106 spells across 7 levels

Level 110 spells
SpellSpheresCasting timeRangeSave

Wakes one stalactite per level into a 1–6 HD piercer that drops on the next prey beneath it.

Elemental Earth1 roundTouchNone

Raises an invisible barrier that keeps nonmagical vermin of under 1 Hit Die out of a 10-foot cube per level.

Wards130 yardsNone

Keeps one sentry awake and alert, surprised only on a 1 and resisting sleep and charm as if four levels higher.

Guardian4TouchNone

An invisible sentry watches a 120-ft. sphere while the caster sleeps and shakes them awake if anything sizeable enters, for 8 hours.

Guardian, Travelers1 hr.0None

Sets an invisible sentry over a 120-ft. sphere while the caster sleeps, waking them if anything over a foot across enters, up to 8 hours.

Guardian, Travelers1 hour0None

A dryad's touch bends one plant's growth: tall and straight, low to trip, or thorns dealing +2 damage, permanently.

Plant1 minute0None

Guards a 10-ft. cube per level so any intruder larger than a bee sends a wailing wind carrying its sounds to the caster, a turn per level.

Elemental Air, Weather1 round5 yards/levelNone

Projects one word at full volume to every ear within half a mile, waking light sleepers.

Protection10None

Makes a chest or object of up to a 5-ft. cube weigh 1d4+1 times as much as whoever but the caster tries to move it, a day per level.

Wards1 (4 - PSC)TouchNone

Wards one item, closure or a 60-ft. area so a whispering breeze warns the caster within a mile per level when it is triggered.

Guardian, Weather1 turn0None
Level 213 spells
SpellSpheresCasting timeRangeSave

Links allies, one for each caster level up to ten, so a single mental 'Alert' reaches all within 90 ft., within 8 hours.

Thought1 rd. +1 rd. per creature touchedTouchNone

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

Turns a bone into thrown jaws that bite for 1d6+4, then again next round for 1d4+2, and can be left as a trap.

Combat, Necromantic55 yards/levelNone

While the shaman stays in a drawn circle of 3 ft. per level, no one inside can be possessed and spirits attack them at -2 AC.

Wards1 rd.0None

Wards two 10-ft. squares per level against passage by ethereal, phased or dimension-door travellers, a turn per level.

Astral, Wards1 turn120 ydsNone

Wards a closable item so that opening it explodes in a 5-ft. radius for 1d4 +1 per level; save for half.

Elemental Fire1 turnTouch½

Makes all living plants across 800 sq. ft. per level proof against normal fire and half-damaged by magical fire, a turn per level.

Plant510 yds./levelNone

Enchants an object up to a 10-ft. cube to sprout legs, wings or fins and scurry away from anyone but the caster who comes near.

Wards2TouchNone

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

Guardian2TouchNone

Locks a door or window of up to 12 sq. ft. per level so it opens only to a password the priest sets, or to a knock spell.

Protection4TouchNone

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

Enchants a rope, stick or vine up to 10 ft. long to trip anyone crossing it for a turn per level; save negates.

Plant5TouchNegate

Sets a hazy wyvern-shape to guard a 10-ft. radius for up to 8 hours; the first intruder saves or is paralysed a round per level.

Guardian530 yds.Neg.
Level 316 spells
SpellSpheresCasting timeRangeSave

Drives every spirit from one household by boisterous ritual and keeps them out for three months; save for half effect.

Protection1 turnSpecial½

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

Elemental Earth1 rd.0None

Bars monsters of 2 HD or less from a 10-ft. cube per level, a round per level; save lets one through.

Wards330 yardsNegate

Drives all but named creatures 10 ft. per level back from the caster and holds them out, a round per level; save at -3 to break in.

Wards1 round0Special

Raises earthworks, rubble walls or barricades to fortify a site of a 10-ft. cube per two levels, giving defenders cover.

War1 round60 yds.None

Inscribes a ward that unleashes a stored effect on any creature crossing or opening it without the password; save negates.

GuardianSpecialTouchSpecial

A ward that bursts with sunrise brightness, stunning the intruder a round and blinding them for good unless they save.

GuardianSpecialTouchSpecial

Strings an invisible barrier between two rune stakes up to 100 ft. per level apart that turns back chosen kinds of insect, a month per level.

Animal1 turn0None

Makes any invisible creature entering a 10-ft. cube per priest visible and blocks invisibility magic there, a turn per level.

Wards1 turn30 yardsNone

Wards an area so the first disturbance launches an unmissable hammer of force for 2d12 at whoever is nearest, save or be knocked down.

Guardian1 rumTouch (area to be guarded)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, Divination1 rd.0None

Turns a vine or rope into a near-invisible loop that seizes a limb and, tied to a sapling, hoists its prey for 1d6.

Plant3 rds.TouchNone

Makes a 10-ft. square per level of floor squeak loud enough to hear 100 ft. away whenever anything larger than a rat treads it, an hour per level.

Wards3 rounds30 yardsNone

Calls up 1d3 lock lurkers that guard a chest, pouch or person on simple orders for 8 hours.

Animal, Summoning610 yardsNone

Cuts every thieving skill of a thief entering a 5-ft. cube per level by 25%, an hour per level; save negates.

Wards310 yards/levelNeg.

Bars poisonous vapours, stinking cloud included, from a 10-ft. cube per level, a turn per level.

Wards3 (6- PSC)10 yards/levelNone
Level 417 spells
SpellSpheresCasting timeRangeSave

A salt circle 50 ft. across mutes the sounds and scents within, halving the chance of encounters, an hour per level.

Travelers4SpecialNone

Binds every animal of one sacrificed species within a mile to a 100-sq.-yd. sanctuary as the shaman's clever guards and spies.

Animal1 turn100 yds.None

Wards a dwarven tomb so its dead rise to fight grave robbers, as fighters of a third the caster's level.

Wards1 hr.SpecialNone

Raises staked ditches, palisades and sharpened stones to entrench a site of a 10-ft. cube per two levels, giving defenders heavy cover.

War3 rds.60 yds.None

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

Summoning1 rd.10 yds.Neg.

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

Creates a focus that gathers a congregation's devotion to amplify the priest's other spells, for as long as the faithful feed it.

All1 day10 feetNone

Wards an area so a disturbance launches an unmissable hammer of force for 4d12 that stuns 1d4+1 rds. and may knock down.

Guardian4Touch (area to be guarded)None

A giant gauntleted hand cups a 12-ft. sphere so intruders must save vs. paralysis at -3 to push in or out, an hour per level.

Guardian740 yardsSpecial

Seals a door, window or box against one kind of creature, which cannot pass or affect it, until opened.

Guardian7TouchSpecial

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

A floating flaming skull speaks a set message and spits a 10-ft. cone of fire for 3d4 when its trigger conditions are met.

Guardian75 yards/levelNone

Halves the chance of chance encounters within 10 ft. per level while the caster stays inside that circle unnoticed.

Wards1 turn0None

Holds a spell up to 3rd level dormant in a carried object until it touches a creature of a named kind.

Charm7TouchNone

Hides a cubic foot of stone per level in mid-air until a set trigger drops it for 2d4 per level; save then Dexterity to dodge.

Guardian1 turn10 yds./levelSpecial

Seals every planar gate within 60 ft. and blocks astral travel and plane shifting there, a day per level.

Wards1 hour0None

Thickens the surface of a pool up to 20 ft. across so drinkers of size M or smaller are dragged under; save vs. death negates.

Elemental Water5 rds.0Special
Level 525 spells
SpellSpheresCasting timeRangeSave

A one-way field over a 10-ft. cube per level that lets intruders in and holds them there, a turn per level; save negates.

Wards1 turnSpecial½

Binds a guardian spirit into an ancient bone the shaman may call on weekly, or sets it to watch a fresh site; save negates.

Summoning1 rd.10 yds.Neg.

A rampaging ritual drives every possessing spirit out of a village for a year; those that save may creep back in 1d10 months.

Protection3 hrs.SpecialSpecial

Bars every elemental from a 5-ft. cube per level and stops those outside from striking those within, a turn per level.

Elemental Air, Elemental Earth, Elemental Fire, Elemental Water, Wards1 turnSpecialNone

Charges a small box so a second spell, cast the round after, goes off when the box is opened.

Guardian, Protection1 rd.TouchNone

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

Elemental Fire80None

Sets a fiery trap over a 90-ft. square of flammable ground, triggered by written conditions, for 6d8 when sprung; save for half.

Elemental Fire1 hr.Special½

Wakes a man-sized golem the priest has built, of straw, rope, leather or wood by level, to obey orders of a dozen words.

Guardian810 ft.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.

Wards1 turn30 yardsNone

Draws a lava channel 100 yd. per level long from deep underground, flowing a round per caster level, lasting 1d6 days per level.

Elemental Air, Elemental Earth, Elemental Fire, Elemental Water61,000 yardsNone

Bars living people from a 5-ft. cube per level, turning them away as a priest turns undead, a turn per level.

Wards2 turnsSpecialNone

Lays a lasting curse on a creature or object, an ability at 3, -4 to attacks and saves, or a fumbling grip; save shortens it to a turn per level.

Protection8TouchSpecial

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

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

Enchants a beautiful, watered, fruitful place so all who enter make excuses to stay, 2 hours per level; save negates.

Elemental Earth1 rd.TouchNeg.

Wards a library through one book so a guardian rises from its script to attack any intruder within 100 ft., a day per level once roused.

Guardian5TouchNone

Inscribes a dwarven rune stronger than a glyph that looses its harm on whoever violates it, save negates.

Guardian1 rd.TouchSpecial

Sets a room of up to a 20-ft. cube shrieking when anything larger than a rat enters, stunning or deafening those who stay, a day per level.

Wards1 turnTouchNone

Gives up to 100 sq. ft. of timber per caster level the strength and item saves of solid rock, permanently, without changing its look.

Plant8TouchNone

Adds +4 to a stone building's saving throws against every kind of damage, once and permanently.

Elemental Earth1 hr.10 yds.None

Calls a spectator, four-eyed guardian of Helm, to watch over a person, place or thing.

Protection, Summoning1 round70 yardsNone

Within a 10-ft. circle the guarding priest sees in the dark and the invisible, needs no rest, heals 1 hp an hour and fears nothing, an hour per level.

Guardian1 turn0None

Raises a permanent curtain of twilight, a 20-ft. square per level, solid to shadow-touched beings and draining to anyone else who crosses.

Sun880 yardNone

Sets two warding glyphs that shift between as many as six touched surfaces within a mile, never both in one place.

Wards8 hrs. maximumTouchSpecial

Binds a door or lock at a word so nobody but the caster passes without breaking it, three dispel magics or two knocks.

Guardian1 rd.TouchNone
Level 613 spells
SpellSpheresCasting timeRangeSave

Enchants a wall, floor or ceiling of up to 2 ft. per level square to close on intruders at 3 ft. a round until stopped.

Wards1 turnTouchNone

Bars dragons that fail a save from a 5-ft. cube per level, 1d4 rds. + 1 per two levels.

Wards1 round10 yards/levelNeg.

Makes one glyph, symbol or ward spell permanent.

Wards1 turnSpecialSpecial

Seals a consecrated 60-ft. cube per level against teleport, plane shift and ethereal entry, harming those of unlike alignment, permanently.

Protection6 rds.30 yds.Special

Seals a door, box or window against a whole class of creature, undead or giants or fae, until it is opened.

Guardian9TouchSpecial

Shields a 10-ft. cube per level from earthquake, flood, windstorm, lava and avalanche, a day per level.

Wards610 yards/levelNone

Charms an oak into a treant guardian roused by a trigger phrase, a day per level.

Plant1 turnTouchNone

Bars unwanted psionic intrusion from a 30-ft. sphere, wider with more priests, a turn per level.

Guardian1 turn0None

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

Divination, Guardian1 rd.TouchSpecial

Grows strangling black roots over 5 sq. yd. per level that seize whoever meets the caster's chosen trigger, for a turn.

Plant, Summoning2 rounds10 yardsNone

Conjures two smoky grell-like guardians that attack everyone in the warded area not bearing Mask's symbol, a round per level.

Guardian910 yards/levelNone

Raises a permanent wall of solid stone shaped as the caster wills.

Elemental Earth55 yds./levelNone

A sphere of 10 to 90 ft. across whose six tokens fire a ray each round at anyone entering without Lathander's symbol, for 6 rds.

Guardian1 rd.0½
Level 712 spells
SpellSpheresCasting timeRangeSave

Over three months of daily meditation at a place of elemental power, consecrates it as an elemental shrine.

Elemental Air, Elemental Earth, Elemental Fire, Elemental Water3 mo.SpecialNA

Inscribes a lasting symbol of Bane, one discharge for each creature whose blood went into it, that no Banite can trigger.

Guardian3TouchNeg.

Seals a 20-ft. sphere against scrying, psionic reach and every magical entry, and hides it from notice, half an hour per level.

Wards1 turnTouchSpecial

Inscribes a rune that strengthens 2,500 sq. ft. of a stronghold's defences against attack, renewed monthly.

Wards12 turns60 yds.Special

Redirects every intruder who tries to teleport, plane shift or travel astrally into a sphere of 10 ft. per level, a day per level.

Wards1 rd.0None

Seals a burial chamber so that anyone who despoils it, and their descendants, fall under a major curse.

Wards1 turn0Special

Inscribes a glowing sign that fills those who see it with hopelessness, pain or friendship, a turn per level; save negates.

Guardian3TouchNeg.

Enchants a room so six black tentacles sprout to lash intruders for 1d6 each; save for half.

Wards1 roundTouchNone

Lays a conditional curse over a tomb of up to a 30-ft. cube, falling on whoever violates the terms the caster set.

Wards1 dayTouchNone

Raises a permanent wall of solid iron shaped as the caster wills.

Elemental Earth55 yds./levelNone

Raises a quasi-living wall, 10 sq. ft. per level, whose tentacles seize and hold any intruder but the faithful, a day per level.

Elemental Earth1 rd.0Special

Makes a region of half a mile per level draw monsters and savage folk to it, until the focus object is destroyed.

Cosmos4 hrs.0None