illusory monster of any physical kind they have seen, with half its attack damage and half damage taken, a round per level. | Combat, Necromantic | 7 | 0 | None |
For 2 rds., every priest spell cast in a 60-ft. radius has its maximum effect, and one action a round is aided. | Combat | 7 | 30 yds. | None |
Fills a 60-ft. globe of water with inky silt, sight down to 2d4 ft. and light to a firefly's glow, 2 turns; on land, a rain of slime and fog. | Combat | 6 | 20 yds. | Special |
Links a being to a distant oak so that for three rounds, when triggered, all harm done to them falls on the tree instead. | Plant | 7 | Touch | None |
Lets one creature pass through natural or magical webs, ropes and vines as if they were not there, a round per level. | Necromantic | 4 | Touch | Special |
Shifts one creature's next die roll by 15%, plus 5% for every five caster levels, up or down at the priest's choice; save negates. | Numbers | 4 | 30 yards | Neg. |
Gives the touched creature +4 on saves against electricity and halves its damage, 3 rds. per level. | Protection | 4 | Touch | None |
A 10-ft. globe that hedges out one kind of elemental creature, 2 HD per level up to 24, stronger ones as the caster rises, 5 rds. per level. | Elemental Air, Elemental Earth, Elemental Fire, Elemental Water | 1 rd. | Touch | None |
Wards everyone within 10 ft. of the touched creature as protection from evil does, a turn per level; reversed, from good. | Protection | 7 | Touch | None |
A 5-ft. globe around the caster proof against toxic gases, stronger magical ones as the caster rises, 3 rds. per level. | Protection | 1 | Touch | None |
Makes the caster immune to electricity until 10 hp per level is absorbed; on another, +4 to saves and half damage; a turn per level. | Protection, Weather | 7 | Touch | None |
A 10-ft. globe that hedges out 49 HD of one kind of lycanthrope, all kinds and shapechangers from 12th level, 5 rds. per level. | Protection | 4 | Touch | None |
Lets the priest reroll 1d8-1 of their own saves or enemy rolls against them over a turn per level; a rerolled 1 is the worst case. | Chaos, Protection | 3 | 0 | None |
Wards everyone within 10 ft. of a planar being against prime-material creatures, as the single-target ward does, a turn per level. | Protection | 7 | Touch | None |
A 5-ft. globe in which no trap or alarm trigger fires, magical ones too as the caster rises, 5 rds. per level. | Protection | 1 rd. | Touch | None |
Lets the touched creature ignore natural weather entirely, with +6 on saves against magical weather, an hour per level; reversed, exposes them. | Elemental Air, Elemental Water | 7 | Touch | Neg. |
A sacred passage grants allies within 60 ft. +2 to attacks and saves, +3 to the same faith, and foes -2, a round per level. | Combat | 7 | 0 | None |
Keeps normal insects, and giant ones under a third the caster's level in HD, 10 ft. away, a turn per level. | Animal, Protection | 1 rd. | 0 | None |
Hardens the touched creature's skin to chitin for AC 4, one better per five levels, and +1 on saves against mundane attacks, 4 rds. + 1 per level. | Elemental Water, Protection | 7 | Touch | None |
Cocoons one man-sized creature per three levels in living softwood, in suspended animation and safe from all harm, until fresh air dissolves it. | Plant, Protection | 1 rd. | Touch | Neg. |
Turns a willing creature to living stone: AC 5 or +1, immune to mundane attacks but vulnerable to stone magic, 3 rds. + 1 per level. | Elemental Earth | 7 | Touch | None |
Turns aside 1d4 blows, plus one for every two caster levels, whether cut, blow or missile; spells still bite, up to 24 hours. | Elemental Earth | 1 | Touch | None |
Binds a shadow into the recipient's body so they cast no shadow ever after; save at +1 negates. | Summoning | 24 hours | Touch | Neg. |
Two priests spend a day so the higher gains a casting level for every five levels the other holds, with spells to match, for a turn. | All | 12 hours | 0 | None |
Raises a 20-ft.-high wall of water, 10 sq. ft. per level, that paralyses smaller creatures trying to cross, a round per level. | Elemental Water | 7 | 30 yards | Special |
Makes the priestess wholly immune to one named kind of weapon, magical ones included, 2 rds. per level. | Protection | 7 | 0 | None |
Hardens wooden weapons and shields to iron, giving clubs and staves +1, and makes them fireproof, 5 rds. per level. | Combat, Plant | 7 | Touch | None |
| Level 544 spells | ||||
|---|---|---|---|---|
| Spell | Spheres | Casting time | Range | Save |
Doubles the size, Hit Dice and damage of as many as eight animals in a 20-ft. square, 2 rds. per level; reversed, halves them. | Animal | 8 | 80 yds. | None |
A 15-ft. shell that keeps plants and plant creatures from touching anyone inside, a turn per level. | Plant, Protection | 8 | 0 | None |
Lets one memorized spell of 1st to 5th level be cast three times, the last two without components and almost instantly. | Thought | 8(5) | 0 | None |
Halves the speed and attacks of everyone within 20 ft., pouring the stolen energy into the caster as haste, for 6 rds.; a save each round frees one. | Combat | 8 | 0 | Special |
Turns one warrior per level into a bear-shaped berserker with +4 Strength, fearless, uncommandable and proof against charms, a round per level. | Charm | 1 | 50 ft. | Neg. |
Lends an intelligent creature as much as 1 hp per caster level from the savant's own, even past its maximum, until spent or dispelled. | Necromantic | 1 rd. | Touch | None |
After slaying a foe in melee, a cry of triumph sets a prayer over 30 yd. and gives enemies a further -1, a round per level; save resists. | Necromantic | 5 | 0 | Special |
Stills natural and magical disturbance in a 120-ft. sphere of water, driving out weaker water creatures, a turn per level. | Elemental Water | 8 | 0 | Special |
Pools the bonuses to attack and to damage of one companion per two levels into a single chosen champion. | Law | 2 | 0 | None |
Among standing stones, rings the linked casters in a field granting +4 to saves and reflecting outside magic 5 times in 6, a round per level. | Protection | 1 rd. | 0 | None |
Holds or steers smokes, fogs and gaseous creatures within 10 ft. per level, 10 ft. a round, negating wind, a round per level. | Elemental Air, Elemental Water | 8 | 40 yards | None |
Lets the recipient teleport unerringly up to 360 yd. once a round, carrying 250 lb. and more with caster level, for 6 rds. | Combat | 8 | Touch | None |
Sends a summoned or extraplanar evil creature home on a successful melee touch, and evil creatures fight the caster at -7, a round per level. | Protection, Summoning | 8 | Touch | Neg. |
Makes one creature wholly immune to a named element's ambient harm and halves its attacks, with +4 to saves, an hour per level. | Elemental Air, Elemental Earth, Elemental Fire, Elemental Water, Protection | 1 round | Touch | None |
Wraps the caster in shadowy armour of AC 0 that also makes them immune to one chosen school or sphere, for 5 rds. | Protection | 8 | 0 | None |
Adds 1d6 to every saving throw the recipient makes for a week per level, and grants one reroll of a die that touches them. | Protection | 1 hr. | Touch | None |
Drowns every flame in a sphere a foot wide per level and stops new fire kindling there, a round per level. | Elemental Fire | 8 | 0 | None |
Grows a halfling to a hill giant's size and looks, gear and all, with Strength 19, 9 rds. + 1 per level above 9th. | Combat | 3 | Touch | None |
Wards a 10-yd. square per priest so natural lightning does nothing and magical does half, with +2 to saves, a turn per level. | Wards | 1 turn | 30 yards | None |
Grants +4 on saves against magic that attacks the mind, a save where none is allowed, and -6 to telepathic psionics, a turn + 1 rd. per level. | Protection, Thought | 1 | Touch | None |
Turns aside 1d6 blows, plus one per two levels, counting only attacks that would have hit; magic still bites. | Elemental Earth | 1 | Touch | None |
Invests a willing being with a mighty object's or creature's kami for +6 to one matching statistic, a round per level. | Summoning | 1 rd./level | Touch | None |
Raises a 10-ft. hemisphere of force no weapon or teleport can breach, until the caster sleeps or a mighty spell brings it down. | Wards | 3 rds. | 0 | Special |
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 |
A shadowy harp plays tunes the caster chose, moving where they will within a 60-ft. radius, a round per level; save negates. | Charm, Combat | 8 | 10 feet/level | Neg. |
Lets the priest copy exactly one wizard spell they have just watched cast, for a day, choosing their own target. | Charm, Divination | 1 rd. | 0 | Special |
Lays a glowing stair or bridge of force up to 15 ft. per level long whose users cannot be drained, charmed or made to fall. | Sun, Travelers | 8 | 5 yards/level | None |
Weaves silvery strands over a creature or opening, one square foot a level, that hurl every weapon, spell and traveller back at their source. | Guardian, Sun | 8 | Touch | None |
Steps the priest into a frozen instant of the future for up to 5 rds. by level, unseen and untouchable but unable to act on the world. | Time | 7 | 0 | None |
A 10-ft. globe no fiend of the Lower Planes can pierce, though those inside may still strike out, a turn per level. | All | Special | Touch | None |
A 10-ft. globe in which no attack or gaze can turn flesh to stone, 2 rds. per level. | Protection | 5 | Touch | None |
Raises the touched creature's Strength to 18 or 19, grants an extra attack, 10 hit points, +1 initiative and +2 saves, a turn + 1 rd. per level. | Combat | 8 | Touch | None |
Compels one creature to do again exactly what it did last round, to exactly the same result; save negates. | Time | 5 | 30 yards | Neg. |
Adds 1d6 Strength, grows the caster by a tenth per four levels, and lets one spoken word command a creature, a round per level. | Charm, Combat | 8 | 0 | Special |
Allies gain +1 to attacks and saves and 1d8 hp; those of the caster's own faith gain an extra attack and +2, a round per level. | War | 8 | 0 | None |
For one round, the touched creature takes no damage from any physical attack, only a weapon's magical bonus. | Guardian | 8 | Touch | None |
A shield of unseen force meets one charging foe a round, halving its speed and either blocking its blow or dealing 2d4+4, for 5 rds. | Protection | 8 | 0 | None |
Raises a stormy barrier over a 20-ft. square per level that stops wind, waves and every physical missile, 1 rd. + 1 per level. | Elemental Air | 2 | 5 yards/level | Special |
Tempers a lawful good creature's spirit: no fear, no morale checks, no possession, and +1 AC and saves against evil, an hour per level. | Creation, Law | 1 turn | Touch | None |
Adds 1d4 to 1d8 Strength by the recipient's class, never past 18/00, an hour per level. | Elemental Earth | 1 turn | Touch | None |
Adds 1d4 to 1d8 Strength by the recipient's calling, an hour per level. | Combat | 1 turn | Touch | None |
Makes the touched creature immune to every poison and disease, lycanthropy and rot grubs included, a turn per level. | Necromantic, Protection | 8 | Touch | None |
Lets one creature roll every save, attack and ability check three times and keep the best, for 3 rds. | Combat, Protection | 8 | Touch | None |
Hides the caster in a pocket dimension and leaves three solid images they steer and inhabit in turn, a round per level. | Necromantic, Protection | 8 | 0 | Special |
| Level 629 spells | ||||
|---|---|---|---|---|
| Spell | Spheres | Casting time | Range | Save |
Grants the touched creature three rerolls of failed dice over the coming month. | Divination | 1 turn | Touch | None |
Raises a 10-ft. hemisphere no wholly or partly animal creature can enter, a turn per level. | Animal, Protection | 1 rd. | 0 | None |
Grants the touched creature a deva's guard: half harm from acid, frost and lightning, immunity to poison, and hurt only by +1 weapons, a turn per level. | Protection | 8 | Touch | None |
Keeps earth creatures 50 ft. off, or charms one of them into service, 6 turns + 1 per level; save at -2 negates. | Elemental Earth | 9 | Special | Neg. |
Wraps the caster in writhing tentacles for -4 AC and +2 to hit, with feather fall, water walking and one slaying of insects, a round per level. | Protection | 1 rd. | 0 | None |
Sets worn headgear blazing when melee begins, blinding foes who fail a save for 1d4 rds. and driving off light-shy creatures, a round per two levels. | Sun | 9 | Touch | None |
Lets the caster unmake up to four creatures or a volume of objects for themselves alone, unable to harm or be harmed, a round per level. | Thought | 5 | 0 | Special |
A maelstrom about the caster that makes half of all melee blows miss, deflects ordinary missiles and gives energy attacks even odds, a round per level. | Chaos | 9 | 0 | None |
Sets the caster's body shifting endlessly, hiding their identity and granting 4 points of Armor Class at the cost of Dexterity, 3 rds. per level. | Chaos, Protection | 9 | 0 | None |
Enchants a cloak, boots and bracers into elvenkind gear and an archer's bracers for one wearer, a turn per level. | All | 3 rds. | Touch | None |
Lays a banquet for one guest per level that takes an hour and leaves them cured, poison-proof, blessed and fearless for 12 hours. | Creation | 1 turn | 10 yds. | None |
A blue-white mote that each round either turns one spell back, blocks one attack outright, or fires a 4d6 bolt, for 4 rds. | Combat, Protection | 9 | Touch | None |
Makes its recipient immune to plain weapons, and to magical ones as the caster rises, a round per three levels; reversed, vulnerability. | Protection | 1 | Touch | None |
Grants a chosen being maximum damage and unfailing checks for a round, then lesser bonuses, for 4 rds. | Combat, Protection | 9 | 10 yards/level | None |
Turns the touched creature's skin to steel for AC 2 at the cost of half its speed and last place in combat, 2d4 rds. | Charm | 9 | Touch | None |
Folds space into a one-way disc up to 20 ft. across that reverses every missile and spell crossing it, for 1d4+8 rds. | Numbers | 6 | 30 yards | None |
Grants everyone within 10 ft. of the touched creature +4 on saves against lightning and half damage, 5 rds. per level. | Protection | 6 | Touch | None |
Recall SpellSavant Lets the savant cast again any spell of theirs from 1st to 5th level that they have already cast today. | Thought | As spell +1 | 0 | None |
Grows a second head on a chromatic dragon that bites each round and can breathe while the first head fights, a turn + 2 rds. per level. | Combat | 9 | 60 yards | None |
Lets the priestess sing into being any priest spell up to 4th level, or greater effects with a chorus of her sisters. | Creation | 1 rd. or special | Special | None |
Grants the caster a spider's venomous bite, its strength and number of uses rising with level, and immunity to poison meanwhile. | Combat | 4 | 0 | None |
A glowing harp plays overhead, freeing everyone within 2 ft. per level of pain, fear, charm and holding, and healing one for 2d4, a round per level. | Healing, Protection | 9 | 0 | None |
Lifts a warrior or commoner below 13th level by two to six levels, with the hit points to match, 3 rds. per level. | Combat | 9 | Touch | None |
In a shimmering field of 5 to 60 sq. ft., lawful good beings gain the damage they deal as hit points and edged weapons strike them at -3. | Necromantic, Protection | 1 round | 5 yards/level | None |
Makes up to ten touched creatures immune to metal, which passes through them, and able to walk through bars, a round per level. | All | 1 rd. | 0 | Special |
Rolls waves of force that shove and splinter every loose wooden thing in a 120-ft. path, a round per level. | Plant | 9 | 0 | None |
Lets a templar draw any spell from 1st through 5th level off their list and cast it the following round. | Cosmos | 1 rd. | 0 | None |
Brings back two copies of the caster's last spell, castable again at a word and without components. | Charm, Creation | 9 | 0 | None |
Wreathes the caster in white light, raising them to 12 ft. and Charisma 18, with +5 to attacks and damage and +3 to saves, for 4 rds. | Combat | 9 | 0 | None |
| Level 717 spells | ||||
|---|---|---|---|---|
| Spell | Spheres | Casting time | Range | Save |
Shifts a dragon up or down one age category per five caster levels, with all the powers of that age, a round per level; save at -4 negates. | Time | 1 round | 30 yards | Negate |
Raises a 10-ft. barrier no mineral creature, living or animated, can cross, a turn per level. | Elemental Earth, Protection | 1 round | 0 | None |
Links the caster's limbs and head so severing them leaves them working, up to a round per level once cut. | Necromantic | 1 rd. | 0 | None |
Sets a waiting blessing that, when the recipient is near death, passes their system shock roll, regrows limbs, purges every ill and heals 4d8. | Healing | 1 rd. | Touch | None |
Forges a pact so that when the chosen one falls below 0 hp they are whisked to sanctuary, raised, healed and made whole. | Necromantic, Summoning | 1 turn | Change (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. | Protection | 2 rds. | Touch | None |
For one round the touched creature takes no damage at all, by magic, by body or by mind, and every compulsion on it is suspended. | Guardian | 1 round | Touch | None |
Sheathes the priest in blue energy that foils blows and missiles unless the attacker saves at -4, a turn + 1 rd. per level. | Protection | 1 rd. | 0 | None |
Makes the priest's mind wholly proof against every magic or psionic that would sway or seize it, a turn per level. | Protection, Thought | 1 round | 0 | None |
Keeps a creature from dying for a turn, immune to venom, sickness and death magic, then heals it fully when the spell ends. | Protection | 2 rds. | Touch | Neg. |
Interposes a shield of good energy over a 120° arc that takes spell attacks meant for the caster, a round per two levels. | Protection | 1 | 0 | None |
Makes one creature immune to a named wizard spell at every level and to one whole form of damage, a round per level. | Protection | 1 round | Touch | None |
Steps the priest into a parallel moment for a round per level so their acts there appear with no visible cause, 2d4 rds. | Time | 1 rd. | 10 yds. | None |
Halts time for one creature entirely, untouchable by any force or magic, for as long as a day per level; save negates. | Numbers | 7 | Touch | Neg. |
Sends a creature back two minutes to undo what it did and try again, ageing the caster a year. | Time | 8 | Touch | None |
A pact so that the moment the chosen one drops below 0 hit points they are whisked to sanctuary, raised and made whole. | Necromantic, Summoning | 1 turn | Touch | None |
Turns the touched creature into a being of elemental water, flowing and half-immune to blades, a turn + 1 rd. per level. | Elemental Water | 1 rd. | Touch | Neg. |