100 spells across 7 levels
| Level 15 spells | ||||
|---|---|---|---|---|
| Spell | Spheres | Casting time | Range | Save |
A dryad's touch makes one plant grow fast: ten more feet of vine, or a tree ten feet taller within the hour; the plant may save to resist. | Plant | 1 minute | 0 | Special |
Repairs a single break in a small object, 1 cu. ft. per level; magical items excluded. | Creation | 4 | 30 yds. | None |
Over six days rewrites the ink of a page per level into a legible message contrary to the original, in the author's hand. | Chaos | 1 | Touch | None |
A dryad's touch bends one plant's growth: tall and straight, low to trip, or thorns dealing +2 damage, permanently. | Plant | 1 minute | 0 | None |
Gives metal an enduring shine proof against rust, acid and decay, at the cost of its weight in platinum. | Protection | 3d4 turns | 0 | None |
| Level 29 spells | ||||
|---|---|---|---|---|
| Spell | Spheres | Casting time | Range | Save |
Turns the priest's forearms into adamantine hammers that tunnel a foot of rock a round and swing twice in melee, a turn per level. | Combat | 5 (6 - PSC) | 0 | None |
Freezes water, a cubic foot per level, into ice, or sheets a pool an inch thick; anyone walking on it saves or falls. | Elemental Water | 5 | 30 yds. | None |
Keeps one edged weapon permanently sharp; nothing else about it improves. | Protection | 1 hour | 0 | None |
Fires a consecrated forge on one lump of coal, 3 turns per level, hot enough for metals that grow nobler with caster level. | Elemental Fire | 1 rd. | 20 yds. | None |
Once a year at the High Holidays, conjures an ounce per level of raw metal, usually mithral or adamantite, onto the forge. | Elemental Earth | 1 turn/oz. | 10 yards | None |
Sets the hands glowing rose-red until they mend one broken item up to the caster's own size, or close a wound against bleeding. | Protection | 5 | Touch | None |
Turns natural earth or stone across a 10-ft. square per level into mud, loose dirt or soft clay, 1 to 4 ft. deep. | Elemental Earth | 5 | 10 yds./level | None |
Doubles a smelter's heat so ore is worked twice as fast, a round per level; from 9th level it yields forge-gold. | Elemental Air | 1-3 turns | 0 | None |
Bends 15 in. of wood an inch thick per level out of true, ruining missiles and giving melee weapons -4; reversed, straightens. | Plant | 5 | 10 yds./level | Special |
| Level 317 spells | ||||
|---|---|---|---|---|
| Spell | Spheres | Casting time | Range | Save |
Animates a quill that copies any nonmagical writing in a perfect hand at the caster's own writing speed, a turn per level. | Creation | 6 | 10 feet | None |
Fans a fire far larger for 8 hours and adds +1 per die to fire spells, or blows it out if the turning check fails. | Elemental Fire | 1-6 turns | 0 | Special |
Grants +3 on the artisan proficiency check for one project the craftsman works at 8 hours a day. | Creation | 1 turn | Touch | None |
Transmutes an ounce of iron into dark steel, invisible under the sun and glowing in the dark. | Sun | 3d4 turns | 0 | None |
Ages one nonliving object a day for every hour, a cubic foot per level, until it rusts, rots or crumbles; magic items may save. | Time | 1 round | Touch | Special |
Crumbles one dead creature or 10 cu. ft. of dead plant matter to dust, or destroys a corporeal undead of 10 HD or less that fails its save. | Animal, Plant | 6 | 30 yds. | Special |
Raises earthworks, rubble walls or barricades to fortify a site of a 10-ft. cube per two levels, giving defenders cover. | War | 1 round | 60 yds. | None |
Makes a square foot of stone per level shed continual light and gentle warmth, or unleashes a 6d6 cutting beam from a glowstone. | Combat, Creation | 3 | Touch | None |
Makes dead wood look alive, or damps firewood so it will not light and turns burning wood to choking smoke, a turn per level. | Plant | 6 | 10 yards/level | None |
Charges a trough of water with lightning's spirit, so metalwork forged with it gains +1 on item saves and jewellery a grade in value. | Elemental Water | 5 rds. | 10 yds. | None |
Reforms 9 cu. ft. + 1 per level of plain metal to any rough shape the caster wishes. | Elemental Earth | 1 rd. | Touch | None |
Cuts a furrow 20 ft. per level long that topples those standing on it for 1d4, 4d4 to anything buried, and lights enchanted earth crimson. | Elemental Earth | 6 | 10 yards/level | Special |
Thickens the brush of a 20-ft. square per level into an impassable tangle, or enriches a farm's crops by a third for a year. | Plant | 1 rd. | 160 yds. | Special |
Turns one living plant, fungus or mould into any other kind of plant for good, though bland and half as useful. | Plant | 6 | Touch | None |
Reforms 9 cu. ft. + 1 per level of wood into any rough shape: a weapon, a door, a figurine. | Plant | 1 rd. | Touch | None |
Reforms 9 cu. ft. + 1 per level of stone to any rough shape: a weapon, a door, a crude idol. | Elemental Earth | 1 rd. | Touch | None |
Rots a ship's timbers a square foot per round to 2 in. deep, a round per level; reversed, prevent wood rot guards them a month. | Elemental Air, Elemental Earth, Elemental Fire, Elemental Water, Plant | 6 | 10 yds. | None |
| Level 419 spells | ||||
|---|---|---|---|---|
| Spell | Spheres | Casting time | Range | Save |
Adds a term to reality's equation, creating a simple object of 10 lb. or less, or at higher levels a creature, for a while. | Creation, Numbers | 1 round | 30 yards | None |
Ages or rejuvenates one plant, one seed or one tree per level by as much as a decade per level in an instant. | Time | 1 round | 30 yards | None |
Turns the priest into a giant badger, mind and powers intact but no spells, 2 turns per level, healing 1d12 on return. | Animal | 1 rd. | 0 | None |
Rains head-sized rocks from the sky into a pile 15 ft. tall, crushing anything beneath for 4d6; save for half. | Elemental Earth | 7 | 30 yds. | ½ |
Taints one object or pool of liquid: water goes foul, potions weaken, holy water turns plain, items save at -3 and magic fails 1d3 turns. | Necromantic | 1 round | 5 yards/level | None |
Turns up to 150 lb. of dead organic matter, a corpse included, instantly to compost; corporeal undead save vs. death. | Animal, Plant | 7 | 5 yds./level | None or Neg. |
Splits one coin into two identical copies; a failed save costs the caster 1 hp for good but adds 2d12 more. | Creation | 7 | Touch | Special |
A ghostly quill copies any writing within 10 yd. per level exactly, spells and scrolls included, a round per level. | Creation | 7 | 10 yards/level | None |
Sets 1,000 cu. ft. of liquid per level fizzing like a shaken drink for a turn per level; reversed, it calms any water. | Elemental Water | 1 rd. | 120 yds. | None |
Raises staked ditches, palisades and sharpened stones to entrench a site of a 10-ft. cube per two levels, giving defenders heavy cover. | War | 3 rds. | 60 yds. | None |
Sinks water in a 10-ft. square per level by 2 ft. per level, down to an inch, for a turn per level; reversed, raises it to flood height. | Elemental Water | 1 turn | 120 yds. | None |
Raises a 10-ft.-wide pillar of earth up to 10 ft. per level tall, rising or sinking 60 ft. a round like a lift, a round per level. | Elemental Earth | 7 | 30 yds. | None |
Shreds a bought or manufactured thing, one cu. ft. a level, or deals 3d8 to a purchased beast or slave; the strong may save. | Animal | 4 | 30 yds. | Special |
Mends an earthen or stone structure by one structural point a round, a round per level, permanently. | Elemental Earth | 1 rd. | Touch | None |
Raises a stone pillar of whatever shape the caster pictures, up to twice their own bulk, bearing a symbol and words, permanently. | Creation | 2 rds. | 0 | Special |
Raises an illusion of sight and touch across 100 sq. ft. + 100 per level that only the caster believes; others must save to see it as real. | Thought | 1 round | 10 yards/level | Special |
Sets stone burning, a cubic foot a level, searing those within 10 ft. for 2d6 a round and 4d4 on contact, a round per level. | Elemental Earth, Elemental Fire | 4 | Touch | None |
Warps 5 lb. of stone or metal per level out of true, ruining armour for damage equal to 10 minus its AC, and jamming locks; items save. | Elemental Earth | 7 | 1 level | None |
Shapes standing water into a walkable air-filled tunnel up to 300 yd. long with solid walls, for a turn. | Elemental Water | 1 rd. | 30 yds. | None |
| Level 522 spells | ||||
|---|---|---|---|---|
| Spell | Spheres | Casting time | Range | Save |
Ages a cubic foot per level of nonliving matter by as much as 20 years a level, to tarnish, rust or rot; reversed, youthfulness. | Time | 1 round | 10 yards | None |
Copies a cubic foot per level of plant or animal stuff, food and living greenery included, permanently. | Creation | 1 round | Touch | None |
Makes three exact copies of whatever a creation spell has just produced, each enduring exactly as the original does. | Creation | 8 | 30 yds. | None |
Hardens 1,000 cu. ft. of vapour per caster level into a drifting carpet solid enough to bear any weight, 3 turns per level. | Weather | 8 | 120 yds. | None |
Lets a treant noble send orders outward through the bond it shares with the wood, moving the trees over hours, for a day. | Plant | 1 turn | Touch | None |
Draws all water out of a cubic foot per level of clay, stone, hide or wood so it cracks to dust; mindless undead take 1d6 per 3 levels. | Elemental Earth, Elemental Water | 8 | 10 yds./level | None |
Undoes wood rot, blight and pest damage at a cubic foot of timber or a square yard of growth a round, up to an acre. | Plant | 8 | 30 yds. | None |
Doubles, triples or quadruples what an extradimensional space will hold, or shrinks it as much, spilling what will not fit. | Numbers | 5 | 10 yards | Special |
Turns a sack or pack into a holding space of 30 to 150 cubic feet by caster level, 2 turns per level + 1d12 rds. | Numbers | 1 round | Touch | None |
Melts 3 cu. ft. of stone per level so it runs like syrup, then sets hard, entombing those who fail a save vs. poison. | Elemental Earth | 8 | 10 yds. | Special |
Hardens 10 cu. ft. of water per level to rock, harmlessly holding whatever is inside, a turn + 1 rd. per level. | Elemental Water | 1 rd. | Touch | None |
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 Water | 6 | 1,000 yards | None |
Rots away wood or once-living material, 10 cu. ft. per level, in an instant; plant creatures take 5d4 or die, save at +5. | Necromantic, Plant | 5 | 5 feet/level | Special |
Conjures and fits the one missing piece an item needs, as good as new, at the cost of 2d4 hp and two saving throws. | Creation | 1 rd. | Touch | Special |
Reverses age and erosion on 10 cu. ft. per level of lifeless matter, by an amount set by caster level; reversed, it ages them. | Elemental Air, Elemental Water | 8 | 10 yds. | Neg. |
Explodes 5 lb. of stone or metal per level into shards, 1 hp of damage for each 5 lb., less the target's armour; items save. | Elemental Earth | 8 | 60 yds. | Neg. |
Shapes a fire's smoke into a bridge, stair or ladder up to 300 yd. long, as solid as stone, for 1d4 turns. | Elemental Fire | 4 rds. | 300 yds. | None |
Softens a cubic yard of stone per level to brittle sponge and spreads as much again each day, unnoticed by most. | Elemental Earth | 1 rd. | Touch | ½ or None |
Gives up to 100 sq. ft. of timber per caster level the strength and item saves of solid rock, permanently, without changing its look. | Plant | 8 | Touch | None |
Adds +4 to a stone building's saving throws against every kind of damage, once and permanently. | Elemental Earth | 1 hr. | 10 yds. | None |
Turns a 20-ft. cube of natural rock per level into mud that swallows the heavy; reversed, mud becomes soft stone. | Elemental Earth, Elemental Water | 8 | 160 yds. | None |
Raises a permanent curtain of twilight, a 20-ft. square per level, solid to shadow-touched beings and draining to anyone else who crosses. | Sun | 8 | 80 yard | None |
| Level 613 spells | ||||
|---|---|---|---|---|
| Spell | Spheres | Casting time | Range | Save |
Weathers 5 cu. ft. of masonry per level in an instant, crumbling mortar and driving stones apart until walls give way. | Elemental Earth, Weather | 9 | Touch | Special |
Conjures an illusory engine that shoves, hauls, lifts, digs or thrashes at the caster's bidding, for a turn. | Creation | 6 | 10 yards/level | Special |
Sheathes one arm in force at Strength 22 so its blows punch through armour and stone at +4 for 1d4+10, for 6 rds. | Combat | 9 | 0 | None |
Raises or flattens up to 20 ft. of slope across a 120-yd. square, giving one side the high ground, a turn per three levels. | War | 2 turns | 10 yards/level | None |
Purges every flaw from an inorganic item and adds six points to all its item saves, permanently. | All, Creation | 9 | Touch | None |
Wakes one object per level into a tireless worker as skilled as the priest at any craft, an hour per level. | Creation | 1 rd. | 60 yds. | None |
Sets ivy climbing a stone building that squeezes it like a catapult barrage every turn, for 6 turns. | Plant | 9 | 90 yds. | Special |
Parts water into a trough 3 ft. deep and 20 yd. long per level, or an air cylinder under the sea, a turn per level. | Elemental Water | 1 turn | 20 yds./level | None |
Drops the silt 10 ft. within 10 yd. per level so the rock paths lie bare, 4 hours per level; reversed, it raises the silt as much. | Elemental Air, Elemental Earth | 9 | 0 | None |
Turns a 5-ft. cube per level of stone or earth to molten rock for 6d8; save vs. paralysis negates, and it cools in two days. | Elemental Magma | 2 rds. | 10 yds./level | Vs. paralyzation |
Turns a cubic yard of water per level to dry powder, more if it is muddy; a water creature saves vs. death or dies. | Elemental Earth, Elemental Water | 8 | 60 yds. | Special |
Grows a seed into a full tree in one round, splitting rock and metal in its way with the force of its rising. | Elemental Air, Elemental Earth | 8 | 0 | None |
Raises a permanent wall of solid stone shaped as the caster wills. | Elemental Earth | 5 | 5 yds./level | None |
| Level 715 spells | ||||
|---|---|---|---|---|
| Spell | Spheres | Casting time | Range | Save |
Sets off an eruption of volatile gas and ice that cracks pavement and topples stone buildings; those inside save vs. death or take 2d12. | Combat, Elemental Air, Elemental Earth, Elemental Fire, Elemental Water | 6 | See below | None |
Draws an elemental of nature out of the wild land about, at grave risk to a caster below 17th level. | Elemental Air, Elemental Earth, Elemental Fire, Elemental Water, Plant, Summoning | 1 turn | 100 yards | None |
Rips the ground in a circle 5 ft. wide per caster level for one round, collapsing caves, toppling structures and opening fissures. | Elemental Earth | 1 turn | 120 yds. | None |
Tears open a 10-ft. square for every caster level between one Elemental Plane and its neighbour, letting its matter pour through, an hour per level. | Elemental Air, Elemental Earth, Elemental Fire, Elemental Water | 1 round | 10 yards/level | None |
Raises a racing wall of seawater up to 10 ft. tall per level that drowns the weak and deals 3d6 a round to the rest. | Elemental Water | 1 turn | 240 yds. | Special |
Melts a tunnel through earth and rock at movement 3, the molten stone setting behind into a lasting passage, a turn per level. | Elemental Magma | 1 turn +1 turn/level | 0 | None |
Crowns months of a smithing team's labour by making the finished item magical, its power set by the master smith's skill. | Creation | 1d6 months | 0 | None |
Looses a low cloud of burning ash racing at speed 36 that kills those who fail a save vs. death and deals 1d8 a round to the rest. | Elemental Air, Elemental Earth, Elemental Fire, Elemental Water | 9 | 1,000 yards/level | Special |
Binds two near-identical objects so that whatever befalls one befalls the other, across any distance. | Creation | 2 rounds | Touch | None |
Turns up to 10 lb. of metal per level into wood for good; magical items resist, and only a wish reverses it. | Elemental Earth | 1 rd. | 80 yds. | Special |
Summons a wave 2 ft. tall and 10 ft. wide per caster level out of a great body of water, sweeping where the caster directs. | Elemental Water | 3 rds. | 200 yds. + 50 yds./level | None |
Raises a racing wall of seawater up to 10 ft. tall per level that drowns weak creatures and deals 3d6 a round to the rest. | Elemental Water | 1 turn | 240 yards | Special |
Raises a permanent wall of solid iron shaped as the caster wills. | Elemental Earth | 5 | 5 yds./level | None |
Draws on the Weave itself to make or reshape lifeless matter permanently, at a day and a Constitution point for every pound of metal. | Creation | Special | 0 | None |
Raises a tornado or hurricane that kills weak creatures outright, grounds fliers and deals 3d6 a round, 3 + 1d4 rds. | Elemental Air | 1 turn | 120 yards | Special |