[S3] Priest Spells


[S3.1] Level 1 Priest Spells

SL # Name Sphere Effect Source
1 1 Animal Companion Ani,Cha Make an animal your companion (not familiar) {1 creature} OA1
1 2 Blade Barrier 1 Gua 3d3 dmg wall (shards) DM
1 3 Call Lightning 1 Com,Ele (CL+2)d4 lightning dmg (save:½) (halve the die type if not outside) DM
1 4 Cantrip All Can cast 1 orison (Pri 0) per round as a Z action DM
1 5 Cause Fear Cha Fear (save), max 6 HD {1 creature} PH3
1 6 Combine All -4 AC; no Dex adj.; Add Pri CLs for effects {Touch, 1+ creatures} UA1
1 7 Command 1 Cha Target makes 1 save, each missed save allows 1 word for a command to be given DM
1 8 Cure Light Wounds (3) Hea Cure 2d8+L (choose 1 die), reverse has save:½ {Touch, 1 creature} PH3
1 9 Endure Elements Pro -5 dmg/r from 1 of: acid/cold/lightning/fire/sound {Touch, 1 creature} PH3
1 10 Entangle (1) Pla Need plants to use; Slow (no save); Stop (save) {1 group} PH1
1 11 Entropic Shield Pro,C Any missile has a 20% chance to miss you {self only} PH3
1 12 Entwine Pla As Entangle, 1 target, -4 to save DM
1 13 Faerie Fire (3) Wea Dispels darkness/blur/displacement/invisibility {1 group} PH3
1 14 Goodberry Pla,Hea 8 berries can cure 1 hp or act as 1 full meal. 8 berries are always created. It takes 1 movement action to eat up to 40 berries. The berries can also be smeared upon a target and will still have their effect (this is useful for targets that cannot eat). {Touch, 8 objects} PH3
1 15 Hold Person/Monster 1 Cha Hold 3 person or 1 monster targets (save) DM
1 16 Panic Charm Target is Panicked (50% flee, 50% taunted towards you) (Will save) DM
1 17 Protection from Fire 1 Ele,Pro Stop the next CL*2 fire dmg DM
1 18 Protection from Lightning 1 Ele,Pro Stop the next CL*2 lightning dmg DM
1 19 Resist [E=1 element] Elemental Pick an E=1 element, you resist it for 1 hour. DM
1 20 Resist Cold (1) Pro All creatures in area get resist cold {1 group} RC0
1 21 Resist Fire/Resist Cold 1 Ele,Pro Take -45% dmg vs. fire or cold DM
1 22 Sanctuary (1) Pro Opponents must make save to attack target {Touch, 1 creature} PH1
1 23 Summon Monster I Sum Summons a DL 1 creature to fight for you {1 creature} PH3
1 24 Summon Nature's Ally I Sum,Ani Summons a DL 1 animal to fight for you {1 creature} PH3
1 25 Treat Light Wounds Hea Cure 10% of max hp {Touch, 1 creature} DM

[S3] Priest Spells


[S3.2] Level 2 Priest Spells

SL # Name Sphere Effect Source
2 1 Aid Hea Bless; +2d8 (choose 1 die) hp (can above max) {Touch, 1 creature} UA1
2 2 Blade Barrier 2 Gua 4d4 dmg wall (shards) DM
2 3 Call Lightning 2 Com,Ele (CL+2)d6 lightning dmg (save:½) (halve the die type if not outside) DM
2 4 Charm Person or Mammal Cha Charm one humanoid or mammal {1 creature} PH1
2 5 Command 2 Cha Target makes 2 saves, each missed save allows 1 word for a command to be given DM
2 6 Cure Moderate Wounds (3) Hea Cure 4d8+L (choose 2 dice) (or) 12+L hp {Touch, 1 creature} PH3
2 7 Death Knell Nec Slain if <0 hp (save); you +1d8 hp, +2 Str, +1 CL {Touch, 1 creature} PH3
2 8 Dispel Radiation Pro Dispels Radiation (1 target = auto success) {1 group} DM
2 9 Double Resist [E=1 element] Elemental Pick an E=1 element, you double resist it (1/4 dmg, 1/10 if make save) for 1 hour. DM
2 10 Dust Devil Ele,Sum Dust Devil: AC 4, HD 2, hp 16, Mv 18, dmg 1d4 {1 creature} UA1
2 11 Flame Strike 2 Com,Ele CLd2 holy fire dmg (save:½) DM
2 12 Frisky Chest Wrd Object will move away from non-Caster. If (after moving for 6 rounds) what it is moving away from is keeping the same distance, the spell "turns that person off" and will no longer move away from him. This prevents the "Frisky Chariot" abuse. {Touch} TM2
2 13 Goodberry 2 Hea,Pla Creates 8 goodberries DM
2 14 Heal 2 Hea Cure to 10% of max hp (max Heal 2 can cure at once = 62 hp) DM
2 15 Hold Person/Monster 2 Cha Hold 4 person or 2 monster targets (save) DM
2 16 Lesser Restoration Hea Restores temporary lowering of 1 ability score {Touch, 1 creature} PH3
2 17 Protection from Fire 2 Ele,Pro Stop the next CL*4 fire dmg DM
2 18 Protection from Lightning 2 Ele,Pro Stop the next CL*4 lightning dmg DM
2 19 Remove Degeneration/Wounded Nec Removes a Degeneration or Wounded effect DM
2 20 Remove Paralysis (3) Hea Removes paralysis/hold/slow; up to 4 targets {1 group} PH3
2 21 Resist [E=1 eelement] Elemental Pick an EE=1 eelement, you resist it for 1 hour. DM
2 22 Resist [E=2 element] Elemental Pick an E=2 element, you resist it for 1 hour. DM
2 23 Resist Acid and Corrosion Pro Resist acid {Touch, 1 target} S&M2
2 24 Resist Elements Abj -12 dmg/r from 1 of: acid/cold/lightning/fire/sound {Touch, 1 creature} PH3
2 25 Resist Fire/Resist Cold 2 Ele,Pro Take -50% dmg vs. fire or cold DM
2 26 Shatter Ele,C Object(s) destroyed (save vs. crushing blow) {1 group} PH3
2 27 Summon Monster II Sum 1 DL 2 or 1d3 DL 1 creatures to fight for you {1 creature} PH3
2 28 Summon Nature's Ally II Sum,Ani 1 DL 2 or 1d3 DL 1 animals to fight for you {1 creature} PH3
2 29 Treat Moderate Wounds Hea Cure 20% of max hp {Touch, 1 creature} DM
2 30 Withdraw All Get 1r of actions per 1s; only cure self & Div {self only} UA1

[S3] Priest Spells


[S3.3] Level 3 Priest Spells

SL # Name Sphere Effect Source
3 1 Animate Dead Nec Creates undead skeletons and zombies. PH2&3
3 2 Bestow Curse Pro -6 to an ability; -4 on TH/saves/checks; or 50% lose action PH3
3 3 Blade Barrier 3 Gua 5d5 dmg wall (shards) DM
3 4 Call Lightning 3 Com,Ele (CL+2)d8 lightning dmg (save:½) (halve the die type if not outside) DM
3 5 Command 3 Cha Target makes 3 saves, each missed save allows 1 word for a command to be given DM
3 6 Creeping Doom 3 Sum 40 insect dmg DM
3 7 Cure Blindness or Deafness Nec;Hea Cures Blindness or Deafness PH2
3 8 Cure Disease Nec;Hea Cures Disease PH2
3 9 Cure Wounds 3 Hea Cures 6d8 hp (can take offer of 6 per die -> 36 hp) DM
3 10 Death's Door Nec;Hea Puts target (at negative hp) to 0 hp (1 hp if material comp.) UA1
3 11 Dispel Magic 3 Com Dispel 1 magic effect DM
3 12 Double Resist [E=1 eelement] Elemental Pick an EE=1 eelement, you double resist it (1/4 dmg, 1/10 if make save) for 1 hour. DM
3 13 Double Resist [E=2 element] Elemental Pick an E=2 element, you double resist it (1/4 dmg, 1/10 if make save) for 1 hour. DM
3 14 Flame Strike 3 Com,Ele CLd4 holy fire dmg (save:½) DM
3 15 Goodberry 3 Hea,Pla Creates 12 goodberries DM
3 16 Heal 3 Hea Cure to 25% of max hp (max Heal 3 can cure at once = 250 hp) DM
3 17 Hold Person/Monster 3 Cha Hold 5 person or 3 monster targets (save) DM
3 18 Negative Plane Protection Nec;Pro Stops one negative energy attack PH2
3 19 Neutralize Poison Hea;Nec Detoxifies venom in or on subject. PH2&3
3 20 Protection from Elements Pro;Ele Absorb 12 damage/level from one kind of energy. PH3
3 21 Protection From Fire Pro;Ele Immune normal fire; Absorb 12*CL dmg fire (or) Resist Fire PH2
3 22 Protection from Lightning 3 Ele,Pro Stop the next CL*8 lightning dmg DM
3 23 Put Out of Misery Nec Target being at negative hp that would die if unattended is slain (no save) DM
3 24 Remove Curse Nec;Hea Frees object or person from curse. PH2&3
3 25 Remove Disease Nec;Hea Cures all diseases affecting subject. PH3
3 26 Remove Paralysis (2) Nec;Hea Removes paralysis. This spell will also remove stun and summoning sickness effects. This spell also has a reverse (Paralysis) that will Paralyze target creature unless they make a save vs. PPD. PH2
3 27 Resist [E=3 element] Elemental Pick an E=3 element, you resist it for 1 hour. DM
3 28 Summon Insects Ani;Sum Summons DL 3 insects PH2
3 29 Summon Monster III Sum Calls DL 3 outsider to fight for you. PH3
3 30 Summon Nature's Ally III Ani;Sum Calls DL 3 creature to fight. PH3
3 31 Treat Serious Wounds Hea Cure 30% of max DM

[S3] Priest Spells


[S3.4] Level 4 Priest Spells

SL # Name Sphere Effect Source
4 1 Blade Barrier 4 Gua 6d6 dmg wall (shards) DM
4 2 Call Lightning 4 Com,Ele (CL+2)d10 lightning dmg (save:½) (halve the die type if not outside) DM
4 3 Command 4 Cha Target makes 4 saves, each missed save allows 1 word for a command to be given DM
4 4 Creeping Doom 4 Sum 160 insect dmg DM
4 5 Cure Wounds 4 Hea Cures 10d8 hp (can take offer of 6 per die -> 60 hp) DM
4 6 Death Ward Wrd; Nec Grants immunity to death spells and effects. PH3
4 7 Death's Door 4 Hea,Nec Target (currently at negative hp) goes to 1 hp DM
4 8 Dimensional Anchor Ast; Wrd Bars extradimensional movement. PH3
4 9 Dismissal Sum Forces a creature to return to native plane. (save) PH3
4 10 Dispel Magic 4 Com Dispel 2 magic effects DM
4 11 Dispel Psionics Pro Cancels psionic effects DM
4 12 Double Resist [E=3 element] Elemental Pick an E=3 element, you double resist it (1/4 dmg, 1/10 if make save) for 1 hour. DM
4 13 Flame Strike 4 Com,Ele CLd6 holy fire dmg (save:½) DM
4 14 Free Action Cha Immune stun, hold, paralysis, summoning sickness PH2
4 15 Goodberry 4 Hea,Pla Creates 16 goodberries DM
4 16 Heal 4 Hea Cure to 50% of max hp (max Heal 4 can cure at once = 500 hp) DM
4 17 Hold Person/Monster 4 Cha Hold 6 person or 4 monster targets (save) DM
4 18 Immune [E=1 element] Elemental Pick an E=1 element, you are immune to it for 1 hour. (This immunity does not "spread" into other resistances) DM
4 19 Lesser Planar Ally Sum Summons a DL IV outer-planar (payment determines duration) PH3
4 20 Limited Heal Hea Heal, target must Fort save vs. # hp down (+10 per other effect) DM
4 21 Neutralize Poison 4 Hea,Nec Cure 1 poison effect (reverse causes that many, save) DM
4 22 Protection from Fire 4 Ele,Pro Stop the next CL*12 fire dmg DM
4 23 Protection from Lightning 4 Ele,Pro Stop the next CL*12 lightning dmg DM
4 24 Remove Capital S Stun Hea, Nec Removes Capital S Stun DM
4 25 Remove Curse 4 Hea,Nec Cure 1 curse effect (reverse causes that many, save) DM
4 26 Resist [E=2 eelement] Elemental Pick an EE=2 eelement, you resist it for 1 hour. DM
4 27 Resist [E=4 element] Elemental Pick an E=4 element, you resist it for 1 hour. DM
4 28 Resist Fire/Resist Cold 4 Ele,Pro Take -60% dmg vs. fire or cold DM
4 29 Restoration (3) Nec Restores level and ability score drains. PH3
4 30 Rusting Grasp Com; Wea Your touch corrodes iron and alloys. PH3
4 31 Spell Immunity Pro Subject is immune to one spell per four levels PH2&3
4 32 Summon Monster IV Sum Summons a DL IV monster (1 turn) PH3
4 33 Summon Nature's Ally IV Sum Summons a DL IV animal (maintained) PH3
4 34 Treat Critical Wounds Hea Cure 40% of max DM

[S3] Priest Spells


[S3.5] Level 5 Priest Spells

SL # Name Sphere Effect Source
5 1 Animate Dead Monsters Nec Animates CL dead monsters UA1
5 2 Antiplant Shell Pla; Pro Keeps out plants PH2
5 3 Blade Barrier 5 Gua 7d7 dmg wall (shards) DM
5 4 Call Lightning 5 Com,Ele (CL+2)d12 lightning dmg (save:½) (halve the die type if not outside) DM
5 5 Command 5 Cha Target makes 5 saves, each missed save allows 1 word for a command to be given DM
5 6 Conjure/Dismiss Normal Elemental Ele Summons or dismisses a Normal Elemental DM
5 7 Creeping Doom 5 Sum (1d2+4)*60 insect dmg DM
5 8 Cure Wounds 5 Hea Cures 15d8 hp (can take offer of 6 per die -> 90 hp) DM
5 9 Death's Door 5 Hea,Nec Target (currently at negative hp) goes to 2 hp (can't go above max) DM
5 10 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. PH2
5 11 Dispel Innates Pro Dispels Innates DM
5 12 Dispel Magic 5 Com Dispel 3 magic effects DM
5 13 Double Resist [E=2 eelement] Elemental Pick an EE=2 eelement, you double resist it (1/4 dmg, 1/10 if make save) for 1 hour. DM
5 14 Double Resist [E=4 element] Elemental Pick an E=4 element, you double resist it (1/4 dmg, 1/10 if make save) for 1 hour. DM
5 15 Extra Group +1 Numbers The next spell you cast will affect +1 groups of monsters DM
5 16 Fire Storm 5 Com,Ele (CL+2)d2 holy fire dmg, hits 1 group (no save) DM
5 17 Flame Strike 5 Com,Ele CLd8 holy fire dmg (save:½) DM
5 18 Golem Cre Makes a golem (you need raw materials) UA1
5 19 Goodberry 5 Hea,Pla Creates 20 goodberries DM
5 20 Greater Command Cha As command, but affects one subject/level. PH3
5 21 Heal 5 Hea Cure to 75% of max hp (max Heal 5 can cure at once = 750 hp) DM
5 22 Hold Person/Monster 5 Cha Hold 7 person or 5 monster targets (save) DM
5 23 Ice Storm Ele Hail deals 5d6 damage in cylinder 40 ft. across. PH3
5 24 Immune [E=2 element] Elemental Pick an E=2 element, you are immune to it for 1 hour. (This immunity does not "spread" into other resistances) DM
5 25 Improved Free Action Cha Immune Capital S Stun, Stop, Hold, Paralysis, Summoning Sickness; Hold P,V actions DM
5 26 Insect Plague Ani; Sum Insect horde limits vision, inflicts damage, creatures flee. PH2&3
5 27 Ironskin   Does not stop falling damage. Does not leak like Stoneskin. Any attack (hit or miss) knocks off an Ironskin, unless the roll was a natural 1. DK2
5 28 Limited Cureall Hea Cureall, target must Fort save vs. # hp down (+10 per other effect) DM
5 29 Limited Wish Com 5th level spell: will duplicate any Wizard spell of levels 0-3 or Priest spell of levels 0-4. DM
5 30 MultiCure Critical Wounds   Cure Critical (3 targets) (r=sight) DM
5 31 Neutralize Poison 5 Hea,Nec Cure 2 poison effects (reverse causes that many, save for each) DM
5 32 Protection from Fire 5 Ele,Pro Stop the next CL*16 fire dmg DM
5 33 Protection from Lightning 5 Ele,Pro Stop the next CL*16 lightning dmg DM
5 34 Rainbow Sun Creates a rainbow bridge (or) CL bolts d8 dmg 1 target each PH2
5 35 Raise Dead Nec Restores life to subject who died up to 1 day/level ago. What you get is the full character at 1 hit point (he can be healed), with no spells or psionic points. He loses 1 Con point permanently. PH2&3
5 36 Remove Coma Nec Removes the Coma effect DM
5 37 Remove Curse 5 Hea,Nec Cure 2 curse effects (reverse causes that many, save for each) DM
5 38 Resist [E=5 element] Elemental Pick an E=5 element, you resist it for 1 hour. DM
5 39 Resist Fire/Resist Cold 5 Ele,Pro Take -65% dmg vs. fire or cold DM
5 40 Resist Vulnerability Pro Target gains a Resist to something which can only be used to counter a Vulnerability (Duration 1 hour) DM
5 41 Spell Immunity 5 Pro Be immune to 2 spells by name DM
5 42 Spell Resistance Pro Subject gains +12 +1/level SR. PH3
5 43 Summon Monster V Sum Summons a DL V monster (1 turn) PH3
5 44 Summon Nature's Ally V Sum; Ani Summons a DL V animal (maintained) PH3
5 45 Treat Deadly Wounds Hea Cure 50% of max hp DM
5 46 Troll-like Regeneration Nec You Troll-like Regenerate at CL hp per round DM
5 47 Vulnerable Resistance Pro Target gains a Vulnerability to something which can only be used to counter a Resistance (Duration 1 hour) DM
5 48 Wall of Fire Ele Passing through wall deals 2d6 +1/level. PH3
5 49 Wall of Stone Ele 20 hp/four levels; can be shaped. PH3
5 50 Wall of Thorns Pla Thorns damage anyone who tries to pass. PH3

[S3] Priest Spells


[S3.6] Level 6 Priest Spells

SL # Name Sphere Effect Source
6 1 Anti-Animal Shell     PH2
6 2 Antilife Shell   10-ft. field hedges out living creatures. PH3
6 3 Blade Barrier   Blades encircling you deal 1d6 damage/level. PH3
6 4 Blade Barrier 6 Gua 8d8 dmg wall (shards) DM
6 5 Call Lightning 6 Com,Ele (CL+2)d14 lightning dmg (save:½) (halve the die type if not outside) DM
6 6 Command 6 Cha Target makes 6 saves, each missed save allows 1 word for a command to be given DM
6 7 Conjure/Dismiss Para Elemental Ele Summons or dismisses a Para Elemental DM
6 8 Create Undead   Ghouls, shadows, ghasts, wights, or wraiths. PH3
6 9 Creeping Doom 6 Sum (1d3+5)*80 insect dmg DM
6 10 Cure Wounds 6 Hea Cures 21d8 hp (can take offer of 6 per die -> 126 hp) DM
6 11 Death's Door 6 Hea,Nec Target (currently at negative hp) goes to 4 hp (can't go above max) DM
6 12 Dispel Evil 6 All Dispel 2 evil targets (can target the same thing more than once) (save) DM
6 13 Dispel Magic 6 Com Dispel 4 magic effects DM
6 14 Double Resist [E=5 element] Elemental Pick an E=5 element, you double resist it (1/4 dmg, 1/10 if make save) for 1 hour. DM
6 15 Feeblemind     PH1
6 16 Fire Storm 6 Com,Ele (CL+2)d5 holy fire dmg, hits 1+1/2 groups (no save) DM
6 17 Flame Strike 6 Com,Ele CLd10 holy fire dmg (save:½) DM
6 18 Forbiddance   Denies area to creatures of another alignment. PH3
6 19 Goodberry 6 Hea,Pla Creates 24 goodberries DM
6 20 Heal Hea Cure all dmg + disease,blind,insanity,feeblemind PH1
6 21 Hold Person/Monster 6 Cha Hold 8 person or 6 monster targets (save) DM
6 22 Immune [E=3 element] Elemental Pick an E=3 element, you are immune to it for 1 hour. (This immunity does not "spread" into other resistances) DM
6 23 Mass Remove Curse   Remove Curse on 6 targets or 1 group DM
6 24 Mass Remove Paralysis     DM
6 25 MultiCure Deadly Wounds Hea Cure 8d8+10 or 58 to 6 different targets DM
6 26 Neutralize Poison 6 Hea,Nec Cure 3 poison effects (reverse causes that many, save for each) DM
6 27 No Save Combat The next spell you cast does not have a saving throw DM
6 28 Protection from Fire 6 Ele,Pro Stop the next CL*20 fire dmg DM
6 29 Protection from Lightning 6 Ele,Pro Stop the next CL*20 lightning dmg DM
6 30 Really Put of Misery Nec Target being that is slain is Capital S Slain (no save) DM
6 31 Remove *Curse* Nec Removes *Curse*, Capital C Curse (but not Ancient Foul Curse) DM
6 32 Remove Curse 6 Hea,Nec Cure 3 curse effects (reverse causes that many, save for each) DM
6 33 Resist [E=3 eelement] Elemental Pick an EE=3 eelement, you resist it for 1 hour. DM
6 34 Resist [E=6 element] Elemental Pick an E=6 element, you resist it for 1 hour. DM
6 35 Resist Fire/Resist Cold 6 Ele,Pro Take -70% dmg vs. fire or cold DM
6 36 Spell Immunity 6 Pro Be immune to 3 spells by name DM
6 37 Summon Monster VI   Calls outsider to fight for you. PH3
6 38 Summon Nature's Ally VI   Calls creature to fight. PH3
6 39 Treat Harmful Wounds Hea Cure 60% of max hp DM

[S3] Priest Spells


[S3.7] Level 7 Priest Spells

SL # Name Sphere Effect Source
7 1 Blade Barrier 7 Gua 9d9 dmg wall (shards) DM
7 2 Call Lightning 7 Com,Ele (CL+2)d16 lightning dmg (save:½) (halve the die type if not outside) DM
7 3 Command 7 Cha Target makes 7 saves, each missed save allows 1 word for a command to be given DM
7 4 Confusion     PH2
7 5 Conjure/Dismiss Quasi Elemental Ele Summons or dismisses a Quasi Elemental DM
7 6 Creeping Doom 7 Sum (1d4+6)*100 insect dmg DM
7 7 Cure Wounds 7 Hea Cures 28d8 hp (can take offer of 6 per die -> 168 hp) DM
7 8 Cureall Hea Cure all dmg + remove all non-divine ailments RC0
7 9 Death's Door 7 Hea,Nec Target (currently at negative hp) goes to 8 hp (can't go above max) DM
7 10 Dispel Evil 7 All Dispel 3 evil targets (can target the same thing more than once) (save) DM
7 11 Dispel Magic 7 Com Dispel 5 magic effects DM
7 12 Earthquake   Intense tremor shakes 5-ft./level radius. PH2
7 13 Escape Travelers You Escape from current situation DM
7 14 Fire Storm 7 Com,Ele (CL+2)d8 holy fire dmg, hits 2 groups (no save) DM
7 15 Flame Strike 7 Com,Ele CLd12 holy fire dmg (save:½) DM
7 16 Gate   Connects two planes for travel or summoning. PH2
7 17 Goodberry 7 Hea,Pla Creates 28 goodberries DM
7 18 Greater Restoration   As restoration, plus restores all levels and ability scores PH3
7 19 Heal 7 Hea Cure to 125% of max hp (max Heal 7 can cure at once = 1250 hp) DM
7 20 Hold Person/Monster 7 Cha Hold 9 person or 7 monster targets (save) DM
7 21 Holy Word   Double the Hit Dice brackets. A creature does not have to "hear" the spell in order for it to take effect. PH1
7 22 Immune [E=4 element] Elemental Pick an E=4 element, you are immune to it for 1 hour. (This immunity does not "spread" into other resistances) DM
7 23 MultiHeal Hea Cure all dmg + disease,blind,insanity,feeblemind (6 targets) DM
7 24 Neutralize Poison 7 Hea,Nec Cure 4 poison effects (reverse causes that many, save for each) DM
7 25 Phoenix Sanctuary Pro You take half damage from any source (duration 1 turn, cannot be made permanent) DM
7 26 Protection from Death Pro,Nec Immune to slain and Slain DM
7 27 Protection from Fire 7 Ele,Pro Stop the next CL*24 fire dmg DM
7 28 Protection from Lightning 7 Ele,Pro Stop the next CL*24 lightning dmg DM
7 29 Raise Dead Fully Nec What you get is the full character at full hit points, but with no spells or psionic points. He loses 1 Con point permanently. RC0
7 30 Regenerate 7 Nec Regenerates 1 hp /s DM
7 31 Remove Curse 7 Hea,Nec Cure 4 curse effects (reverse causes that many, save for each) DM
7 32 Repulsion   Creatures can't approach you. PH3
7 33 Resist Fire/Resist Cold 7 Ele,Pro Take -75% dmg vs. fire or cold DM
7 34 Restoration (1)   Removes all lost levels, not just one. Also restores ability score drains. Does not age caster or target. PH1
7 35 Resurrection Nec What you get is the full character at 1 hit point, with the spells and psionic points he had when killed. He loses 1 Con point, which can be restored with a Restoration or other means. PH1
7 36 Spell Immunity 7 Pro Be immune to 4 spells by name DM
7 37 Summon Monster VII   Calls outsider to fight for you. PH3
7 38 Summon Nature's Ally VII   Calls creature to fight. PH3
7 39 Symbol   Triggered runes have array of effects. PH2
7 40 Time/Reality Stability Time Time/Reality Stability (duration 1 day), reverse removes it (Spell save) DM
7 41 Treat Caused Wounds Hea Cure 70% of max hp DM
7 42 Wish Cnj Duplicate any Wizard or Priest spell of levels 0-6. RC0

[S3] Priest Spells


[S3.8] Level 8 Priest Spells (Quest spells)

SL # Name Sphere Effect Source
8 1 Animal Horde Ani/Sum Summon your choice of 10*level HD of animals TOM2
8 2 Antimagic Field   Negates magic within 10 ft. PH3
8 3 Blade Barrier 8 Gua 10d10 dmg wall (shards) DM
8 4 Call Lightning 8 Com,Ele (CL+2)d18 lightning dmg (save:½) (halve the die type if not outside) DM
8 5 Circle Of Sunmotes Sun All friends get leveld6 hp,+1/+1 TH/dmg; enemies get reverse TOM2
8 6 Command 8 Cha Target makes 8 saves, each missed save allows 1 word for a command to be given DM
8 7 Conjure Greater Elemental Ele Conjures a 36 HD Elemental Lord (x2 being) ?
8 8 Conjure/Dismiss Semi Elemental Ele Summons or dismisses a Semi Elemental DM
8 9 Create Greater Undead   Mummies, spectres, vampires, or ghosts. PH3
8 10 Creeping Doom 8 Sum (1d5+7)*120 insect dmg DM
8 11 Cure Wounds 8 Hea Cures 36d8 hp (can take offer of 6 per die -> 216 hp) DM
8 12 Death's Door 8 Hea,Nec Target (currently at negative hp) goes to 16 hp (can't go above max) DM
8 13 Dispel Evil 8 All Dispel 4 evil targets (can target the same thing more than once) (save) DM
8 14 Dispel Magic 8 Com Dispel 6 magic effects DM
8 15 Duplicate Monster Cre Duplicate a x1 monster (not incl. classes) ?
8 16 Elemental Swarm Ele/Sum Summons (level) 36 HD elementals of chosen type (not semi-) TOM2
8 17 Extra Group +2 Numbers The next spell you cast will affect +2 groups of monsters DM
8 18 Fear Contagion Cha/War All within 240' are feared (no save), effect is contagious 1t TOM2
8 19 Finger of Death   Kills one subject. PH3
8 20 Fire Storm 8 Com,Ele (CL+2)d11 holy fire dmg, hits 3 groups (no save) DM
8 21 Flame Strike 8 Com,Ele CLd14 holy fire dmg (save:½) DM
8 22 Forever Minions Nec All dead in area raise as zombies in 1r; spell is permanent ?
8 23 Goodberry 8 Hea,Pla Creates 32 goodberries DM
8 24 Heal 8 Hea Cure to 150% of max hp (max Heal 8 can cure at once = 1500 hp) DM
8 25 Hold Person/Monster 8 Cha Hold 10 person or 8 monster targets (save) DM
8 26 Holy Bolt Com Dispels undead, evil, outer-planar & 20 dmg/lvl ?
8 27 Implosion/Inversion Num/Com Each round for 1t, caster can implode 1 target (save -4) TOM2
8 28 Lady's Smile Num/Tho Can choose result of 1 die roll within 2r ?
8 29 Mass Heal   As heal, but with several subjects. PH3
8 30 Neutralize Poison 8 Hea,Nec Cure 5 poison effects (reverse causes that many, save for each) DM
8 31 Protection from Fire 8 Ele,Pro Stop the next CL*28 fire dmg DM
8 32 Protection from Lightning 8 Ele,Pro Stop the next CL*28 lightning dmg DM
8 33 Really Really Put of Misery Time Target being that is Capital S Slain is removed from the timeline (no save) DM
8 34 Regenerate 8 Nec Regenerates 2 hp /s DM
8 35 Remove Curse 8 Hea,Nec Cure 5 curse effects (reverse causes that many, save for each) DM
8 36 Robe Of Healing Hea Get 20 1d4+4 healing effects (self or other) every round for 1h TOM2
8 37 Shooting Stars Com/Sun All enemies within 120' take 6d10+192 (no save) (fire+lightning) TOM2
8 38 Spell Immunity 8 Pro Be immune to 5 spells by name DM
8 39 Sphere Of Security Pro Friends get +2 AC,+2 saves, +50% MR, 4 Pro.scroll effects 1h TOM2
8 40 Spiral Of Degeneration C/Tho All x1 items within 50' turn off, all lose 1 spell/r, 1h TOM2
8 41 Storm Of Vengeance Ele/War No spellcasting, lvld6 acid, 48d8 lightning, 3*lvld10 ice TOM2
8 42 Summon Monster VIII   Calls outsider to fight for you. PH3
8 43 Summon Nature's Ally VIII   Calls creature to fight. PH3
8 44 Treat Terrible Wounds Hea Cure 80% of max hp DM
8 45 UltraCureAll Hea As Cureall but full set of phantom hit points. DM
8 46 Undead Plague Nec Summon 1000 skeletons TOM2
8 47 Wolf Spirits Ani/Sum Summon 2*lvld6 wolf spirits (AC-18,hp76,+2 wpn to hit,undead) TOM2

[S3] Priest Spells


[S3.9] Level 9 Priest Spells

SL # Name Sphere Effect Source
9 1 Anti-Dispel Magic Shell Pro your effects are non-dispellable (inc.shell) DM/i?
9 2 Blade Barrier 9 Gua 11d11 dmg wall (shards) DM
9 3 Call Lightning 9 Com,Ele (CL+2)d20 lightning dmg (save:½) (halve the die type if not outside) DM
9 4 Command 9 Cha Target makes 9 saves, each missed save allows 1 word for a command to be given DM
9 5 Conjure Elemental 9 Ele,Sum Conjure a DL=8 elemental DM
9 6 Creeping Doom 9 Sum (1d6+8)*140 insect dmg DM
9 7 Cure Wounds 9 Hea Cures 45d8 hp (can take offer of 6 per die -> 270 hp) DM
9 8 Death's Door 9 Hea,Nec Target (currently at negative hp) goes to 32 hp (can't go above max) DM
9 9 Dispel Evil 9 All Dispel 5 evil targets (can target the same thing more than once) (save) DM
9 10 Dispel Magic 9 Com Dispel 7 magic effects DM
9 11 Down a Hole Astral Target is put Down a Hole (no save) DM
9 12 Duplicate Item Cre duplicate a x1 magic or psi item that uses charges DM/i?
9 13 Duplicate Mechanism Cre duplicate a technology item DM/i?
9 14 Energy Drain   Subject gains 2d4 negative levels. PH3
9 15 Erase Truename Astral Erases target's Truename (no save) DM
9 16 Fire Storm 9 Com,Ele (CL+2)d14 holy fire dmg, hits 4 groups (no save) DM
9 17 Flame Strike 9 Com,Ele CLd16 holy fire dmg (save:½) DM
9 18 Goodberry 9 Hea,Pla Creates 36 goodberries DM
9 19 Heal 9 Hea Cure to 175% of max hp (max Heal 9 can cure at once = 1750 hp) DM
9 20 Hold Person/Monster 9 Cha Hold 11 person or 9 monster targets (save) DM
9 21 Implosion   Kills one creature/round. PH3
9 22 Miracle   Requests a deity's intercession. PH3
9 23 Neutralize Poison 9 Hea,Nec Cure 6 poison effects (reverse causes that many, save for each) DM
9 24 Petition All auto make next divine intervention roll DM/i?
9 25 Protection from Fire 9 Ele,Pro Stop the next CL*32 fire dmg DM
9 26 Protection from Lightning 9 Ele,Pro Stop the next CL*32 lightning dmg DM
9 27 Regenerate 9 Nec Regenerates 4 hp /s DM
9 28 Remove Curse 9 Hea,Nec Cure 6 curse effects (reverse causes that many, save for each) DM
9 29 Reset Self Hea Reset self DM
9 30 Resist Fire/Resist Cold 9 Ele,Pro Take -85% dmg vs. fire or cold DM
9 31 Rift Nec all undead within 360 yards have x10 hp; duration 3 d DK2
9 32 Shapechange   Transforms you into any creature, and change forms once per round. PH3
9 33 Spell Immunity 9 Pro Be immune to 6 spells by name DM
9 34 Summon Monster IX   Calls outsider to fight for you. PH3
9 35 Summon Nature's Ally IX   Calls creature to fight. PH3
9 36 Treat Ultra Wounds Hea Cure 90% of max hp DM
9 37 True Resurrection   As resurrection, plus remains aren't needed. PH3
9 38 Unlimited Wish ? Duplicate any Wizard or Priest spell of levels 0-8. DM