78 spells across 7 levels
| Level 113 spells | ||||
|---|---|---|---|---|
| Spell | Spheres | Casting time | Range | Save |
Animates one severed hand per level into a crawling claw under the caster's telepathic command. | Necromantic | 4 per claw | Touch | None |
Shields the caster from sunlight penalties for three rounds plus one per level, counting as a level higher against undead. | Necromantic | 4 | 0 | None |
Lets 3 to 5 priests join so the central one gains a level per partner, max four, for casting and turning undead. | All | 1 rd. | Touch | None |
Seals a dragon corpse so it can never be animated, raised, or reached by speak with dead. | Necromantic | 1 rd. | Touch | None |
Undead ignore the touched creature for 6 rounds; those above 4 HD may save, and any attack ends it. | Necromantic | 4 | Touch | Special |
A beam of moon- or sunlight paralyses one undead per three levels for a round per level; save negates. | Sun | 2 | 10 yds./level | Neg. |
Keeps a corpse, dead no more days than the caster has levels, from ever being animated as skeleton or zombie. | Cosmos | 4 | Touch | Special |
Blesses 2 ounces of ghi per level into holy water that also heals 1d3 hp per ounce drunk; reversed, unholy ghi. | All | 8 hrs. | Touch | None |
Animates one man-sized or smaller skeleton to obey simple commands for a week; one per level may serve at once. | Necromantic | 1 turn | 10 yards | None |
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, Necromantic | 4 | 30 yards/level | None |
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, Necromantic | 1 rd. | 0 | Special |
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. | Necromantic | 4 | Touch | None |
Gives one skeleton or zombie per level movement 12 and the caster's initiative and saves if better, 1 rd. + 1 per level. | Necromantic | 4 | Touch | None |
| Level 210 spells | ||||
|---|---|---|---|---|
| Spell | Spheres | Casting time | Range | Save |
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, Necromantic | 5 | 0 | None |
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, Necromantic | 5 | 0 | None |
Seals a corpse so that any attempt to raise it as undead fails unless the body's own save, capped at 75%, fails. | Protection | 1 turn | Touch | Special |
Drops 2d6 HD of skeletons and zombies within 30 ft., 3d6 if dwarven remains, unable to rise again for a day. | Necromantic | 5 | 10 yds./level | None |
Makes the touched creature turn undead as a level higher with +1 on turning rolls, 5 rds. per level. | Combat | 5 | Touch | None |
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. | Necromantic | 1 turn/HD of spirit | Special | Special |
Guards a corpse so any necromancer must save to animate it, and if it rises anyway it is turned at +1. | Wards | 2 | Touch | Neg. |
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. | Protection | 5 | 0 | None |
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. | Necromantic | 5 | Touch | None |
Shields undead the caster touches, one per level, from the next attempt to turn or command them. | Necromantic | 5 | Touch | None |
| Level 314 spells | ||||
|---|---|---|---|---|
| Spell | Spheres | Casting time | Range | Save |
Raises one skeleton or zombie per level from human or humanoid remains to obey simple commands until destroyed or turned. | Necromantic | 1 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. | Necromantic | 3 | 60 ft. | None |
After an hour's prayer, blesses a quantity of the priest's own element into its holy form. | Cosmos | 1 hour | Touch | None |
Calls a sliver of a dead person's soul back to guard their body as an undead memento mori. | Necromantic | 2 hours, plus 1 hour for every die of energy imparted | Touch | See 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. | Divination | 6 | 0 | None |
Lets a cloistered priest turn or command undead for 3d4 rds., as an adventuring priest four levels lower. | Combat | 2 | 0 | 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 |
Lets the caster see and hear through one corpse or undead within 40 yd., following it up to a mile, 2 hours per level. | Necromantic | 6 | 40 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. | Protection | 3 | 10 yds./level | Neg. |
Lets the touched creature save vs. death against one level-draining attack, taking only hit point damage and burning the undead for 2d6. | Necromantic, Protection | 1 rd. | Touch | None |
Binds a newly dead person's spirit to its body so it cannot depart, halting decay and readying it for raising; save negates. | Necromantic | 1 round | 10 yards | Neg. |
Raises an ancestor spirit from the tribal mound to fight, guard or advise for 2 rds. per level, if a Wisdom check controls it. | Necromantic | 4 rounds | 10 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. | Sun | 6 | Touch | Special |
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, Protection | 6 | 0 | None |
| Level 411 spells | ||||
|---|---|---|---|---|
| Spell | Spheres | Casting time | Range | Save |
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. | Necromantic | 7 | Special | None |
Lets an elder orb command as many death tyrants as it has Intelligence points, within a mile per HD, for a day. | Necromantic | 7 | 0 | None |
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. | Combat | 7 | 5 yards/level | Special |
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. |
Makes a willing person look and feel like a zombie, immune to poison, paralysis and draining, a turn + 1 rd. per level. | Necromantic | 7 | Touch | None |
A 5-ft. globe that hedges out 35 HD of one kind of undead, every kind from 12th level, 5 rds. per level. | Protection | 1 rd. | Touch | None |
Crumbles corporeal undead within 30 ft. to dust over 3 rds., one HD per caster level; those above 4 HD may save. | Elemental Earth | 3 | 0 | Special |
The priest's next turning within 5 rds. destroys the undead it affects outright, or reaches twice the usual number. | Necromantic, Time | 7 | 0 | None |
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. | Necromantic | 1 round | 20 feet | See below |
A burst of golden light burns undead within 40 ft. for 6d6 and blinds everything else a round; save negates the blindness. | Sun | 7 | 30 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, Sun | 7 | 5 yards/level | None |
| Level 510 spells | ||||
|---|---|---|---|---|
| Spell | Spheres | Casting time | Range | Save |
Raises one large humanoid corpse per four levels, an ogre or giant, as a skeleton or zombie obeying orders of a dozen words. | Necromantic | 7 | 10 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. | Sun | 8 | 0 | None |
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, Summoning | 3 | 60 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. | Necromantic | 5 | Touch | None |
Makes the touched creature immune to every undead power beyond plain damage, draining, disease and wails alike, for 3 rds. | Protection | 8 | Touch | None |
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. | Necromantic | 1 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. | Necromantic | 8 | Touch | None |
Restores 2d4 +1 per level of an undead creature's unlife at a touch, shielded from its powers; reversed, it drains as much. | Necromantic | 8 | Touch | None |
Turns an undead into a spell focus the priest casts through from anywhere on the plane, one spell a round and one per level. | Necromantic | 8 | Touch | None |
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. | Wards | 2 turns | Special | None |
| Level 611 spells | ||||
|---|---|---|---|---|
| Spell | Spheres | Casting time | Range | Save |
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. | Necromantic | 1 turn | Touch | None |
Turns a skeleton into a blinking undead of malicious wit that hurls magic missiles at the caster's foes. | Necromantic | 9 | Touch | None |
Melds a magical matrix into a six-armed skeleton so it can be animated permanently as a thassaloss. | Necromantic | 1 hr. | Touch | None |
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. | Sun | 9 | 0 | None |
Hoar's Revenanceformerly named Revenance Raises a murdered corpse as a revenant that hunts its own killer until it is destroyed or months pass. | Necromantic | 1 rd. | Touch | None |
Sets the recipient in the Positive and the Negative Material Planes together, so it can see and fight undead on even terms. | Astral | 1 turn | Touch | None |
Sanctifies a mummified body for the Mulhorandi rites, so a divine minion animates it against any who despoil the tomb. | Necromantic | 1 hour | Touch | None |
Calls undead to the priest within 7 to 12 rds., to be commanded, cowed or destroyed, a turn per level. | Necromantic, Summoning | 9 | 60 yards | None |
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. | Sun | 6 turns | 0 | Special |
Cast on a dying Banite, raises them at once as undead of a kind matching how mighty they were in life. | Necromantic | 1 turn | Touch | None |
Gives a mindless skeleton or a zombie back its memories, personality and alignment for a day per level; the long dead may go mad. | Cosmos | 9 | Touch | Neg. |
| Level 79 spells | ||||
|---|---|---|---|---|
| Spell | Spheres | Casting time | Range | Save |
Wakes a corpse to tend and guard its master's tomb; reversed, it destroys such a servant. | Necromantic | 1 turn | Touch | None |
Animates a corpse as a crypt thing guarding the tomb it lies in, until destroyed; reversed, it annihilates one. | Necromantic | 1 round | Touch | None |
Fills a beholder's corpse with negative energy so it rises for good as a death tyrant, obedient at first. | Necromantic | 3 Turns | 2 yds. | None |
Turns a skeleton into a shadow-armoured undead that blinks and hurls magic missiles for its maker. | Necromantic | 1 round | Touch | None |
Turns a living or freshly dead humanoid into undead from a ghoul up to a vampire, by caster level; save vs. death negates. | Necromantic | 1 turn | Touch | Neg. |
A bolt of positive energy that destroys an undead outright or deals 6d8 to a lower-planar creature; save resists. | Creation | 7 | 10 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. | Sun | 4 | 10 yds./level | Special |
Destroys outright every lesser undead inside a 40-ft. sphere that fails its save. | Necromantic | 1 rd. | 30 yds. | Special |
Lolth's rarest boon: calls a departed spirit back into its corpse as a bound wraith for one appointed task. | Necromantic | 4 rds. | Touch | Special |