78 spells across 7 levels

Level 113 spells
SpellSpheresCasting timeRangeSave

Animates one severed hand per level into a crawling claw under the caster's telepathic command.

Necromantic4 per clawTouchNone

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

Seals a dragon corpse so it can never be animated, raised, or reached by speak with dead.

Necromantic1 rd.TouchNone

Undead ignore the touched creature for 6 rounds; those above 4 HD may save, and any attack ends it.

Necromantic4TouchSpecial

A beam of moon- or sunlight paralyses one undead per three levels for a round per level; save negates.

Sun210 yds./levelNeg.

Keeps a corpse, dead no more days than the caster has levels, from ever being animated as skeleton or zombie.

Cosmos4TouchSpecial

Blesses 2 ounces of ghi per level into holy water that also heals 1d3 hp per ounce drunk; reversed, unholy ghi.

All8 hrs.TouchNone

Animates one man-sized or smaller skeleton to obey simple commands for a week; one per level may serve at once.

Necromantic1 turn10 yardsNone

Lets the priest see and hear through a skeleton, zombie or corpse within 30 yd. per level, commanding the undead, an hour per level.

Divination, Necromantic430 yards/levelNone

A lament that makes undead wear the faces of the listeners' lost loved ones; those within 30 ft. who fail a save attack undead at -2.

Charm, Necromantic1 rd.0Special

Gives one skeleton or zombie per level a living human's speed, +1 AC and the caster's initiative and saves, a turn + 2 rds. per level.

Necromantic4TouchNone

Gives one skeleton or zombie per level movement 12 and the caster's initiative and saves if better, 1 rd. + 1 per level.

Necromantic4TouchNone
Level 210 spells
SpellSpheresCasting timeRangeSave

Conjures a weightless +2 scythe dealing 2d4+2 plus 1d4 life drain, hurling any undead it touches 20 ft. for 4d6, a round per level.

Combat, Necromantic50None

A jet of cool black flame burns the living for 1d4 +1 per level by touch, half at 15 ft., and heals undead the same.

Combat, Necromantic50None

Seals a corpse so that any attempt to raise it as undead fails unless the body's own save, capped at 75%, fails.

Protection1 turnTouchSpecial

Drops 2d6 HD of skeletons and zombies within 30 ft., 3d6 if dwarven remains, unable to rise again for a day.

Necromantic510 yds./levelNone

Makes the touched creature turn undead as a level higher with +1 on turning rolls, 5 rds. per level.

Combat5TouchNone

A ritual lasting a turn per HD of the spirit that forces a possessing or haunting evil spirit to save or return to the dead.

Necromantic1 turn/HD of spiritSpecialSpecial

Guards a corpse so any necromancer must save to animate it, and if it rises anyway it is turned at +1.

Wards2TouchNeg.

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

Gives undead within 15 yd. a 20% +5% per two levels chance to shrug off turning by rival faiths, a turn + 2 rds. per level.

Necromantic5TouchNone

Shields undead the caster touches, one per level, from the next attempt to turn or command them.

Necromantic5TouchNone
Level 314 spells
SpellSpheresCasting timeRangeSave

Raises one skeleton or zombie per level from human or humanoid remains to obey simple commands until destroyed or turned.

Necromantic1 rd.10 Yds.None

Sends up to half the caster's level in one-sentence messages into the mind of one undead within 60 ft., over a day.

Necromantic360 ft.None

After an hour's prayer, blesses a quantity of the priest's own element into its holy form.

Cosmos1 hourTouchNone

Calls a sliver of a dead person's soul back to guard their body as an undead memento mori.

Necromantic2 hours, plus 1 hour for every die of energy impartedTouchSee below

Reveals every disembodied spirit, ghost or possessing presence in a 10-ft.-wide, 60-ft. path in its true form, a turn + 1 per level.

Divination60None

Lets a cloistered priest turn or command undead for 3d4 rds., as an adventuring priest four levels lower.

Combat20Special

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, Plant630 yds.Special

Lets the caster see and hear through one corpse or undead within 40 yd., following it up to a mile, 2 hours per level.

Necromantic640 yds.Neg.

Freezes one to four corporeal undead in a 20-ft. cube rigid for a round per level; save negates, harder with fewer targets.

Protection310 yds./levelNeg.

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

Binds a newly dead person's spirit to its body so it cannot depart, halting decay and readying it for raising; save negates.

Necromantic1 round10 yardsNeg.

Raises an ancestor spirit from the tribal mound to fight, guard or advise for 2 rds. per level, if a Wisdom check controls it.

Necromantic4 rounds10 feet/level of caster (10 ft./level - PSC)None

Bursts a 5-ft. sphere of sunlight around a being: infravision lost 2d4 rds., 4d6 to undead and fungi, and confusion; save for half.

Sun6TouchSpecial

Makes undead within 30 ft. of the priest of up to half their level in HD immune to turning a round per level, or resistant for 3 rds. per level.

Necromantic, Protection60None
Level 411 spells
SpellSpheresCasting timeRangeSave

Raises a skeleton from each of up to one bone per level laid within 20 ft. of the next, five a round, to fight for the priest.

Necromantic7SpecialNone

Lets an elder orb command as many death tyrants as it has Intelligence points, within a mile per HD, for a day.

Necromantic70None

A beam of darkness a round chills a living target for 2d4 and silences it 1d4 rds., or holds an undead a round, a round per level.

Combat75 yards/levelSpecial

Turns up to 150 lb. of dead organic matter, a corpse included, instantly to compost; corporeal undead save vs. death.

Animal, Plant75 yds./levelNone or Neg.

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

Necromantic7TouchNone

A 5-ft. globe that hedges out 35 HD of one kind of undead, every kind from 12th level, 5 rds. per level.

Protection1 rd.TouchNone

Crumbles corporeal undead within 30 ft. to dust over 3 rds., one HD per caster level; those above 4 HD may save.

Elemental Earth30Special

The priest's next turning within 5 rds. destroys the undead it affects outright, or reaches twice the usual number.

Necromantic, Time70None

Nails a noncorporeal undead to the spot where a coffin nail is driven, unable to stray 20 ft. or flee the plane; save allows escape at 2d6.

Necromantic1 round20 feetSee below

A burst of golden light burns undead within 40 ft. for 6d6 and blinds everything else a round; save negates the blindness.

Sun730 yds.Special

Raises a wall of pearly force, 5 sq. ft. per level, that burns undead for 4d12 and the evil for 2d10 as they pass, a round per level.

Protection, Sun75 yards/levelNone
Level 510 spells
SpellSpheresCasting timeRangeSave

Raises one large humanoid corpse per four levels, an ogre or giant, as a skeleton or zombie obeying orders of a dozen words.

Necromantic710 ft.None

Wreathes the caster in holy fire that burns every innately evil creature within 10 ft. for 2d6 a round, a turn per level.

Sun80None

Forces an undead, magical or extraplanar creature wholly into its own plane or wholly into this one, a round per level; the strong may save.

Numbers, Summoning360 yds.Special

Makes one undead a conduit through which the priest casts memorized spells, one a round and one per level, for up to a day per level.

Necromantic5TouchNone

Makes the touched creature immune to every undead power beyond plain damage, draining, disease and wails alike, for 3 rds.

Protection8TouchNone

A strip of chill white flame 30 ft. long burns undead for 2 hp per level, chills the living for 2d4, and reveals every magical aura it crosses.

Necromantic1 rd.30 yds.None

Makes one undead a conduit through which the priest casts spells from hiding, one a round and one per level, up to 10 turns per level.

Necromantic8TouchNone

Restores 2d4 +1 per level of an undead creature's unlife at a touch, shielded from its powers; reversed, it drains as much.

Necromantic8TouchNone

Turns an undead into a spell focus the priest casts through from anywhere on the plane, one spell a round and one per level.

Necromantic8TouchNone

Bars undead from a 5-ft. cube per level, turning them at two levels below the caster as they try to enter, a turn per level.

Wards2 turnsSpecialNone
Level 611 spells
SpellSpheresCasting timeRangeSave

Defiles a preserved corpse into a mummy, free-willed if the dead was wicked, or the caster's servant for a turn per level if not.

Necromantic1 turnTouchNone

Turns a skeleton into a blinking undead of malicious wit that hurls magic missiles at the caster's foes.

Necromantic9TouchNone

Melds a magical matrix into a six-armed skeleton so it can be animated permanently as a thassaloss.

Necromantic1 hr.TouchNone

Fills a 30-ft. sphere with a red sunrise that burns undead for 6d4 with no save and leaves them confused, a round per level.

Sun90None
Hoar's Revenanceformerly named Revenance

Raises a murdered corpse as a revenant that hunts its own killer until it is destroyed or months pass.

Necromantic1 rd.TouchNone

Sets the recipient in the Positive and the Negative Material Planes together, so it can see and fight undead on even terms.

Astral1 turnTouchNone

Sanctifies a mummified body for the Mulhorandi rites, so a divine minion animates it against any who despoil the tomb.

Necromantic1 hourTouchNone

Calls undead to the priest within 7 to 12 rds., to be commanded, cowed or destroyed, a turn per level.

Necromantic, Summoning960 yardsNone

A ring of four priests or more looses a golden halo that sweeps outward 60 ft. per caster, cleansing the ground it crosses, for a round.

Sun6 turns0Special

Cast on a dying Banite, raises them at once as undead of a kind matching how mighty they were in life.

Necromantic1 turnTouchNone

Gives a mindless skeleton or a zombie back its memories, personality and alignment for a day per level; the long dead may go mad.

Cosmos9TouchNeg.
Level 79 spells
SpellSpheresCasting timeRangeSave

Wakes a corpse to tend and guard its master's tomb; reversed, it destroys such a servant.

Necromantic1 turnTouchNone

Animates a corpse as a crypt thing guarding the tomb it lies in, until destroyed; reversed, it annihilates one.

Necromantic1 roundTouchNone

Fills a beholder's corpse with negative energy so it rises for good as a death tyrant, obedient at first.

Necromantic3 Turns2 yds.None

Turns a skeleton into a shadow-armoured undead that blinks and hurls magic missiles for its maker.

Necromantic1 roundTouchNone

Turns a living or freshly dead humanoid into undead from a ghoul up to a vampire, by caster level; save vs. death negates.

Necromantic1 turnTouchNeg.

A bolt of positive energy that destroys an undead outright or deals 6d8 to a lower-planar creature; save resists.

Creation710 yds. 10 feet (EM)Special See below (EM)

Looses a dazzling beam each round that blinds those who fail a save and burns undead for 8d6, for 1 + 1d4 rds.

Sun410 yds./levelSpecial

Destroys outright every lesser undead inside a 40-ft. sphere that fails its save.

Necromantic1 rd.30 yds.Special

Lolth's rarest boon: calls a departed spirit back into its corpse as a bound wraith for one appointed task.

Necromantic4 rds.TouchSpecial