117 spells across 7 levels
| Level 130 spells | ||||
|---|---|---|---|---|
| Spell | Spheres | Casting time | Range | Save |
Keeps one touched creature awake, alert and at full senses for the duration. | Charm, Necromantic | 1 rd. | Touch | None |
Snuffs every nonmagical fire in a 10-foot cube per level and douses magical flames for one round. | Elemental Fire | 4 | 10 yards/level | None |
Surrounds one creature per two levels with fresh, breathable air; reversed, it fouls it. | Elemental Air | 2 rds. | 30 yds. | None |
Conjures four gallons of clean water per level, up to a cubic yard; reversed, it destroys the same amount. | Elemental Water | 1 rd. | 30 yds. | None |
Lets the recipients move and act in total darkness without penalty for three hours per level. | Sun, Travelers | 1 round | Touch | None |
Lets one creature go without breathing for a round per level; reversed as steal breath. | Elemental Air | 1 | Touch | None |
Protects the touched creature from natural cold to -30°F or heat to 130°F for 1½ hours per level; magical extremes end it. | Protection | 1 rd. | Touch | None |
Shows the caster the direction, distance and look of the nearest drinkable water within 90 miles. | Divination | 1 rd. | 90 miles | None |
Gives the caster a sense for where food and water lie, enough for one person per level above 4th each day. | Divination | 1 rd. | 0 | None |
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. | Divination | 4 | 0 | None |
Turns one small fire cool, smokeless and touchable, burning bright in a 30-ft. radius for 4 hours plus 1 per two levels. | Elemental Fire | 4 | Touch | None |
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, Travelers | 4 | Touch | Neg. |
Puts up to three creatures into a torpor of up to a week per level, barely needing food or air; save negates. | Animal | 1 rd. | Touch | Neg. |
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. | Sun | 4 | 120 yds. | Special |
Makes wood, a cubic foot per level, burn bright and unconsumed at twice the heat for an hour per level. | Elemental Fire, Plant | 1 turn (4 - PSC) | Touch | None |
Strings an unbreakable tether only the caster can hold from their hand to one object or willing creature, 3 rounds plus 1 per level. | Combat | 4 | 5 yards/level | None |
Gives one creature the benefit of shade under full sun, halving its water needs; reversed, the sun's heat doubles on it. | Cosmos | 1 rd. | Touch | Neg. |
Hangs a trail of moonlight-bright motes 10 ft. per level long; a priest of Sehanine within it counts as under a full moon. | Sun | 4 | 0 | None |
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. | Animal | 4 | Touch | None |
Milks up to a quart of fine, mildly alcoholic nectar from one living flower. | Plant | 1 | Touch | None |
Drizzles on a 30-ft.-wide, 60-ft.-tall cylinder for a round, dousing candles, guttering torches and weakening fire spells by 2 per die. | Elemental Water | 4 | 10 yards/level | None |
Lets the touched creature dive safely to twice its normal depth for a turn plus a turn per level. | Elemental Water, Protection | 4 | Touch | None |
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. | All | 1 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 Water | 1 rd. | 40 yds. | None |
Floats an invisible 3-ft. disc above the caster that sheds rain and other falling liquids, 2 turns per level. | Protection | 2 (Dragon 1 (PSC) | 0 | Special |
Hardens the touched creature to natural heat and cold, takes 1 off each die of magical fire or cold, and banishes fatigue as an hour's sleep per level. | Protection | 1 rd. | Touch | None |
Makes one mature tree or a 10-ft. plot bear its full harvest at once, once a season; unpicked produce withers in a day. | Plant | 4 | 5 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. | Healing | 1 round | Touch | None |
Lets a water-dwelling being such as a merfolk or sea elf stay on land without penalty for 3 hours per level. | Animal, Elemental Water | 1 rd. | Touch | None |
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. | Protection | 1 | 10 yds./level | Special |
| Level 218 spells | ||||
|---|---|---|---|---|
| Spell | Spheres | Casting time | Range | Save |
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. | Travelers | 2 | Touch | None |
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, Divination | 4 | Touch | None |
Refines a gallon of water per level so half as much slakes thirst and doubles crop yield; reversed, muddy water halves both. | Elemental Water | 2 | Touch | None |
Opens a spring in rock or earth yielding a gallon of fresh water per level each turn; reversed, it dries one. | Elemental Water | 1 rd. | Touch | None |
Kindles a brazier fire that gives heat but no light or smoke, up to a foot across per level, an hour + 1 per level. | Travelers | 2 | Touch | None |
Conjures drifting moonlight, one cu. ft. per level, in any hue and brightness, a round per level. | Sun | 1 rd. | Special | None |
A shaped dryad toughens a companion against the harsh terrain of an overlord's realm, a turn per level, up to an hour. | Protection | 5 | Touch | None |
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. | Travelers | 1 round | Special | None |
Doubles the size and yield of two plants or pieces of produce per level, making tainted ones wholesome, once each. | Plant | 5 | Touch | None |
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 Water | 5 | Touch | Neg. |
Enchants a bowl of stew per level so a diner is fed for a day and gains 1d4+1 bonus hp for two hours + 1 rd. per level. | Healing | 5 | Touch | None |
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. | Plant | 1 rd. | Touch | None |
Lets the priest go without food, water or sleep and shrug off weather for a week + a day per level, meditating on watch. | Guardian | 1 turn | 0 | None |
Puts one willing creature per level to sleep for an hour that rests them as fully as a whole night. | Time | 2 | Touch | None |
Brings one plant, or part of it, to bloom, seed or ripe fruit within a turn, dropping the yield into the caster's hand. | Plant | 5 | Touch | None |
Lets the touched creature perceive 60 ft. around it as if seeing, eyes unused, immune to gaze attacks, an hour per level. | Protection | 5 | Touch | None |
Draws a spring flowing 2d6 gallons a minute from underground water within 3 yd. per level, for up to a day. | Elemental Water | 1 rd. | 3 yds./level | None |
Dowsing rods lead the priest to 2d6 gallons or more of muddy water no deeper than a foot per level. | Elemental Water | 3 turns | Special | None |
| Level 322 spells | ||||
|---|---|---|---|---|
| Spell | Spheres | Casting time | Range | Save |
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, Sun | 6 | 10 yards/level | Neg. |
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 Water | 4 rds. | 0 | None |
Drenches a 30-ft.-wide, 60-ft.-tall cylinder in a round, dousing fires and quenching fire spells, higher ones into scalding steam. | Elemental Water | 6 | 10 yards/level | None |
Bathes 25 sq. ft. per level in a permanent pale glow of any colour that outlines anything touching it, undead in black. | Weather | 6 | 120 yds. | None |
Lights a 60-ft. radius as bright as day until dispelled; cast at a creature's eyes it blinds; reversed, continual darkness. | Sun | 6 | 120 yds. | Special |
Casts a 60-ft. radius into permanent shadow and gloom until dispelled or overlapped by magical light or darkness. | Sun | 9 | 120 yards | Special |
Invisible servants pitch a hidden camp for three people per level in 4d4 rds., with fire, water and a plain meal. | Travelers | 3 rds. | 0 | None |
Conjures a cubic foot of bland food or clean water per level; a cubic foot feeds three people for a day. | Creation | 1 turn | 10 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 Fire | 6 | 10 yds. +10 yds./level | Special |
Crowns the touched creature with continual light in a 10-ft. radius until dawn. | Sun | 3 | Touch | None |
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. | Sun | 5 | 30 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, Creation | 3 | Touch | None |
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 Fire | 6 | 0 | None |
Makes the caster immune to cold, natural or magical, until 12 hp per level is absorbed; on another, +4 to saves and half damage; a turn per level. | Elemental Air, Elemental Water, Protection | 6 | Touch | None |
Makes the caster immune to wind, natural or magical, until 12 hp per level is absorbed; on another, +4 to saves and half damage; a turn per level. | Elemental Air, Protection | 6 | Touch | None |
Roots the caster's feet in the soil to draw a day's nourishment per two levels, an hour for each day. | Plant | 1 turn | Touch | None |
Grants the touched creature infravision to 120 ft. for 2 hours + 1 per level. | Sun | 1 rd. | Touch | None |
Bathes a 10-ft. square per level in soft starlight, as bright as a clear moonlit night, a turn per level. | Sun | 6 | 10 yds./level | None |
Holds body heat against the cold for 4 hrs. + 1 per level, healing 1 hp of cold damage a turn, +2 on saves against magical cold. | Sun | 6 | Touch | None |
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 Water | 6 | Touch | None |
Shells one creature against all precipitation and slows any wind striking it by 10 mph a level, a round per level. | Protection | 6 | Touch | None |
Bars poisonous vapours, stinking cloud included, from a 10-ft. cube per level, a turn per level. | Wards | 3 (6- PSC) | 10 yards/level | None |
| Level 422 spells | ||||
|---|---|---|---|---|
| Spell | Spheres | Casting time | Range | Save |
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. | Sun | 7 | 5 yards/level | Special |
Grows a staff driven into the ground into a fruit tree of any kind, bearing enough for one person per level. | Plant | 1 round | Touch | None |
A shaft of light makes the priest, and one neighbour per level above 7th, immune to natural cold and +3 against magical cold, a round per level. | Sun | 4 | Touch | None |
Makes an hour's sleep worth ten, slows breathing to a tenth, and sets inner alarms, an hour per level. | Time | 4 | Touch | None |
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 Water | 7 | Touch | None |
Stills the air in a 20-ft. radius around the caster, negating wind spells and repelling air creatures, a turn + 1 rd. per level. | Elemental Air | 7 | 0 | Special |
Keeps the air within 20 ft. of the touched creature clear of smoke, fog, gas and dust, expelling gaseous creatures, a turn + 1 rd. per level. | Elemental Air | 7 | Touch | Special |
Warms or cools the air within 10 ft. by 10°F per level and blunts one heat or cold attack by 5 hp per level, 4 turns + 1 per level. | Weather | 7 | 0 | None |
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 |
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. | Healing | 1 turn | Touch | None |
Stills the sea in a 20-ft. square to pond calm for a turn + a turn per level. | Elemental Water | 6 | 10 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. | Creation | 2 rds. | Touch | None |
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. | Sun | 1 rd. | Touch | None |
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. | Divination | 7 | 0 | None |
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 Fire | 7 | 40 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 Water | 7 | Touch | Neg. |
Cocoons one man-sized creature per three levels in living softwood, in suspended animation and safe from all harm, until fresh air dissolves it. | Plant, Protection | 1 rd. | Touch | Neg. |
Sets a word that, once spoken within the year, guarantees the recipient survives the sea storm they are caught in. | Elemental Water, Protection | 7 | Touch | None |
Lets one creature per two levels go unfed and unwatered, and mends the harm of going hungry, 6 hrs. per level. | Healing | 1 rd. | Touch | None |
Makes one creature per level all but tireless: no penalty for forced marches, +4 on Strength and Constitution checks, a day per level. | Necromantic | 1 round | Touch | None |
An invisible 30-ft. dome keeps one creature dry, comfortable and safe from natural weather, storms included, a turn per level. | Protection | 1 rd. | 7 | None |
Holds the weather inside a 10-ft. cube per level exactly as it was when cast, an hour per level. | Wards, Weather | 1 turn | 30 yards | None |
| Level 514 spells | ||||
|---|---|---|---|---|
| Spell | Spheres | Casting time | Range | Save |
Lets the touched creature ignore choking gases, breathe under water or survive airless space for a day. | Protection | 8 | Touch | None |
Copies a cubic foot per level of plant or animal stuff, food and living greenery included, permanently. | Creation | 1 round | Touch | None |
Stills natural and magical disturbance in a 120-ft. sphere of water, driving out weaker water creatures, a turn per level. | Elemental Water | 8 | 0 | Special |
A drifting 20-ft. cloud that turns refuse, waste and vermin into clean water, a round per level. | Elemental Air, Elemental Water | 5 | 30 yards | None |
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 Water | 8 | 30 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. | Weather | 8 | 0 | None |
Makes one creature wholly immune to a named element's ambient harm and halves its attacks, with +4 to saves, an hour per level. | Elemental Air, Elemental Earth, Elemental Fire, Elemental Water, Protection | 1 round | Touch | None |
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 Water | 8 | 5 yards/level | None |
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 Water | 8 | Touch | Neg. |
Casts a beam of true moonlight wherever the caster points within 60 yd. + 10 per level, a round per level; it can trigger lycanthropy. | Sun | 7 | 60 yds. + 10 yds./level | None |
Enchants 2d4 berries, each a full meal and 2 hp of healing, that also slow poison; three neutralise it and six cure disease. | Plant | 1 rd. | Touch | None |
Raises a stormy barrier over a 20-ft. square per level that stops wind, waves and every physical missile, 1 rd. + 1 per level. | Elemental Air | 2 | 5 yards/level | Special |
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 Earth | 8 | 0 | None |
Stills the sea over a 20-ft. square to pond calm, a turn + 3 rds. per level. | Elemental Water | 7 | 20 yards | Special |
| Level 65 spells | ||||
|---|---|---|---|---|
| Spell | Spheres | Casting time | Range | Save |
Makes any vegetable thing, living or dead, sprout leaves and fruit; reversed, blight strips it and deals 6d4 to plant creatures. | Plant | 1 rd. | 30 yds. | Special |
Shields a 10-ft. cube per level from earthquake, flood, windstorm, lava and avalanche, a day per level. | Wards | 6 | 10 yards/level | None |
Opens a spring, purifies one for scrying, or lets the caster travel between springs. | Creation, Elemental Water | 1 round | Special | None |
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 |
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. | Weather | 1 turn | 0 | None |
| Level 76 spells | ||||
|---|---|---|---|---|
| Spell | Spheres | Casting time | Range | Save |
Shifts the local rain, warmth and wind each by one grade across 4d4 square miles, for 4d12 hours. | Weather | 1 turn | 0 | None |
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 Air | 4 turns | 10 yds./level | Special |
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, Sun | 1 rd. | 5 yds./level | None |
Lets everyone within 20 ft. ignore choking gases, breathe under water and survive airless space, for a day. | Protection | 1 rd. | Touch | None |
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, Protection | 1 round | 0 | None |
Summons dramatic weather, fitting the season or wildly against it, over 4d4 square miles beyond anyone's control, a turn per level. | Chaos | 1 turn | 0 | None |