[S2] Wizard Spells


[S2.1] Level 1 Wizard Spells (CF=1)

# Name School Effect Source New?
1 Analyze (0E) Div Learn 1 characteristic of an item (magic/psi/tech) {Touch, 1 object} RC0
2 Charm Person (0E) Enc Charm 1 humanoid (Spell save) RC0 5.0
3 Detect Magic (0E) Div Gives school and general power level within 60' RC0 5.0
4 Floating Disc (0E) Evo Can carry 100*CL lbs.; Moves at caster's rate RC0
5 Hold Portal (0E) Enc Magically locks a door, need to be 3 levels/HD higher than CL to break it RC0 5.0
6 Light (0E) Alt Magical light; can blind if targetted (Spell save) {1 target} RC0 5.0
7 Magic Missile (0E) Evo (2*CL+3)/5 missiles; 1d6+1 dmg force (no save) RC0
8 Protection from Evil (0E) Abj Evil creatures get -1 TH you; You get +1 saves vs. Evil; Evil creatures with + needed to hit cannot attack you RC0 5.0
9 Read Languages (0E) Div Read (not write, speak, or comprehend spoken) languages RC0 5.0
10 Read Magic (0E) Div Gain knowledge of a spell you have in a book or scroll RC0 5.0
11 Shield (0E) Abj +6 AC; additional +2 AC vs. missiles; get Spell saves vs. force effects RC0 5.0
12 Sleep (0E) Enc 2d8 HD slept (no save); max HD/creature=4+1 RC0
13 Ventriloquism (0E) Ill Sound appears to come from somewhere else RC0 5.0

[S2.2] Level 2 Wizard Spells (CF=1)

# Name School Effect Source New?
1 Continual Light (0E) Alt Magical light (permanent); can blind if targetted (Spell save) {1 target} RC0 5.0
2 Detect Evil (0E) Div Detect evil / evil intent 60' RC0
3 Detect Invisible (0E) Div See all invisible creatures and objects for 6 turns RC0 5.0
4 Entangle (0E) Enc Animates a rope; can entangle a creature (Spell save) RC0
5 ESP (0E) Div Can read surface thoughts (no save) {1+ creatures} RC0
6 Invisibility (0E) Ill Invisibility; attacking ends spell {Touch, 1 target} RC0 5.0
7 Knock (0E) Alt Opens a normal or magically locked door RC0 5.0
8 Levitate (0E) Alt Can levitate up/down at normal movement rate {self only} RC0
9 Locate Object (0E) Div Locate one object within 60'+10*CL' RC0 5.0
10 Mirror Image (0E) Ill Creates 1d4 images of yourself {self only} RC0
11 Phantasmal Force (0E) Ill Illusion; Can duplicate a SL=1 spell or DL=1 monster; disappears if hit/disbelieved; Spell save to ignore if you're being affected by it RC0 5.0
12 Web (0E) Evo Save & Str check: Miss 1 = Slow; Miss 2 = Held RC0
13 Wizard Lock (0E) Alt Magically locks a door, need to be 3 levels/HD higher than CL to open it (Wizard Lock still there, though) RC0 5.0

[S2] Wizard Spells


[S2.3] Level 3 Wizard Spells (CF=1)

# Name School Effect Source New?
1 Clairvoyance (0E) Div See through the eyes of someone else (no save) RC0 5.0
2 Create Air (0E) Cnj Creates 20'x20'x20' of breathable air RC0 5.0
3 Dispel Magic (0E) Abj Dispels magic, (20+CL-enemyCL)*5% in area or auto 1 effect RC0 5.0
4 Fireball (0E) Inv CLd6 fire dmg to a group (save:½) RC0 5.0
5 Fly (0E) Alt Fly at 12" for 1d6+CL t RC0 5.0
6 Haste (0E) Alt +1P, +1V to up to 24 targets RC0 5.0
7 Hold Person (0E) Enc Holds up to 4 people (Spell save; if cast on one target, gets -2 to save) RC0 5.0
8 Infravision (0E) Alt Target gains infravision for 1d RC0 5.0
9 Invisibility 10' Radius (0E) Ill Makes everyone within 10 ft. invisible; become visible if attack RC0 5.0
10 Lightning Bolt (0E) Inv CLd6 lightning dmg in a 60' line (save:½) RC0 5.0
11 Protection from Evil 10' Radius (0E) Abj As Protection from Evil (see SL=1) but 10' radius RC0 5.0
12 Protection from Normal Missiles (0E) Abj Immune to normal (non-magical) missiles for 12 t RC0 5.0
13 Water Breathing (0E) Alt One target can breathe underwater for 1d RC0 5.0

[S2.4] Level 4 Wizard Spells (CF=1)

# Name School Effect Source New?
1 Charm Monster (0E) Enc Charm 1 monster (Spell save) or Charm a group of 3d6 monsters of ≤ 3 HD (Spell save) RC0 5.0
2 Clothform (0E) Cnj Creates up to 30'x30' of basic, fairly-tough cloth (permanent, no gp value) RC0 5.0
3 Confusion (0E) Enc Confusion one group (Spell save; creatures ≤ 2+1 HD get no save) RC0 5.0
4 Dimension Door (0E) Alt Dimension Door up to 360' RC0 5.0
5 Growth of Plants (0E) Alt Plant Growth up to 3000 sq. ft. RC0 5.0
6 Hallucinatory Terrain (0E) Ill Makes one type of terrain appear like another; can be used indoors for a pit, door, stairs, etc. RC0 5.0
7 Ice Storm/Wall of Ice (0E) Evo CLd6 cold dmg to a group (save:½) or Wall of Ice (HD ≤ 4 cannot break through; others take 1d6 cold dmg) RC0 5.0
8 Massmorph (0E) Ill Group of monsters appear to be trees RC0 5.0
9 Polymorph Other (0E) Alt Polymorph target into monster with ≤ 2*(original HD); hp and stats do not change; get physical abilities; lose original personality RC0 5.0
10 Polymorph Self (0E) Alt Polymorph self into monster with ≤ (original HD); hp and stats do not change; do not get physical abilities; keep original personality RC0 5.0
11 Remove Curse (0E) Nec Removes one curse (reverse causes a curse, Spell save) RC0 5.0
12 Wall of Fire (0E) Evo Wall of Fire (HD ≤ 4 cannot break through; others take 1d6 fire dmg) RC0 5.0
13 Wizard Eye (0E) Div Invisible eye, can see through, moves at 3" rate, has infravision RC0 5.0

[S2] Wizard Spells


[S2.5] Level 5 Wizard Spells (CF=1)

# Name School Effect Source New?
1 Animate Dead (0E) Nec Animate up to CL HD of skeletons (1 HD each) or zombies (2 HD each) RC0 5.0
2 Cloudkill (0E) Alt Group takes 1 poison dmg /s; those with < 5 HD make PPD save or slain; moves at 2"; lasts 6 t RC0 5.0
3 Conjure Elemental (0E) Cnj Summon a normal (E=1) elemental with 16 HD (counts as DL V) RC0 5.0
4 Contact Outer Plane (0E) Div Ask n=3 to 12 questions; Insanity=(n-2)*5%; Chance to know=(n+2)*5%; Lying=(13-n)*5% RC0 5.0
5 Dissolve (0E) Alt Transforms 3000 sq. ft. of rock to mud RC0 5.0
6 Feeblemind (0E) Enc Target's Int becomes 2 (Spell save at -4) RC0 5.0
7 Hold Monster (0E) Enc Holds up to 4 monsters (Spell save; if cast on one target, gets -2 to save) RC0 5.0
8 Magic Jar (0E) Nec Life force change between the caster and someone/something else (Spell save) RC0 5.0
9 Passwall (0E) Alt Creates a hole 5' diameter, 10' deep; lasts 3 t RC0 5.0
10 Telekinesis (0E) Alt Lift up to 20*CL lbs or target takes 10*CL' falling dmg (assuming size M) RC0 5.0
11 Teleport (0E) Alt Teleport (same plane, has small chance of error) RC0 5.0
12 Wall of Stone (0E) Evo Has CL Hp (Hull points); if dropped on a group, Reflex save or 10d10 earth dmg (the wall is broken) RC0 5.0
13 Woodform (0E) Cnj Creates 1000 cubic feet of wood (permanent, single piece, no moving parts, no gp value) RC0 5.0

[S2.6] Level 6 Wizard Spells (CF=1)

# Name School Effect Source New?
1 Anti-Magic Shell (0E) Abj Anti-magic, cancels SL 0-5 (both directions), moves with caster RC0 5.0
2 Death Spell (0E) Nec Slay 4d8 HD of creatures (PPD save, those with ≥ 8 HD are immune) RC0 5.0
3 Disintegrate (0E) Alt Disintegrates one target (PPD save) RC0 5.0
4 Geas (0E) Enc Force target to perform or avoid an action (Spell save) RC0 5.0
5 Invisible Stalker (0E) Cnj Summons an Invisible Stalker (DL VI Elemental, air-based) RC0 5.0
6 Lower Water (0E) Alt Lowers water to half it's depth (assuming 10000 sq. ft., adjust accordingly) RC0 5.0
7 Move Earth (0E) Alt Make a hole up to 240' deep (solid rock costs x10 per unit distance) RC0 5.0
8 Projected Image (0E) Ill Illusion of caster, can have your spells come from here instead of you RC0 5.0
9 Reincarnation (0E) Nec Reincarnate a dead creature; roll 1d8: 1-6=Humanoid (random of DL=1d3); 7=original race; 8=Monster (any type, random of DL=1d3) RC0 5.0
10 Stone to Flesh (0E) Alt Remove pertrification, or petrify one target (PP save) RC0 5.0
11 Stoneform (0E) Cnj Creates 1000 cubic feet of stone (permanent, single piece, no moving parts, no gp value) RC0 5.0
12 Wall of Iron (0E) Evo Has 2*CL Hp (Hull points); if dropped on a group, Reflex save or 10d10 iron (metal) dmg (the wall is not broken) RC0 5.0
13 Weather Control (0E) Alt Control weather within 240 yard radius (a tornado would attack as a DL VI Air Elemental) RC0 5.0

[S2] Wizard Spells


[S2.7] Level 7 Wizard Spells (CF=1)

# Name School Effect Source New?
1 Charm Plant (0E) Enc Charm 1 size H, 6 size L, 12 size M, or 24 size S Plants (no save) RC0 5.0
2 Create Normal Monsters (0E) Nec Creates CL HD of monsters (does not count as summon; they do not have special physical or mental abilities; this spell cannot be channelled) RC0 5.0
3 Delayed Blast Fireball (0E) Evo CLd6 fire dmg to a group (save:½); can delay 0 to 60 r RC0 5.0
4 Ironform (0E) Cnj Creates 100 cubic feet of iron (permanent, single piece, no moving parts, no gp value) RC0 5.0
5 Lore (0E) Div Legend Lore RC0 5.0
6 Magic Door (0E) Alt Invisible Passwall, only caster and allies can use; reverse is a super magic lock (Open Locks at -300%) RC0 5.0
7 Mass Invisibility (0E) Div Up to 300 size M creatures are invisible (not improved) RC0 5.0
8 Power Word Stun (0E) Enc Stuns one target (no save; ≤35 hp = 2d6 t; 36-70 hp = 1d6 t; ≥ 71 hp = no effect)
CF=2: (71-105 hp = 2d6 r; 106-140 hp = 1d6 r; ≥ 141 hp = no effect)
RC0 5.0
9 Reverse Gravity (0E) Alt Reverses gravity, can fall "upwards" at most 60' RC0 5.0
10 Statue (0E) Alt Turn caster to stone statue, in this state the caster sees, hears and smells normally. Caster can switch from statue state back to living and vice versa RC0 5.0
11 Summon Object (0E) Cnj Teleports to caster an item that the caster owns (or the owner is present and willing to have it teleported) RC0 5.0
12 Sword (0E) Cnj 1M: Attack twice with sword; dmg=1d10; get Int bonus TH and dmg; can affect any number of "+'s needed to hit" RC0 5.0
13 Teleport any Object (0E) Alt Teleport one object or creature (Spell save at -2 if unwilling) RC0 5.0

[S2.8] Level 8 Wizard Spells (CF=1)

# Name School Effect Source New?
1 Clone (0E) Nec Duplicate awakens when original dies. RC0 5.0
2 Create Magical Monsters (0E) Nec Creates CL HD of monsters (does not count as summon; they have special physical abilities but not mental abilities; this spell cannot be channelled) RC0
3 Dance (0E) Enc Target dances (touch, no save): no attacks, no spells or spell-like abilities, cannot flee, -4 saves, -4 AC RC0 5.0
4 Explosive Cloud (0E) Evo Group takes CL/2 explosion dmg /s (no save) and paralyzed 1r (save each segment) RC0 5.0
5 Force Field (0E) Abj Solid Wall of Force (doesn't move); spells and attacks are blocked; blink/teleport and psionics are not RC0
6 Mass Charm (0E) Enc Charm up to 30 HD of targets (Spell save) RC0 5.0
7 Mind Barrier (0E) Abj Immune to mental effects for CL h RC0 5.0
8 Permanence (0E) Meta Makes a spell permanent (this spell cannot be channelled); at most 2 effects per person/item RC0 5.0
9 Polymorph Any Object (0E) Alt Polymorphs one thing to another. Duration depends on how radical the change is RC0 5.0
10 Power Word Blind (0E) Enc Blinds one target (no save; ≤40 hp = 1d4 d; 41-80 hp = 2d4 h; ≥ 81 hp = no effect)
CF=2: (81-120 hp = 1d4 t; 121-160 hp = 2d4 r; ≥ 161 hp = no effect)
CF=3: Stuns in addition
RC0 5.0
11 Steelform (0E) Cnj Creates 100 cubic feet of steel (permanent, single piece, no moving parts, no gp value) RC0 5.0
12 Symbol (0E) Div One target makes Wis check at -CL to look away in time; caster chooses one: Slain (max 75 hp), Confusion (permanent), Fear (30 r), Insanity (permanent), Sleep (1d10+10 h), Stun (max 150 hp, 2d6 t) RC0 5.0
13 Travel (0E) Alt Caster and CL/5 allies for CL t: Free Action; Fly at 36"; 1M: Move to adjacent plane; 1M: Gaseous Form RC0 5.0

[S2] Wizard Spells


[S2.9] Level 9 Wizard Spells (CF=1)

# Name School Effect Source New?
1 Contingency (0E) Meta Contingency (can run this in addition to the 6th level version from 1E/2E) RC0 5.0
2 Create Any Monster (0E) Nec Creates CL HD of monsters (does not count as summon; they have special physical and mental abilities; this spell cannot be channelled) RC0
3 Gate (0E) Alt Gates someone to another plane, or brings in something from outer planes RC0 5.0
4 Heal (0E) Nec 1 target: Cure all hp, plus remove curse, poison, disease, blindness, feeblemind RC0
5 Immunity (0E) Abj 1 target for CL t: Immune SL 0-3 magic; Resist SL 4-5 magic; Immune missiles (normal or magical); Resist melee attacks
If cast along with a Wish: Immune SL 4 magic; Resist SL 5-6 magic; +1 or better weapon to hit
RC0 5.0
6 Maze (0E) Enc Mazed (no save): Int ≤ 8 = 1d6 t; Int 9-12 = 2d20 r; Int 13-16 = 2d4 r; Int ≥ 17 = 1d4 r RC0 5.0
7 Meteor Swarm (0E) Evo 4 groups each take 8d6 earth dmg (no save) plus 8d6 fire dmg (Spell save for ½)
CF=2: The dmg is eldritch earth and eldritch fire, and the fire now gives no save.
RC0 5.0
8 Power Word Kill (0E) Enc Slays one target with ≤ 60 hp (no save); if has ≤ 100 hp is stunned 1d4 t instead
CF=2: Slays one target with ≤ 120 hp (no save); if has ≤ 200 hp is stunned 1d4 r instead
RC0 5.0
9 Prismatic Wall (0E) Abj The Prismatic colors are in this order, Red must be removed first:
Red = Blocks all magical missiles; Inflicts 12 dmg (no save); Negated by magical cold
Orange = Blocks all non-magical missiles; Inflicts 24 dmg (no save); Negated by magical lightning
Yellow = Blocks all breath weapons; Inflicts 48 dmg (no save); Negated by Magic Missile spell
Green = Blocks all detection effects; Poisoned (slain, PPD save); Negated by Passwall spell
Blue = Blocks all poisons, gases, gazes; Petrified (PP save); Negated by Disintegrate spell
Indigo = Blocks all matter; Gated to random plane or Capital L Lost (Spell save); Negated by Dispel Magic
Violet = Blocks magic of all types; Unconscious and Insane (RSW save); Negated by Continual Light
RC0 5.0
10 Shapechange (0E) Alt Becomes another creature (DL I to IX; non-unique) in all respects except for hp, saves, and mental abilities RC0 5.0
11 Survival (0E) Abj Immune local terrain, gravity, vacuum, non-magical (normal) elements; Need not breathe, eat, drink, or sleep RC0 5.0
12 Timestop (0E) Alt Stop time for 1d4+1 rounds RC0 5.0
13 Wish (0E) Cnj Can duplicate Wizard SL 0-7 or other group SL 0-6. Wish is not any more powerful than any other 9th level spell, it is simply more versatile (in fact, this makes the spell's effect weaker).
You may wish to increase stats. Current stat: 17 or below = +1; 18 to 19.9 = +0.1; 20 and up = +0.01 per wish. If you do this, the spell cannot be channelled.
Wish typically drains the MF if used a lot in an area.
CF=2: Can duplicate any spell SL 0-7.
CF=3: Can duplicate Wizard SL 0-8 or other group SL 0-7.
CF=4: Can duplicate any spell SL 0-8.
RC0 5.0

[S3] Priest Spells


[S3.1] Level 1 Priest Spells (CF=1)

# Name Sphere Effect Source New?
1 Cure Light Wounds Hea Cure 2d6+1 (choose 1 die) (or) 6 hp {Touch, 1 creature} RC0
2 Detect Danger Div Detect evil or traps 1 sq' /r {self only} RC0
3 Detect Evil All, Div Detect evil & evil intent 120' {self only} RC0
4 Detect Magic Div Gives school and general power level within 60' RC0 5.0
5 Faerie Fire Wea -2 AC on CL/5+1 targets RC0
6 Light Sun Light; can blind if targetted (save) {1 group} RC0
7 Locate Div Locate one known animal or plant {self only} RC0
8 Predict Weather Div, Wea Detects upcoming weather RC0
9 Protection from Evil Pro Protection from evil; +1 saves; evil -1 TH {self only} RC0
10 Purify Food and Water All, Div Purifies food and water for up to 12 people RC0 5.0
11 Remove Fear Cha Removes fear; +CL saves vs. fear {Touch, 1 creature} RC0
12 Resist Cold Pro All creatures in area get resist cold {1 group} RC0

[S3.2] Level 2 Priest Spells (CF=1)

# Name Sphere Effect Source New?
1 Bless All Friends get +1 TH/dmg for 6t RC0 5.0
2 Find Traps Div Detect mechanical/magic traps 90'. Highlights in the caster's mind places where (if he were to walk or touch there) a trap would be released. It does not point out where the trap is or how to disarm it. Does not affect out-of-phase or psionic traps. {self only} RC0 5.0
3 Heat Metal Ele If metal armor: 1 dmg 1st segment, 2 dmg 2nd, 4 dmg 3rd, 8 dmg 4th, 4 dmg 5th, 2 dmg 6th, 1 dmg 7th RC0 5.0
4 Hold Person Cha Hold (save); 1 target: save at -2; 2 targets: at -1 {1-4 creatures} RC0
5 Know Alignment Div Detect alignment 10' on 1 creature, object, or effect RC0 5.0
6 Obscure Wea 10*LVL' diameter cloud, can't see through RC0 5.0
7 Produce Fire Ele Creates a normal fire from hands (1d4 dmg to someone in your group) RC0 5.0
8 Resist Fire Pro, Ele +2 saves vs. fire; -1 dmg /die vs. fire RC0
9 Silence 15' Radius Gua Silence. If cast upon an object and the object moves, the silence moves with it (just like a light spell). The reverse dispels silence and has no V component (only S). {1 group} RC0
10 Snake Charm Cha, Ani Charm CL HD of snakes (no save) RC0 5.0
11 Speak with Animal Ani Speak with one type of animal for 6t RC0 5.0
12 Warp Wood Pla Warps wood; Can affect CL size S objects (size M counts as 2, size L counts as 4) RC0 5.0

[S3] Priest Spells


[S3.3] Level 3 Priest Spells (CF=1)

# Name Sphere Effect Source New?
1 Call Lightning Wea Directs lightning bolts 8d6 during storms (save:½). You may cast this spell off of a Dust Devil instead of having a storm nearby. This expends the devil. RC0 5.0
2 Continual Light Sun Magical light (permanent); can blind if targetted (Spell save) {1 target} RC0 5.0
3 Cure Blindness Nec, Hea Cure Blindness RC0 5.0
4 Cure Disease Nec, Hea Cure Disease (incl. Mummy Rot or Green Slime); at CL=11 can Cure Lycanthropy RC0 5.0
5 Growth of Animal Ani Double an animal's size; it does x2 dmg for 12t RC0 5.0
6 Hold Animal Cha, Ani Hold up to CL HD of animals (PPD save) RC0 5.0
7 Locate Object Div Locate one object within 60'+10*CL' RC0 5.0
8 Protection from Poison Pro Target is immune Poison, Gas, Cloudkill for CL t RC0 5.0
9 Remove Curse Nec, Hea Remove Curse RC0 5.0
10 Speak with the Dead Div, Nec Corpse answers three questions truthfully. RC0 5.0
11 Striking Com Weapon gets +0/+3, can hit creatures that require any amount of +'s to hit RC0
12 Water Breathing Ele Target can breathe underwater for 1 d RC0 5.0

[S3.4] Level 4 Priest Spells (CF=1)

# Name Sphere Effect Source New?
1 Animate Dead Nec Animate up to CL HD of skeletons (1 HD each) or zombies (2 HD each) RC0 5.0
2 Control Temperature 10' radius Wea +/- 50 degrees F RC0 5.0
3 Create Water Cre, Ele Create 50 gallons of water, plus 50 more per level over CL=8. RC0 5.0
4 Cure Serious Wounds Hea Cure 2d6+2 hp (can take offer of 12 hp) RC0 5.0
5 Dispel Magic Com Dispels magic, (20+CL-enemyCL)*5% in area or auto 1 effect RC0 5.0
6 Neutralize Poison Nec, Hea Neutralize Poison RC0 5.0
7 Plant Door Tra, Pla Immune Entangle; Can enter into a tree RC0 5.0
8 Protection from Evil 10' radius Pro As per Pro. Evil but an area RC0 5.0
9 Protection from Lightning Pro, Ele Absorb CLd6 lightning dmg RC0 5.0
10 Speak with Plants Pla You can talk with plants RC0 5.0
11 Sticks to Snakes Pla, Ani Turns 2d8 sticks into DL II snakes RC0 5.0
12 Summon Animals Sum, Ani Summons CL HD of animals RC0 5.0

[S3] Priest Spells


[S3.5] Level 5 Priest Spells (CF=1)

# Name Sphere Effect Source New?
1 Anti-Plant Shell Pla, Pro Immune to plants for CL r RC0 5.0
2 Commune All Deity answers three yes-or-no questions RC0 5.0
3 Control Winds Ele Change wind direction and speed, or charm or destroy an Air Elemental (no save) RC0 5.0
4 Create Food Cre Creates 12 man-days of food, each level above 8 is another 12 man-days RC0 5.0
5 Cure Critical Wounds Hea Cure 3d6+3 hp (can take offer of 18 hp) RC0 5.0
6 Dispel Evil All, Com Unsummons evil creatures (Outer-planar/summoned no save). If cast against 1 creature of the appropriate type, there is no saving throw. If cast against an evil area or a grouping of creatures, the save is at normal chances. RC0 5.0
7 Dissolve Ele Transforms 3000 sq. ft. of rock to mud RC0 5.0
8 Insect Plague Sum, Ani Summons a group of insects, drives of 3 HD and less creatures (no save) RC0 5.0
9 Pass Plant Pla Move from one group of plants to another within 600 yds RC0 5.0
10 Quest All, Cha Force target to perform or avoid an action (Spell save) RC0 5.0
11 Raise Dead Nec What you get is the full character at 1 hit point (he can be healed), with no spells or psionic points. RC0 5.0
12 Truesight Div See all things as they really are. This spell can see anything except: Dust of Disappearance, Divine/Artifact Effects, objects hidden and also under False Seeing. RC0 5.0

[S3.6] Level 6 Priest Spells (CF=1)

# Name Sphere Effect Source New?
1 Aerial Servant Ele, Sum Summons a DL VI Aerial Servant (Air Elemental) RC0 5.0
2 Animate Objects Cha Animate an object as a DL VI Golem RC0 5.0
3 Anti-Animal Shell Ani, Pro Immune to animals for CL r RC0 5.0
4 Barrier Wrd Creates a wall of whirling hammers (7d10 metal dmg, no save) RC0 5.0
5 Create Normal Animals Cre Creates CL HD of monsters (does not count as summon; they do not have special physical or mental abilities; this spell cannot be channelled) RC0 5.0
6 Cureall Hea Cure all dmg + remove all non-divine ailments RC0
7 Find the Path Div Shows most direct way to a location RC0 5.0
8 Speak with Monsters Div Speak with monsters for CL r RC0 5.0
9 Summon Weather Wea Bring any nearby weather condition to local area RC0 5.0
10 Transport Through Plants Tra, Pla Move instantly from one plant to another of the same species (same plane) RC0 5.0
11 Turn Wood Enc, Pla Mobile wall of force, any plant life it contacts is pushed along RC0 5.0
12 Word of Recall Ast Teleports you back to designated place on a trigger RC0 5.0

[S3] Priest Spells


[S3.7] Level 7 Priest Spells (CF=1)

# Name Sphere Effect Source New?
1 Creeping Doom Sum, Ani 1000 hp/dmg mass of insects. If the doom is attacked, subtract the damage from it's hit point total, even with gross (area-affecting) spells. For example a fireball will not kill a creeping doom, even though each individual bug has 1 hit point. RC0 5.0
2 Earthquake Ele Buildings take CL Hdmg (Hull dmg); Creatures have 1 in 6 chance of falling in (Reflex save) RC0 5.0
3 Holy Word Com 1 group: ≤ 5 HD = Killed; 6-8 HD = Stun 2d10 r; 9-12 HD = Deaf 1d6 t; 13+ HD = Stun 1d10 r (those with 13+ HD get a save) RC0 5.0
4 Metal to Wood Ele Transforms 5*CL lbs. of metal to wood (can choose to ruin metal weapons and armor) RC0 5.0
5 Raise Dead Fully Nec What you get is the full character at full hit points, but with no spells or psionic points. RC0
6 Restore Nec Restores 1 level of energy drain RC0 5.0
7 Summon Elemental Sum, Ele Summons a DL VII Elemental RC0 5.0
8 Survival Pro Immune local terrain, gravity, vacuum, non-magical (normal) elements; Need not breathe, eat, drink, or sleep RC0 5.0
9 Travel Tra, Ast Caster and CL/5 allies for CL t: Free Action; Fly at 36"; 1M: Move to adjacent plane; 1M: Gaseous Form RC0 5.0
10 Weather Control Wea Control weather within 240 yard radius (a tornado would attack as a DL VII Air Elemental) RC0 5.0
11 Wish Sum Can duplicate Priest SL 0-5 or other group SL 0-4.
You may wish to increase stats. Current stat: 17 or below = +1; 18 to 19.9 = +0.1; 20 and up = +0.01 per wish. If you do this, the spell cannot be channelled.
Wish typically drains the MF if used a lot in an area.
CF=2: Can duplicate any spell SL 0-5.
CF=3: Can duplicate Priest SL 0-6 or other group SL 0-5.
CF=4: Can duplicate any spell SL 0-6.
RC0
12 Wizardry Ast Can use wizard scrolls or wizard items as if they were meant for priest group instead of wizard (e.g. could use a Ring of Wizardry for priest spells). RC0 5.0