Warden


Level KXP Priest
123 456 789 A
1 0 1-- --- --- -
2 3 20- --- --- -
3 6 21- --- --- -
4 12 320 --- --- -
5 36 321 --- --- -
6 100 432 0-- --- -
7 300 432 1-- --- -
8 900 543 20- --- -
9 2700 543 21- --- -
10 3000 654 320 --- -
11 3300 654 321 --- -
12 3600 765 432 0-- -
13 3900 765 432 1-- -
14 4200 776 543 20- -
15 4500 776 543 21- -
16 4800 777 654 320 -
17 5100 777 654 321 -
18 5400 777 765 432 -
19 5700 777 776 543 -
20 6000 777 777 654 -
21 6300 777 777 765 -
22 6600 777 777 776 -
23 6900 777 777 777 -
24 7200 888 877 777 -
25 7500 888 888 877 -
26 7800 888 888 888 -
27 8100 888 888 888 b
28 8400 888 888 888 0
29 8700 888 888 888 1
30 9000 888 888 888 2
31 9300 888 888 888 3
32 9600 888 888 888 4
33 9900 888 888 888 5
34 10200 888 888 888 6
35 10500 888 888 888 7
36 10800 888 888 888 8
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  6  3  4  0  0  3
+1  9  5  6  4  4  1  1  4
+1 10  6  7  5  5  2  2  5
+2 11  7  9  6  6  2  2  6
+3 12  8  9  6  7  3  3  7
+3 13  9 10  7  8  4  4  8
+4 14  9 11  8  9  5  4  9
+5 14 10 11  9  9  6  5 10
+5 15 11 12 10 11  6  6 11
+6 16 12 13 11 12  7  6 12
+7 16 13 14 12 12  8  7 13
+7 16 14 14 13 13  9  8 14
+8 16 14 15 14 14 10  8 15
+9 17 15 16 14 14 10  9 16
+9 17 15 16 15 15 11 10 17
+10 17 16 16 15 16 12 10 18
+11 17 16 16 16 16 13 11 19
+11 17 16 16 16 16 14 12 20
Requisites: Wis 18, Chr 16
Alignment: any
HD/level: d20
Weapon Prof.: 3+level/2
To Hit Table: Pri
Save Table: 2xPri
Reference: DM / Imm Handbook {Reduced Sentinel}
Groups: Priest, Concordant (x1)
 
Has Major access to all "normal" Priest spells. Yes, this class gets normal Priest 10th's in it's progression; this is not a typo.
Level N: Get N Warden picks (e.g. at level 9 you would have 1+2+3+4+5+6+7+8+9 = 45 Warden picks). You must choose powers within a sphere in order (1 first, 2 second, etc.). The "3" (third listed) power in a sphere costs 3 Warden picks, so in order to have the 1, 2, and 3 powers of a sphere, you need 6 Warden picks total. You could do this at 3rd level if all you did was pick from that sphere.
A list of Warden powers that use these picks follows. These powers are heavily modified and paraphrased versions of powers from the "Immortals Handbook" by Craig Cochrane; that book has a LOT more powers than what I give here, and they do different things from what I list.
Beyond the list of Warden powers is an Alternate list of Priest spells, using the Warden's spheres. The maximum SL you can access in a Warden sphere is equal to 2 plus double the highest pick you have in the sphere (e.g. if you have a "3" pick in "Good" sphere, you can access Good spells of SL 1-8). Note that Warden can access any SL 1-2 spell on the list. If you have the "5" pick in a Warden sphere, you have Grand access (SL 1-10 and each spell is half a spell slot).

Warden


Warden Powers

Sphere Picks Power Name Power Effect
Chaos 1 Granted Powers You cast chaos spells at +1 caster level.
Chaos 2 Chaos Ward You are immune to any transmutation based abilities (including chaos damage), spells or spell-like effects.
Chaos 3 Chaos Born Once per round you can +LVL to any dice roll.
Chaos 4 Chaos Brethren Chaos-aligned creatures you summon always have 50% more hit dice than usual.
Chaos 5 Instrument of Chaos Immunities and resistances are only 50% effective against your transmutation-based attacks (and chaos damage).
Charity 1 Granted Powers You cast magical boons upon others at +2 caster level.
Charity 2 Shield of Kindness You are immune to other's boons on themselves (e.g. you don't take extra damage from a Striking spell).
Charity 3 Philanthropist +2 to each ability score, but you get only half money from now on.
Charity 4 Oblation Any creatures you summon always remain twice as long.
Charity 5 Instrument of Charity Magical boons (such as healing spells) are twice as effective when you cast them on an ally.
Community 1 Granted Powers Use calm emotions as a spell-like ability 1/day.
Community 2 Guards & Wards You and any allies in your group are immune to any effect which would cause you to travel against your will.
Community 3 Strength in Numbers + to saving throws equal to the number of allies in your group. (max=LVL)
Community 4 Band of Brothers You can summon twice as many summoned creatures than the spell typically permits.
Community 5 Meeting of Minds Any allies you summon gain a divine bonus to their saving throws against banishment (and similar effects) equal to LVL.
Darkness 1 Granted Powers You gain blind-fight as a bonus feat.
Darkness 2 Darksight You can see in total darkness, even magical darkness, as if it were daylight.
Darkness 3 Night Born +LVL to TH, damage and AC while fighting from within total darkness.
Darkness 4 Shadow Brethren Shadow-based creatures you summon always have 50% more hit dice than usual.
Darkness 5 Instrument of Darkness Immunities and resistances are only 50% effective against your negative energy-based attacks.
Death 1 Granted Powers You cast necromancy spells at +1 caster level.
Death 2 Cheat Death You are immune to any death or negative energy-based effects.
Death 3 Divination +LVL on TH, dmg and AC while facing living opponents.
Death 4 Undead Brethren All undead created within the radius of your divine aura have 50% more hit dice than usual.
Death 5 Instrument of Death Immunities are only 50% effective against your death-based attacks. Those immune get a save at +10.
Destruction 1 Granted Powers You can make one smite attempt/day, gaining a +4 bonus on TH and a damage bonus equal to your level.
Destruction 2 Irrefragable You are immune to disintegration.
Destruction 3 Appetite for Destruction You gain a bonus to damage equal to LVL.
Destruction 4 Violent Offenders Any creatures you summon are automatically enraged, gaining a damage bonus equal to LVL.
Destruction 5 Instrument of Destruction Damage reduction is only 50% effective against your attacks.
Disease 1 Granted Powers You cast necromancy spells at +1 caster level.
Disease 2 Immunised You are immune to any type of constitution damage/draining or disease based attack.
Disease 3 Disease Carrier +LVL on TH, damge rolls and AC against disease ridden opponents.
Disease 4 Diseased Brethren Any creatures you summon are always disease carriers (1 point of constitution damage for every LVL you have)
Disease 5 Instrument of Disease Immunities and resistances are only 50% effective against your disease-based attacks.
Elf 1 Granted Powers You gain point blank shot as a bonus feat.
Elf 2 Strong Minded You are immune to any mind affecting effects.
Elf 3 Orc Slayer +LVL on TH, dmg and AC against orcs or half orcs (or any other orc sub-species).
Elf 4 Fey Brethren Fey summoned by you always have 50% more hit dice than usual.
Elf 5 Extension of Elvenkind Your enchantment based abilities and spells can work upon those typically immune to such effects, at half effect.
Entropy 1 Granted Powers You cast necromancy spells at +1 caster level.
Entropy 2 Void Shield You are immune to nullification and gain cold resistance equal to half your hit die.
Entropy 3 Void Born +LVL on TH, damage and AC against immobile opponents or while both you and your opponent are within a vacuum.
Entropy 4 Void Brethren Summoned creatures within the radius of your divine aura are automatically banished.
Entropy 5 Instrument of the Void You do not suffer any miss chance against incorporeal targets.
Evil 1 Granted Powers You cast evil spells at +1 caster level.
Evil 2 Poison Ward You are immune to poison.
Evil 3 Born Evil +LVL on TH, dmg and AC within a desecrated area (or evil aligned plane).
Evil 4 Evil Brethren Evil-aligned creatures summoned by you always have 50% more hit dice than usual.
Evil 5 Stain of Evil Any damage you deal can only be healed within a consecrated area.
Fear 1 Granted Powers You cast necromancy spells at +1 caster level.
Fear 2 Fear Shield You are immune to any type of strength damage/draining or fear-based attack.
Fear 3 Terrifying Opponent +LVL on TH, damage and AC against all opponents you frighten.
Fear 4 Horrific Breathren Any creatures you summon radiate fear. Treat these creatures as if bearing a symbol of fear.
Fear 5 Instrument of Terror Immunities and resistances are only 50% effective against your fear-based attacks.
Fertility 1 Midwife You automatically know when a baby is due. You cast conjuration spells at +1 caster level.
Fertility 2 Fertility Sheath You are immune to any type of constitution damage/draining or disease-based attack.
Fertility 3 Egg Born You can give birth within seconds to an egg or cause any female you impregnate to give birth within seconds again to an egg.
Fertility 4 Numerous Brethren You summon double the number of creatures.
Fertility 5 Rapid Rejuvenation You rejuvenates as if of the next highest divine status.
Fire 1 Speak with Fire Similar to a stone tell spell except that it works with fire. Turn or destroy water creatures. Rebuke, command or bolster fire creatures.
Fire 2 Fire Ward You are immune to fire (or heat).
Fire 3 Fire Born +LVL on all TH, damage and AC
Fire 4 Fire Brethren Creatures with the fire subtype summoned by you always have 50% more hit dice than usual.
Fire 5 Instrument of Fire Immunities and resistances are only 50% effective against your fire-based attacks.
Good 1 Granted Powers You cast good spells at +1 caster level.
Good 2 Blessed Body You are immune to disease.
Good 3 Blessed At Birth +LVL on TH, dmg and AC whenerver you are within a consecrated area or good aligned plane.
Good 4 Holy Brethren Good-aligned creatures summoned by you always have 50% more hit dice than usual.
Good 5 Stigmatism Any damage you deal can only be healed within a consecrated area.
Healing 1 Granted Powers You cast healing spells at +1 caster level.
Healing 2 Faster Healing You gain fast healing equal to 1/2 your hit die.
Healing 3 Doctor +LVL on TH, dmg and AC against opponents with either fast healing or regeneration.
Healing 4 Healthy Brethren Any creatures you summon possess fast healing equal to LVL.
Healing 5 Recovery Your healing powers can restore even vile damage.
Knowledge 1 Granted Powers +LVL Knowledge proficiencies. You cast divination spells at +1 caster level.
Knowledge 2 Shield of Intellect You are immune to any type of intelligence damage/draining.
Knowledge 3 Higher Learning You gain a bonus to Intelligence equal to LVL.
Knowledge 4 Intelligent Brethren Any creatures you summon gain an intelligence bonus equal to LVL.
Knowledge 5 Instrument of Education You know all skills.
Labour 1 Granted Powers You gain a +10 bonus to Endurance skill checks (+10 Con checks).
Labour 2 Inexhaustible You cannot fail endurance checks and are immune to fatigue and exhaustion.
Labour 3 Job Satisfaction +LVL on TH, dmg and AC provided you have done a good days work the previous day.
Labour 4 Hard Working Brethren Any creatures you summon cannot be banished until the task is done.
Labour 5 Instrument of Labour You can cause fatigue an exhaustion even in creatures that have no constitution score, at half effect.
Law 1 Granted Powers You cast law spells at +1 caster level.
Law 2 Shield of Law You are immune to any transmutationbased abilities, spells or effects.
Law 3 Justice Bringer +LVL to TH, dmg and AC while
Law 4 Lawful Brethren Lawful-aligned creatures summoned by you always have 50% more hit dice than usual.
Law 5 Instrument of the Law Immunities and resistances are only 50% effective against your law-based attacks.
Love 1 Granted Powers You cast enchantment spells at +1 caster level.
Love 2 Charisma Shield You are immune to any type of charisma damage/draining.
Love 3 Born of Love +LVL on TH, dmg and AC provided you have made love within the past day.
Love 4 Brethren of Love Any creatures you summon gain an charisma bonus equal to LVL.
Love 5 Instrument of Enchantment Your enchantment based abilities and spells can work upon those typically immune to such effects, at half effect.
Luck 1 Granted Powers You gain a +1 luck bonus on all saving throws.
Luck 2 Luck Shield You are immune to any type of dexterity damage/draining.
Luck 3 Born Lucky You have a 50% chance each day of gaining a bonus equal to LVL on TH, dmg and AC.
Luck 4 Lucky Brethren You always summon the maximum number of creatures.
Luck 5 Instrument of Fate Opponents in your group have any luck bonuses reduced by 50%.
Madness 1 Granted Powers You cast enchantment spells at +1 caster level.
Madness 2 Mind Blank You are immune to any mind affecting effects.
Madness 3 Method behind the Madness +LVL on TH, dmg and AC when facing intelligent opponents.
Madness 4 Mad Brethren Any aberrations you summon have 50% more hit dice than normal.
Madness 5 Instrument of Madness Immunities are only 50% effective against your mind affecting effects and spells.
Magic 1 Granted Powers Use scrolls as a wizard at one half your cleric level.
Magic 2 Spell Shield You automatically block the first spell used against you each round.
Magic 3 Rune Touched +LVL on spell focus, spell penetration and SR.
Magic 4 Guardians of Magic Any constructs you summon have 50% more hit dice than normal.
Magic 5 Instrument of Magic Your magic works on those supposedly immune to magic, at half effect.
Metalworking 1 Granted Powers Divide the cost of unusual materials by CL.
Metalworking 2 Iron Guard You cannot be harmed by metal magic weapons whose enhancement bonus is less than LVL.
Metalworking 3 Forge Born You gain Construct traits.
Metalworking 4 Forge Brethren Any creatures you summon always gain a bonus to their manufactured weapons, armor and shields equal to LVL.
Metalworking 5 Chink In The Armor You ignore magic armor or shields whose enhancement bonus is less than LVL.
Moon 1 Granted Powers You can turn or destroy lycanthropes.
Moon 2 Lunar Shield You are immune to any transmutation effects.
Moon 3 Animal Instincts +LVL on TH, dmg and AC while bathed in moonlight (or on the moon).
Moon 4 Call of the Wild Any animals or lycanthropes you summon have 50% more hit die than usual.
Moon 5 Instrument of Change Your transmutation effects can affect those otherwise immune, at half effect.
Mountain 1 Granted Powers You can turn or destroy air creatures. Rebuke, command or bolster earth creatures.
Mountain 2 Stonelike You become immune to critical hits.
Mountain 3 Earthborn +LVL on TH, dmg, and AC when you are standing on the earth.
Mountain 4 Earthen Brethren Any earth-based creatures you summon possess 50% more hit dice than normal.
Mountain 5 Monumental Your damage reduction has no negating factors.
Music 1 Mysteries of Music Communicate with songbirds (or sonic based creatures) and learn what they know. You cast sound-based spells at +1 caster level.
Music 2 Shield of Silence You are immune to any sonic-based abilities, spells or effects (including the effects of bardic music).
Music 3 Music Born +LVL caster level and any saving throw DC's when using any sonic based ability (including bardic music) or spell.
Music 4 Musical Brethren Sonic-based creatures you summon always have 50% more hit dice than usual.
Music 5 Instrument of Music Immunities and resistances are only 50% effective against your sonic based attacks.
Nature 1 Granted Powers You can rebuke or command plant creatures as an evil cleric destroys undead.
Nature 2 Green-Skinned You are immune to poison effects.
Nature 3 Son of the Forest +LVL on TH, dmg and AC when within an area of dense vegetation (forest, jungle etc.)
Nature 4 Horticulturist Any plants summoned by you always have 50% more hit dice than usual.
Nature 5 Green-Blooded You can poison even those magically immune to poison.
Peace 1 Granted Powers You gain a +2 Charisma bonus.
Peace 2 Stay Thy Hand You gain an AC bonus equal to its LVL for as long as you refrain from committing an aggressive act.
Peace 3 Calm Under Crisis +LVL on spell focus, spell penetration and SR for as long as you refrain from committing an aggressive act.
Peace 4 Peaceful Brethren Any creatures you summon gain an AC bonus equal to LVL as long as they refrain from committing an aggressive act.
Peace 5 Instrument of Peace Your enchantment based abilities and spells can work upon those typically immune to such effects, at half effect.
Revenge 1 Granted Powers 1D: Cast a priest spell against an enemy.
Revenge 2 Blinded by Vengeance You are immune to any mind affecting effects.
Revenge 3 Born to Vengeance +LVL on TH, dmg and AC against any favored enemies, or individuals who have attacked you within the past 24 hours.
Revenge 4 Brothers of Vengeance Any creatures you summon gain a favoured enemy bonus equal to double LVL.
Revenge 5 Instrument of Revenge You can expend your own hit points to deal extra damage with each attack (max CL damage per attack).
Science 1 Granted Powers You gain a +2 bonus to Intelligence.
Science 2 Spell Immunity You are immune to spells of half LVL or less.
Science 3 Appliance of Science +LVL on attack roll, dmg and AC when attacking spellcasters.
Science 4 Natural Selection Any animals summoned by you always have 50% more hit dice than usual.
Science 5 Instrument of Science Evocation based attacks you do are 50% natural and will partially function even through anti-magic.
Sea 1 Granted Powers You can turn or destroy fire creatures. Rebuke, command or bolster sea creatures.
Sea 2 Aquatic You gain the aquatic subtype, you also gain cold resistance equal to half your hit die.
Sea 3 Ocean Born +LVL on TH, dmg and AC if both you and your opponent are underwater.
Sea 4 Spawn of the Deep Creatures with the aquatic subtype summoned by you always have 50% more hit dice than usual.
Sea 5 Drowning You can automatically revoke any water breathing in your group, even with creatures who are naturally aquatic like fish.
Secrets 1 Granted Powers Add Bluff, Disguise and Hide to your list of cleric class skills.
Secrets 2 Cloak of Mystery You are immune to divination.
Secrets 3 Stygian +LVL on TH, dmg and ACduring any round in which you surprise an opponent.
Secrets 4 Occult Brethren Any creatures you summon benefit from having greater invisibility cast upon them.
Secrets 5 Instrument of Secrecy Your illusions have a 50% chance of fooling even true seeing or similar magic.
Skill 1 Granted Powers You gain a +2 bonus to Dexterity.
Skill 2 Skill Shield You are immune to any type of dexterity damage/draining.
Skill 3 Skill Born +LVL on TH, dmg and AC against opponents more powerful than yourself.
Skill 4 Lithe Brethren Any creatures you summon gain an Dexterity bonus equal to LVL.
Skill 5 Instrument of Skill You gain a Dexterity bonus equal to LVL.
Sky 1 Granted Powers Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command or bolster air creatures.
Sky 2 Windy You are immune to wind based effects and have electricity resistance equal to half your hit die.
Sky 3 Sky Born +LVL on TH, dmg and AC when both you and your opponent are flying.
Sky 4 Sky Brethren Any creatures with the innate power of flight summoned by you always have 50% more hit dice than usual.
Sky 5 Instrument of the Air You can automatically revoke the ability of flight in your group.
Stoicism 1 Granted Powers You gain a +2 bonus to Constitution.
Stoicism 2 Hard Boiled You are immune to any type of Constitution damage/draining.
Stoicism 3 True Grit +LVL on attack and dmg provided you are at half hit points or less.
Stoicism 4 Stoic Brethren Any creatures you summon gain an Constitution bonus equal to LVL.
Stoicism 5 Instrument of Stoicism You gain a Constitution bonus equal to LVL.
Strength 1 Granted Powers You gain a +2 bonus to Strength.
Strength 2 Strength Shield You are immune to any type of strength damage/draining.
Strength 3 Heroic You gain a bonus to strength equal to LVL.
Strength 4 Strong Brethren Any creatures you summon gain an strength bonus equal to LVL.
Strength 5 Instrument of Strength You gain a Strength bonus equal to LVL.
Sun 1 Granted Powers Once per day, you can perform a greater turning against undead. Undead creatures that would be turned are instead destroyed.
Sun 2 Light Shield You are immune to any light (including prismatic effects) or positive energy based effects.
Sun 3 Sun Blessed +LVL on TH, dmg and AC providing the sun is shining on you.
Sun 4 Radiant Brethren Any light or positive energybased creatures you summon have 50% more hit dice than usual.
Sun 5 Lightbearer Immunities and resistances are only 50% effective against your light or positive energy-based attacks.
Sword 1 Granted Powers Free Martial Weapon Proficiency and Weapon Focus for any type of sword.
Sword 2 Sword Shield You are immune to the effects of any sword whose enchantment bonus is less than LVL.
Sword 3 Prince of Swords +LVL on TH, dmg and AC when you wield a sword.
Sword 4 Sword Brethren You can summon the sword of any opponent in your group to fight for you as would a dancing weapon. (Str check to avoid).
Sword 5 Riddle of Steel When attacking with a sword you ignore half the opponent's damage reduction.
Thievery 1 Granted Powers Add Bluff, Disguise and Hide to your list of cleric class skills.
Thievery 2 Sixth Sense You cannot be surprised or caught flatfooted by anyone of an equal or lower LVL.
Thievery 3 Dirty Tricks +LVL on sneak TH and add one extra die of damage to their sneak attack per LVL.
Thievery 4 Sneaky Brethren Any creatures you summon can sneak attack dealing 1d6 damage/LVL.
Thievery 5 Escamotage Opponents immune to critical hits still suffer half your sneak attack bonus damage.
Thunder 1 Granted Powers Turn or destroy cold creatures as a good cleric turns undead. Rebuke, command or bolster air creatures.
Thunder 2 Storm Shield You are immune to electricity based effects.
Thunder 3 Storm Born +LVL on TH, dmg and AC as long as there is no roof over your head.
Thunder 4 Stormtroopers Creatures with an electricity based ability summoned by you always have 50% more hit dice than usual.
Thunder 5 Instrument of Thunder Immunities and resistances are only 50% effective against your electricity-based attacks.
Time 1 Granted Powers You act as if hasted for a number of rounds per day equal to your cleric level.
Time 2 Time Shield You are immune to any temporal effects.
Time 3 Time Phase +LVL on TH, dmg and AC provided you win initiative against your opponents.
Time 4 Chrono Any creatures you summon gain an initiative bonus equal to double LVL.
Time 5 Time Shard Your time based abilities have a 50% chance of working on those otherwise immune to temporal effects.
Travel 1 Granted Powers Increase movement by 3". Add survival to your list of cleric class skills.
Travel 2 Footloose You are immune to any effect that either impedes your movement and you can travel through any medium.
Travel 3 Travel Born +LVL on TH, dmg and AC provided you move up to your full movement rate each round.
Travel 4 Travel Companions Any creatures you summon have their movement rate doubled.
Travel 5 Instrument of Travel You can make a touch attack against an opponent and send them into another plane of your choice. (Reflex save)
War 1 Granted Powers Free martial weapon proficiency and weapon focus with the deity's favored weapon.
War 2 Battle Ready You can wear armor or carry a shield without penalty (as if you posessed the Heavy Armor Mastery and Shield Mastery feats).
War 3 Warrior Born +LVL on TH, dmg and AC while engaged in combat.
War 4 Brothers-at-Arms Any creatures you summon gain a bonus to their TH equal to double LVL.
War 5 Instrument of War Damage Reduction is only 50% effective against your attacks.
Wealth 1 Granted Powers You cast conjuration spells at +1 caster level.
Wealth 2 Business Sense You are immune to acid based effects.
Wealth 3 Fervor of Greed +LVL on TH, dmg and AC against opponents carrying carrying objects of value (including equipment).
Wealth 4 Best Money Can Buy Any constructs you summon have 50% more hit dice than normal.
Wealth 5 Bribery Immunities and resistances are only 50% effective against your enchantment effects.
Winter 1 Granted Powers You can turn or destroy fire creatures. Rebuke, command or bolster cold creatures.
Winter 2 Cold Immunity You are immune to cold effects.
Winter 3 Ice Born +LVL on TH, dmg and AC provided you are within an area where the temperature is sub-zero.
Winter 4 Icy Brethren Creatures with the cold sub-type summoned by you always have 50% more hit dice than usual.
Winter 5 Instrument of Cold Immunities and resistances are only 50% effective against your cold-based attacks.
Wisdom 1 Granted Powers You gain a +2 Wisdom bonus.
Wisdom 2 Words of Wisdom You can automatically tell how wise your opponent is.
Wisdom 3 Wisdom Block You are immune to any type of wisdom damage/draining.
Wisdom 4 Logic Born You gain an insight bonus equal to LVL on any one type of die roll each round provided you act last in the round.
Wisdom 5 Wisdom Touched Any creatures you summon gain a Wisdom bonus equal to double LVL.

Warden


Warden Spells (Alternate Spheres) (SL=1)

Spell Spheres Effect
Align Weapon Sword Weapon becomes good, evil, lawful or chaotic.
Augury Wisdom Learns whether an action will be good or bad.
Bless Charity, Community Allies gain +1 on attack rolls and saves against fear.
Burning Hands Fire 1d4/level fire damage.
Cause Fear Death, Fear One creature of 5 HD or less flees for 1d4 rounds.
Charm Animal Love Makes one animal your friend.
Chill Touch Winter One touch/level deals 1d6 damage and possibly 1 Str damage.
Cure Light Wounds Healing Cures 1d8 damage +1/level (max +5).
Detect Secret Doors Knowledge Reveals hidden doors within 60 ft.
Disguise Self Secrets, Thievery Changes your appearance.
Encrypt Science Text cannot be deciphered.
Endure Elements Stoicism, Sun Exists comfortably in hot or cold environments.
Enlarge Person Strength Humanoid creatures double in size.
Entangle Nature Plants entangle everyone in 40 ft. radius.
Entropic Shield Entropy, Luck Ranged attacks against you have a 20% miss chance.
Expeditious Retreat Travel Your speed increases by 30 ft.
Faerie Fire Moon Outlines subject with light, cancelling blur, concealment and the like.
Inflict Light Wounds Destruction, Disease Touch deals 1d8 damage +1/level (max +5).
Lesser Confusion Madness One creature is confused for 1 round.
Mage Armor Metalworking Gives subject +4 armor bonus.
Magic Aura Magic Alters objects magic aura.
Magic Stone Mountain Three stones become +1 projectiles, 1d6+1 damage.
Magic Weapon War Weapon gains +1 bonus.
Obscuring Mist Darkness, Sea, Sky Fog surrounds you.
Protection from Chaos Law +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Protection from Evil Good +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Protection from Good Evil +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Protection from Law Chaos +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Remove Fear Fertility Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Sanctuary Peace, Time Opponents can't attack you and you can't attack.
Shield of Faith Revenge Aura grants +2 or higher deflection bonus.
Shocking Grasp Thunder Touch delivers 1d6/level electricity damage.
True Strike Elf, Skill +20 on your next attack roll.
Unseen Servant Labour, Wealth Invisible force obeys your command.
Ventriloquism Music One creature of 5HD or less flees for 1d4 rounds.

Warden


Warden Spells (Alternate Spheres) (SL=2)

Spell Spheres Effect
Aid Charity, Good, Luck +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Animal Trance Moon Fascinates 2d6 HD of animals.
Barkskin Nature Grants +2 (or higher) enhancement to natural armor.
Bear's Endurance Labour, Revenge, Stoicism Subject gains +4 to Con for 1 min./level.
Blindness/Deafness Darkness Makes subject blinded or confused.
Brainwash Science Subject forgets the past 24 hours.
Bull's Strength Strength Subject gains +4 to strength for 1 min./level.
Calm Emotions Law, Peace, Time Calms creatures, negating negative emotions.
Cat's Grace Elf, Skill Subject gains +4 to Dex for 1 min./level
Chill Metal Winter Cold metal damages those who touch it.
Cure Moderate Wounds Healing Cures 2d8 damage +1/level (max +10).
Death Knell Death Kill dying creature and gain 1d8 temporary hp, +2 to Str and +1 caster level..
Desecrate Evil Fills area with negative energy making undead stronger.
Detect Thoughts Knowledge Allows .listening. to surface thoughts.
Eagle's Splendor Love Subject gains +4 to Charisma for 1 min./level.
Fog Cloud Sea, Thunder Fog obscures vision.
Glitterdust Wealth Blinds creatures, outlines invisible creatures.
Heat Metal Metalworking, Sun Make metal so hot it damages those who touch it.
Hideous Laughter Music Subject loses actions for 1 round/level.
Identify Magic Determines properties of magic items.
Inflict Moderate Wounds Disease Touch attack, 1d8 damage +1/level (max +10).
Invisibility Entropy, Thievery Subject invisible 1 min./level or until it attacks.
Mirror Image Secrets Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Owl's Wisdom Wisdom Subject gains +4 to wisdom for 1 min./level.
Produce Flame Fire 1d6 damage +1/level, touch or thrown.
Scare Fear Panics creatures of less than 6 HD.
Shatter Chaos, Destruction Sonic vibration damages objects or crystalline creatures.
Soften Earth and Stone Mountain Turns stone to clay or dirt to sand or mud.
Spider Climb Travel Grants ability to walk on walls and ceilings.
Spiritual Weapon Sword, War Magical weapon attacks on its own.
Status Community, Fertility Monitors condition, position of allies.
Touch of Idiocy Madness Subject takes 1d6 points of Int, Wis and Cha damage.
Wind wall Sky Deflects arrows, smaller creatures and gases.

Warden


Warden Spells (Alternate Spheres) (SL=3)

Spell Spheres Effect
Animate Dead Death Creates undead skeletons and zombies.
Blindnes/Deafness Love Makes subject blinded or deafened
Brain Drain Science Subject loses 1d6 points of Intelligence, which are gained by the caster.
Bull's Strength Labour Subject gains +4 to Str for 1 min./level.
Clairaudience/Clairvoyance Knowledge, Music Hear/see at range for 1 min./level.
Contagion Destruction, Disease Affect subjects with chosen disease.
Cure Serious Wounds Healing Cures 3d8 damage +1/level (max +15).
Darkvision Moon See 60 ft. in total darkness.
Deeper Darkness Darkness Object sheds supernatural shadow in 60 ft. radius.
Dispel Magic Magic Cancels magical spells and effects.
Fear Fear Subjects within cone flee for 1 round/level.
Fly Travel Subject flies at speed of 60 ft.
Gaseous Form Sky Subject becomes insubstantial and can fly slowly.
Haste Skill, Time One creature/level moves faster, +1 on attack rolls, AC and Reflex saves.
Heat Metal Wealth Make metal so hot it damages those who touch it.
Keen Edge Sword Doubles weapons normal threat range.
Lightning Bolt Thunder Electricity deals 1d6 damage/level.
Magic Circle against Chaos Law As protection spells, but 10 ft. radius and 10 min./level.
Magic Circle against Evil Good As protection spells, but 10 ft. radius and 10 min./level.
Magic Circle against Good Evil As protection spells, but 10 ft. radius and 10 min./level.
Magic Circle against Law Chaos As protection spells, but 10 ft. radius and 10 min./level.
Magic Vestment Strength, War Armor or shield gains +1 enhancement bonus per four levels.
Magic Weapon, Greater Metalworking +1/four levels (max +5).
Nondetection Secrets, Thievery Hides subject from divination, scrying.
Plant Growth Nature Grows vegetation, improves crops.
Prayer Charity, Community Allies +1 bonus on most rolls, enemies -1 penalty.
Protection from Energy Luck, Stoicism Absorbs 12 points/level of damage from one kind of energy.
Rage Madness Subject gains +2 to Str and Con, +1 on Will saves, -2 to AC.
Remove Disease Fertility Cures all diseases affecting subject.
Resist Energy Fire Ignores 10 (or more) points of fire damage/attack.
Searing Light Sun Ray deals 1d8/two levels, more against undead.
Sleet Storm Winter Hampers vision and movement.
Slow Entropy One subject/level takes only one action/round, -2 to AC, -2 on attack rolls.
Snare Elf Creates a magic booby trap.
Speak with Dead Revenge, Wisdom Corpse answers one question/two levels.
Stone Shape Mountain Sculpts stone into any shape.
Suggestion Peace Compels subject to follow stated course of action.
Water Breathing Sea Sculpts stone into any shape.

Warden


Warden Spells (Alternate Spheres) (SL=4)

Spell Spheres Effect
Air Walk Sky Subject treads on air as if solid (climb at 45-degree angle)
Black Tentacles Darkness Tentacles grapple all within 15 ft. spread.
Chaos Hammer Chaos Damages and staggers lawful creatures.
Charm Monster Love Makes monster believe it is your ally.
Command Plants Nature Sway the actions of one or more plant creatures.
Confusion Madness, Thievery Subjects behave oddly for 1 round/level.
Control Water Sea Raises or lowers bodies of water.
Crushing Despair Fear Subjects take -2 on attack rolls, damage rolls and save checks.
Cure Critical Wounds Healing Cures 4d8 damage +1/level (max +20).
Death Ward Death, Fertility Grants immunity to death spells and negative energy effects.
Discern Lies Wisdom Reveals deliberate falsehoods.
Dissect Science Cutting beam has chance to sever one of an opponent's appendages.
Divination Knowledge Provides useful advice for specific proposed actions.
Divine Power War You gain attack bonus, +6 to Str and 1 hp/level.
Enervation Entropy Subject gains 1d4 negative levels.
Fire Shield Revenge, Sun Creatures attacking you take fire damage while you are protected against cold.
Freedom of Movement Luck, Skill, Travel Subject moves normally despite impediments.
Holy Smite Good Damages and blinds evil creatures.
Imbue with Spell Ability Charity, Community, Magic Imbue with Spell Ability.
Inflict Critical Wonds Destruction Touch attack, 4d8 damage +1/level (max 20).
Invisibility, Greater Secrets As invisibility, but subject can attack and stay invisible.
Lesser Geas Labour Commands subject of 7 HD or less.
Magic Weapon, Greater Sword +1 bonus/four levels (max +5).
Order's Wrath Law Damages and dazes chaotic creatures.
Polymorph Moon Gives one willing subject a new form.
Rusting Grasp Metalworking, Wealth Your touch corrodes iron and alloys.
Shout Music, Thunder Deafens all within cone and deals 5d6 sonic damage.
Slow Time One subject/level takes only one action/round, -2 to AC, -2 on attack rolls.
Spell Immunity Strength Subject is immune to one spell per four levels.
Spike Stones Mountain Creatures in area take 1d8 damage, may be slowed.
Stoneskin Stoicism Ignore 10 points of damage per attack.
Tongues Peace Speak any language.
Tree Stride Elf Step from one tree to another far away.
Unholy Blight Evil Damages and sickens good creatures.
Wall of Fire Fire Deals 2d4 damage out to 10 ft. and 1d4 out to 20 ft. Passing through a wall deals 2d6 damage +1/level.
Wall of Ice Winter Ice plane creates wall with 15 hp +1/vlevel, or hemisphere can trap creatures inside.
Waves of Fatigue Disease Several targets become fatigued.

Warden


Warden Spells (Alternate Spheres) (SL=5)

Spell Spheres Effect
Baleful Polymorph Moon Transforms subject into harmless animal.
Break Enchantment Luck Frees subject from enchantments, alterations, curses and petrification.
Call Lightning Storm Thunder As call lightning but 5d6 damage per bolt.
Commune with Nature Elf You learn about terrain for 1 mile/level.
Cone of Cold Winter 1d6/level cold damage.
Control Winds Sky Change wind direction and speed.
Cure Light Wounds, Mass Charity, Healing Cures 1d8 damage +1/level (max +25) for many creatures.
Dispel Chaos Law +4 bonus against attacks by chaotic creatures.
Dispel Evil Good +4 bonus against attacks by evil creatures.
Dispel Good Evil +4 bonus against attacks by good creatures.
Dispel Law Chaos +4 bonus against attacks by lawful creatures.
False Vision Secrets, Thievery Fools scrying with an illusion.
Fire Shield Fire Creatures attacking you take fire damage while you are protected against cold.
Flame Strike Sun, War Smite foes with divine fire (1d6/level damage).
Globe of Invulnerability Stoicism As lesser globe of invulnerability, plus 4th level spell effects.
Hold Monster Peace As hold person, but any creature.
Ice Storm Sea Hail deals 5d6 damage in cylinder 40 ft. across.
Inflict Light Wounds, Mass Destruction Deals 1d8 damage +1/level to many creatures.
Insect Plague Disease Locust swarms attack creatures
Mark of Justice Revenge Designates action that will trigger curse on subject.
Mind Fog Madness Subjects in fog get -10 to Wis and Will checks.
Neutron Beam Science Ray deals 5 points of damage/level (max 75), passes through multiple targets.
Nightmare Darkness, Fear Sends vision dealing 1d10 damage, fatigue.
Overland Flight Skill You can fly at a speed of 40 ft. and can hustle over long distances.
Permanency Time Make cerytain spells permanent.
Plane Shift Travel As many as eight subjects travel to another plane.
Raise Dead Fertility Restores life to subject who died as long as one day/level ago.
Righteous Might Strength Your size increases and you gain combat bonuses.
Secret Chest Wealth Hide expensive chest on ethereal plane, you can retrieve it at will.
Slay Living Death Touch attack kills subject.
Song of Discord Music Forces targets to attack each other.
Spell Resistance Magic Subject gains SR 12 + level.
Symbol of Sleep Love Triggered rune puts nearby creatures into catatonic slumber.
Telekinesis Labour Moves object, attacks creature or hurls object or creature.
Telepathic Bond Community Link lets allies communicate.
True Seeing Knowledge, Wisdom Lets you see things as they really are.
Wall of Iron Metalworking, Sword 30 hp/four levels; can topple onto foes.
Wall of Stone Mountain Creates a stone wall that can be shaped.
Wall of Thorns Nature Thorns damage anyone who tries to pass.
Waves of Fatigue Entropy Several targets become fatigued.

Warden


Warden Spells (Alternate Spheres) (SL=6)

Spell Spheres Effect
Animate Objects Chaos Objects attack your foes.
Anti-life Shell Entropy 10-ft. field hedges out living creatures.
Anti-Magic Field Magic Negates magic within 10 ft.
Banishment Revenge Banishes 2 HD/level of extraplanar creatures.
Bear's Endurance, Mass Fertility, Stoicism As bear's endurance, affects one subject/level.
Blade Barrier Good, Metalworking, Sword, War Wall of blades deals 1d6/level damage.
Cat's Grace, Mass Skill As cat's grace, affects one subject/level.
Chain Lightning Sky, Thunder 1d6 damage/level; 1 secondary bolt/level each deals half damage.
Cone of Cold Sea 1d6/level cold damage.
Contingency Time Sets trigger condition for another spell.
Create Undead Death, Evil Create ghouls, ghasts, mummies or mohrgs.
Find the Path Elf, Knowledge Shows the most direct way to a location.
Fire Seeds Fire, Sun Acorns and berries become grenades and bombs.
Force Field Science Aura blocks 50 hit points of damage and regenerates 1 point/round.
Freezing Sphere Winter Freezes water or deals cold damage.
Guards and Wards Wealth Array of magic effects protects area.
Harm Destruction, Disease Deals 10 points/level damage to target.
Heal Healing Cures 10 points/level damage, all diseases and mental conditions.
Heroes Feast Charity Food for one creature/level cures and grants combat bonuses.
Heroes. Feast Community Food for 1 creature/level cures and grants combat bonuses.
Hold Monster Law As hold person, but any creature.
Irresistable Dance Music Forces subjects to dance.
Mislead Luck, Secrets, Thievery Turns you invisible and creates illusory double.
Move Earth Labour Digs trenches and builds hills.
Owl's Wisdom, Mass Wisdom As owl's wisdom, affects one subject/level.
Permanent Image Moon Includes sight, sound and smell.
Phantasmal Killer Madness Fearsome illusion kills subject or deals 3d6 damage.
Repel Wood Nature Pushes away wooden objects.
Shadow Walk Darkness, Travel Step into shadows to travel rapidly.
Stoneskin Mountain, Strength Ignores 10 points of damage per attack.
Suggestion, Mass Peace As suggestion, plus one subject/level.
Symbol of Fear Fear Triggered rune panics nearby creatures.
Symbol of Persuasion Love Triggered rune charms nearby creatures.

Warden


Warden Spells (Alternate Spheres) (SL=7)

Spell Spheres Effect
Acid Fog Sea Fog deals acid damage.
Animate Objects Labour Objects attack your foes.
Animate Plants Nature One or more trees animate and fight for you.
Blasphemy Evil Kills, paralyzes, weakens, or dazes nonevil subjects.
Control Weather Sky, Thunder, Winter Changes weather in local area.
Damocles. Sword Sword Floating magic blade strikes opponents.
Destruction Death Kills subject and destroys remains.
Dictum Law Kills, confuses, stuns or deafens non-lawful subjects.
Disintegrate Destruction Makes one creature or object vanish.
Earthquake (4.0) Mountain Intense tremor shakes 5 ft./level radius.
Experiment Science As wish, but chance of failure.
Eyebite Fear Target becomes panicked, sickened and comatose.
Fire Storm Fire Deals 1d6/level Fire Damage.
Grasping Hand Strength Large hand provides cover, pushes and grapples.
Holy Word Good Kills, paralyzes, weakens, or dazes nongood subjects.
Insanity Madness, Moon Subject suffers continuous confusion.
Legend Lore Knowledge Lets you learn tales about a person place or thing.
Limited Wish Charity, Skill Alters reality - within spell limits.
Liveoak Elf Oak becomes treant guardian.
Magnificent Mansion Community, Wealth Door leads to extradimensional mansion.
Major Creation Metalworking As minor creation, plus stone and metal.
Power Word Blind Darkness, Love, War Blinds creature with 200 hp or less.
Regenerate Healing Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35)
Repulsion Peace, Time Creatures can't approach you.
Screen Secrets, Thievery Illusion hides area from vision, scrying.
Simulcrum Fertility Creates partially real double of a creature.
Spell Turning Luck, Magic, Revenge, Stoicism Reflect 1d4+6 spell levels back at the caster.
Sunbeam Sun Beam blinds and deals 4d6 damage.
Teleport, Greater Travel As teleport, but no range limit and no off-target arrival.
Vision Wisdom As legend lore but quicker and strenuous.
Waves of Exhaustion Disease, Entropy Several targets become exhausted.
Word of Chaos Chaos, Music Kills, confuses, stuns or deafens non-chaotic subjects.

Warden


Warden Spells (Alternate Spheres) (SL=8)

Spell Spheres Effect
Animal Shapes Moon One ally/level polymorphs into chosen animal.
Binding Peace Utilizes an array of techniques to imprison a creature.
Clenched Fist Strength Large hand provides cover, pushes or attacks your foes.
Cloak of Chaos Chaos +4 to AC, +4 resistance, SR 25 against lawful spells.
Clone Fertility Duplicate awakens when original dies.
Control Plants Nature Control actions of one or more plant creatures.
Create Greater Undead Darkness, Death Create shadows, wraiths, spectres or devourers.
Cure Critical Wounds, Mass Healing Cures 4d8 damage +1/level (max +40) for many creatures.
Discern Location Knowledge, Revenge Reveals exact location of creature or object.
Earthquake Destruction Intense tremor shakes 5-ft./level radius.
Etherealness Travel Travel to the ethereal plane with companions.
Heal Charity Cures 10 points/level of damage, all diseases and mental conditions.
Holy Aura Good +4 to AC, +4 resistance, SR 25 against evil spells.
Horrid Wilting Disease, Entropy, Sea Deals 1d6/level damage within 30 ft.
Incendiary Cloud Fire Cloud deals 4d6 fire damage/round.
Iron Body Metalworking, Mountain Your body becomes living iron.
Mind Blank Secrets, Stoicism Subject is immune to mental/emotional magic and scrying.
Moment of Prescience Luck, Skill, Wisdom You gain insight bonus on single attack roll, check or save.
Planar Ally, Greater Labour As lesser planar ally but up to 18 HD.
Polar Ray Winter Ranged touch attack deals 1d6/level cold damage.
Polymorph Any Object Thievery Changes any subject into anything else.
Power Word Stun War Stuns creature with 150 hp or less.
Protection from Spells Magic Confers +8 resistance.
Radiation Poisoning Science As poison, but affects all with 30 ft. radius
Refuge Sword Alters item to transport its wielder to you.
Shield of Law Law +4 to AC, +4 resistance, SR 25 against chaotic spells.
Shout, Greater Music Devastating yell deals 10d6 sonic damage, stuns creatures, damages objects.
Sunburst Elf, Sun Blinds all within 10 ft., deals 6d6 damage..
Symbol of Insanity Madness Triggered rune renders nearby creatures insane.
Sympathy Community, Love Object or location attracts certain creatures.
Temporal Stasis Time Puts subject into suspended animation.
Trap the Soul Fear, Wealth Imprisons subject within gem.
Unholy Aura Evil +4 to AC, +4 resistance, SR 25 against good spells.
Whirlwind Sky, Thunder Cyclone deals damage and can pick up creatures.

Warden


Warden Spells (Alternate Spheres) (SL=9)

Spell Spheres Effect
Antipathy Elf Object or location affected by spell repels certain creatures.
Astral Projection Travel Projects you and companions onto Astral Plane.
Crushing Hand Strength Large hand provides cover, pushes or crushes your foes.
Disjunction Magic, Metalworking Dispels magic, disenchants magic items.
Dominate Monster Love, Music As dominate person, but any creature.
Elemental Swarm Fire, Mountain, Sea, Sky Summons multiple air elementals.
Energy Drain Winter Subject Gains 2d4 negative levels.
Energy Drain Disease Subject gains 2d4 negative levels.
Foresight Knowledge, Skill, Wisdom sixth sense. warns of impending danger.
Heal, Mass Healing As heal, but with several subjects.
Hold Monster, Mass Peace As hold monster, but all within 30 ft.
Implosion Destruction Kills one creature/round.
Imprisonment Secrets Entombs subject beneath the earth.
Miracle Luck Requests intercession from a higher source.
Power Word Kill Darkness, War Kills creatures with 100 hp or less.
Prismatic Sphere Community, Sun As prismatic wall, but surrounds on all sides.
Refuge Wealth Alters item to transprt its possessor to you.
Regenerate Stoicism Subjects severed limbs grow back, cures 4d8 damage +1/level (max +35)
Self-Destruct Science You explode, dealing 100 points of damage to all within a 100 ft. radius.
Shambler Nature Summon 1d4+2 shambling mounds to fight for you.
Shapechange Moon Transforms you into any creature and change forms once per round.
Storm of Vengeance Revenge, Thunder Storm rains acid, lightning and hail.
Summon Monster IX Chaos, Evil, Good, Labour, Law Calls extraplanar creatures to fight for you.
Time Stop Thievery, Time You act freely for 1d4+1 rounds.
True Resurrection Fertility As resurrection, plus remains aren't needed.
Vorpal Edge Sword Adds vorpal quality to blade for 1 round/level.
Wail of the Banshee Death, Entropy Kills one creatre/level.
Weird Fear, Madness As phantasmal killer, but affecst all within 30 ft.
Wish Charity As limited wish, but with fewer limits.

Warden


Warden Spells (Alternate Spheres) (SL=10)

Spell Spheres Effect
Contingent Resurrection Fertility Subject automatically resurrected if slain.
Damnation Evil Send your foe to hell.
Dire Winter Winter 1000 ft.- radius emanation deals 2d6 cold damage for 20 hours.
Dreamscape Travel You physically travel to the region of dreams.
Earthquake (5.0) Mountain Intense tremor shakes 50 ft./level radius.
Eclipse Darkness A solar eclipse follows you.
Hellball Evil You deal 10d6 each of acid, cold, electricity and fire damage, you take 10d6 damage.
Kiloton Science Create an atomic blast.
Let go of me Travel Grappler takes 20d6 damage, you take 10d6.
Lord of Nightmares Fear You are possessed by a dream larva for 20 rounds and take 12d6 damage.
Mass Frog Moon All in a 40 ft. radius are transformed into frogs.
Nailed to the Sky Sky Affix foe to the heavens.
Pestilence Disease Inflict slimy doom on all creatures and plants within a half mile diameter area.
Rain of Fire Fire You create a 2-mile-radius fire storm dealing 1 point of fire damage per round.
Raise Island Mountain, Sea You create a small island in the sea.
Safe Time Time You contingently duck damage in a static time stream for 1 round.
Tempest of Vengeance Revenge, Thunder Tempest rains acid, lightning and hail.
Time Duplicate Time You and your future self exist together for 1 round.
Verdigris Nature 100 ft. area overun by tsunami of plant growth, dealing 10d6 damage.
Vorpal Blade Barrier Sword, War Wall of blades deals 1d6/level damage plus chance of decapitation.