[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
|
|