117 spells across 7 levels

Level 130 spells
SpellSpheresCasting timeRangeSave

Keeps one touched creature awake, alert and at full senses for the duration.

Charm, Necromantic1 rd.TouchNone

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

Elemental Fire410 yards/levelNone

Surrounds one creature per two levels with fresh, breathable air; reversed, it fouls it.

Elemental Air2 rds.30 yds.None

Conjures four gallons of clean water per level, up to a cubic yard; reversed, it destroys the same amount.

Elemental Water1 rd.30 yds.None

Lets the recipients move and act in total darkness without penalty for three hours per level.

Sun, Travelers1 roundTouchNone

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

Elemental Air1TouchNone

Protects the touched creature from natural cold to -30°F or heat to 130°F for 1½ hours per level; magical extremes end it.

Protection1 rd.TouchNone

Shows the caster the direction, distance and look of the nearest drinkable water within 90 miles.

Divination1 rd.90 milesNone

Gives the caster a sense for where food and water lie, enough for one person per level above 4th each day.

Divination1 rd.0None

Detects any water within a 10-ft.-wide, 90-ft. path and how plentiful it is, with a 5% per level chance to tell if it is drinkable.

Divination40None

Turns one small fire cool, smokeless and touchable, burning bright in a 30-ft. radius for 4 hours plus 1 per two levels.

Elemental Fire4TouchNone

Makes one creature or object of up to 10 lb. per level rise through water at 50 ft. a round and float at the surface.

Elemental Water, Travelers4TouchNeg.

Puts up to three creatures into a torpor of up to a week per level, barely needing food or air; save negates.

Animal1 rd.TouchNeg.

Fills a 20-ft. radius with torchlight for an hour plus a turn per level; cast on a creature's eyes, it blinds; reversed, darkness.

Sun4120 yds.Special

Makes wood, a cubic foot per level, burn bright and unconsumed at twice the heat for an hour per level.

Elemental Fire, Plant1 turn (4 - PSC)TouchNone

Strings an unbreakable tether only the caster can hold from their hand to one object or willing creature, 3 rounds plus 1 per level.

Combat45 yards/levelNone

Gives one creature the benefit of shade under full sun, halving its water needs; reversed, the sun's heat doubles on it.

Cosmos1 rd.TouchNeg.

Hangs a trail of moonlight-bright motes 10 ft. per level long; a priest of Sehanine within it counts as under a full moon.

Sun40None

Shields the touched creature from natural heat and cold, banishes fatigue as an hour's sleep per level, and stays hunger, a turn per level.

Animal4TouchNone

Milks up to a quart of fine, mildly alcoholic nectar from one living flower.

Plant1TouchNone

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

Lets the touched creature dive safely to twice its normal depth for a turn plus a turn per level.

Elemental Water, Protection4TouchNone

Makes spoiled or poisoned provisions, a cubic foot per level, safe to eat and drink, spoiling unholy water; reversed, it rots them and spoils holy water.

All1 rd.30 yds.None

Cleans a cubic foot of water per level, within a 10-ft. cube, to drinkable; reversed, it fouls the same, holy water included.

Elemental Water1 rd.40 yds.None

Floats an invisible 3-ft. disc above the caster that sheds rain and other falling liquids, 2 turns per level.

Protection2 (Dragon 1 (PSC)0Special

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

Makes one mature tree or a 10-ft. plot bear its full harvest at once, once a season; unpicked produce withers in a day.

Plant45 yds.None

Cures seasickness and gives the touched creature a sailor's footing on a pitching deck for an hour per level; reversed, land legs makes them stumble.

Healing1 roundTouchNone

Lets a water-dwelling being such as a merfolk or sea elf stay on land without penalty for 3 hours per level.

Animal, Elemental Water1 rd.TouchNone

Keeps 200 lb. plus 100 per level of creatures or objects in a 10-ft. cube afloat for 3 rds. + 1 per level; the unwilling may save.

Protection110 yds./levelSpecial
Level 218 spells
SpellSpheresCasting timeRangeSave

Keeps the touched creature at a comfortable 70°F in natural weather between -20 and 140°F and turns aside rain, snow or hail, an hour per level.

Travelers2TouchNone

Grants the touched creature a bat's echolocation to 60 ft., immune to surprise and seeing the invisible while its eyes are closed, 3 turns + 1 per level.

Animal, Divination4TouchNone

Refines a gallon of water per level so half as much slakes thirst and doubles crop yield; reversed, muddy water halves both.

Elemental Water2TouchNone

Opens a spring in rock or earth yielding a gallon of fresh water per level each turn; reversed, it dries one.

Elemental Water1 rd.TouchNone

Kindles a brazier fire that gives heat but no light or smoke, up to a foot across per level, an hour + 1 per level.

Travelers2TouchNone

Conjures drifting moonlight, one cu. ft. per level, in any hue and brightness, a round per level.

Sun1 rd.SpecialNone

A shaped dryad toughens a companion against the harsh terrain of an overlord's realm, a turn per level, up to an hour.

Protection5TouchNone

Grants one stroke of good luck on a hard journey in the wild, such as shelter, dry tinder or an oasis, at the DM's choosing.

Travelers1 roundSpecialNone

Doubles the size and yield of two plants or pieces of produce per level, making tainted ones wholesome, once each.

Plant5TouchNone

Makes up to 200 lb. per level rise through liquid at speed 3 and stay afloat, a turn per level; the unwilling may save.

Elemental Air, Elemental Earth, Elemental Fire, Elemental Water5TouchNeg.

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

Enchants 2d4 berries, each a full meal or 1 hp of healing, up to 8 hp a day; reversed, rotten berries that poison for 1 hp.

Plant1 rd.TouchNone

Lets the priest go without food, water or sleep and shrug off weather for a week + a day per level, meditating on watch.

Guardian1 turn0None

Puts one willing creature per level to sleep for an hour that rests them as fully as a whole night.

Time2TouchNone

Brings one plant, or part of it, to bloom, seed or ripe fruit within a turn, dropping the yield into the caster's hand.

Plant5TouchNone

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

Protection5TouchNone

Draws a spring flowing 2d6 gallons a minute from underground water within 3 yd. per level, for up to a day.

Elemental Water1 rd.3 yds./levelNone

Dowsing rods lead the priest to 2d6 gallons or more of muddy water no deeper than a foot per level.

Elemental Water3 turnsSpecialNone
Level 322 spells
SpellSpheresCasting timeRangeSave

Fills a 20-ft. radius with darkness only the caster sees through; others save at -3 each round or fight blind at -4, a round per level.

Combat, Sun610 yards/levelNeg.

Lets three creatures per level get by on half their water and heal 1 extra hp a day, while the caster needs twice the water.

Elemental Water4 rds.0None

Drenches a 30-ft.-wide, 60-ft.-tall cylinder in a round, dousing fires and quenching fire spells, higher ones into scalding steam.

Elemental Water610 yards/levelNone

Bathes 25 sq. ft. per level in a permanent pale glow of any colour that outlines anything touching it, undead in black.

Weather6120 yds.None

Lights a 60-ft. radius as bright as day until dispelled; cast at a creature's eyes it blinds; reversed, continual darkness.

Sun6120 yds.Special

Casts a 60-ft. radius into permanent shadow and gloom until dispelled or overlapped by magical light or darkness.

Sun9120 yardsSpecial

Invisible servants pitch a hidden camp for three people per level in 4d4 rds., with fire, water and a plain meal.

Travelers3 rds.0None

Conjures a cubic foot of bland food or clean water per level; a cubic foot feeds three people for a day.

Creation1 turn10 Yds.None

From a spark, raises a choking 90-ft. smoke cloud for 4 rds.; those inside save vs. death or flee coughing, at -4 to attack; reversed, clears smoke.

Elemental Air, Elemental Fire610 yds. +10 yds./levelSpecial

Crowns the touched creature with continual light in a 10-ft. radius until dawn.

Sun3TouchNone

Makes one creature shed torchlight in a 100-ft. radius, or gives the caster beams from the eyes and +2 Charisma, a round per level.

Sun530 yds.Special

Makes a square foot of stone per level shed continual light and gentle warmth, or unleashes a 6d6 cutting beam from a glowstone.

Combat, Creation3TouchNone

Lights the caster's palm with a flame that either burns for 1d4+1 on touch or shines harmlessly to read by, a round per level.

Elemental Fire60None

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 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

Roots the caster's feet in the soil to draw a day's nourishment per two levels, an hour for each day.

Plant1 turnTouchNone

Grants the touched creature infravision to 120 ft. for 2 hours + 1 per level.

Sun1 rd.TouchNone

Bathes a 10-ft. square per level in soft starlight, as bright as a clear moonlit night, a turn per level.

Sun610 yds./levelNone

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

Lets creatures breathe water for an hour per level, split among several at half an hour each at least; reversed, air breathing.

Elemental Air, Elemental Water6TouchNone

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

Protection6TouchNone

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

Wards3 (6- PSC)10 yards/levelNone
Level 422 spells
SpellSpheresCasting timeRangeSave

Borrows the day's sunlight to make light, a fireball as if from a mage of matching level, or a wide illumination, shortening the day.

Sun75 yards/levelSpecial

Grows a staff driven into the ground into a fruit tree of any kind, bearing enough for one person per level.

Plant1 roundTouchNone

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

Makes an hour's sleep worth ten, slows breathing to a tenth, and sets inner alarms, an hour per level.

Time4TouchNone

Lets one creature breathe a named element as air, fire, ash, salt or earth, an hour per level.

Elemental Air, Elemental Earth, Elemental Fire, Elemental Water7TouchNone

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

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

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

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 Water1 rd.120 yds.None

Banishes the fatigue of one creature per two levels as if by a full night's rest for 24 hours; reversed, fatigue wearies one, save negates.

Healing1 turnTouchNone

Stills the sea in a 20-ft. square to pond calm for a turn + a turn per level.

Elemental Water610 yds.Special

Turns a ram's horn into a cornucopia that pours out a day's food for six, then a day's drink for six per level.

Creation2 rds.TouchNone

Sets a 4-in. spot on a creature or object that casts a 60-ft. beam as bright as day, switched on and off by thought, until dispelled.

Sun1 rd.TouchNone

Lets the caster see through darkness, fog and mist to 60 ft. and pierce illusions and invisibility 70% +1% per level, a turn + 1 rd. per level.

Divination70None

Kindles a 12-ft.-square fire for one round that burns for 1d4 +1 per level and ignites what it touches; reversed, quench fire.

Elemental Fire740 yds.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 Water7TouchNeg.

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.

Sets a word that, once spoken within the year, guarantees the recipient survives the sea storm they are caught in.

Elemental Water, Protection7TouchNone

Lets one creature per two levels go unfed and unwatered, and mends the harm of going hungry, 6 hrs. per level.

Healing1 rd.TouchNone

Makes one creature per level all but tireless: no penalty for forced marches, +4 on Strength and Constitution checks, a day per level.

Necromantic1 roundTouchNone

An invisible 30-ft. dome keeps one creature dry, comfortable and safe from natural weather, storms included, a turn per level.

Protection1 rd.7None

Holds the weather inside a 10-ft. cube per level exactly as it was when cast, an hour per level.

Wards, Weather1 turn30 yardsNone
Level 514 spells
SpellSpheresCasting timeRangeSave

Lets the touched creature ignore choking gases, breathe under water or survive airless space for a day.

Protection8TouchNone

Copies a cubic foot per level of plant or animal stuff, food and living greenery included, permanently.

Creation1 roundTouchNone

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

Elemental Water80Special

A drifting 20-ft. cloud that turns refuse, waste and vermin into clean water, a round per level.

Elemental Air, Elemental Water530 yardsNone

A drifting 20-ft. cloud that turns clean water to filth and small beasts into rats and grubs, a round per level.

Elemental Air, Elemental Water830 yds.None

Raises or stills the wind by one strength grade per three levels across 40 ft. per level, calm at the centre, a turn per level.

Weather80None

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

Blesses a sailor so that if ever shipwrecked, wind and current carry them safely to a shore that will feed them; once in a life.

Charm, Elemental Water85 yards/levelNone

Moderates temperature by 20° and wind by 10 mph within 10 ft. per caster level of the subject, to their own comfort, an hour per level.

Elemental Air, Elemental Water8TouchNeg.

Casts a beam of true moonlight wherever the caster points within 60 yd. + 10 per level, a round per level; it can trigger lycanthropy.

Sun760 yds. + 10 yds./levelNone

Enchants 2d4 berries, each a full meal and 2 hp of healing, that also slow poison; three neutralise it and six cure disease.

Plant1 rd.TouchNone

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

Sinks the druid or a lifeless object up to 5 ft. per level into the ground, safe and dormant, until called back or a day per level passes.

Elemental Earth80None

Stills the sea over a 20-ft. square to pond calm, a turn + 3 rds. per level.

Elemental Water720 yardsSpecial
Level 65 spells
SpellSpheresCasting timeRangeSave

Makes any vegetable thing, living or dead, sprout leaves and fruit; reversed, blight strips it and deals 6d4 to plant creatures.

Plant1 rd.30 yds.Special

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

Wards610 yards/levelNone

Opens a spring, purifies one for scrying, or lets the caster travel between springs.

Creation, Elemental Water1 roundSpecialNone

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 Water860 yds.Special

Calls up weather fitting the season and place, a tornado or a heat wave or a blizzard, beyond the caster's control once it comes.

Weather1 turn0None
Level 76 spells
SpellSpheresCasting timeRangeSave

Shifts the local rain, warmth and wind each by one grade across 4d4 square miles, for 4d12 hours.

Weather1 turn0None

Gives an object a self-renewing atmosphere over a cubic mile per level, a month per level, at the cost of a hit point for good.

Elemental Air4 turns10 yds./levelSpecial

Draws the water from a creature's body for 1 hp a round while the caster concentrates, and slakes the caster's own thirst.

Elemental Sun, Sun1 rd.5 yds./levelNone

Lets everyone within 20 ft. ignore choking gases, breathe under water and survive airless space, for a day.

Protection1 rd.TouchNone

A 10-ft. sphere of breathable air proof against one named element, for travelling the Inner Planes, an hour per level.

Elemental Air, Elemental Earth, Elemental Fire, Elemental Water, Protection1 round0None

Summons dramatic weather, fitting the season or wildly against it, over 4d4 square miles beyond anyone's control, a turn per level.

Chaos1 turn0None