281 spells across 7 levels

Level 136 spells
SpellSpheresCasting timeRangeSave

Attackers who fail a save cannot target one animal, and all attacks on it suffer -4.

Animal3TouchSpecial

Makes up to five armoured warriors of the caster's alignment holy warriors, with better AC and bonus hit points.

Combat5TouchNone

Snuffs every nonmagical fire in a 10-foot cube per level and douses magical flames for one round.

Elemental Fire410 yards/levelNone

Gives one combatant +1 per 3 levels, max +5, landing each round on a random part of their fighting.

Chaos420 yds.None

Enchants an animal tattoo to raise the caster's matching ability score by one point, max 19.

All1 rd.0None

Grants allies in a 50-ft. cube +1 to attack rolls and to saves against fear for six rounds; reversed, a curse of -1.

All1 rd.60 yds.None

Links two creatures so that damage to either is split between them, for five rounds per level; save negates.

Combat1 turnTouchNeg.

Grants a faithful priest +3 on one die roll of their choice in the next round.

Summoning10None

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

Charm13Special

Shields the caster from sunlight penalties for three rounds plus one per level, counting as a level higher against undead.

Necromantic40None

Lets 3 to 5 priests join so the central one gains a level per partner, max four, for casting and turning undead.

All1 rd.TouchNone

Lets a unit of up to 200 pass its next morale check automatically.

War1 turn240 yardsNone

Lets one creature go without breathing for a round per level; reversed as steal breath.

Elemental Air1TouchNone

Lets one creature save against each hit to take no missile damage and half melee damage; reversed, it draws extra damage.

Protection1 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, Divination4200 yardsSpecial

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.

Charm10 roundsTouchNone

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.

WarSpecialSpecialNone

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

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 Water410 yards/levelNone

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.

Law4TouchNone

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.

Protection4TouchNone

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.

Protection4TouchNone

Strips a creature's vulnerability to silver weapons for an hour per level; silver strikes it as plain metal.

Protection3TouchNone

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.

Charm110 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.

Protection1 rd.TouchNone

Two to ten priests join hands in a barrier that works as protection from evil at -1 and +1 per priest, for 2d10 rounds.

Protection50None

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

Protection4TouchNone

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.

Protection4TouchNone

Weaves grasses and roots into near-weightless AC 6 armour for the caster alone that negates magic missile, for a day.

Plant1 rd.TouchNone

Makes the priest's beard silver: base AC 8 unarmoured, or +1 AC over armour, for a turn plus a round per level.

Combat40None

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

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 Water4TouchNone

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.

Protection4TouchNone

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 Earth4TouchNone

Bonds a shield or weapon to its wielder's grip so it cannot be dropped or knocked away until willingly released.

Guardian3d4 turns0None

Teaches the shaman one totem image per level, inscribed over hours, that grants its animal's gift to whoever bears it.

AnimalSpecial0None
Level 247 spells
SpellSpheresCasting timeRangeSave

Grants the touched creature +1 to attacks and saves plus 1d8 temporary hit points for 1 rd. + 1 per level.

Combat, Necromantic5TouchNone

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.

Creation1 hr.5-ft. radiusNone

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

Grants a psionic creature 3d8 temporary PSPs, spent first, for 1 rd. + 1 per level.

Thought5TouchNone

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, Protection5TouchNone

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, Combat560 yardsNone

Grants one thief skill use at +15% or one attack at +3 within the next turn, its damage near maximum.

Combat5TouchNone

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

Sprouts blades all over the caster for 4 rds.: +2 AC, 1d4+2 on a charge, doubled when pinning someone to a wall.

Combat50None

While the priest chants in place, allies within 30 ft. get +1 to attacks, damage and saves and enemies -1.

Combat2 rds.0None

Whirling light gives the touched creature -1 AC in melee, -2 AC and +2 saves against missiles and directed spells, which may glance off, 2 rds. per level.

Chaos5TouchNone

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 Water40NA

Frees one creature from any physical binding: rope, web, jaws, glue, entangle or a wrestling hold, a round per level.

Protection580 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.

Summoning20None

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.

Necromantic5TouchNone

Blesses a touched creature's next four saving throws at +4, +3, +2 and +1, undispellable until spent.

Protection5TouchNone

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.

Healing5TouchNone

Lets the touched creature keep fighting at 0 to -9 hit points for 1d4+1 rds. before collapsing, 2 rds. per level.

Necromantic5TouchNone

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.

Combat2TouchSpecial

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.

Combat110yds./levelNone

Lets the recipient make up to three missile called shots at no penalty to hit or initiative.

Combat5TouchNone

Makes one creature per three levels proof against magical fear and morale checks for a turn, ending any fear already upon them.

Charm510 yardsNone

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.

Combat510 yards/levelNone

Delivers a touch spell, 4th level or lower and cast the round before, unerringly to a target within 10 yd. per level.

Combat510 yards/levelNone

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, Protection50Special

Fires a templar with +2 to attack and damage for 5 rds. + 1 per level, at the cost of 1 hp when it ends.

Cosmos5TouchNone

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.

Numbers1 round0None

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.

Protection50None

Three or more priestesses dancing together each gain a bless lasting a day per level of all who danced, up to 99 days.

All8 hrs.0None

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, Numbers450 yardsNegate

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.

Charm1 round0None

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

Shields the touched creature from magical aging and aging attacks for 3 rds. per level.

Protection, Time5TouchNone

Keeps swarming small mammals off the touched creature and makes other natural mammals attack it at -2, 3 rds. per level.

Animal6TouchNone

Smears ash so ordinary snakes ignore the subject and giant or magical ones attack at -2, +1 against venom, up to 24 hours.

Animal1 turnTouchNone

Raises a 5-ft. barrier lesser spirits cannot cross and greater spirits must save vs. death to enter, 3 rds. per level.

Protection1 rd.TouchSpecial

Lets a unit of up to 300 make a rally check at once, at +1 from a 12th-level caster.

War1 turn240 yardsNone

Lets a creature born with spell-like powers use one of them, no stronger than a 3rd-level spell, an extra time today.

Charm40None

Makes the touched creature immune to mild corrosives and halves stronger acid damage, with +3 on the save, a round per level.

Protection5TouchNone

Makes the touched creature immune to ordinary heat or cold and halves damage from the magical kind, saving at +3, a round per level.

Protection5TouchNone

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.

All1 turn10 yardsNone

Lets the touched creature perceive 60 ft. around it as if seeing, eyes unused, immune to gaze attacks, an hour per level.

Protection5TouchNone

Turns aside 1d3 + one per three levels mundane blows, cuts or missiles from a dwarf; magic still bites.

Protection1d4 turnsTouchNone

Brews 2 ounces per level of sacred soma juice that grants +1 Constitution and immunity to natural disease while drunk weekly.

Protection8 hrs.TouchNone

Grants +10% on a chance roll or +2 on a save, with a 5% risk of the worst possible outcome instead.

Chaos1SpecialNone

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

Grants one creature full proficiency with a chosen weapon or tool in sight, a round per level.

Charm, Thought5TouchNone
Level 346 spells
SpellSpheresCasting timeRangeSave

Lets the priest trade two points of one physical ability for one of another, a turn + 5 rds. per level.

Creation60None

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.

WarSpecialSpecialNone

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.

Protection60None

Shrouds a creature in darkness for +1 AC per four levels, 1d4 less nonmagical damage a round, infravision and +2 against charm, a round per level.

Protection, Sun6TouchNone

For 7 rds., the touched creature handles any weapon like a trained user and gains +2 to attack, damage and ability checks.

Combat6TouchNone

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.

Protection1 hourTouchNone

For the next round, one creature rolls twice for any attack, initiative or save and keeps the better.

Time3TouchNone

Hardens airborne dust into an immovable flat wall of a square yard per level, or a +3 arm shield, a round per level.

Elemental Earth60None

For 7 rds., every attack roll against the touched creature is rolled twice and the worse result taken.

Protection6TouchNone

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, Thought510 yardsSpecial

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

Combat, Healing1 roundTouchSpecial

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.

Necromantic½TouchNone

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 Fire60None

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 Fire5TouchNone

Drives 20 HD of warriors into a frenzy: no morale checks, +1 to attacks and saves, half again the movement, charging the nearest foe.

Combat630 yds.None

Grows a halfling to human size and looks, gear included, with +2 Strength, for 6 rds. + 1 per level above 5th.

Combat6TouchNone

Grants one person a randomly rolled blood ability of the priest's faith, its strength set by caster level, a day per level.

Charm1 turnTouchNone

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

Charm6TouchNeg.

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

Necromantic, Protection1 rd.TouchNone

Lets the priestess sing into being any priest spell up to 3rd level, with neither gestures nor components.

Creation1 rd.As spell createdNone

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

Necromantic6Touch½

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.

Protection1 rd.0None

Within the shukenja's own temple, enchants their vestment to AC 5 and one better per four levels, 5 rds. per level.

Protection1 rd.0None

Wreathes the caster in violet mist that foils sight-based attacks and infravision and grants +2 AC, a round per level.

Elemental Air50None

Lets the touched creature save vs. death against one level-draining attack, taking only hit point damage and burning the undead for 2d6.

Necromantic, Protection1 rd.TouchNone

Raises the druid's Strength one point per level, to 18/00, with AC 8 unarmoured, an hour + a turn per level.

Animal60None

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.

Combat60None

Hedges out slimes, jellies, oozes and puddings so their attacks on the touched creature simply fail, 5 rds. per level.

Protection6TouchNone

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, Protection6TouchNone

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, Protection6TouchNone

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, Protection6TouchNone

Keeps swarming insects off the touched creature entirely and makes giant ones attack it at -2, 3 rds. per level.

Animal6TouchNone

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, Protection6TouchNone

Lifts one creature's morale to the maximum and banishes pain and weariness, a round per level, though it may be stunned with bliss; save vs. paralysis.

Charm61 yard/levelSpecial

Lifts the ability penalties of age from one creature for a round per level; reversed, weight of years ages a touched target.

Healing, Time610 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.

Protection1 turn0None

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, Sun6TouchNone

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

Chaos50None

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, Weather610 yards/levelNone

Grants lawful companions, one + 1 per two levels, the damage bonus of their strongest member for 2d6 rds.

Law3 rds.10 yardsNone

Charges a statue of the deity to take the next 1d4 hp of harm meant for the shukenja, up to 20 across castings.

Creation3 turns0None

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.

Plant60None

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 one creature immune to every new poison, permanently neutralising any it foils, 1 rd. + 1 per level.

Protection6TouchNone

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.

Sun6TouchNone

Shells one creature against all precipitation and slows any wind striking it by 10 mph a level, a round per level.

Protection6TouchNone
Level 462 spells
SpellSpheresCasting timeRangeSave

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, Creation70None

Gives one dwarf per level in a 40-ft. cube an extra attack each round with any axe, for 3 rds.

Combat70None

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.

Thought7 (4) (7 - PSC)TouchNone

Curses one being, or a whole village from 16th level, with -2 to attacks, damage, saves and morale until lifted; save negates.

Charm2Line of sightNeg.

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.

Sun4TouchNone

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.

Guardian1 turnTouchNeg.

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, Protection70None

Throws one creature into a berserk frenzy that attacks anything nearby, friend or foe, until three rounds pass with no one near; save negates.

Combat710 yardsNeg.

Grants a touched creature an extra attack a round and +1 to attacks and saves, glowing rose-red, for 6 rds.

Combat7TouchNone

Restores the caster to full health for 6 rds. at the price of blindness; when it ends every wound returns.

Combat, Healing1 rd.0None

Stills the air in a 20-ft. radius around the caster, negating wind spells and repelling air creatures, a turn + 1 rd. per level.

Elemental Air70Special

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.

Chaos330 yardsNone

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 Air7TouchSpecial

Grants one to four willing creatures +4 to +1 on their next save against fear within 8 hours; reversed, an aura of fear.

Charm6TouchNeg.

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.

Weather70None

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.

Combat70Special

A velvet half-mask that unleashes one memorized touch or area spell up to 3rd level at a word, ignoring saves.

Combat710 yds. +10 yds./levelSpecial

Grants a biped +2 Dexterity and perfect balance for 4 rds., choosing each round +3 to hit or double attacks.

Combat7TouchNone

Coordinates a group of one per two levels fighting together for +1 AC each per other member, 1 rd. + 2d4 rds.

Law15 yardsNone

For 7 rds., a psionic attack on the priest is turned onto someone else within 30 ft. unless the attacker saves.

Thought70Special

Grows dragon scales over the priest's body for base AC 4 or +2 AC, whichever is better, a turn per level.

Protection70None

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, Protection7TouchNone

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 Water2 rds. +2 rds./level10 yds/levelNeg.

Makes a willing person look and feel like a zombie, immune to poison, paralysis and draining, a turn + 1 rd. per level.

Necromantic7TouchNone

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.

Wards1 turn10 yards/levelNone

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

Charm7TouchNone

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, Weather7TouchNone

A ghostly hand turns aside the one blow that would kill the touched creature, within an hour + 1 per level.

Protection1TouchNone

Lifts a warrior or commoner below 10th level by one to four levels, with the hit points to match, a round per level.

Combat6TouchNone

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

Charm1 turnTouchNone

Widens a commander's command radius by half for 1d4+6 turns, or doubles it at a temple; reversed, doubt halves it.

WarSpecialSpecialNone

Lets the caster drop an arm or a leg at will to escape, unharmed; the limb regrows fully within a day.

Animal10None

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 Magma1 rd.0None

Blanks the touched creature from all psionics, breaking every telepathic link, a turn per level.

Protection1 rd.TouchNeg.

Raises a 15-ft. hemisphere of force no weapon can breach and no teleport can cross, until the caster sleeps or wills it gone.

Wards3 rds.0Special

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, Necromantic70None

For 2 rds., every priest spell cast in a 60-ft. radius has its maximum effect, and one action a round is aided.

Combat730 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.

Combat620 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.

Plant7TouchNone

Lets one creature pass through natural or magical webs, ropes and vines as if they were not there, a round per level.

Necromantic4TouchSpecial

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.

Numbers430 yardsNeg.

Gives the touched creature +4 on saves against electricity and halves its damage, 3 rds. per level.

Protection4TouchNone

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 Water1 rd.TouchNone

Wards everyone within 10 ft. of the touched creature as protection from evil does, a turn per level; reversed, from good.

Protection7TouchNone

A 5-ft. globe around the caster proof against toxic gases, stronger magical ones as the caster rises, 3 rds. per level.

Protection1TouchNone

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, Weather7TouchNone

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.

Protection4TouchNone

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, Protection30None

Wards everyone within 10 ft. of a planar being against prime-material creatures, as the single-target ward does, a turn per level.

Protection7TouchNone

A 5-ft. globe in which no trap or alarm trigger fires, magical ones too as the caster rises, 5 rds. per level.

Protection1 rd.TouchNone

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 Water7TouchNeg.

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.

Combat70None

Keeps normal insects, and giant ones under a third the caster's level in HD, 10 ft. away, a turn per level.

Animal, Protection1 rd.0None

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, Protection7TouchNone

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, Protection1 rd.TouchNeg.

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 Earth7TouchNone

Turns aside 1d4 blows, plus one for every two caster levels, whether cut, blow or missile; spells still bite, up to 24 hours.

Elemental Earth1TouchNone

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

Summoning24 hoursTouchNeg.

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.

All12 hours0None

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 Water730 yardsSpecial

Makes the priestess wholly immune to one named kind of weapon, magical ones included, 2 rds. per level.

Protection70None

Hardens wooden weapons and shields to iron, giving clubs and staves +1, and makes them fireproof, 5 rds. per level.

Combat, Plant7TouchNone
Level 544 spells
SpellSpheresCasting timeRangeSave

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.

Animal880 yds.None

A 15-ft. shell that keeps plants and plant creatures from touching anyone inside, a turn per level.

Plant, Protection80None

Lets one memorized spell of 1st to 5th level be cast three times, the last two without components and almost instantly.

Thought8(5)0None

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.

Combat80Special

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

Charm150 ft.Neg.

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.

Necromantic1 rd.TouchNone

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.

Necromantic50Special

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

Elemental Water80Special

Pools the bonuses to attack and to damage of one companion per two levels into a single chosen champion.

Law20None

Among standing stones, rings the linked casters in a field granting +4 to saves and reflecting outside magic 5 times in 6, a round per level.

Protection1 rd.0None

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 Water840 yardsNone

Lets the recipient teleport unerringly up to 360 yd. once a round, carrying 250 lb. and more with caster level, for 6 rds.

Combat8TouchNone

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, Summoning8TouchNeg.

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, Protection1 roundTouchNone

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

Protection80None

Adds 1d6 to every saving throw the recipient makes for a week per level, and grants one reroll of a die that touches them.

Protection1 hr.TouchNone

Drowns every flame in a sphere a foot wide per level and stops new fire kindling there, a round per level.

Elemental Fire80None

Grows a halfling to a hill giant's size and looks, gear and all, with Strength 19, 9 rds. + 1 per level above 9th.

Combat3TouchNone

Wards a 10-yd. square per priest so natural lightning does nothing and magical does half, with +2 to saves, a turn per level.

Wards1 turn30 yardsNone

Grants +4 on saves against magic that attacks the mind, a save where none is allowed, and -6 to telepathic psionics, a turn + 1 rd. per level.

Protection, Thought1TouchNone

Turns aside 1d6 blows, plus one per two levels, counting only attacks that would have hit; magic still bites.

Elemental Earth1TouchNone

Invests a willing being with a mighty object's or creature's kami for +6 to one matching statistic, a round per level.

Summoning1 rd./levelTouchNone

Raises a 10-ft. hemisphere of force no weapon or teleport can breach, until the caster sleeps or a mighty spell brings it down.

Wards3 rds.0Special

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

A shadowy harp plays tunes the caster chose, moving where they will within a 60-ft. radius, a round per level; save negates.

Charm, Combat810 feet/levelNeg.

Lets the priest copy exactly one wizard spell they have just watched cast, for a day, choosing their own target.

Charm, Divination1 rd.0Special

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, Travelers85 yards/levelNone

Weaves silvery strands over a creature or opening, one square foot a level, that hurl every weapon, spell and traveller back at their source.

Guardian, Sun8TouchNone

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.

Time70None

A 10-ft. globe no fiend of the Lower Planes can pierce, though those inside may still strike out, a turn per level.

AllSpecialTouchNone

A 10-ft. globe in which no attack or gaze can turn flesh to stone, 2 rds. per level.

Protection5TouchNone

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.

Combat8TouchNone

Compels one creature to do again exactly what it did last round, to exactly the same result; save negates.

Time530 yardsNeg.

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, Combat80Special

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.

War80None

For one round, the touched creature takes no damage from any physical attack, only a weapon's magical bonus.

Guardian8TouchNone

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.

Protection80None

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 Air25 yards/levelSpecial

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, Law1 turnTouchNone

Adds 1d4 to 1d8 Strength by the recipient's class, never past 18/00, an hour per level.

Elemental Earth1 turnTouchNone

Adds 1d4 to 1d8 Strength by the recipient's calling, an hour per level.

Combat1 turnTouchNone

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

Necromantic, Protection8TouchNone

Lets one creature roll every save, attack and ability check three times and keep the best, for 3 rds.

Combat, Protection8TouchNone

Hides the caster in a pocket dimension and leaves three solid images they steer and inhabit in turn, a round per level.

Necromantic, Protection80Special
Level 629 spells
SpellSpheresCasting timeRangeSave

Grants the touched creature three rerolls of failed dice over the coming month.

Divination1 turnTouchNone

Raises a 10-ft. hemisphere no wholly or partly animal creature can enter, a turn per level.

Animal, Protection1 rd.0None

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.

Protection8TouchNone

Keeps earth creatures 50 ft. off, or charms one of them into service, 6 turns + 1 per level; save at -2 negates.

Elemental Earth9SpecialNeg.

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.

Protection1 rd.0None

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.

Sun9TouchNone

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.

Thought50Special

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.

Chaos90None

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, Protection90None

Enchants a cloak, boots and bracers into elvenkind gear and an archer's bracers for one wearer, a turn per level.

All3 rds.TouchNone

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

Creation1 turn10 yds.None

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

Combat, Protection9TouchNone

Makes its recipient immune to plain weapons, and to magical ones as the caster rises, a round per three levels; reversed, vulnerability.

Protection1TouchNone

Grants a chosen being maximum damage and unfailing checks for a round, then lesser bonuses, for 4 rds.

Combat, Protection910 yards/levelNone

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.

Charm9TouchNone

Folds space into a one-way disc up to 20 ft. across that reverses every missile and spell crossing it, for 1d4+8 rds.

Numbers630 yardsNone

Grants everyone within 10 ft. of the touched creature +4 on saves against lightning and half damage, 5 rds. per level.

Protection6TouchNone

Lets the savant cast again any spell of theirs from 1st to 5th level that they have already cast today.

ThoughtAs spell +10None

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.

Combat960 yardsNone

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

Creation1 rd. or specialSpecialNone

Grants the caster a spider's venomous bite, its strength and number of uses rising with level, and immunity to poison meanwhile.

Combat40None

A glowing harp plays overhead, freeing everyone within 2 ft. per level of pain, fear, charm and holding, and healing one for 2d4, a round per level.

Healing, Protection90None

Lifts a warrior or commoner below 13th level by two to six levels, with the hit points to match, 3 rds. per level.

Combat9TouchNone

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, Protection1 round5 yards/levelNone

Makes up to ten touched creatures immune to metal, which passes through them, and able to walk through bars, a round per level.

All1 rd.0Special

Rolls waves of force that shove and splinter every loose wooden thing in a 120-ft. path, a round per level.

Plant90None

Lets a templar draw any spell from 1st through 5th level off their list and cast it the following round.

Cosmos1 rd.0None

Brings back two copies of the caster's last spell, castable again at a word and without components.

Charm, Creation90None

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.

Combat90None
Level 717 spells
SpellSpheresCasting timeRangeSave

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.

Time1 round30 yardsNegate

Raises a 10-ft. barrier no mineral creature, living or animated, can cross, a turn per level.

Elemental Earth, Protection1 round0None

Links the caster's limbs and head so severing them leaves them working, up to a round per level once cut.

Necromantic1 rd.0None

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

Healing1 rd.TouchNone

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

Necromantic, Summoning1 turnChange (Touch - PSC)None

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

Protection2 rds.TouchNone

For one round the touched creature takes no damage at all, by magic, by body or by mind, and every compulsion on it is suspended.

Guardian1 roundTouchNone

Sheathes the priest in blue energy that foils blows and missiles unless the attacker saves at -4, a turn + 1 rd. per level.

Protection1 rd.0None

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

Protection, Thought1 round0None

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

Protection2 rds.TouchNeg.

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

Protection10None

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

Protection1 roundTouchNone

Steps the priest into a parallel moment for a round per level so their acts there appear with no visible cause, 2d4 rds.

Time1 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.

Numbers7TouchNeg.

Sends a creature back two minutes to undo what it did and try again, ageing the caster a year.

Time8TouchNone

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

Necromantic, Summoning1 turnTouchNone

Turns the touched creature into a being of elemental water, flowing and half-immune to blades, a turn + 1 rd. per level.

Elemental Water1 rd.TouchNeg.