[MC1] Monster Collective, Spells
This section describes spells that monsters typically cast.
| There is a "Use" code on the far left side of the tables:
| "d" means this is a defensive effect, or an effect that usually requires preparation. These are the types of effects monsters will already have running when they encounter the PCs.
| "c" means a combat effect; something cast during a fight. These are usually are harmful or healing effects.
|
| Monsters will typically have ML defensive ("D") effects running, where ML is the Monster Level (usually equal to Dungeon Level). This of course varies by race; you would expect Dragons and Beholders to be running many effects, but Animals and Reptiles not many (if any at all).
|
| This spell list is based on the Collective 3B spell list.
|
|
[MC1] Monster Collective, Spells
[MC1.W1] Monster Wizard Spells, SL=1
Use
| SL
| #
| Name
| School
| Effect
| Source
|
d
| 1
| 1
| Armor
|
| AC6 until 8+1/level points of damage had been sustained by subject
| PH2
| d
| 1
| 2
| Armor 1
| Abj
| +CL*2 current hp
| DM
| d
| 1
| 3
| Blink Wounding
|
| Caster "blinks" randomly if struck by weapon
| DM? (i?)
|
d
| 1
| 4
| Cantrip
| ALL
| Can cast 1 cantrip (Wiz 0) per round as Z action
| PH2
| d
| 1
| 5
| Find Familiar
| Cnj, Enc
| See [S4], or finds your familiar {1 creature}
| PH1
| d
| 1
| 6
| Fire Shield 1
| Abj
| Anyone who melees with you takes 10% dmg back
| DM
|
d
| 1
| 7
| Poisonous Claws
| Nec
| Natural fighting has poison (CL*4 dmg, save for CL)
| DM
| d
| 1
| 8
| Radiation Resistance
| Abj
| RR 60+CL*5% [duration 1 hour]
| DM
| d
| 1
| 9
| Shield (1)
| Evo, Abj
| Immune Force; AC2 source; +1 saves {self only}
| PH1
|
c
| 1
| 1
| Alley Summoning I
| Cnj, Wild
| Summons a DL II alley monster, under your control, 1% chance per segment of losing control
| DM
| c
| 1
| 2
| Cause Fear
| Nec
| Fear (save) {1 creature}
| PH3
| c
| 1
| 3
| Charm Person
| Enc
| Charm 1 humanoid {1 creature}
| PH1
|
c
| 1
| 4
| Charming I
| Enc
| Charms a monster, gets a new save every round
| DM
| c
| 1
| 5
| Chromatic Orb
| Evo, Ill
| 1=Pearly (1d4; light in area; save or blinded for L r or until leaves area) 2=Ruby (1d6, save or -1 Str and -1 Dex for 1 r) 3=Flame (1d8; save or 2 fire dmg) 4=Amber (1d10; save or blinded 1d4+4 r) 5=Emerald (1d12; save or nauseated until leaves area) 6=Turquoise (2d8; save or magnetised 3d4 r) 7=Sapphire (2d4; save or paralyzed 5d4 r) 10=Amethyst (slowed 2d4 r (no save); save or petrified) 12=Ashen (paralyzed 1d4+1 r (no save); save or slain) {1 creature}
| UA1
| c
| 1
| 6
| Color Spray
| Alt, Ill
| Unc. if <L; Blind if <L+3; Stun if >L+2 (save if >6) {1d6 creatures}
| PH1
|
c
| 1
| 7
| Cone of Cold 1
| Inv
| CLd2+CL cold dmg to a group (save:½)
| DM
| c
| 1
| 8
| Darkness
| Alt, Ill
| Magical darkness; can blind if targetted (save) {1 group}
| PH1
| c
| 1
| 9
| Death Spell 1
| Nec
| Slay 1d12 HD of creatures (save)
| DM
|
c
| 1
| 10
| Fireball 1
| Inv
| CLd2 fire dmg to a group (save:½)
| DM
| c
| 1
| 11
| Lightning Bolt 1
| Inv
| CLd2 lightning dmg to a group (save:½)
| DM
| c
| 1
| 12
| Magic Missile
|
| Ball of energy causing 1d4+1 hp damage, you can cast one per every other level you have
| PH2
|
c
| 1
| 13
| Metallic Orb
| Evo, Ill
| 1=Lead (1d6; -3 to base movement rate (save)) 2=Tin (1d8; Chill L r (save)) 3=Bronze (1d10; Cold 2'r, dmg=1d6 (save:0)) 4=Copper (1d12; Hypnotism L r (save)) 6=Silver (2d6; -2 Con 1 d (no save); Stun L r (save)) 8=Electrum (2d8; -20% MR 1 d (no save); -10% RR 1 d (no save); Feeblemind (save)) 9=Gold (2d10; Weakness (no save); Dispel E/N/G(save)) 11=Steel (2d12; Color Spray 5'r; Prismatic Spray 5'r) 13=Platinum (3d8; Maze (no save); Imprisonment (save)) {1 creature}
| DM
| c
| 1
| 14
| Nahal's Reckless Dweomer
| Evo, WM
| L% desired spell you know; else Wild Surge
| TM2
| c
| 1
| 15
| Prismatic Wall 1
| Abj
| 1 Prismatic color
| DM
|
c
| 1
| 16
| Shock Bolt {reverse: Grave Bolt}
| Evo
| CLd4 lightning {grave} damage, area 30' line, no save
| DM
| c
| 1
| 17
| Sleep (1)
| Enc
| 4d4 HD slept (no save); max HD/creature=4+2 {1 group}
| PH1
| c
| 1
| 18
| Summon Monster I
| Cnj
| Summons a DL 1 creature to fight for you {1 creature}
| PH3
|
c
| 1
| 19
| Taunt
| Enc
| One or more creatures of 1 type taunted (save) {1 group}
| PH2
| c
| 1
| 20
| Wacky Ball 1 / Normal / ½
| Evo
| Ld2 dmg normal element (save: ½) {1 group}
| DM
|
|
[MC1] Monster Collective, Spells
[MC1.W2] Monster Wizard Spells, SL=2
Use
| SL
| #
| Name
| School
| Effect
| Source
|
d
| 2
| 1
| Anti-Magic Shell 2
| Abj
| Anti-Magic of SL 0 to 1
| DM
| d
| 2
| 2
| Armor 2
| Abj
| +CL*4 current hp
| DM
| d
| 2
| 3
| Blur (3)
| Ill
| 20% WR vs. creatures without True Sight {self only}
| PH3
|
d
| 2
| 4
| Fire Shield 2
| Abj
| Anyone who melees with you takes 25% dmg back
| DM
| d
| 2
| 5
| Globe of Invulnerability 2
| Abj
| Immune to spells with SL=0 to 1
| DM
| d
| 2
| 6
| Invisibility
| Ill
| Invisibility; attacking ends spell {Touch, 1 target}
| PH1
|
d
| 2
| 7
| Magic Resistance
| Abj
| MR 50+CL*5% [duration 2 hours]
| DM
| d
| 2
| 8
| Mirror Image (3)
| Ill
| Creates 1d4+L/3 images of yourself {self only}
| PH3
| d
| 2
| 9
| Notched Blast
| Meta
| Your next spell is "held" (release as 0), no spells until released
| DM
|
d
| 2
| 10
| Protection from Arrows
| Abj
| -10 dmg /missile attack, unless +L/5+1 or better {Touch, 1 creature}
| PH3
| d
| 2
| 11
| Protection from Paralysis
| Abj
| Immune to paralysis, slow, hold {Touch, 1 creature}
| TM2
| d
| 2
| 12
| Resist Elements
| Abj
| -12 dmg/r from 1 of: acid/cold/lightning/fire/sound {Touch, 1 creature}
| PH3
|
d
| 2
| 13
| Spectral Hand
| Nec
| Can use 1 touch at range per round (roll TH+2). The hand can be re-used, but it must return to the caster so he can touch it. The hand does not need to roll to hit. The hand itself can be attacked (AC 0, has 2 hit points per caster level). The spell level limit is removed.
| PH2
| c
| 2
| 1
| Alley Summoning II
| Cnj, Wild
| Summons a DL IV alley monster, under your control, 2% chance per segment of losing control
| DM
| c
| 2
| 2
| Charming II
| Enc
| Charms up to 2 monsters, gets a new save every turn
| DM
|
c
| 2
| 3
| Cone of Cold 2
| Inv
| CLd4+CL cold dmg to a group (save:½)
| DM
| c
| 2
| 4
| Cone of Eldritch Shards {Acid}
| Evo
| CLd6 eldritch shards {acid} damage, area 40' cone, no save
| DM
| c
| 2
| 5
| Death Spell 2
| Nec
| Slay 2d12 HD of creatures (save)
| DM
|
c
| 2
| 6
| Dispel Radiation
| Abj
| Dispels Radiation (1 target = auto success) {1 group}
| DM
| c
| 2
| 7
| Fireball 2
| Inv
| CLd4 fire dmg to a group (save:½)
| DM
| c
| 2
| 8
| Hypnotic Pattern (1)
| Ill
| 24 HD looking at pattern are Hypnotized
| PH1
|
c
| 2
| 9
| Lightning Bolt 2
| Inv
| CLd4 lightning dmg to a group (save:½)
| DM
| c
| 2
| 10
| Magic Missile 2
| Inv
| (CL+1) missiles, each does 1d4+1 force dmg (no save)
| DM
| c
| 2
| 11
| Monster Swarm Summoning II
| Cnj
| Summons CL*4 DL I monsters
| DM
|
c
| 2
| 12
| Prismatic Wall 2
| Abj
| 2 Prismatic colors
| DM
| c
| 2
| 13
| Shatter
| Alt
| Object(s) destroyed (save vs. crushing blow) {1 group}
| PH2
| c
| 2
| 14
| Summon Monster II
| Cnj
| 1 DL 2 or 1d3 DL 1 creatures to fight for you {1 creature}
| PH3
|
c
| 2
| 15
| Wacky Ball 2 / Normal / ½
| Evo
| Ld4 dmg normal element (save: ½) {1 group}
| DM
| c
| 2
| 16
| Web
| Evo
| Save & Str check: Miss 1 = Slow; Miss 2 = Held {1 group}
| PH1
|
|
[MC1] Monster Collective, Spells
[MC1.W3] Monster Wizard Spells, SL=3
Use
| SL
| #
| Name
| School
| Effect
| Source
|
d
| 3
| 1
| Anti-Magic Shell 3
| Abj
| Anti-Magic of SL 0 to 2
| DM
| d
| 3
| 2
| Armor 3
| Abj
| +CL*6 current hp
| DM
| d
| 3
| 3
| Blink (DM)
| Alt
| 0, 1/r: Blink; The location is not random (caster has control). If you blink away after meleeing with a creature, it gets a parting shot (but it cannot turn around first).
| DM
|
d
| 3
| 4
| Displacement
| Ill
| WR 50%
| PH3
| d
| 3
| 5
| Fire Shield 3
| Abj
| Anyone who melees with you takes 50% dmg back
| DM
| d
| 3
| 6
| Globe of Invulnerability 3
| Abj
| Immune to spells with SL=0 to 2
| DM
|
d
| 3
| 7
| Haste
| Alt
| +1 P, +1V to one group
| PH2
| d
| 3
| 8
| Nondetection
| Abj
| Hides subject from divination, scrying.
| PH2&3
| d
| 3
| 9
| Prismatic Sphere 3
| Abj
| 1 Prismatic color
| DM
|
d
| 3
| 10
| Protection from Elements
| Abj
| Absorb 12 damage/level from one kind of energy.
| PH3
| d
| 3
| 11
| Protection from Normal Missiles
| Abj
| Duration CL turns
| PH2
| d
| 3
| 12
| Psionic Resistance
| Abj
| PsiR 40+CL*5% [duration 3 hours]
| DM
|
d
| 3
| 13
| Tenser's Transformation 3
| Alt
| +25% of max hp to current hp, -1 TH melee
| DM
| d
| 3
| 14
| Third Arm Growth
| Alt
| Grow an extra arm or leg [lose spell slot while running]
| DM
| c
| 3
| 1
| Alley Summoning III
| Cnj, Wild
| Summons a DL VI alley monster, under your control, 3% chance per segment of losing control
| DM
|
c
| 3
| 2
| Charming III
| Enc
| Charms up to 3 monsters, gets a new save every hour
| DM
| c
| 3
| 3
| Cone of Cold 3
| Inv
| CLd6+CL cold dmg to a group (save:½)
| DM
| c
| 3
| 4
| Death Spell 3
| Nec
| Slay 3d12 HD of creatures (save)
| DM
|
c
| 3
| 5
| Dispel Illusion
| Abj;Ill
| Dispels illusions in area
| PH1
| c
| 3
| 6
| Dispel Magic 3
| Enc
| Dispel 1 magic effect
| DM
| c
| 3
| 7
| Enslave Person
| Enc
| As Charm Person, except the effect cannot be thrown off by being damaged, and there is no daily save check.
| DM
|
c
| 3
| 8
| Fireball 3
| Inv
| CLd6 fire dmg to a group (save:½)
| DM
| c
| 3
| 9
| Hold Person
| Enc
| Holds up to 4 people
| PH2&3
| c
| 3
| 10
| Hold Undead
| Nec
| Holds up to 3 undead
| PH2
|
c
| 3
| 11
| Immediate Monster Summoning III
| Cnj, Chrono
| Summons a DL I monster without summoning sickness
| DM
| c
| 3
| 12
| Lightning Bolt 3
| Inv
| CLd6 lightning dmg to a group (save:½)
| DM
| c
| 3
| 13
| Magic Missile 3
| Inv
| (CL+1)*3/2 missiles, each does 1d4+1 force dmg (no save)
| DM
|
c
| 3
| 14
| Melf's Minute Meteors
| Evo
| CLd4 dmg earth to one target (no save)
| PH2
| c
| 3
| 15
| Monster Swarm Summoning III
| Cnj
| Summons CL*3.5 (round down) DL II monsters
| DM
| c
| 3
| 16
| Paralyzation
| Ill
| Paralyzation (area) (save) (max HD = 2*CL)
| PH1
|
c
| 3
| 17
| Prismatic Wall 3
| Abj
| 3 Prismatic colors or 1 MultiPrismatic colors (may repeat colors in either mode)
| DM
| c
| 3
| 18
| Put Out of Misery
| Nec
| Target being at negative hp that would die if unattended is slain (no save)
| DM
| c
| 3
| 19
| Suggestion
| Enc
| Compels subject to follow stated course of action.
| PH2&3
|
c
| 3
| 20
| Summon Monster III
| Cnj
| Calls outsider (DL 3) to fight for you.
| PH3
| c
| 3
| 21
| Time Stop 3
| Alt
| Stops time for 1d2 segments
| DM
| c
| 3
| 22
| Wacky Ball 3 / Normal / ½
| Evo
| Area CLd6 dmg normal element (save: ½)
| DM
|
|
[MC1] Monster Collective, Spells
[MC1.W4] Monster Wizard Spells, SL=4
Use
| SL
| #
| Name
| School
| Effect
| Source
|
d
| 4
| 1
| Anti-Magic Shell 4
| Abj
| Anti-Magic of SL 0 to 3
| DM
| d
| 4
| 2
| Armor 4
| Abj
| +CL*8 current hp
| DM
| d
| 4
| 3
| Dimensional Anchor
| Abj
| Bars extradimensional movement.
| PH3
|
d
| 4
| 4
| Evard's Black Tentacles
| Cnj
| 1d4 +1/level tentacles grapple randomly within 15 ft.
| PH2&3
| d
| 4
| 5
| Fire Shield 4
| Abj
| Anyone who melees with you takes 75% dmg back
| DM
| d
| 4
| 6
| Globe of Invulnerability 4
| Abj
| Immune to spells with SL=0 to 3
| DM
|
d
| 4
| 7
| Improved Invisibility
| Ill
| As invisibility, but subject can attack and stay invisible.
| PH2&3
| d
| 4
| 8
| Original Stoneskin 4
| Abj
| Block the next 1 P action of attacks
| DM
| d
| 4
| 9
| Polymorph Self
| Alt
| You assume a new form (no innate abilities)
| PH2&3
|
d
| 4
| 10
| Prismatic Sphere 4
| Abj
| 2 Prismatic colors
| DM
| d
| 4
| 11
| Stoneskin (2)
| Alt
| 4+CL/2 stoneskins; they "leak": Each hit on a Stoneskin "leaks" damage equal to the magical plusses of the weapon used (or HD/4 if the attacker is a creature). A miss knocks off a Stoneskin, but causes no leak damage. Special damaging effects (fireball, etc.) knock off 1 stoneskin per packet of damage (so a magic missile spell knocks off 1 stoneskin per missile). Optional House Rule: A natural "1" doesn't knock off a stoneskin; a natural "20" knocks off a stoneskin and causes full damage.
| PH2
| d
| 4
| 12
| Tenser's Transformation 4
| Alt
| +50% of max hp to current hp
| DM
|
c
| 4
| 1
| Alley Summoning IV
| Cnj, Wild
| Summons a DL VIII alley monster, under your control, 4% chance per segment of losing control
| DM
| c
| 4
| 2
| Charm Monster
| Enc
| Makes monster believe it is your ally.
| PH2&3
| c
| 4
| 3
| Cone of Cold 4
| Inv
| CLd8+CL cold dmg to a group (save:½)
| DM
|
c
| 4
| 4
| Confusion
| Enc
| Confuses targets, who can wander away, attack friend or do nothing
| PH2&3
| c
| 4
| 5
| Death Spell 4
| Nec
| Slay 4d12 HD of creatures (save)
| DM
| c
| 4
| 6
| Dispel Exhaustion 4
| Alt
| Restore 50% of dmg taken, get an Original Haste 4 for 1 round
| DM
|
c
| 4
| 7
| Dispel Magic 4
| Enc
| Dispel 2 magic effects
| DM
| c
| 4
| 8
| Dispel Psionics
| Abj
| Dispels Psionics
| DM
| c
| 4
| 9
| Enervation
| Nec
| Subject gains CL/4 negative levels.
| PH2
|
c
| 4
| 10
| Fireball 4
| Inv
| CLd8 fire dmg to a group (save:½)
| DM
| c
| 4
| 11
| Immediate Monster Summoning IV
| Cnj, Chrono
| Summons a DL II monster without summoning sickness
| DM
| c
| 4
| 12
| Lightning Bolt 4
| Inv
| CLd8 lightning dmg to a group (save:½)
| DM
|
c
| 4
| 13
| Magic Missile 4
| Inv
| (CL+1)*2 missiles, each does 1d4+1 force dmg (no save)
| DM
| c
| 4
| 14
| Monster Swarm Summoning IV
| Cnj
| Summons CL*3 DL III monsters
| DM
| c
| 4
| 15
| Phantasmal Killer
| Ill
| Fearsome illusion kills subject or deals 3d6 damage.
| PH2&3
|
c
| 4
| 16
| Prismatic Wall 4
| Abj
| 4 Prismatic colors or 2 MultiPrismatic colors (may repeat colors in either mode)
| DM
| c
| 4
| 17
| Sharp
| Alt
| Target is Sharped (loses a limb at random) (PP save)
| DM
| c
| 4
| 18
| Summon Monster IV
| Cnj
| Summons a DL IV monster (duration 1t)
| PH3
|
c
| 4
| 19
| Time Stop 4
| Alt
| Stops time for 1d5 segments
| DM
| c
| 4
| 20
| Wacky Ball 4 / Normal / ½
| Evo
| Ld8 dmg normal element (area) (save: ½)
| DM
| c
| 4
| 21
| Wall of Fire
| Evo
| Passing through wall deals 2d6+CL dmg fire
| PH2&3
|
c
| 4
| 22
| Wall of Ice
| Evo
| Passing through wall deals 2*CL or 3d10 dmg ice
| PH2&3
|
|
[MC1] Monster Collective, Spells
[MC1.W5] Monster Wizard Spells, SL=5
Use
| SL
| #
| Name
| School
| Effect
| Source
|
d
| 5
| 1
| Animal Growth
|
| One animal/two levels doubles in size, HD.
| PH3
| d
| 5
| 2
| Animate Dead
|
| Creates undead skeletons and zombies.
| PH3
| d
| 5
| 3
| Anti-Magic Shell 5
| Abj
| Anti-Magic of SL 0 to 4
| DM
|
d
| 5
| 4
| Anti-Radioactive Shell
|
|
| DM (new)
| d
| 5
| 5
| Armor 5
| Abj
| +CL*10 current hp
| DM
| d
| 5
| 6
| Extra Group +1
| MetaMagic
| The next spell you cast will affect +1 groups of monsters
| DM
|
d
| 5
| 7
| Fire Shield 5
| Abj
| Anyone who melees with you takes 100% dmg back
| DM
| d
| 5
| 8
| Globe of Invulnerability 5
| Abj
| Immune to spells with SL=0 to 4
| DM
| d
| 5
| 9
| Improved Free Action
| Enc
| Immune Capital S Stun, Stop, Hold, Paralysis, Summoning Sickness; Hold P,V actions
| DM
|
d
| 5
| 10
| Original Stoneskin 5
| Abj
| Block the next 2 P actions of attacks
| DM
| d
| 5
| 11
| Prismatic Sphere 5
| Abj
| 3 Prismatic colors or 1 MultiPrismatic colors (may repeat colors in either mode)
| DM
| d
| 5
| 12
| Tenser's Transformation 5
| Alt
| +75% of max hp to current hp, +1 TH melee
| DM
|
c
| 5
| 1
| Alley Summoning V
| Cnj, Wild
| Summons a DL X alley monster, under your control, 5% chance per segment of losing control
| DM
| c
| 5
| 2
| Cloudkill
|
| Kills 3 HD or less; 4-6 HD save or die.
| PH3
| c
| 5
| 3
| Cone of Cold 5
| Inv
| CLd10+CL cold dmg to a group (save:½)
| DM
|
c
| 5
| 4
| Confusion No Save
| Enc
| Confusion one target (no save)
| DM
| c
| 5
| 5
| Conjure Elemental
|
| Conjures a 8 HD elemental
| PH2
| c
| 5
| 6
| Death Spell 5
| Nec
| Slay 5d12 HD of creatures (save)
| DM
|
c
| 5
| 7
| Dismissal
|
| Send a creature back to it's own plane
| PH2
| c
| 5
| 8
| Dispel Exhaustion 5
| Alt
| Restore 75% of dmg taken, get an Original Haste 5 for 1 round
| DM
| c
| 5
| 9
| Dispel Innates
|
|
| DM
|
c
| 5
| 10
| Dispel Magic 5
| Enc
| Dispel 3 magic effects
| DM
| c
| 5
| 11
| Enslave Monster
| Enc
| As Charm Monster, except the effect cannot be thrown off by being damaged, and there is no daily save check.
| DM
| c
| 5
| 12
| Feeblemind 5
| Enc
| -25 mental stat points (randomly distributed in packets of 5) (save per packet)
| DM
|
c
| 5
| 13
| Fireball 5
| Inv
| CLd10 fire dmg to a group (save:½)
| DM
| c
| 5
| 14
| Hold Monster
|
| 1d4 creature Paralyses creatures unless save is made
| PH2
| c
| 5
| 15
| Immediate Monster Summoning V
| Cnj, Chrono
| Summons a DL III monster without summoning sickness
| DM
|
c
| 5
| 16
| Lightning Bolt 5
| Inv
| CLd10 lightning dmg to a group (save:½)
| DM
| c
| 5
| 17
| Lower Resistance
|
| Lowers one's magic resistance
| ToM
| c
| 5
| 18
| Magic Jar
|
| Life force change between the caster and someone else
| PH2
|
c
| 5
| 19
| Magic Missile 5
| Inv
| (CL+1)*5/2 missiles, each does 1d4+1 force dmg (no save)
| DM
| c
| 5
| 20
| Monster Swarm Summoning V
| Cnj
| Summons CL*2.5 (round down) DL IV monsters
| DM
| c
| 5
| 21
| Prismatic Bolt
| Ill
| Prismatic Spray on one target
| DM
|
c
| 5
| 22
| Prismatic Wall 5
| Abj
| 5 Prismatic colors or 3 MultiPrismatic colors (may repeat colors in either mode)
| DM
| c
| 5
| 23
| Ray of Enfeeblement 5
| Cha
| -25 physical stat points (randomly distributed in packets of 5) (save per packet)
| DM
| c
| 5
| 24
| Summon Monster V
|
| Calls outsider to fight for you.
| PH3
|
c
| 5
| 25
| Telekinesis
|
| Lifts or moves 25 lb./level at long range.
| PH3
| c
| 5
| 26
| Time Stop 5
| Alt
| Stops time for 1d10 segments
| DM
| c
| 5
| 27
| Twilight
| Enc
| Target is Twilighted for CL segments (Will save)
| DM
|
c
| 5
| 28
| Wacky Ball 5 / Normal / ½
|
| Ld10, save: ½
| DM
| c
| 5
| 29
| Wall of Force
|
| The wall only stops spell effects, hurled objects, and breath weapons. People and psionic effects can pass through at no penalty. A "solid" Wall of Force (Force Field) would be an 8th level spell.
| PH2
| c
| 5
| 30
| Wall of Iron
|
| 30 hp/four levels; can topple onto foes.
| PH3
|
c
| 5
| 31
| Wall of Stone
|
| 20 hp/four levels; can be shaped.
| PH3
|
|
[MC1] Monster Collective, Spells
[MC1.W6] Monster Wizard Spells, SL=6
Use
| SL
| #
| Name
| School
| Effect
| Source
|
d
| 6
| 1
| Anti-Magic Shell 6
| Abj
| Anti-Magic of SL 0 to 5
| DM
| d
| 6
| 2
| Armor 6
| Abj
| +CL*12 current hp
| DM
| d
| 6
| 3
| Contingency
|
| Each creature can only have 1 Contingency spell on him. If the contingency spell is dispelled, the effect inside it will be released. If a spell is released (due to triggering or dispelling), it will not take place until the end of the segment. The spell Chain Contingency CAN be cast upon a creature with Contingency, so the creature can benefit from both. The spell level limit is removed.
| PH2
|
d
| 6
| 4
| Fire Shield 6
| Abj
| Anyone who melees with you takes 125% dmg back
| DM
| d
| 6
| 5
| Globe of Invulnerability 6
| Abj
| Immune to spells with SL=0 to 5
| DM
| d
| 6
| 6
| No Save
| MetaMagic
| The next spell you cast does not have a saving throw
| DM
|
d
| 6
| 7
| Original Stoneskin 6
| Abj
| Block the next 3 P actions of attacks
| DM
| d
| 6
| 8
| Planar Displace
| Alt
| Planar Displacement for 1 turn
| DM
| d
| 6
| 9
| Prismatic Sphere 6
| Abj
| 4 Prismatic colors or 2 MultiPrismatic colors (may repeat colors in either mode)
| DM
|
d
| 6
| 10
| Tenser's Transformation 6
| Alt
| +100% of max hp to current hp, +2 TH melee
| DM
| c
| 6
| 1
| Capital S Stun Ball
| Alt
| Area effect Capital S Stun (PPD save)
| DM
| c
| 6
| 2
| Cone of Cold 6
| Inv
| CLd12+CL cold dmg to a group (save:½)
| DM
|
c
| 6
| 3
| Death Spell 6
| Nec
| Slay 6d12 HD of creatures (save)
| DM
| c
| 6
| 4
| Disintegrate
|
| Disintegrates a single victim
| PH2
| c
| 6
| 5
| Dispel Exhaustion 6
| Alt
| Restore 85% of dmg taken, get an Original Haste 6 for 1 round
| DM
|
c
| 6
| 6
| Dispel Magic 6
| Enc
| Dispel 4 magic effects
| DM
| c
| 6
| 7
| DNA Scamble Blast
| Alt
| Area DNA Scamble (PP save)
| DM
| c
| 6
| 8
| Feeblemind 6
| Enc
| -30 mental stat points (randomly distributed in packets of 5) (save per packet)
| DM
|
c
| 6
| 9
| Fireball 6
| Inv
| CLd12 fire dmg to a group (save:½)
| DM
| c
| 6
| 10
| Flesh to Stone
|
| Makes living thing to become stone
| PH2
| c
| 6
| 11
| Immediate Monster Summoning VI
| Cnj, Chrono
| Summons a DL IV monster without summoning sickness
| DM
|
c
| 6
| 12
| Lightning Bolt 6
| Inv
| CLd12 lightning dmg to a group (save:½)
| DM
| c
| 6
| 13
| Magic Missile 6
| Inv
| (CL+1)*3 missiles, each does 1d4+1 force dmg (no save)
| DM
| c
| 6
| 14
| Mass Suggestion
|
| Suggestion to one creature per level
| PH2
|
c
| 6
| 15
| Monster Swarm Summoning VI
| Cnj
| Summons CL*2 DL V monsters
| DM
| c
| 6
| 16
| Power Word Blind 6
| Cha
| Blinds & stuns a creature if current hp < 40 (no save)
| DM
| c
| 6
| 17
| Power Word Kill 6
| Cha
| Kills a creature if current hp < 30 (no save)
| DM
|
c
| 6
| 18
| Power Word Stun 6
| Cha
| Stuns a creature if current hp < 80 (no save)
| DM
| c
| 6
| 19
| Prismatic Wall 6
| Abj
| 6 Prismatic colors or 4 MultiPrismatic colors (may repeat colors in either mode)
| DM
| c
| 6
| 20
| Ray of Enfeeblement 6
| Cha
| -30 physical stat points (randomly distributed in packets of 5) (save per packet)
| DM
|
c
| 6
| 21
| Really Put of Misery
| Nec
| Target being that is slain is Capital S Slain (no save)
| DM
| c
| 6
| 22
| Semi-Imprisonment
| Alt
| Target is Imprisoned for CL segments (no save)
| DM
| c
| 6
| 23
| Summon Monster VI
|
| Calls outsider to fight for you.
| PH3
|
c
| 6
| 24
| Time Stop 6
| Alt
| Stops time for 1 round
| DM
| c
| 6
| 25
| Vorp
| Alt
| Target is Vorpalled (PP save)
| DM
| c
| 6
| 26
| Wacky Ball 6 / Normal / ½
|
| Ld12, save: ½
| DM
|
|
[MC1] Monster Collective, Spells
[MC1.W7] Monster Wizard Spells, SL=7
Use
| SL
| #
| Name
| School
| Effect
| Source
|
d
| 7
| 1
| Anti-Magic Shell 7
| Abj
| Anti-Magic of SL 0 to 6
| DM
| d
| 7
| 2
| Anti-Psionic Shell
|
|
| DM
| d
| 7
| 3
| Armor 7
| Abj
| +CL*14 current hp
| DM
|
d
| 7
| 4
| Fire Shield 7
| Abj
| Anyone who melees with you takes 150% dmg back
| DM
| d
| 7
| 5
| First Level Magic-User Spells (DM1)
| Ill
| Cast any four 1st level Wizard spells simultaneously when it is cast.
| DM
| d
| 7
| 6
| First Level Magic-User Spells (DM2)
| Ill
| Can cast one 1st Level Wizard spell per round as Z action
| DM
|
d
| 7
| 7
| Globe of Invulnerability 7
| Abj
| Immune to spells with SL=0 to 6
| DM
| d
| 7
| 8
| Original Stoneskin 7
| Abj
| Block the next 4 P actions of attacks
| DM
| d
| 7
| 9
| Prismatic Sphere 7
| Abj
| 5 Prismatic colors or 3 MultiPrismatic colors (may repeat colors in either mode)
| DM
|
d
| 7
| 10
| Spell Turning (2)
|
| Turns a spell back to it's caster
| PH2
| d
| 7
| 11
| Tenser's Transformation 7
| Alt
| +125% of max hp to current hp, +3 TH melee
| DM
| c
| 7
| 1
| Alter Reality (1)
| Ill
| Will duplicate any Wizard or Priest spell of levels 0-6.
|
|
c
| 7
| 2
| Banishment
|
| Force a creature or creatures back to its own plane.
| PH2
| c
| 7
| 3
| Cone of Cold 7
| Inv
| CLd14+CL cold dmg to a group (save:½)
| DM
| c
| 7
| 4
| Crap
| Enc
| Target is crapped (Will save)
| DM
|
c
| 7
| 5
| Death Spell 7
| Nec
| Slay 7d12 HD of creatures (save)
| DM
| c
| 7
| 6
| Delayed Blast Fireball
|
| A fireball with +1 bonus to any dice, and can be delayed for up to 5 rounds
| PH2
| c
| 7
| 7
| Dispel Exhaustion 7
| Alt
| Restore 90% of dmg taken, get an Original Haste 7 for 1 round
| DM
|
c
| 7
| 8
| Dispel Magic 7
| Enc
| Dispel 5 magic effects
| DM
| c
| 7
| 9
| Feeblemind 7
| Enc
| -35 mental stat points (randomly distributed in packets of 5) (save per packet)
| DM
| c
| 7
| 10
| Finger of Death
|
| 60 yard Slay one victim, there is saving throw vs. death
| PH2
|
c
| 7
| 11
| Fireball 7
| Inv
| CLd14 fire dmg to a group (save:½)
| DM
| c
| 7
| 12
| Forcecage
|
| Hold creatures in cube of force.
| PH2
| c
| 7
| 13
| Immediate Monster Summoning VII
| Cnj, Chrono
| Summons a DL V monster without summoning sickness
| DM
|
c
| 7
| 14
| Insanity
|
| Subject suffers continuous confusion.
| PH3
| c
| 7
| 15
| Lightning Bolt 7
| Inv
| CLd14 lightning dmg to a group (save:½)
| DM
| c
| 7
| 16
| Limited Wish
|
| Will duplicate any Wizard or Priest spell of levels 0-6.
|
|
c
| 7
| 17
| Magic Missile 7
| Inv
| (CL+1)*7/2 missiles, each does 1d4+1 force dmg (no save)
| DM
| c
| 7
| 18
| Monster Swarm Summoning VII
| Cnj
| Summons CL*1.5 (round down) DL VI monsters
| DM
| c
| 7
| 19
| Plane Shift
|
| Up to eight subjects travel to another plane.
| PH3
|
c
| 7
| 20
| Power Word Blind 7
| Cha
| Blinds & stuns a creature if current hp < 80 (no save)
| DM
| c
| 7
| 21
| Power Word Kill 7
| Cha
| Kills a creature if current hp < 60 (no save)
| DM
| c
| 7
| 22
| Power Word Stun 7
| Cha
| Stuns a creature if current hp < 160 (no save)
| DM
|
c
| 7
| 23
| Prismatic Beam
| Ill
| One target is hit by all 7 colors of Prismatic Spray
| DM
| c
| 7
| 24
| Prismatic Spray
|
| Seven multicolored ray flash from the caster hand, each causing different damage and other effects
| PH2
| c
| 7
| 25
| Prismatic Wall 7
| Abj
| 7 Prismatic colors or 5 MultiPrismatic colors (may repeat colors in either mode)
| DM
|
c
| 7
| 26
| Ray of Enfeeblement 7
| Cha
| -35 physical stat points (randomly distributed in packets of 5) (save per packet)
| DM
| c
| 7
| 27
| Reverse Gravity
|
| Objects and creatures fall upward.
| PH3
| c
| 7
| 28
| Steal Enchantment
|
| Transfer the enchantment of one spell to an another
| ToM
|
c
| 7
| 29
| Summon Monster VII
|
| Calls outsider to fight for you.
| PH3
| c
| 7
| 30
| Time Stop 7
| Alt
| Stops time for 1d2 rounds
| DM
| c
| 7
| 31
| Wacky Ball 7 / Normal / ½
|
| Ld20, save: ½
| DM
|
|
[MC1] Monster Collective, Spells
[MC1.W8] Monster Wizard Spells, SL=8
Use
| SL
| #
| Name
| School
| Effect
| Source
|
d
| 8
| 1
| Anti-Magic Shell 8
| Abj
| Anti-Magic of SL 0 to 7
| DM
| d
| 8
| 2
| Armor 8
| Abj
| +CL*16 current hp
| DM
| d
| 8
| 3
| Clone
| Nec
| Clone
| PH1
|
d
| 8
| 4
| Dust of Disappearance
| Ill
| Dust of Disappearance for 1 turn
| DM
| d
| 8
| 5
| Fire Shield 8
| Abj
| Anyone who melees with you takes 175% dmg back
| DM
| d
| 8
| 6
| Globe of Invulnerability 8
| Abj
| Immune to spells with SL=0 to 7
| DM
|
d
| 8
| 7
| Original Stoneskin 8
| Abj
| Block the next 5 P actions of attacks
| DM
| d
| 8
| 8
| Permanency
|
| ANY spell in the game can be made permanent. It is tricky to make an instantaneous spell permanent, but it can be done in conjuction with the Contingency spell. These effects will appear "frozen" in time (a Fireball would appear to be a solid ball of fire; Lightning Bolt would be a non-moving beam of solid lightning), and cause their damage for each round of contact. Spells that move by concentration will continue to move in same course and direction they were as soon as concentration is broken. Spells that do down after a certain condition (Armor, Stoneskin, Contingency) do not gain much by being made permanent (a permanent empty Stoneskin spell would not go down but also would not stop any further attacks). If a permanent spell is dispelled, the permanency effect fizzles (you don't need to dispel the permanency first). The 5% chance of Con loss occurs only when creating items. Oddly enough, there is a reverse to this spell (Instantaneous), that makes a spell's duration Instantaneous (causing it to expire immediately).
|
| d
| 8
| 9
| Prismatic Sphere 8
| Abj
| 6 Prismatic colors or 4 MultiPrismatic colors (may repeat colors in either mode)
| DM
|
d
| 8
| 10
| Second Level Magic-User Spells (DM1)
| Ill
| Cast any four 2nd level Wizard spells simultaneously when it is cast.
| DM
| d
| 8
| 11
| Second Level Magic-User Spells (DM2)
| Ill
| Can cast one 2nd Level Wizard spell per round as Z action
| DM
| d
| 8
| 12
| Tenser's Transformation 8
| Alt
| +150% of max hp to current hp, +4 TH melee
| DM
|
d
| 8
| 13
| Time/Reality Stability
| Chrono
| Time/Reality Stability (duration 1 day), reverse removes it (Spell save)
| DM
| c
| 8
| 1
| Alter Reality (DM)
| Ill
| Will duplicate any Wizard spell of levels 0-7 or any other spell of levels 0-6.
| DM (PH1)
| c
| 8
| 2
| As You Will Be
| Chrono
| +1 ML for 1 turn, you will Twilight at end of effect (no resistance)
| DM
|
c
| 8
| 3
| Cone of Cold 8
| Inv
| CLd16+CL cold dmg to a group (save:½)
| DM
| c
| 8
| 4
| Death Spell 8
| Nec
| Slay 8d12 HD of creatures (save)
| DM
| c
| 8
| 5
| Dispel Exhaustion 8
| Alt
| Restore 95% of dmg taken, get an Original Haste 8 for 1 round
| DM
|
c
| 8
| 6
| Dispel Magic 8
| Enc
| Dispel 6 magic effects
| DM
| c
| 8
| 7
| Extract
| Enc
| Extracts memories and thoughts from target (no save)
| DM
| c
| 8
| 8
| Feeblemind 8
| Enc
| -40 mental stat points (randomly distributed in packets of 5) (save per packet)
| DM
|
c
| 8
| 9
| Fireball 8
| Inv
| CLd16 fire dmg to a group (save:½)
| DM
| c
| 8
| 10
| Force Field
|
|
| RC0
| c
| 8
| 11
| Immediate Monster Summoning VIII
| Cnj, Chrono
| Summons a DL VI monster without summoning sickness
| DM
|
c
| 8
| 12
| Incurse (Rewrite Out of Time)
| Chrono
| Target being or object is Rewritten out of time (i.e. Incursed) (RSW save)
| DM
| c
| 8
| 13
| Lightning Bolt 8
| Inv
| CLd16 lightning dmg to a group (save:½)
| DM
| c
| 8
| 14
| Magic Missile 8
| Inv
| (CL+1)*4 missiles, each does 1d4+1 force dmg (no save)
| DM
|
c
| 8
| 15
| Mass Charm
|
| As charm monster, but all within 30 ft.
| PH3
| c
| 8
| 16
| Maze
|
| Victim trapped inside some maze, getting out depends on intelligence
| PH2
| c
| 8
| 17
| Monster Swarm Summoning VIII
| Cnj
| Summons CL*1 DL VII monsters
| DM
|
c
| 8
| 18
| Power Word Blind 8
| Cha
| Blinds & stuns a creature if current hp < 120 (no save)
| DM
| c
| 8
| 19
| Power Word Capital S Stun
| Enc
| Capital S Stuns a target with 130 current hp or less (no save)
| DM
| c
| 8
| 20
| Power Word Kill 8
| Cha
| Kills a creature if current hp < 90 (no save)
| DM
|
c
| 8
| 21
| Power Word Stun 8
| Cha
| Stuns a creature if current hp < 240 (no save)
| DM
| c
| 8
| 22
| Prismatic Wall 8
| Abj
| 8 Prismatic colors or 6 MultiPrismatic colors (may repeat colors in either mode)
| DM
| c
| 8
| 23
| Ray of Enfeeblement 8
| Cha
| -40 physical stat points (randomly distributed in packets of 5) (save per packet)
| DM
|
c
| 8
| 24
| Solid Wall of Force
|
| Stops spell effects, hurled objects, breath weapons, people, and psionic effects.
|
| c
| 8
| 25
| Summon Monster VIII
|
| Calls outsider to fight for you.
| PH3
| c
| 8
| 26
| Time Stop 8
| Alt
| Stops time for 1d3 rounds
| DM
|
c
| 8
| 27
| Trap the Soul
|
| Imprisons subject within gem.
| PH3
| c
| 8
| 28
| Wacky Ball 8 / Normal / ½
|
| Ld30, save: ½
| DM
|
|
[MC1] Monster Collective, Spells
[MC1.W9] Monster Wizard Spells, SL=9
Use
| SL
| #
| Name
| School
| Effect
| Source
|
d
| 9
| 1
| Anti-Magic Shell 9
| Abj
| Anti-Magic of SL 0 to 8
| DM
| d
| 9
| 2
| Armor 9
| Abj
| +CL*18 current hp
| DM
| d
| 9
| 3
| Chain Contigency
|
| Like the contingency, but holds more spell
| ToM
|
d
| 9
| 4
| Elemental Aura
|
| Element Protect from one element, it's plane, and it's creatures
| ToM
| d
| 9
| 5
| Extra Group +2
| MetaMagic
| The next spell you cast will affect +2 groups of monsters
| DM
| d
| 9
| 6
| Fire Shield 9
| Abj
| Anyone who melees with you takes 200% dmg back
| DM
|
d
| 9
| 7
| Globe of Invulnerability 9
| Abj
| Immune to spells with SL=0 to 8
| DM
| d
| 9
| 8
| Original Stoneskin 9
| Abj
| Block the next 6 P actions of attacks
| DM
| d
| 9
| 9
| Prismatic Sphere 9
| Abj
| 7 Prismatic colors or 5 MultiPrismatic colors (may repeat colors in either mode)
| DM
|
d
| 9
| 10
| Shape Change
|
| Changes the caster to someone else, he adopt it powers and vulnerabilities save that depends upon intelligence like spell use, magic resistance and the like
| PH2
| d
| 9
| 11
| Tenser's Transformation 9
| Alt
| +175% of max hp to current hp, +5 TH melee
| DM
| d
| 9
| 12
| Third Level Magic-User Spells (DM1)
| Ill
| Cast any four 3rd level Wizard spells simultaneously when it is cast.
| DM
|
d
| 9
| 13
| Third Level Magic-User Spells (DM2)
| Ill
| Can cast one 3rd Level Wizard spell per round as Z action
| DM
| c
| 9
| 1
| Cone of Cold 9
| Inv
| CLd18+CL cold dmg to a group (save:½)
| DM
| c
| 9
| 2
| Create Any Monster
|
|
| RC0
|
c
| 9
| 3
| Death Spell 9
| Nec
| Slay 9d12 HD of creatures (save)
| DM
| c
| 9
| 4
| Dispel Exhaustion 9
| Alt
| Restore 96% of dmg taken, get an Original Haste 9 for 1 round
| DM
| c
| 9
| 5
| Dispel Magic 9
| Enc
| Dispel 7 magic effects
| DM
|
c
| 9
| 6
| Energy Drain
|
| Subject gains 2d4 negative levels.
| PH3
| c
| 9
| 7
| Feeblemind 9
| Enc
| -45 mental stat points (randomly distributed in packets of 5) (save per packet)
| DM
| c
| 9
| 8
| Fireball 9
| Inv
| CLd18 fire dmg to a group (save:½)
| DM
|
c
| 9
| 9
| Gate
|
| Connects two planes for travel or summoning.
| PH3
| c
| 9
| 10
| Heal
|
|
| RC0
| c
| 9
| 11
| Immediate Monster Summoning IX
| Cnj, Chrono
| Summons a DL VII monster without summoning sickness
| DM
|
c
| 9
| 12
| Imprisonment
|
| Entombs subject beneath the earth
| PH3
| c
| 9
| 13
| Lightning Bolt 9
| Inv
| CLd18 lightning dmg to a group (save:½)
| DM
| c
| 9
| 14
| Magic Missile 9
| Inv
| (CL+1)*9/2 missiles, each does 1d4+1 force dmg (no save)
| DM
|
c
| 9
| 15
| Mass Enslave
| Enc
| As Mass Charm, except the effect cannot be thrown off by being damaged, and there is no daily save check.
| DM
| c
| 9
| 16
| Meteor Swarm
|
| 80d4 Eldritch Earth and Fire (no save, 4 groups)
| PH2
| c
| 9
| 17
| Monster Swarm Summoning IX
| Cnj
| Summons CL/2 (round down) DL VIII monsters
| DM
|
c
| 9
| 18
| Mordenkainen's Disjunction 9
| Enc
| Disjunct 1 effect (any type)
| DM
| c
| 9
| 19
| Power Word Blind 9
| Cha
| Blinds & stuns a creature if current hp < 160 (no save)
| DM
| c
| 9
| 20
| Power Word Crap
| Enc
| Target with 250 or less current hp is crapped (no save)
| DM
|
c
| 9
| 21
| Power Word Kill 9
| Cha
| Kills a creature if current hp < 120 (no save)
| DM
| c
| 9
| 22
| Power Word Stun 9
| Cha
| Stuns a creature if current hp < 320 (no save)
| DM
| c
| 9
| 23
| Prismatic Wall 9
| Abj
| 9 Prismatic colors or 7 MultiPrismatic colors (may repeat colors in either mode)
| DM
|
c
| 9
| 24
| Ray of Enfeeblement 9
| Cha
| -45 physical stat points (randomly distributed in packets of 5) (save per packet)
| DM
| c
| 9
| 25
| Really Really Put of Misery
| Chrono
| Target being that is Capital S Slain is removed from the timeline (no save)
| DM
| c
| 9
| 26
| Summon Monster IX
|
| Calls outsider to fight for you
| PH3
|
c
| 9
| 27
| Temporal Stasis
|
| Puts subject into suspended animation.
| PH3
| c
| 9
| 28
| Time Stop 9
| Alt
| Stops time for 1d4 rounds
| DM
| c
| 9
| 29
| Wacky Ball 9 / Normal / ½
|
| Ld100, save: ½
| DM
|
c
| 9
| 30
| Wail of the Banshee
|
| Kills one creature/level.
| PH3
| c
| 9
| 31
| Wish
|
| Will duplicate any Wizard spell of levels 0-8 or any other spell of levels 0-7. 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. During a reset, you may use at most one wish on each stat, (or) two wishes on one stat (and none on the others).
|
|
|
[MC1] Monster Collective, Spells
[MC1.W10] Monster Wizard Spells, SL=10
Use
| SL
| #
| Name
| School
| Effect
| Source
|
d
| 10
| 1
| Anti-Dispel Magic Shell
| Abj, Enc
| your effects are non-dispellable (inc.shell)
| DM? (i)?
| d
| 10
| 2
| Anti-Magic Shell 10
| Abj
| Anti-Magic of SL 0 to 9
| DM
| d
| 10
| 3
| Armor 10
| Abj
| +CL*20 current hp
| DM
|
d
| 10
| 4
| Fall Short
| Abj
| all spells with finite range cannot affect you for 1t
| DM? (i)?
| d
| 10
| 5
| Fire Shield 10
| Abj
| Anyone who melees with you takes 225% dmg back
| DM
| d
| 10
| 6
| Fourth & Fifth Level Magic-User Spells
|
|
| DM
|
d
| 10
| 7
| Globe of Invulnerability 10
| Abj
| Immune to spells with SL=0 to 9
| DM
| d
| 10
| 8
| Nazzer's Nullification
| Abj
| Creates a DMZ (Dispel Magic Zone)
| HLC2:137
| d
| 10
| 9
| Original Stoneskin 10
| Abj
| Block the next 7 P actions of attacks
| DM
|
d
| 10
| 10
| Prismatic Solid
| Ill
| Add a "Special" to entire room of Prismatic-ness (1 prismatic effect per person per segment)
| DM
| d
| 10
| 11
| Prismatic Sphere 10
| Abj
| 8 Prismatic colors or 6 MultiPrismatic colors (may repeat colors in either mode)
| DM
| d
| 10
| 12
| Psionic Shield
| Abj
| class VI/esper-blind but can still use psi for 1t
| DM? (i)?
|
d
| 10
| 13
| Reflect Dweomer
| Abj
| One action or effect is reflected to caster (no save)
| HLC2:122
| d
| 10
| 14
| Tenser's Transformation 10
| Alt
| +200% of max hp to current hp, +6 TH melee
| DM
| d
| 10
| 15
| Transform Dweomer
| Alt
| Shapechange permanently, to creature or object
| HLC2:124
|
d
| 10
| 16
| Ward Dweomer
| Abj
| Become immune to one type of attack/element
| HLC2:122
| c
| 10
| 1
| Afflict Dweomer
| Cnj
| Target cannot make saving throws (no save)
| HLC2:124
| c
| 10
| 2
| Banish Dweomer
| Abj
| Sends target to its home plane (no save, half MR/iMR)
| HLC2:121
|
c
| 10
| 3
| Change Reality
| Alt
| Will duplicate any Wizard spell of levels 0-9 or any other spell of levels 0-8.
|
| c
| 10
| 4
| Cone of Cold 10
| Inv
| CLd20+CL cold dmg to a group (save:½)
| DM
| c
| 10
| 5
| Control Gravity
| Alt
| +- 1 G gravity per level in large area for 1t
| DM? (i)?
|
c
| 10
| 6
| Create Dweomer
| Evo
| Wall of any element, dmg = (2*CL)d8+(CL) (no save)
| HLC2:128
| c
| 10
| 7
| Death Spell 10
| Nec
| Slay 10d12 HD of creatures (save)
| DM
| c
| 10
| 8
| Dispel Exhaustion 10
| Alt
| Restore 97% of dmg taken, get an Original Haste 10 for 1 round
| DM
|
c
| 10
| 9
| Dispel Magic 10
| Enc
| Dispel 8 magic effects
| DM
| c
| 10
| 10
| Down a Hole
| Alt
| Target is put Down a Hole (no save)
| DM
| c
| 10
| 11
| Eridor's Ebony Bolt
| Inv
| 4 perm. hp loss/lvl, no MR, cannot be resisted
| DM? (i)?
|
c
| 10
| 12
| Eridor's Emerald Wall
| Evo
| anything touching wall is temporal stasised
| DM? (i)?
| c
| 10
| 13
| Feeblemind 10
| Enc
| -50 mental stat points (randomly distributed in packets of 5) (save per packet)
| DM
| c
| 10
| 14
| Fire Maze
| Ill, Inv
| maze spell on lvl creatures, each takes 10 fire dmg/r
| DM? (i)?
|
c
| 10
| 15
| Fireball 10
| Inv
| CLd20 fire dmg to a group (save:½)
| DM
| c
| 10
| 16
| Immediate Monster Summoning X
| Cnj, Chrono
| Summons a DL VIII monster without summoning sickness
| DM
| c
| 10
| 17
| Lightning Bolt 10
| Inv
| CLd20 lightning dmg to a group (save:½)
| DM
|
c
| 10
| 18
| Magic Missile 10
| Inv
| (CL+1)*5 missiles, each does 1d4+1 force dmg (no save)
| DM
| c
| 10
| 19
| Mass Magic Jar
| Enc
| You Magic Jar into a whole group of targets (Magic Jar save), can use P/V actions through all of them at once, damage to any of them damages you
| DM
| c
| 10
| 20
| Meteor Swarm 10
| Inv
| 5 meteors each dealing 12d5 earth dmg & same fire dmg (save:½ for fire)
| DM
|
c
| 10
| 21
| Monster Swarm Summoning X
| Cnj
| Summons CL/4 (round down) DL IX monsters
| DM
| c
| 10
| 22
| Mordenkainen's Disjunction 10
| Enc
| Disjunct 2 effects (any type)
| DM
| c
| 10
| 23
| Neja's Irresistible Plea
| Enc
| Suggestion (no save)
| HLC2:138
|
c
| 10
| 24
| Power Word Blind 10
| Cha
| Blinds & stuns a creature if current hp < 200 (no save)
| DM
| c
| 10
| 25
| Power Word Fragment
| Cnj
| 1 body part of target is removed
| DM? (i)?
| c
| 10
| 26
| Power Word Kill 10
| Cha
| Kills a creature if current hp < 150 (no save)
| DM
|
c
| 10
| 27
| Power Word Stun 10
| Cha
| Stuns a creature if current hp < 400 (no save)
| DM
| c
| 10
| 28
| Prismatic Wall 10
| Abj
| 10 Prismatic colors or 8 MultiPrismatic colors (may repeat colors in either mode)
| DM
| c
| 10
| 29
| Ray of Enfeeblement 10
| Cha
| -50 physical stat points (randomly distributed in packets of 5) (save per packet)
| DM
|
c
| 10
| 30
| Ship In A Bottle
| Abj
| area iron flask (imprisonment) effect
| DM? (i)?
| c
| 10
| 31
| Strike Dweomer
| Evo
| (30*CL)d8 dmg to one target, any type of dmg, no save
| HLC2:129
| c
| 10
| 32
| Summon Dweomer
| Cnj
| Summons a creature (your choice, not random) with HD < CL
| HLC2:125
|
c
| 10
| 33
| Tap Dweomer
| Nec
| Move CLdCL current hp from one target to another (no save)
| HLC2:129
| c
| 10
| 34
| Time Stop 10
| Alt
| Stops time for 1d5 rounds
| DM
| c
| 10
| 35
| Wacky Ball 10 / Normal / ½
|
| Ld1000, save: ½
| DM
|
c
| 10
| 36
| Wulf's Rectification
| Abj
| Sends 1d4+1 targets to home plane (no save, -20% MR/iMR)
| HLC2:141
|
|
[MC1] Monster Collective, Spells
[MC1.W11] Monster Wizard Spells, SL=11
Use
| SL
| #
| Name
| School
| Effect
| Source
|
d
| 11
| 1
| Anti-Magic Shell 11
| Abj
| Anti-Magic of SL 0 to 10
| DM
| d
| 11
| 2
| Armor 11
| Abj
| +CL*22 current hp
| DM
| d
| 11
| 3
| Bestow Save
| Alt, Wil
| get saves vs effects with no save 1t/lvl
|
|
d
| 11
| 4
| Continuous (one spell is continuous)
|
|
| DM
| d
| 11
| 5
| Duplicate Item
| Enc
| duplicate a x1 magic or psi item that uses charges
|
| d
| 11
| 6
| Duplicate Mechanism
| Alt
| duplicate a technology item
|
|
d
| 11
| 7
| Fifth Level Magic-User Spells (DM1)
| Ill
| Cast any four 5th level Wizard spells simultaneously when it is cast.
| DM
| d
| 11
| 8
| Fifth Level Magic-User Spells (DM2)
| Ill
| Can cast one 5th Level Wizard spell per round as Z action
| DM
| d
| 11
| 9
| Fire Shield 11
| Abj
| Anyone who melees with you takes 250% dmg back
| DM
|
d
| 11
| 10
| Globe of Invulnerability 11
| Abj
| Immune to spells with SL=0 to 10
| DM
| d
| 11
| 11
| Loop/Reality Stability
| Chrono
| Loop/Reality Stability (duration 1 day), reverse removes it (no save)
| DM
| d
| 11
| 12
| Original Stoneskin 11
| Abj
| Block the next 8 P actions of attacks
| DM
|
d
| 11
| 13
| Prismatic Sphere 11
| Abj
| 9 Prismatic colors or 7 MultiPrismatic colors (may repeat colors in either mode)
| DM
| d
| 11
| 14
| Psionic Reflection
| Abj
| any undesired psionic effect is reflected for 1t
|
| d
| 11
| 15
| Symbol Of Wizardry
| Enc
| all that look at symbol have their spells reset
|
|
d
| 11
| 16
| Tenser's Transformation 11
| Alt
| +225% of max hp to current hp, +7 TH melee
| DM
| c
| 11
| 1
| As You Are
| Nec
| target's XP divisor increased by 1 (reverse's minimum = 1)
|
| c
| 11
| 2
| As You Were
| Chrono
| Target's experience levels halve (round up) (no save)
| DM
|
c
| 11
| 3
| Cone of Cold 11
| Inv
| CLd22+CL cold dmg to a group (save:½)
| DM
| c
| 11
| 4
| Death Spell 11
| Nec
| Slay 11d12 HD of creatures (save)
| DM
| c
| 11
| 5
| Dispel Exhaustion 11
| Alt
| Restore 98% of dmg taken, get an Original Haste 11 for 1 round
| DM
|
c
| 11
| 6
| Dispel Magic 11
| Enc
| Dispel 9 magic effects
| DM
| c
| 11
| 7
| Feeblemind 11
| Enc
| -55 mental stat points (randomly distributed in packets of 5) (save per packet)
| DM
| c
| 11
| 8
| Fireball 11
| Inv
| CLd22 fire dmg to a group (save:½)
| DM
|
c
| 11
| 9
| Immediate Monster Summoning XI
| Cnj, Chrono
| Summons a DL IX monster without summoning sickness
| DM
| c
| 11
| 10
| Lightning Bolt 11
| Inv
| CLd22 lightning dmg to a group (save:½)
| DM
| c
| 11
| 11
| Magic Missile 11
| Inv
| (CL+1)*11/2 missiles, each does 1d4+1 force dmg (no save)
| DM
|
c
| 11
| 12
| Mental Loss
| Cha
| target loses 1M action for 1t
|
| c
| 11
| 13
| Meteor Swarm 11
| Inv
| 6 meteors each dealing 14d6 earth dmg & same fire dmg (save:½ for fire)
| DM
| c
| 11
| 14
| Monster Swarm Summoning XI
| Cnj
| Summons CL/8 (round down) DL X monsters
| DM
|
c
| 11
| 15
| Mordenkainen's Disjunction 11
| Enc
| Disjunct 3 effects (any type)
| DM
| c
| 11
| 16
| Negation Blast
| Enc
| all x1 items within 30 yards turn off for 1t
|
| c
| 11
| 17
| Planet Swarm
| Evo
| target struck by 4 gas giants or 8 small planets (?!)
|
|
c
| 11
| 18
| Power Word Blind 11
| Cha
| Blinds & stuns a creature if current hp < 240 (no save)
| DM
| c
| 11
| 19
| Power Word Kill 11
| Cha
| Kills a creature if current hp < 180 (no save)
| DM
| c
| 11
| 20
| Power Word Stun 11
| Cha
| Stuns a creature if current hp < 480 (no save)
| DM
|
c
| 11
| 21
| Prismatic Wall 11
| Abj
| 11 Prismatic colors or 9 MultiPrismatic colors (may repeat colors in either mode)
| DM
| c
| 11
| 22
| Ray of Enfeeblement 11
| Cha
| -55 physical stat points (randomly distributed in packets of 5) (save per packet)
| DM
| c
| 11
| 23
| Reset Self
|
|
| DM
|
c
| 11
| 24
| Step Out of It
| Inv, Meta
| see section [C] for effects
| DM
| c
| 11
| 25
| Time Stop 11
| Alt
| Stops time for 1d6 rounds
| DM
| c
| 11
| 26
| Unlimited Wish
|
|
| DM
|
c
| 11
| 27
| Wacky Ball 11 / Normal / ½
|
| Ld10000, save: ½
| DM
|
|
[MC1] Monster Collective, Spells
[MC1.W12] Monster Wizard Spells, SL=12
Use
| SL
| #
| Name
| School
| Effect
| Source
|
d
| 12
| 1
| Anti-Magic Shell 12
| Abj
| Anti-Magic of SL 0 to 11
| DM
| d
| 12
| 2
| Armor 12
| Abj
| +CL*24 current hp
| DM
| d
| 12
| 3
| Eighth & Ninth Level Magic-User Spells
|
|
| DM
|
d
| 12
| 4
| Fire Shield 12
| Abj
| Anyone who melees with you takes 275% dmg back
| DM
| d
| 12
| 5
| Globe of Invulnerability 12
| Abj
| Immune to spells with SL=0 to 11
| DM
| d
| 12
| 6
| Original Stoneskin 12
| Abj
| Block the next 9 P actions of attacks
| DM
|
d
| 12
| 7
| Prismatic Sphere 12
| Abj
| 10 Prismatic colors or 8 MultiPrismatic colors (may repeat colors in either mode)
| DM
| d
| 12
| 8
| Sixth Level Magic-User Spells (DM1)
| Ill
| Cast any four 6th level Wizard spells simultaneously when it is cast.
| DM
| d
| 12
| 9
| Sixth Level Magic-User Spells (DM2)
| Ill
| Can cast one 6th Level Wizard spell per round as Z action
| DM
|
d
| 12
| 10
| Tenser's Transformation 12
| Alt
| +250% of max hp to current hp, +8 TH melee
| DM
| c
| 12
| 1
| Cone of Cold 12
| Inv
| CLd24+CL cold dmg to a group (save:½)
| DM
| c
| 12
| 2
| Death Spell 12
| Nec
| Slay 12d12 HD of creatures (save)
| DM
|
c
| 12
| 3
| Dispel Exhaustion 12
| Alt
| Restore 99% of dmg taken, get an Original Haste 12 for 1 round
| DM
| c
| 12
| 4
| Dispel Magic 12
| Enc
| Dispel 10 magic effects
| DM
| c
| 12
| 5
| Feeblemind 12
| Enc
| -60 mental stat points (randomly distributed in packets of 5) (save per packet)
| DM
|
c
| 12
| 6
| Fireball 12
| Inv
| CLd24 fire dmg to a group (save:½)
| DM
| c
| 12
| 7
| Immediate Monster Summoning XII
| Cnj, Chrono
| Summons a DL X monster without summoning sickness
| DM
| c
| 12
| 8
| Lightning Bolt 12
| Inv
| CLd24 lightning dmg to a group (save:½)
| DM
|
c
| 12
| 9
| Magic Missile 12
| Inv
| (CL+1)*6 missiles, each does 1d4+1 force dmg (no save)
| DM
| c
| 12
| 10
| Meteor Swarm 12
| Inv
| 7 meteors each dealing 16d7 earth dmg & same fire dmg (save:½ for fire)
| DM
| c
| 12
| 11
| Monster Swarm Summoning XII
| Cnj
| Summons CL/16 (round down) DL XI monsters
| DM
|
c
| 12
| 12
| Mordenkainen's Disjunction 12
| Enc
| Disjunct 4 effects (any type)
| DM
| c
| 12
| 13
| Pixelate
| Reality
| Pixelate target (no save)
| DM
| c
| 12
| 14
| Power Word Blind 12
| Cha
| Blinds & stuns a creature if current hp < 280 (no save)
| DM
|
c
| 12
| 15
| Power Word Kill 12
| Cha
| Kills a creature if current hp < 210 (no save)
| DM
| c
| 12
| 16
| Power Word Stun 12
| Cha
| Stuns a creature if current hp < 560 (no save)
| DM
| c
| 12
| 17
| Prismatic Wall 12
| Abj
| 12 Prismatic colors or 10 MultiPrismatic colors (may repeat colors in either mode)
| DM
|
c
| 12
| 18
| Ray of Enfeeblement 12
| Cha
| -60 physical stat points (randomly distributed in packets of 5) (save per packet)
| DM
| c
| 12
| 19
| Reset (Self or Other)
|
|
| DM
| c
| 12
| 20
| Time Stop 12
| Alt
| Stops time for 1d7 rounds
| DM
|
c
| 12
| 21
| Unchangeable Reality
|
|
| DM
| c
| 12
| 22
| Wacky Ball 12 / Normal / ½
|
| Ld100000, save: ½
| DM
|
|
[MC1] Monster Collective, Spells
[MC1.P1] Monster Priest Spells, SL=1
Use
| SL
| #
| Name
| Sphere
| Effect
| Source
|
d
| 1
| 1
| Animal Companion
| Ani,Cha
| Make an animal your companion (not familiar) {1 creature}
| OA1
| d
| 1
| 2
| Cantrip
| All
| Can cast 1 orison (Pri 0) per round as a Z action
| DM
| d
| 1
| 3
| Combine
| All
| -4 AC; no Dex adj.; Add Pri CLs for effects {Touch, 1+ creatures}
| UA1
|
d
| 1
| 4
| Endure Elements
| Pro
| -5 dmg/r from 1 of: acid/cold/lightning/fire/sound {Touch, 1 creature}
| PH3
| d
| 1
| 5
| 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
| d
| 1
| 6
| Protection from Fire 1
| Ele,Pro
| Stop the next CL*2 fire dmg
| DM
|
d
| 1
| 7
| Protection from Lightning 1
| Ele,Pro
| Stop the next CL*2 lightning dmg
| DM
| d
| 1
| 8
| Resist [E=1 element]
| Elemental
| Pick an E=1 element, you resist it for 1 hour.
| DM
| d
| 1
| 9
| Resist Cold (1)
| Pro
| All creatures in area get resist cold {1 group}
| RC0
|
d
| 1
| 10
| Resist Fire/Resist Cold 1
| Ele,Pro
| Take -45% dmg vs. fire or cold
| DM
| d
| 1
| 11
| Sanctuary (1)
| Pro
| Opponents must make save to attack target {Touch, 1 creature}
| PH1
| c
| 1
| 1
| Blade Barrier 1
| Gua
| 3d3 dmg wall (shards)
| DM
|
c
| 1
| 2
| Call Lightning 1
| Com,Ele
| (CL+2)d4 lightning dmg (save:½) (halve the die type if not outside)
| DM
| c
| 1
| 3
| Cause Fear
| Cha
| Fear (save), max 6 HD {1 creature}
| PH3
| c
| 1
| 4
| Command 1
| Cha
| Target makes 1 save, each missed save allows 1 word for a command to be given
| DM
|
c
| 1
| 5
| Cure Light Wounds (3)
| Hea
| Cure 2d8+L (choose 1 die), reverse has save:½ {Touch, 1 creature}
| PH3
| c
| 1
| 6
| Entangle (1)
| Pla
| Need plants to use; Slow (no save); Stop (save) {1 group}
| PH1
| c
| 1
| 7
| Entropic Shield
| Pro,C
| Any missile has a 20% chance to miss you {self only}
| PH3
|
c
| 1
| 8
| Entwine
| Pla
| As Entangle, 1 target, -4 to save
| DM
| c
| 1
| 9
| Faerie Fire (3)
| Wea
| Dispels darkness/blur/displacement/invisibility {1 group}
| PH3
| c
| 1
| 10
| Hold Person/Monster 1
| Cha
| Hold 3 person or 1 monster targets (save)
| DM
|
c
| 1
| 11
| Panic
| Charm
| Target is Panicked (50% flee, 50% taunted towards you) (Will save)
| DM
| c
| 1
| 12
| Summon Monster I
| Sum
| Summons a DL 1 creature to fight for you {1 creature}
| PH3
| c
| 1
| 13
| Summon Nature's Ally I
| Sum,Ani
| Summons a DL 1 animal to fight for you {1 creature}
| PH3
|
c
| 1
| 14
| Treat Light Wounds
| Hea
| Cure 10% of max hp {Touch, 1 creature}
| DM
|
|
[MC1] Monster Collective, Spells
[MC1.P2] Monster Priest Spells, SL=2
Use
| SL
| #
| Name
| Sphere
| Effect
| Source
|
d
| 2
| 1
| Aid
| Hea
| Bless; +2d8 (choose 1 die) hp (can above max) {Touch, 1 creature}
| UA1
| d
| 2
| 2
| 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
| d
| 2
| 3
| 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
|
d
| 2
| 4
| Goodberry 2
| Hea,Pla
| Creates 8 goodberries
| DM
| d
| 2
| 5
| Protection from Fire 2
| Ele,Pro
| Stop the next CL*4 fire dmg
| DM
| d
| 2
| 6
| Protection from Lightning 2
| Ele,Pro
| Stop the next CL*4 lightning dmg
| DM
|
d
| 2
| 7
| Resist [E=1 eelement]
| Elemental
| Pick an EE=1 eelement, you resist it for 1 hour.
| DM
| d
| 2
| 8
| Resist [E=2 element]
| Elemental
| Pick an E=2 element, you resist it for 1 hour.
| DM
| d
| 2
| 9
| Resist Acid and Corrosion
| Pro
| Resist acid {Touch, 1 target}
| S&M2
|
d
| 2
| 10
| Resist Elements
| Abj
| -12 dmg/r from 1 of: acid/cold/lightning/fire/sound {Touch, 1 creature}
| PH3
| d
| 2
| 11
| Resist Fire/Resist Cold 2
| Ele,Pro
| Take -50% dmg vs. fire or cold
| DM
| c
| 2
| 1
| Blade Barrier 2
| Gua
| 4d4 dmg wall (shards)
| DM
|
c
| 2
| 2
| Call Lightning 2
| Com,Ele
| (CL+2)d6 lightning dmg (save:½) (halve the die type if not outside)
| DM
| c
| 2
| 3
| Charm Person or Mammal
| Cha
| Charm one humanoid or mammal {1 creature}
| PH1
| c
| 2
| 4
| Command 2
| Cha
| Target makes 2 saves, each missed save allows 1 word for a command to be given
| DM
|
c
| 2
| 5
| Cure Moderate Wounds (3)
| Hea
| Cure 4d8+L (choose 2 dice) (or) 12+L hp {Touch, 1 creature}
| PH3
| c
| 2
| 6
| Death Knell
| Nec
| Slain if <0 hp (save); you +1d8 hp, +2 Str, +1 CL {Touch, 1 creature}
| PH3
| c
| 2
| 7
| Dispel Radiation
| Pro
| Dispels Radiation (1 target = auto success) {1 group}
| DM
|
c
| 2
| 8
| Dust Devil
| Ele,Sum
| Dust Devil: AC 4, HD 2, hp 16, Mv 18, dmg 1d4 {1 creature}
| UA1
| c
| 2
| 9
| Flame Strike 2
| Com,Ele
| CLd2 holy fire dmg (save:½)
| DM
| c
| 2
| 10
| Heal 2
| Hea
| Cure to 10% of max hp (max Heal 2 can cure at once = 62 hp)
| DM
|
c
| 2
| 11
| Hold Person/Monster 2
| Cha
| Hold 4 person or 2 monster targets (save)
| DM
| c
| 2
| 12
| Lesser Restoration
| Hea
| Restores temporary lowering of 1 ability score {Touch, 1 creature}
| PH3
| c
| 2
| 13
| Remove Degeneration/Wounded
| Nec
| Removes a Degeneration or Wounded effect
| DM
|
c
| 2
| 14
| Remove Paralysis (3)
| Hea
| Removes paralysis/hold/slow; up to 4 targets {1 group}
| PH3
| c
| 2
| 15
| Shatter
| Ele,C
| Object(s) destroyed (save vs. crushing blow) {1 group}
| PH3
| c
| 2
| 16
| Summon Monster II
| Sum
| 1 DL 2 or 1d3 DL 1 creatures to fight for you {1 creature}
| PH3
|
c
| 2
| 17
| Summon Nature's Ally II
| Sum,Ani
| 1 DL 2 or 1d3 DL 1 animals to fight for you {1 creature}
| PH3
| c
| 2
| 18
| Treat Moderate Wounds
| Hea
| Cure 20% of max hp {Touch, 1 creature}
| DM
| c
| 2
| 19
| Withdraw
| All
| Get 1r of actions per 1s; only cure self & Div {self only}
| UA1
|
|
[MC1] Monster Collective, Spells
[MC1.P3] Monster Priest Spells, SL=3
Use
| SL
| #
| Name
| Sphere
| Effect
| Source
|
d
| 3
| 1
| Animate Dead
| Nec
| Creates undead skeletons and zombies.
| PH2&3
| d
| 3
| 2
| 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
| d
| 3
| 3
| 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
|
d
| 3
| 4
| Goodberry 3
| Hea,Pla
| Creates 12 goodberries
| DM
| d
| 3
| 5
| Negative Plane Protection
| Nec;Pro
| Stops one negative energy attack
| PH2
| d
| 3
| 6
| Protection from Elements
| Pro;Ele
| Absorb 12 damage/level from one kind of energy.
| PH3
|
d
| 3
| 7
| Protection From Fire
| Pro;Ele
| Immune normal fire; Absorb 12*CL dmg fire (or) Resist Fire
| PH2
| d
| 3
| 8
| Protection from Lightning 3
| Ele,Pro
| Stop the next CL*8 lightning dmg
| DM
| d
| 3
| 9
| Resist [E=3 element]
| Elemental
| Pick an E=3 element, you resist it for 1 hour.
| DM
|
c
| 3
| 1
| Bestow Curse
| Pro
| -6 to an ability; -4 on TH/saves/checks; or 50% lose action
| PH3
| c
| 3
| 2
| Blade Barrier 3
| Gua
| 5d5 dmg wall (shards)
| DM
| c
| 3
| 3
| Call Lightning 3
| Com,Ele
| (CL+2)d8 lightning dmg (save:½) (halve the die type if not outside)
| DM
|
c
| 3
| 4
| Command 3
| Cha
| Target makes 3 saves, each missed save allows 1 word for a command to be given
| DM
| c
| 3
| 5
| Creeping Doom 3
| Sum
| 40 insect dmg
| DM
| c
| 3
| 6
| Cure Blindness or Deafness
| Nec;Hea
| Cures Blindness or Deafness
| PH2
|
c
| 3
| 7
| Cure Disease
| Nec;Hea
| Cures Disease
| PH2
| c
| 3
| 8
| Cure Wounds 3
| Hea
| Cures 6d8 hp (can take offer of 6 per die -> 36 hp)
| DM
| c
| 3
| 9
| Death's Door
| Nec;Hea
| Puts target (at negative hp) to 0 hp (1 hp if material comp.)
| UA1
|
c
| 3
| 10
| Dispel Magic 3
| Com
| Dispel 1 magic effect
| DM
| c
| 3
| 11
| Flame Strike 3
| Com,Ele
| CLd4 holy fire dmg (save:½)
| DM
| c
| 3
| 12
| Heal 3
| Hea
| Cure to 25% of max hp (max Heal 3 can cure at once = 250 hp)
| DM
|
c
| 3
| 13
| Hold Person/Monster 3
| Cha
| Hold 5 person or 3 monster targets (save)
| DM
| c
| 3
| 14
| Neutralize Poison
| Hea;Nec
| Detoxifies venom in or on subject.
| PH2&3
| c
| 3
| 15
| Put Out of Misery
| Nec
| Target being at negative hp that would die if unattended is slain (no save)
| DM
|
c
| 3
| 16
| Remove Curse
| Nec;Hea
| Frees object or person from curse.
| PH2&3
| c
| 3
| 17
| Remove Disease
| Nec;Hea
| Cures all diseases affecting subject.
| PH3
| c
| 3
| 18
| 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
|
c
| 3
| 19
| Summon Insects
| Ani;Sum
| Summons DL 3 insects
| PH2
| c
| 3
| 20
| Summon Monster III
| Sum
| Calls DL 3 outsider to fight for you.
| PH3
| c
| 3
| 21
| Summon Nature's Ally III
| Ani;Sum
| Calls DL 3 creature to fight.
| PH3
|
c
| 3
| 22
| Treat Serious Wounds
| Hea
| Cure 30% of max
| DM
|
|
[MC1] Monster Collective, Spells
[MC1.P4] Monster Priest Spells, SL=4
Use
| SL
| #
| Name
| Sphere
| Effect
| Source
|
d
| 4
| 1
| Death Ward
| Wrd; Nec
| Grants immunity to death spells and effects.
| PH3
| d
| 4
| 2
| Dimensional Anchor
| Ast; Wrd
| Bars extradimensional movement.
| PH3
| d
| 4
| 3
| 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
|
d
| 4
| 4
| Free Action
| Cha
| Immune stun, hold, paralysis, summoning sickness
| PH2
| d
| 4
| 5
| Goodberry 4
| Hea,Pla
| Creates 16 goodberries
| DM
| d
| 4
| 6
| 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
|
d
| 4
| 7
| Protection from Fire 4
| Ele,Pro
| Stop the next CL*12 fire dmg
| DM
| d
| 4
| 8
| Protection from Lightning 4
| Ele,Pro
| Stop the next CL*12 lightning dmg
| DM
| d
| 4
| 9
| Rusting Grasp
| Com; Wea
| Your touch corrodes iron and alloys.
| PH3
|
d
| 4
| 10
| Spell Immunity
| Pro
| Subject is immune to one spell per four levels
| PH2&3
| d
| 4
| 11
| Resist [E=2 eelement]
| Elemental
| Pick an EE=2 eelement, you resist it for 1 hour.
| DM
| d
| 4
| 12
| Resist [E=4 element]
| Elemental
| Pick an E=4 element, you resist it for 1 hour.
| DM
|
d
| 4
| 13
| Resist Fire/Resist Cold 4
| Ele,Pro
| Take -60% dmg vs. fire or cold
| DM
| c
| 4
| 1
| Blade Barrier 4
| Gua
| 6d6 dmg wall (shards)
| DM
| c
| 4
| 2
| Call Lightning 4
| Com,Ele
| (CL+2)d10 lightning dmg (save:½) (halve the die type if not outside)
| DM
|
c
| 4
| 3
| Command 4
| Cha
| Target makes 4 saves, each missed save allows 1 word for a command to be given
| DM
| c
| 4
| 4
| Creeping Doom 4
| Sum
| 160 insect dmg
| DM
| c
| 4
| 5
| Cure Wounds 4
| Hea
| Cures 10d8 hp (can take offer of 6 per die -> 60 hp)
| DM
|
c
| 4
| 6
| Death's Door 4
| Hea,Nec
| Target (currently at negative hp) goes to 1 hp
| DM
| c
| 4
| 7
| Dismissal
| Sum
| Forces a creature to return to native plane. (save)
| PH3
| c
| 4
| 8
| Dispel Magic 4
| Com
| Dispel 2 magic effects
| DM
|
c
| 4
| 9
| Dispel Psionics
| Pro
| Cancels psionic effects
| DM
| c
| 4
| 10
| Flame Strike 4
| Com,Ele
| CLd6 holy fire dmg (save:½)
| DM
| c
| 4
| 11
| Heal 4
| Hea
| Cure to 50% of max hp (max Heal 4 can cure at once = 500 hp)
| DM
|
c
| 4
| 12
| Hold Person/Monster 4
| Cha
| Hold 6 person or 4 monster targets (save)
| DM
| c
| 4
| 13
| Lesser Planar Ally
| Sum
| Summons a DL IV outer-planar (payment determines duration)
| PH3
| c
| 4
| 14
| Limited Heal
| Hea
| Heal, target must Fort save vs. # hp down (+10 per other effect)
| DM
|
c
| 4
| 15
| Neutralize Poison 4
| Hea,Nec
| Cure 1 poison effect (reverse causes that many, save)
| DM
| c
| 4
| 16
| Remove Capital S Stun
| Hea, Nec
| Removes Capital S Stun
| DM
| c
| 4
| 17
| Remove Curse 4
| Hea,Nec
| Cure 1 curse effect (reverse causes that many, save)
| DM
|
c
| 4
| 18
| Restoration (3)
| Nec
| Restores level and ability score drains.
| PH3
| c
| 4
| 19
| Summon Monster IV
| Sum
| Summons a DL IV monster (1 turn)
| PH3
| c
| 4
| 20
| Summon Nature's Ally IV
| Sum
| Summons a DL IV animal (maintained)
| PH3
|
c
| 4
| 21
| Treat Critical Wounds
| Hea
| Cure 40% of max
| DM
|
|
[MC1] Monster Collective, Spells
[MC1.P5] Monster Priest Spells, SL=5
Use
| SL
| #
| Name
| Sphere
| Effect
| Source
|
d
| 5
| 1
| Antiplant Shell
| Pla; Pro
| Keeps out plants
| PH2
| d
| 5
| 2
| 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
| d
| 5
| 3
| 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
|
d
| 5
| 4
| Extra Group +1
| Numbers
| The next spell you cast will affect +1 groups of monsters
| DM
| d
| 5
| 5
| Golem
| Cre
| Makes a golem (you need raw materials)
| UA1
| d
| 5
| 6
| Goodberry 5
| Hea,Pla
| Creates 20 goodberries
| DM
|
d
| 5
| 7
| 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
| d
| 5
| 8
| Improved Free Action
| Cha
| Immune Capital S Stun, Stop, Hold, Paralysis, Summoning Sickness; Hold P,V actions
| DM
| d
| 5
| 9
| 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
|
d
| 5
| 10
| Protection from Fire 5
| Ele,Pro
| Stop the next CL*16 fire dmg
| DM
| d
| 5
| 11
| Protection from Lightning 5
| Ele,Pro
| Stop the next CL*16 lightning dmg
| DM
| d
| 5
| 12
| Resist [E=5 element]
| Elemental
| Pick an E=5 element, you resist it for 1 hour.
| DM
|
d
| 5
| 13
| Resist Fire/Resist Cold 5
| Ele,Pro
| Take -65% dmg vs. fire or cold
| DM
| d
| 5
| 14
| Resist Vulnerability
| Pro
| Target gains a Resist to something which can only be used to counter a Vulnerability (Duration 1 hour)
| DM
| d
| 5
| 15
| Spell Immunity 5
| Pro
| Be immune to 2 spells by name
| DM
|
d
| 5
| 16
| Spell Resistance
| Pro
| Subject gains +12 +1/level SR.
| PH3
| d
| 5
| 17
| Summon Monster V
| Sum
| Summons a DL V monster (1 turn)
| PH3
| d
| 5
| 18
| Summon Nature's Ally V
| Sum; Ani
| Summons a DL V animal (maintained)
| PH3
|
d
| 5
| 19
| Troll-like Regeneration
| Nec
| You Troll-like Regenerate at CL hp per round
| DM
| c
| 5
| 1
| Animate Dead Monsters
| Nec
| Animates CL dead monsters
| UA1
| c
| 5
| 2
| Blade Barrier 5
| Gua
| 7d7 dmg wall (shards)
| DM
|
c
| 5
| 3
| Call Lightning 5
| Com,Ele
| (CL+2)d12 lightning dmg (save:½) (halve the die type if not outside)
| DM
| c
| 5
| 4
| Command 5
| Cha
| Target makes 5 saves, each missed save allows 1 word for a command to be given
| DM
| c
| 5
| 5
| Conjure/Dismiss Normal Elemental
| Ele
| Summons or dismisses a Normal Elemental
| DM
|
c
| 5
| 6
| Creeping Doom 5
| Sum
| (1d2+4)*60 insect dmg
| DM
| c
| 5
| 7
| Cure Wounds 5
| Hea
| Cures 15d8 hp (can take offer of 6 per die -> 90 hp)
| DM
| c
| 5
| 8
| Death's Door 5
| Hea,Nec
| Target (currently at negative hp) goes to 2 hp (can't go above max)
| DM
|
c
| 5
| 9
| 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
| c
| 5
| 10
| Dispel Innates
| Pro
| Dispels Innates
| DM
| c
| 5
| 11
| Dispel Magic 5
| Com
| Dispel 3 magic effects
| DM
|
c
| 5
| 12
| Fire Storm 5
| Com,Ele
| (CL+2)d2 holy fire dmg, hits 1 group (no save)
| DM
| c
| 5
| 13
| Flame Strike 5
| Com,Ele
| CLd8 holy fire dmg (save:½)
| DM
| c
| 5
| 14
| Greater Command
| Cha
| As command, but affects one subject/level.
| PH3
|
c
| 5
| 15
| Heal 5
| Hea
| Cure to 75% of max hp (max Heal 5 can cure at once = 750 hp)
| DM
| c
| 5
| 16
| Hold Person/Monster 5
| Cha
| Hold 7 person or 5 monster targets (save)
| DM
| c
| 5
| 17
| Ice Storm
| Ele
| Hail deals 5d6 damage in cylinder 40 ft. across.
| PH3
|
c
| 5
| 18
| Insect Plague
| Ani; Sum
| Insect horde limits vision, inflicts damage, creatures flee.
| PH2&3
| c
| 5
| 19
| Limited Cureall
| Hea
| Cureall, target must Fort save vs. # hp down (+10 per other effect)
| DM
| c
| 5
| 20
| Limited Wish
| Com
| 5th level spell: will duplicate any Wizard spell of levels 0-3 or Priest spell of levels 0-4.
| DM
|
c
| 5
| 21
| MultiCure Critical Wounds
|
| Cure Critical (3 targets) (r=sight)
| DM
| c
| 5
| 22
| Neutralize Poison 5
| Hea,Nec
| Cure 2 poison effects (reverse causes that many, save for each)
| DM
| c
| 5
| 23
| Rainbow
| Sun
| Creates a rainbow bridge (or) CL bolts d8 dmg 1 target each
| PH2
|
c
| 5
| 24
| 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
| c
| 5
| 25
| Remove Coma
| Nec
| Removes the Coma effect
| DM
| c
| 5
| 26
| Remove Curse 5
| Hea,Nec
| Cure 2 curse effects (reverse causes that many, save for each)
| DM
|
c
| 5
| 27
| Treat Deadly Wounds
| Hea
| Cure 50% of max hp
| DM
| c
| 5
| 28
| Vulnerable Resistance
| Pro
| Target gains a Vulnerability to something which can only be used to counter a Resistance (Duration 1 hour)
| DM
| c
| 5
| 29
| Wall of Fire
| Ele
| Passing through wall deals 2d6 +1/level.
| PH3
|
c
| 5
| 30
| Wall of Stone
| Ele
| 20 hp/four levels; can be shaped.
| PH3
| c
| 5
| 31
| Wall of Thorns
| Pla
| Thorns damage anyone who tries to pass.
| PH3
|
|
[MC1] Monster Collective, Spells
[MC1.P6] Monster Priest Spells, SL=6
Use
| SL
| #
| Name
| Sphere
| Effect
| Source
|
d
| 6
| 1
| Anti-Animal Shell
|
|
| PH2
| d
| 6
| 2
| Antilife Shell
|
| 10-ft. field hedges out living creatures.
| PH3
| d
| 6
| 3
| 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
|
d
| 6
| 4
| Forbiddance
|
| Denies area to creatures of another alignment.
| PH3
| d
| 6
| 5
| Goodberry 6
| Hea,Pla
| Creates 24 goodberries
| DM
| d
| 6
| 6
| 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
|
d
| 6
| 7
| No Save
| Combat
| The next spell you cast does not have a saving throw
| DM
| d
| 6
| 8
| Protection from Fire 6
| Ele,Pro
| Stop the next CL*20 fire dmg
| DM
| d
| 6
| 9
| Protection from Lightning 6
| Ele,Pro
| Stop the next CL*20 lightning dmg
| DM
|
d
| 6
| 10
| Resist [E=3 eelement]
| Elemental
| Pick an EE=3 eelement, you resist it for 1 hour.
| DM
| d
| 6
| 11
| Resist [E=6 element]
| Elemental
| Pick an E=6 element, you resist it for 1 hour.
| DM
| d
| 6
| 12
| Resist Fire/Resist Cold 6
| Ele,Pro
| Take -70% dmg vs. fire or cold
| DM
|
d
| 6
| 13
| Spell Immunity 6
| Pro
| Be immune to 3 spells by name
| DM
| c
| 6
| 1
| Blade Barrier
|
| Blades encircling you deal 1d6 damage/level.
| PH3
| c
| 6
| 2
| Blade Barrier 6
| Gua
| 8d8 dmg wall (shards)
| DM
|
c
| 6
| 3
| Call Lightning 6
| Com,Ele
| (CL+2)d14 lightning dmg (save:½) (halve the die type if not outside)
| DM
| c
| 6
| 4
| Command 6
| Cha
| Target makes 6 saves, each missed save allows 1 word for a command to be given
| DM
| c
| 6
| 5
| Conjure/Dismiss Para Elemental
| Ele
| Summons or dismisses a Para Elemental
| DM
|
c
| 6
| 6
| Create Undead
|
| Ghouls, shadows, ghasts, wights, or wraiths.
| PH3
| c
| 6
| 7
| Creeping Doom 6
| Sum
| (1d3+5)*80 insect dmg
| DM
| c
| 6
| 8
| Cure Wounds 6
| Hea
| Cures 21d8 hp (can take offer of 6 per die -> 126 hp)
| DM
|
c
| 6
| 9
| Death's Door 6
| Hea,Nec
| Target (currently at negative hp) goes to 4 hp (can't go above max)
| DM
| c
| 6
| 10
| Dispel Evil 6
| All
| Dispel 2 evil targets (can target the same thing more than once) (save)
| DM
| c
| 6
| 11
| Dispel Magic 6
| Com
| Dispel 4 magic effects
| DM
|
c
| 6
| 12
| Feeblemind
|
|
| PH1
| c
| 6
| 13
| Fire Storm 6
| Com,Ele
| (CL+2)d5 holy fire dmg, hits 1+1/2 groups (no save)
| DM
| c
| 6
| 14
| Flame Strike 6
| Com,Ele
| CLd10 holy fire dmg (save:½)
| DM
|
c
| 6
| 15
| Heal
| Hea
| Cure all dmg + disease,blind,insanity,feeblemind
| PH1
| c
| 6
| 16
| Hold Person/Monster 6
| Cha
| Hold 8 person or 6 monster targets (save)
| DM
| c
| 6
| 17
| Mass Remove Curse
|
| Remove Curse on 6 targets or 1 group
| DM
|
c
| 6
| 18
| Mass Remove Paralysis
|
|
| DM
| c
| 6
| 19
| MultiCure Deadly Wounds
| Hea
| Cure 8d8+10 or 58 to 6 different targets
| DM
| c
| 6
| 20
| Neutralize Poison 6
| Hea,Nec
| Cure 3 poison effects (reverse causes that many, save for each)
| DM
|
c
| 6
| 21
| Really Put of Misery
| Nec
| Target being that is slain is Capital S Slain (no save)
| DM
| c
| 6
| 22
| Remove *Curse*
| Nec
| Removes *Curse*, Capital C Curse (but not Ancient Foul Curse)
| DM
| c
| 6
| 23
| Remove Curse 6
| Hea,Nec
| Cure 3 curse effects (reverse causes that many, save for each)
| DM
|
c
| 6
| 24
| Summon Monster VI
|
| Calls outsider to fight for you.
| PH3
| c
| 6
| 25
| Summon Nature's Ally VI
|
| Calls creature to fight.
| PH3
| c
| 6
| 26
| Treat Harmful Wounds
| Hea
| Cure 60% of max hp
| DM
|
|
[MC1] Monster Collective, Spells
[MC1.P7] Monster Priest Spells, SL=7
Use
| SL
| #
| Name
| Sphere
| Effect
| Source
|
d
| 7
| 1
| Goodberry 7
| Hea,Pla
| Creates 28 goodberries
| DM
| d
| 7
| 2
| 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
| d
| 7
| 3
| Phoenix Sanctuary
| Pro
| You take half damage from any source (duration 1 turn, cannot be made permanent)
| DM
|
d
| 7
| 4
| Protection from Death
| Pro,Nec
| Immune to slain and Slain
| DM
| d
| 7
| 5
| Protection from Fire 7
| Ele,Pro
| Stop the next CL*24 fire dmg
| DM
| d
| 7
| 6
| Protection from Lightning 7
| Ele,Pro
| Stop the next CL*24 lightning dmg
| DM
|
d
| 7
| 7
| Regenerate 7
| Nec
| Regenerates 1 hp /s
| DM
| d
| 7
| 8
| Repulsion
|
| Creatures can't approach you.
| PH3
| d
| 7
| 9
| Spell Immunity 7
| Pro
| Be immune to 4 spells by name
| DM
|
d
| 7
| 10
| Symbol
|
| Triggered runes have array of effects.
| PH2
| d
| 7
| 11
| Time/Reality Stability
| Time
| Time/Reality Stability (duration 1 day), reverse removes it (Spell save)
| DM
| c
| 7
| 1
| Blade Barrier 7
| Gua
| 9d9 dmg wall (shards)
| DM
|
c
| 7
| 2
| Call Lightning 7
| Com,Ele
| (CL+2)d16 lightning dmg (save:½) (halve the die type if not outside)
| DM
| c
| 7
| 3
| Command 7
| Cha
| Target makes 7 saves, each missed save allows 1 word for a command to be given
| DM
| c
| 7
| 4
| Confusion
|
|
| PH2
|
c
| 7
| 5
| Conjure/Dismiss Quasi Elemental
| Ele
| Summons or dismisses a Quasi Elemental
| DM
| c
| 7
| 6
| Creeping Doom 7
| Sum
| (1d4+6)*100 insect dmg
| DM
| c
| 7
| 7
| Cure Wounds 7
| Hea
| Cures 28d8 hp (can take offer of 6 per die -> 168 hp)
| DM
|
c
| 7
| 8
| Cureall
| Hea
| Cure all dmg + remove all non-divine ailments
| RC0
| c
| 7
| 9
| Death's Door 7
| Hea,Nec
| Target (currently at negative hp) goes to 8 hp (can't go above max)
| DM
| c
| 7
| 10
| Dispel Evil 7
| All
| Dispel 3 evil targets (can target the same thing more than once) (save)
| DM
|
c
| 7
| 11
| Dispel Magic 7
| Com
| Dispel 5 magic effects
| DM
| c
| 7
| 12
| Earthquake
|
| Intense tremor shakes 5-ft./level radius.
| PH2
| c
| 7
| 13
| Escape
| Travelers
| You Escape from current situation
| DM
|
c
| 7
| 14
| Fire Storm 7
| Com,Ele
| (CL+2)d8 holy fire dmg, hits 2 groups (no save)
| DM
| c
| 7
| 15
| Flame Strike 7
| Com,Ele
| CLd12 holy fire dmg (save:½)
| DM
| c
| 7
| 16
| Gate
|
| Connects two planes for travel or summoning.
| PH2
|
c
| 7
| 17
| Greater Restoration
|
| As restoration, plus restores all levels and ability scores
| PH3
| c
| 7
| 18
| Heal 7
| Hea
| Cure to 125% of max hp (max Heal 7 can cure at once = 1250 hp)
| DM
| c
| 7
| 19
| Hold Person/Monster 7
| Cha
| Hold 9 person or 7 monster targets (save)
| DM
|
c
| 7
| 20
| Holy Word
|
| Double the Hit Dice brackets. A creature does not have to "hear" the spell in order for it to take effect.
| PH1
| c
| 7
| 21
| MultiHeal
| Hea
| Cure all dmg + disease,blind,insanity,feeblemind (6 targets)
| DM
| c
| 7
| 22
| Neutralize Poison 7
| Hea,Nec
| Cure 4 poison effects (reverse causes that many, save for each)
| DM
|
c
| 7
| 23
| 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
| c
| 7
| 24
| Remove Curse 7
| Hea,Nec
| Cure 4 curse effects (reverse causes that many, save for each)
| DM
| c
| 7
| 25
| Resist Fire/Resist Cold 7
| Ele,Pro
| Take -75% dmg vs. fire or cold
| DM
|
c
| 7
| 26
| Restoration (1)
|
| Removes all lost levels, not just one. Also restores ability score drains. Does not age caster or target.
| PH1
| c
| 7
| 27
| 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
| c
| 7
| 28
| Summon Monster VII
|
| Calls outsider to fight for you.
| PH3
|
c
| 7
| 29
| Summon Nature's Ally VII
|
| Calls creature to fight.
| PH3
| c
| 7
| 30
| Treat Caused Wounds
| Hea
| Cure 70% of max hp
| DM
| c
| 7
| 31
| Wish
| Cnj
| Duplicate any Wizard or Priest spell of levels 0-6.
| RC0
|
|
[MC1] Monster Collective, Spells
[MC1.P8] Monster Priest Spells, SL=8
Use
| SL
| #
| Name
| Sphere
| Effect
| Source
|
d
| 8
| 1
| Antimagic Field
|
| Negates magic within 10 ft.
| PH3
| d
| 8
| 2
| Duplicate Monster
| Cre
| Duplicate a x1 monster (not incl. classes)
| ?
| d
| 8
| 3
| Extra Group +2
| Numbers
| The next spell you cast will affect +2 groups of monsters
| DM
|
d
| 8
| 4
| Forever Minions
| Nec
| All dead in area raise as zombies in 1r; spell is permanent
| ?
| d
| 8
| 5
| Goodberry 8
| Hea,Pla
| Creates 32 goodberries
| DM
| d
| 8
| 6
| Lady's Smile
| Num/Tho
| Can choose result of 1 die roll within 2r
| ?
|
d
| 8
| 7
| Protection from Fire 8
| Ele,Pro
| Stop the next CL*28 fire dmg
| DM
| d
| 8
| 8
| Protection from Lightning 8
| Ele,Pro
| Stop the next CL*28 lightning dmg
| DM
| d
| 8
| 9
| Regenerate 8
| Nec
| Regenerates 2 hp /s
| DM
|
d
| 8
| 10
| Robe Of Healing
| Hea
| Get 20 1d4+4 healing effects (self or other) every round for 1h
| TOM2
| d
| 8
| 11
| Spell Immunity 8
| Pro
| Be immune to 5 spells by name
| DM
| d
| 8
| 12
| Sphere Of Security
| Pro
| Friends get +2 AC,+2 saves, +50% MR, 4 Pro.scroll effects 1h
| TOM2
|
c
| 8
| 1
| Animal Horde
| Ani/Sum
| Summon your choice of 10*level HD of animals
| TOM2
| c
| 8
| 2
| Blade Barrier 8
| Gua
| 10d10 dmg wall (shards)
| DM
| c
| 8
| 3
| Call Lightning 8
| Com,Ele
| (CL+2)d18 lightning dmg (save:½) (halve the die type if not outside)
| DM
|
c
| 8
| 4
| Circle Of Sunmotes
| Sun
| All friends get leveld6 hp,+1/+1 TH/dmg; enemies get reverse
| TOM2
| c
| 8
| 5
| Command 8
| Cha
| Target makes 8 saves, each missed save allows 1 word for a command to be given
| DM
| c
| 8
| 6
| Conjure Greater Elemental
| Ele
| Conjures a 36 HD Elemental Lord (x2 being)
| ?
|
c
| 8
| 7
| Conjure/Dismiss Semi Elemental
| Ele
| Summons or dismisses a Semi Elemental
| DM
| c
| 8
| 8
| Create Greater Undead
|
| Mummies, spectres, vampires, or ghosts.
| PH3
| c
| 8
| 9
| Creeping Doom 8
| Sum
| (1d5+7)*120 insect dmg
| DM
|
c
| 8
| 10
| Cure Wounds 8
| Hea
| Cures 36d8 hp (can take offer of 6 per die -> 216 hp)
| DM
| c
| 8
| 11
| Death's Door 8
| Hea,Nec
| Target (currently at negative hp) goes to 16 hp (can't go above max)
| DM
| c
| 8
| 12
| Dispel Evil 8
| All
| Dispel 4 evil targets (can target the same thing more than once) (save)
| DM
|
c
| 8
| 13
| Dispel Magic 8
| Com
| Dispel 6 magic effects
| DM
| c
| 8
| 14
| Elemental Swarm
| Ele/Sum
| Summons (level) 36 HD elementals of chosen type (not semi-)
| TOM2
| c
| 8
| 15
| Fear Contagion
| Cha/War
| All within 240' are feared (no save), effect is contagious 1t
| TOM2
|
c
| 8
| 16
| Finger of Death
|
| Kills one subject.
| PH3
| c
| 8
| 17
| Fire Storm 8
| Com,Ele
| (CL+2)d11 holy fire dmg, hits 3 groups (no save)
| DM
| c
| 8
| 18
| Flame Strike 8
| Com,Ele
| CLd14 holy fire dmg (save:½)
| DM
|
c
| 8
| 19
| Heal 8
| Hea
| Cure to 150% of max hp (max Heal 8 can cure at once = 1500 hp)
| DM
| c
| 8
| 20
| Hold Person/Monster 8
| Cha
| Hold 10 person or 8 monster targets (save)
| DM
| c
| 8
| 21
| Holy Bolt
| Com
| Dispels undead, evil, outer-planar & 20 dmg/lvl
| ?
|
c
| 8
| 22
| Implosion/Inversion
| Num/Com
| Each round for 1t, caster can implode 1 target (save -4)
| TOM2
| c
| 8
| 23
| Mass Heal
|
| As heal, but with several subjects.
| PH3
| c
| 8
| 24
| Neutralize Poison 8
| Hea,Nec
| Cure 5 poison effects (reverse causes that many, save for each)
| DM
|
c
| 8
| 25
| Really Really Put of Misery
| Time
| Target being that is Capital S Slain is removed from the timeline (no save)
| DM
| c
| 8
| 26
| Remove Curse 8
| Hea,Nec
| Cure 5 curse effects (reverse causes that many, save for each)
| DM
| c
| 8
| 27
| Shooting Stars
| Com/Sun
| All enemies within 120' take 6d10+192 (no save) (fire+lightning)
| TOM2
|
c
| 8
| 28
| Spiral Of Degeneration
| C/Tho
| All x1 items within 50' turn off, all lose 1 spell/r, 1h
| TOM2
| c
| 8
| 29
| Storm Of Vengeance
| Ele/War
| No spellcasting, lvld6 acid, 48d8 lightning, 3*lvld10 ice
| TOM2
| c
| 8
| 30
| Summon Monster VIII
|
| Calls outsider to fight for you.
| PH3
|
c
| 8
| 31
| Summon Nature's Ally VIII
|
| Calls creature to fight.
| PH3
| c
| 8
| 32
| Treat Terrible Wounds
| Hea
| Cure 80% of max hp
| DM
| c
| 8
| 33
| UltraCureAll
| Hea
| As Cureall but full set of phantom hit points.
| DM
|
c
| 8
| 34
| Undead Plague
| Nec
| Summon 1000 skeletons
| TOM2
| c
| 8
| 35
| Wolf Spirits
| Ani/Sum
| Summon 2*lvld6 wolf spirits (AC-18,hp76,+2 wpn to hit,undead)
| TOM2
|
|
[MC1] Monster Collective, Spells
[MC1.P9] Monster Priest Spells, SL=9
Use
| SL
| #
| Name
| Sphere
| Effect
| Source
|
d
| 9
| 1
| Anti-Dispel Magic Shell
| Pro
| your effects are non-dispellable (inc.shell)
| DM/internet?
| d
| 9
| 2
| Duplicate Item
| Cre
| duplicate a x1 magic or psi item that uses charges
| DM/internet?
| d
| 9
| 3
| Duplicate Mechanism
| Cre
| duplicate a technology item
| DM/internet?
|
d
| 9
| 4
| Goodberry 9
| Hea,Pla
| Creates 36 goodberries
| DM
| d
| 9
| 5
| Petition
| All
| auto make next divine intervention roll
| DM/internet?
| d
| 9
| 6
| Protection from Fire 9
| Ele,Pro
| Stop the next CL*32 fire dmg
| DM
|
d
| 9
| 7
| Protection from Lightning 9
| Ele,Pro
| Stop the next CL*32 lightning dmg
| DM
| d
| 9
| 8
| Regenerate 9
| Nec
| Regenerates 4 hp /s
| DM
| d
| 9
| 9
| Resist Fire/Resist Cold 9
| Ele,Pro
| Take -85% dmg vs. fire or cold
| DM
|
d
| 9
| 10
| Rift
| Nec
| all undead within 360 yards have x10 hp; duration 3 d
| DK2
| d
| 9
| 11
| Shapechange
|
| Transforms you into any creature, and change forms once per round.
| PH3
| d
| 9
| 12
| Spell Immunity 9
| Pro
| Be immune to 6 spells by name
| DM
|
c
| 9
| 1
| Blade Barrier 9
| Gua
| 11d11 dmg wall (shards)
| DM
| c
| 9
| 2
| Call Lightning 9
| Com,Ele
| (CL+2)d20 lightning dmg (save:½) (halve the die type if not outside)
| DM
| c
| 9
| 3
| Command 9
| Cha
| Target makes 9 saves, each missed save allows 1 word for a command to be given
| DM
|
c
| 9
| 4
| Conjure Elemental 9
| Ele,Sum
| Conjure a DL=8 elemental
| DM
| c
| 9
| 5
| Creeping Doom 9
| Sum
| (1d6+8)*140 insect dmg
| DM
| c
| 9
| 6
| Cure Wounds 9
| Hea
| Cures 45d8 hp (can take offer of 6 per die -> 270 hp)
| DM
|
c
| 9
| 7
| Death's Door 9
| Hea,Nec
| Target (currently at negative hp) goes to 32 hp (can't go above max)
| DM
| c
| 9
| 8
| Dispel Evil 9
| All
| Dispel 5 evil targets (can target the same thing more than once) (save)
| DM
| c
| 9
| 9
| Dispel Magic 9
| Com
| Dispel 7 magic effects
| DM
|
c
| 9
| 10
| Down a Hole
| Astral
| Target is put Down a Hole (no save)
| DM
| c
| 9
| 11
| Energy Drain
|
| Subject gains 2d4 negative levels.
| PH3
| c
| 9
| 12
| Erase Truename
| Astral
| Erases target's Truename (no save)
| DM
|
c
| 9
| 13
| Fire Storm 9
| Com,Ele
| (CL+2)d14 holy fire dmg, hits 4 groups (no save)
| DM
| c
| 9
| 14
| Flame Strike 9
| Com,Ele
| CLd16 holy fire dmg (save:½)
| DM
| c
| 9
| 15
| Heal 9
| Hea
| Cure to 175% of max hp (max Heal 9 can cure at once = 1750 hp)
| DM
|
c
| 9
| 16
| Hold Person/Monster 9
| Cha
| Hold 11 person or 9 monster targets (save)
| DM
| c
| 9
| 17
| Implosion
|
| Kills one creature/round.
| PH3
| c
| 9
| 18
| Miracle
|
| Requests a deity's intercession.
| PH3
|
c
| 9
| 19
| Neutralize Poison 9
| Hea,Nec
| Cure 6 poison effects (reverse causes that many, save for each)
| DM
| c
| 9
| 20
| Remove Curse 9
| Hea,Nec
| Cure 6 curse effects (reverse causes that many, save for each)
| DM
| c
| 9
| 21
| Reset Self
| Hea
| Reset self
| DM
|
c
| 9
| 22
| Summon Monster IX
|
| Calls outsider to fight for you.
| PH3
| c
| 9
| 23
| Summon Nature's Ally IX
|
| Calls creature to fight.
| PH3
| c
| 9
| 24
| Treat Ultra Wounds
| Hea
| Cure 90% of max hp
| DM
|
c
| 9
| 25
| True Resurrection
|
| As resurrection, plus remains aren't needed.
| PH3
| c
| 9
| 26
| Unlimited Wish
| ?
| Duplicate any Wizard or Priest spell of levels 0-8.
| DM
|
|
[MC1] Monster Collective, Spells
[MC1.P10] Monster Priest Spells, SL=10
Use
| SL
| #
| Name
| Sphere
| Effect
| Source
|
d
| 10
| 1
| Goodberry 10
| Hea,Pla
| Creates 40 goodberries
| DM
| d
| 10
| 2
| Protection from Fire 10
| Ele,Pro
| Stop the next CL*36 fire dmg
| DM
| d
| 10
| 3
| Protection from Lightning 10
| Ele,Pro
| Stop the next CL*36 lightning dmg
| DM
|
d
| 10
| 4
| Regenerate 10
| Nec
| Regenerates 8 hp /s
| DM
| d
| 10
| 5
| Resist Fire/Resist Cold 10
| Ele,Pro
| Take -90% dmg vs. fire or cold
| DM
| d
| 10
| 6
| Spell Immunity 10
| Pro
| Be immune to 7 spells by name
| DM
|
c
| 10
| 1
| Blade Barrier 10
| Gua
| 12d12 dmg wall (shards)
| DM
| c
| 10
| 2
| Call Lightning 10
| Com,Ele
| (CL+2)d22 lightning dmg (save:½) (halve the die type if not outside)
| DM
| c
| 10
| 3
| Command 10
| Cha
| Target makes 10 saves, each missed save allows 1 word for a command to be given
| DM
|
c
| 10
| 4
| Conjure Elemental 10
| Ele,Sum
| Conjure a DL=9 elemental
| DM
| c
| 10
| 5
| Creeping Doom 10
| Sum
| (1d7+11)*160 insect dmg
| DM
| c
| 10
| 6
| Cure Wounds 10
| Hea
| Cures 55d8 hp (can take offer of 6 per die -> 330 hp)
| DM
|
c
| 10
| 7
| Death's Door 10
| Hea,Nec
| Target (currently at negative hp) goes to 64 hp (can't go above max)
| DM
| c
| 10
| 8
| Dispel Evil 10
| All
| Dispel 6 evil targets (can target the same thing more than once) (save)
| DM
| c
| 10
| 9
| Dispel Magic 10
| Com
| Dispel 8 magic effects
| DM
|
c
| 10
| 10
| Fire Storm 10
| Com,Ele
| (CL+2)d17 holy fire dmg, hits 5 groups (no save)
| DM
| c
| 10
| 11
| Flame Strike 10
| Com,Ele
| CLd18 holy fire dmg (save:½)
| DM
| c
| 10
| 12
| Heal 10
| Hea
| Cure to 200% of max hp (max Heal 10 can cure at once = 2000 hp)
| DM
|
c
| 10
| 13
| Hold Person/Monster 10
| Cha
| Hold 12 person or 10 monster targets (save)
| DM
| c
| 10
| 14
| Neutralize Poison 10
| Hea,Nec
| Cure 7 poison effects (reverse causes that many, save for each)
| DM
| c
| 10
| 15
| Remove Curse 10
| Hea,Nec
| Cure 7 curse effects (reverse causes that many, save for each)
| DM
|
|