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CHAPTER 15: PRIEST SPELLS

Priest magic is not studied, but requested.

Every morning, after adequate rest, a priest kneels in prayer and petitions their deity — or the collective force of their faith — for the spells they will carry that day. Under ordinary circumstances, the petitions are granted. Priests who violate the tenets of their faith discover quickly what "ordinary circumstances" means: minor infractions result in spells being withheld for a period the GM determines; serious offenses or repeated violations draw divine retribution.

A priest's access to spells is defined by spheres of influence — the domains their deity claims. A priest with major access to a sphere may pray for spells of any level within it. A priest with minor access is restricted to spells of 3rd level or lower. No priest draws freely from every sphere — the list of major and minor access is established by the priest's faith and recorded in Chapter 3.

Reversible spells are listed together in a single entry, but each version counts as a separate memorized spell. A priest who wants both Cure Light Wounds and Cause Light Wounds must spend two spell slots.

Holy symbol. A priest's holy or unholy symbol serves as a material component for many spells and is never consumed in casting unless the spell entry explicitly states otherwise.

The component system established in Chapter 13 applies fully to priest spells. The Verbal, Somatic, and Material tags function identically; the potency boost and double-cast mechanics remain available to priest casters via material components, as normal. Sorcerer characters in a party — who substitute hit points for material components — apply the daily cap by Wisdom score rather than Intelligence; see Chapter 13 for the full table.


SPELL LIST BY LEVEL AND SPHERE

Reversible spells are marked with an asterisk (*).

1st Level Animal Friendship · Bless* · Combine · Command · Create Water* · Cure Light Wounds* · Detect Evil* · Detect Magic · Detect Poison · Detect Snares & Pits · Endure Heat / Endure Cold · Entangle · Faerie Fire · Invisibility to Animals · Invisibility to Undead · Light* · Locate Animals or Plants · Magical Stone · Pass Without Trace · Protection From Evil* · Purify Food & Drink* · Remove Fear* · Sanctuary · Shillelagh

2nd Level Aid · Augury · Bark Skin · Chant · Charm · Detect Charm* · Dust Devil · Enthrall · Find Traps · Fire Trap · Flame Blade · Good Berry* · Heat Metal* · Hold Person · Know Alignment* · Messenger · Obscurement · Produce Flame · Resist Fire / Resist Cold · Silence, 4.5-Metre Radius · Slow Poison · Snake Charm · Speak With Animals · Spiritual Hammer · Trip · Warp Wood* · Withdraw · Wyvern Watch

3rd Level Animate Dead · Call Lightning · Continual Light* · Create Food & Water · Cure Blindness or Deafness* · Cure Disease* · Dispel Magic · Feign Death · Flame Walk · Glyph of Warding · Hold Animal · Locate Object* · Magical Vestment · Meld Into Stone · Negative Plane Protection · Plant Growth · Prayer · Protection From Fire · Pyrotechnics · Remove Curse* · Remove Paralysis · Snare · Speak With Dead · Spike Growth · Star Shine · Stone Shape · Summon Insects · Tree · Water Breathing* · Water Walk

4th Level Abjure* · Animal Summoning I · Call Woodland Beings · Cloak of Bravery* · Control Temperature · Cure Serious Wounds* · Detect Lie* · Divination · Free Action · Giant Insect* · Hallucinatory Forest* · Hold Plant · Imbue With Spell Ability · Lower Water* · Neutralize Poison* · Plant Door · Produce Fire · Protection From Evil, 9-Metre Radius* · Protection From Lightning · Reflecting Pool · Repel Insects · Speak With Plants · Spell Immunity—Divine · Sticks to Snakes* · Tongues

5th Level Air Walk · Animal Growth* · Animal Summoning II · Anti-Plant Shell · Atonement · Commune · Commune With Nature · Control Winds · Cure Critical Wounds* · Dispel Evil · Flame Strike · Insect Plague · Magic Font · Moonbeam · Pass Plant · Plane Shift · Quest · Rainbow · Raise Dead* · Spike Stones · Transmute Rock to Mud* · True Seeing* · Wall of Fire

6th Level Aerial Servant · Animal Summoning III · Animate Object · Anti-Animal Shell · Blade Barrier · Conjure Animals · Conjure Fire Elemental · Find the Path · Fire Seeds · Forbiddance · Heal* · Heroes' Feast · Live Oak · Part Water · Speak With Monsters · Stone Tell · Transmute Water to Dust* · Transport Via Plants · Turn Wood · Wall of Thorns · Weather Summoning · Word of Recall

7th Level Animate Rock · Astral Spell · Change Staff · Chariot of the Sun · Confusion · Conjure Earth Elemental · Control Weather · Creeping Doom · Earthquake · Exaction · Fire Storm* · Gate · Holy Word · Regenerate · Reincarnate · Restoration* · Resurrection* · Succored Retreat · Sunray · Symbol · Transmute Metal to Wood · Wind Walk


1ST-LEVEL SPELLS

ANIMAL FRIENDSHIP (Enchantment) Level 1 | Sphere: Animal | CT: 1 hour | Range: 9 m | Duration: Permanent | Area: 1 animal | Comp: V, S, M | Save: Will (negates)

This spell may only be cast on a neutrally aligned, mundane animal with Intelligence 1–4. If the animal fails its Will save, it sits quietly while the casting completes. The caster must genuinely intend to befriend the creature — any ulterior motive registers to the animal during the hour of casting, and the spell fails.

Befriended animals are loyal to the caster and obey simple commands. The caster may teach the animal three specific tricks per point of Intelligence: short, one-word commands — attack, guard, fetch — each requiring a week to learn and all taught within 3 months of the bonding. The caster can maintain bonds with animals totalling up to twice his level in HD. Animals left unattended for more than a week revert to their natural state and the spell ends.

Material component: the caster's holy or unholy symbol and a piece of food preferred by the target animal.


BLESS / CURSE (Conjuration) Level 1 | Sphere: All | CT: 1 round | Range: 55 m | Duration: 6 rounds | Area: 15-m cube | Comp: V, S, M | Save: None

Bless raises morale, attack rolls, and saving throws against fear effects by +1 for all allies within the area. Allies already engaged in melee are unaffected. PCs receive the attack and save bonuses; the morale bonus applies only to NPC allies and hirelings.

Optionally, a single item up to 500 g per caster level may be blessed rather than the area. A blessed weapon is treated as enchanted for the purpose of striking evil incorporeal creatures and gains a +1 attack bonus against evil foes for the duration — but only if the weapon carries no existing magical effect. Missiles may be blessed; bows and crossbows do not transfer the blessing to their ammunition.

The reverse, Curse, applies a −1 penalty to morale and attack rolls against opponents not yet engaged in melee. A cursed item is correspondingly more effective against good-aligned creatures.

Material component: a vial of holy water (for Bless) or unholy water (for Curse), sprinkled during casting.


COMBINE (Evocation) Level 1 | Sphere: All | CT: 1 round | Range: Touch | Duration: Concentration | Area: Circle of 3–5 priests | Comp: V, S | Save: None

All participating priests must have this spell memorized. The highest-level priest stands at the centre of a circle of two to four others, and all cast Combine simultaneously. The central priest then affects undead and casts secondary spells from memory as if they were one level higher per priest in the circle — between 2 and 4 levels of enhancement.

The circle priests must concentrate each round, losing shield and Dexterity bonuses to AC. The spell ends if any circle priest is damaged or their concentration breaks. Damaging the central priest does not end it. If Combine ends while a secondary spell is being cast, that spell is lost as if the caster had been struck. Secondary spells already completed retain their enhanced effects even if Combine later ends.

The GM may require circle priests to share a faith, a pantheon, or an alignment. For allied priests of closely shared cause, shared faith is usually sufficient.


COMMAND (Enchantment) Level 1 | Sphere: Charm | CT: 1 | Range: 27 m | Duration: 1 round | Area: 1 creature | Comp: V | Save: Will (special)

The caster issues a single-word command to one creature, stated clearly as a single action the creature can understand. The creature obeys for 1 round. Typical commands: back, halt, flee, run, stop, fall, go, leave, surrender, sleep, rest. Commanding a creature to die sends it into a catatonic state for 1 round.

Creatures with Intelligence 13 or higher, or 6 or more HD, are allowed a Will save. Command has no effect on the undead.


CREATE WATER / DESTROY WATER (Transmutation) Level 1 | Sphere: Elemental (Water) | CT: 1 round | Range: 27 m | Duration: Permanent | Area: Up to 15 L/level, 750 L max | Comp: V, S, M | Save: None

Create Water produces fresh, pure water within the area. Empty containers are required; without them the water flows to the lowest available point. The water is magical for its first round — dispel magic can unmake it during that window. Afterward it becomes ordinary water.

The reverse, Destroy Water, eliminates a like quantity of water within the same range, leaving no trace.

Water cannot be created or destroyed inside a living or undead creature of any kind. Water weighs roughly 1 kg per litre.

Material component: a drop of water to create; a pinch of dust to destroy.


CURE LIGHT WOUNDS / CAUSE LIGHT WOUNDS (Necromancy) Level 1 | Sphere: Healing | CT: 5 | Range: Touch | Duration: Permanent | Area: 1 creature | Comp: V, S | Save: None

Cure Light Wounds restores 1d8 HP to the creature touched. The spell cannot affect creatures without a corporeal body, the undead, non-living creatures, or extra-planar entities. Only existing wounds are healed; the spell offers no protection against future damage.

The reverse, Cause Light Wounds, requires a successful touch attack and inflicts 1d8 HP of damage. Treat wounds so caused as ordinary injuries.


DETECT EVIL / DETECT GOOD (Lesser Divination) Level 1 | Sphere: All | CT: 1 round | Range: 0 | Duration: 1 turn + 5 rounds/level | Area: 3 m × 110 m path | Comp: V, S, M | Save: None

Within the area, the caster detects evil auras radiating from creatures, objects, or the environment. The caster must stop and concentrate for at least one round on a specific target to detect an aura and gauge its strength — dim, faint, moderate, strong, or overwhelming. Exact alignment is never revealed. Most Prime Material creatures don't radiate an aura unless they are fully devoted to an alignment, are 9 HD or higher with appropriate intent, or are intelligent undead or extra-planar creatures.

The priest's version additionally allows a vague one-word impression of the source's intent — eager, hateful, cruel, kind, and so on — when an aura is detected. Against overwhelming auras, the priest has a 10% chance per caster level to detect whether the source leans toward law, chaos, or neutrality.

The reverse, Detect Good, functions identically but reveals good auras.

Material component: the caster's holy or unholy symbol, held out before casting.


DETECT MAGIC (Universal) Level 1 | Sphere: All | CT: 1 round | Range: 0 | Duration: 1 turn | Area: 3 m × 27 m path | Comp: V, S, M | Save: None

The caster detects magical auras within the area, scanning a 60-degree arc per round. Aura intensity — dim, faint, moderate, strong, or overwhelming — is discernible, and the caster has a 10% chance per caster level to identify the sphere of a detected effect (not its school). At least 30 cm of stone, 2.5 cm of metal, or 1 m of wood or earth blocks the spell. Multiple schools in the same area or overwhelmingly powerful auras may produce confusing, incomplete, or conflicting results.

Material component: the caster's holy or unholy symbol.


DETECT POISON (Lesser Divination) Level 1 | Sphere: Divination | CT: 4 | Range: 0 | Duration: 1 turn + 1 round/level | Area: Special | Comp: V, S, M | Save: None

The caster checks for poison in one object or up to a 1.5 m cube of material per round. There is a 5% chance per caster level to identify the exact type.

Material component: a strip of specially blessed vellum, which turns black if poison is present.


DETECT SNARES & PITS (Lesser Divination) Level 1 | Sphere: Divination | CT: 4 | Range: 0 | Duration: 4 rounds/level | Area: 3 m × 12 m path | Comp: V, S, M | Save: None

The caster detects natural or primitively constructed traps in the path ahead: snares, pits, deadfalls, quicksand, sinkholes, unsafe rock faces, and similar hazards made of natural materials by animals, plants, or people. Mechanical dungeon traps and magical wards are beyond the scope of this spell.

Material component: the caster's holy or unholy symbol.


ENDURE HEAT / ENDURE COLD (Transmutation) Level 1 | Sphere: Protection | CT: 1 round | Range: Touch | Duration: 1.5 hours/level | Area: 1 creature | Comp: V, S | Save: None

One chosen version is selected at casting: Endure Cold allows the recipient to withstand temperatures as low as −35°C without discomfort. Endure Heat extends tolerance up to 55°C. More extreme temperatures still inflict 1 point of damage per hour of exposure. If the recipient takes magical cold or heat damage, the first 10 points are absorbed — but the spell ends regardless of which version is in effect when hit. The two versions cancel each other.


ENTANGLE (Transmutation) Level 1 | Sphere: Plant | CT: 4 | Range: 72 m | Duration: 1 turn | Area: 12-m cube | Comp: V, S, M | Save: Reflex (half)

Plants within the area wrap, grasp, and twist to entangle creatures. Any creature entering or moving through the area must make a Reflex save or be held fast, unable to act, for the duration. A successful save allows movement at 3 m per round or one action per round; any creature remaining in the area must save again each round.

The spell requires some vegetation to function and cannot be cast in a completely barren area. Existing plants stretch to their limits — roots may emerge from ceilings or walls in underground settings where the GM judges plant roots are nearby. Sparse vegetation may grant up to a +4 bonus to saves.

Material component: the caster's holy or unholy symbol.


FAERIE FIRE (Transmutation) Level 1 | Sphere: Weather | CT: 4 | Range: 72 m | Duration: 4 rounds/level | Area: 1 m² per level within 12-m radius | Comp: V, M | Save: None

Creatures and objects within the area glow with faint light — blue, green, or violet, the caster's choice — as bright as a small candle. The caster may affect one man-sized or two small-sized creatures per caster level. Glowing targets are visible from 72 m in darkness and 36 m otherwise. Attackers gain a +2 bonus to hit in darkness or moonlight, +1 in normal conditions. Invisible creatures can be affected; incorporeal, ethereal, and gaseous creatures cannot. Multiple castings of this spell extend the area but do not increase the brightness.

Material component: a small chunk of foxfire.


INVISIBILITY TO ANIMALS (Transmutation) Level 1 | Sphere: Animal | CT: 4 | Range: Touch | Duration: 1 turn + 1 round/level | Area: 1 creature/level | Comp: S, M | Save: None

Each creature touched during casting — up to one per caster level — goes undetected by non-magical animals with Intelligence below 6. The effect suppresses sound and scent as well as sight with respect to animals. The spell ends for a given subject if they speak or make a hostile action against an animal; it remains in effect for others.

Material component: holly rubbed over each subject.


INVISIBILITY TO UNDEAD (Abjuration) Level 1 | Sphere: Necromantic | CT: 4 | Range: Touch | Duration: 6 rounds | Area: 1 creature | Comp: V, S, M | Save: Will (special)

The recipient goes undetected by undead. Undead with more than 4 HD are allowed a Will save. A priest who is the subject of this spell cannot turn undead that cannot perceive them. The spell ends immediately if the recipient performs any hostile action — attacking, or forcing a saving throw on an affected creature. Casting non-hostile spells such as Cure Light Wounds or Chant does not break the effect.

Material component: the caster's holy or unholy symbol.


LIGHT / DARKNESS (Transmutation) Level 1 | Sphere: Sun | CT: 4 | Range: 110 m | Duration: 1 hour + 1 turn/level | Area: 6-m radius globe | Comp: V, S | Save: Reflex (special)

Light creates torch-strength illumination centred on a point within range or attached to a creature or object. If cast on an unwilling creature, a failed Reflex save means the light appears in the air directly behind them. If targeted at a creature's eyes, a failed Reflex save renders it blind for the duration. Objects beyond the glow appear as shadowy forms. Light cancels magical darkness of equal strength on contact, and vice versa. The caster may end the spell with a command word.

The priest's Darkness reverse plunges the area into complete darkness for half the normal duration. Only a light source at least as bright as full daylight remains visible inside it.


LOCATE ANIMALS OR PLANTS (Lesser Divination) Level 1 | Sphere: Divination (Animal, Plant) | CT: 1 round | Range: 90 m + 18 m/level | Duration: 1 round/level | Area: 6 m × 18 m/level path | Comp: V, S, M | Save: None

The caster concentrates on one specific type of animal or plant and learns whether any exist within range — along with direction, distance, and approximate numbers. The caster can only detect subjects directly ahead in a straight path but may shift direction once per round during the duration. Common local specimens are 50% likely to be present; uncommon 30%; rare 15%; very rare 5%.

Material component: the caster's holy or unholy symbol.


MAGICAL STONE (Enchantment) Level 1 | Sphere: Combat | CT: 4 | Range: Touch | Duration: 30 minutes or until used | Area: 3 pebbles | Comp: V, S, M | Save: None

The caster enchants up to three small pebbles. They count as +1 weapons for striking creatures requiring magical weapons to hit, and deal 1d4 damage (2d4 against undead). All three can be thrown in one round, with a range of 27 m ignoring range penalties.

Material components: the caster's holy or unholy symbol and 1–3 ordinary pebbles.


PASS WITHOUT TRACE (Enchantment) Level 1 | Sphere: Plant | CT: 1 round | Range: Touch | Duration: 1 turn/level | Area: 1 creature | Comp: V, S, M | Save: None

The recipient moves through any natural terrain — mud, snow, dust — without leaving footprints or scent. Normal tracking becomes impossible, though the ground where the creature has passed radiates a detectable magical aura for 1d6 turns afterward.

Material component: a sprig of pine or evergreen, burned to ash and scattered during casting.


PROTECTION FROM EVIL / PROTECTION FROM GOOD (Abjuration) Level 1 | Sphere: Protection | CT: 4 | Range: Touch | Duration: 3 rounds/level | Area: 1 creature | Comp: V, S, M | Save: None

This spell creates an invisible magical shield with three simultaneous effects:

Hinder Evil Attacks. Attack rolls from evil creatures — or those enchanted by evil forces — suffer a −2 penalty, and saves against their attacks gain a +2 bonus.

Block Extra-Planar Contact. Conjured animals, summoned monsters, and extra-planar creatures cannot make physical contact with the protected creature. Natural attacks auto-fail and the creature recoils. Magic resistance may allow a creature to overcome this. If the protected creature makes a melee attack against such a creature or forces the shield against them, this effect ends.

Block Mind Control. Direct mental control and possession attempts are blocked. Charm effects are not blocked, but domination, coercion, and body possession are. An already-possessing life force cannot be expelled.

The reverse, Protection From Good, applies the hinder effect against good creatures; effects two and three remain unchanged.

Material components: for Protection From Evil, a 1 m circle of powdered silver and burning incense drawn on the ground during casting. For the reverse, a circle of powdered iron and smoldering dung.


PURIFY FOOD & DRINK / PUTREFY FOOD & DRINK (Transmutation) Level 1 | Sphere: All | CT: 1 round | Range: 27 m | Duration: Permanent | Area: 1 cubic metre/level | Comp: V, S | Save: None

Purify Food & Drink restores spoiled, rotted, contaminated, or otherwise non-edible food and drink — meat, bread, fruit, vegetables, water, beer, wine — to an edible state. It also destroys unholy water. It cannot prevent future decay, and it has no effect on creatures, potions, or other substances.

The reverse, Putrefy Food & Drink, spoils good food and drink and destroys holy water within the area. It similarly has no effect on creatures, potions, or other substances.


REMOVE FEAR / CAUSE FEAR (Abjuration) Level 1 | Sphere: Charm | CT: 1 | Range: 9 m | Duration: Special | Area: 1 creature per 4 levels | Comp: V, S | Save: Will (special)

Remove Fear grants affected creatures a +4 bonus to saves against fear attacks for 1 turn. If a creature is already under a magical fear effect, it immediately receives a new Will save with the +4 bonus. Casting the reverse automatically counters Remove Fear on a target.

The reverse, Cause Fear, forces one creature within range to flee at maximum speed for 1d4 rounds. The creature is entitled to a Will save to resist. Casting Remove Fear on an affected creature automatically ends the effect. Neither version affects the undead directly, but either can counter a fear effect caused by an undead creature.


SANCTUARY (Abjuration) Level 1 | Sphere: Protection | CT: 4 | Range: Touch | Duration: 2 rounds + 1 round/level | Area: 1 creature | Comp: V, S, M | Save: None

An invisible safe haven surrounds the protected creature. Any enemy attempting to physically attack or directly target the protected creature with a harmful effect must make a Will save. Failure means the enemy abandons their current action and, for the duration, completely ignores the protected creature — as if they have forgotten their existence. Enemies who never attempt to attack are unaffected. Area spells such as Fireball or Ice Storm that cover an area rather than targeting a specific creature bypass this protection.

The spell ends immediately if the protected creature attempts to harm an enemy. Non-harmful actions — casting divinations, using Chant, curing allies — do not break the protection.

Material components: a small silver mirror and the caster's holy or unholy symbol.


SHILLELAGH (Transmutation) Level 1 | Sphere: Combat, Plant | CT: 2 | Range: Touch | Duration: 4 rounds + 1 round/level | Area: 1 oak club or staff | Comp: V, S, M | Save: None

The caster's wooden club or staff becomes fully magical for the duration. While in the caster's hands, it gains a +1 bonus to attack rolls and deals 2d4 damage against man-sized and smaller creatures, or 1d4 + 1 against large creatures. The weapon is unharmed by the enchantment.

Material components: a shamrock leaf and the caster's holy or unholy symbol.


2ND-LEVEL SPELLS

AID (Necromancy, Conjuration) Level 2 | Sphere: Necromantic | CT: 5 | Range: Touch | Duration: 1 round + 1 round/level | Area: 1 creature | Comp: V, S, M | Save: None

The caster infuses one creature — or themselves — with divine energy: a +1 bonus to attack rolls and saving throws, plus 1d8 temporary HP for the duration. These temporary HP may push the total above the creature's normal maximum; they are lost first in combat and cannot be cured or healed away.

Material components: a tiny strip of white cloth with adhesive ends and the priest's holy or unholy symbol.


AUGURY (Lesser Divination) Level 2 | Sphere: Divination | CT: 2 rounds | Range: 0 | Duration: Special | Area: Special | Comp: V, S, M | Save: None

The caster petitions for divine insight, asking whether a specific action taken in the next half hour will benefit or harm the party. Base chance of receiving a useful reply: 70% + 1% per caster level. Replies are brief — yes, no, I don't know, or a short cryptic riddle of no more than five words.

The GM is advised to limit this spell to once per adventure, or once per week at most. Deities do not enjoy being interrupted constantly.

Material component: a set of fortune-telling tokens worth at least 1,000 gp, not consumed in casting.


BARK SKIN (Transmutation) Level 2 | Sphere: Protection, Plant | CT: 5 | Range: Touch | Duration: 4 rounds + 1 round/level | Area: 1 creature | Comp: V, S, M | Save: None

The recipient's skin becomes as tough as bark, providing a base AC of 14 with an additional +1 per 4 caster levels, and a +1 bonus to all saving throws except magic. This spell does not function over armour or magical protection of any kind, but stacks with Dexterity bonuses and shields.

Material components: the caster's holy or unholy symbol and a handful of bark from an old oak tree.


CHANT (Conjuration) Level 2 | Sphere: All | CT: 2 rounds | Range: 0 | Duration: Duration of chanting | Area: 9-m radius | Comp: V, S | Save: None

While the caster chants without pause, all allies within the area receive a +1 bonus to attack rolls, damage, and saving throws, and all opponents within the area suffer a −1 penalty to the same. If the caster is damaged or concentration is interrupted, the spell ends. Multiple Chant effects do not stack, but a second priest of the same faith casting Prayer during an active Chant increases the combined effect to +2 and −2 for as long as both spells remain in force.


CHARM (Enchantment) Level 2 | Sphere: Animal | CT: 5 | Range: 72 m | Duration: Special | Area: 1 person or mammal | Comp: V, S | Save: Will (negates)

The target regards the caster as a trusted friend and ally unless it succeeds at a Will save. (If the target took damage from the caster or their allies in the same round the spell was cast, it gains a +1 bonus to its save per point of damage received.) A charmed creature obeys verbal instructions within reason — it will not take suicidal actions or act wholly against its nature — and retains full memory of everything it does while charmed.

The creature is allowed a new Will save at regular intervals determined by its Intelligence:

IntelligenceTime Between Saves
3 or less3 months
4–62 months
7–91 month
10–123 weeks
13–142 weeks
15–161 week
173 days
182 days
19+1 day

The spell ends if the caster or their allies openly harm the subject, or a new save succeeds. The GM determines the exact moment each check occurs.

The priest's version also targets naturally occurring, non-magical mammals with Intelligence 1–4. An animal charmed in this way may be kept on long-term if cast alongside Animal Friendship.


DETECT CHARM / UNDETECTABLE CHARM (Lesser Divination) Level 2 | Sphere: Divination | CT: 1 round | Range: 0 | Duration: 1 turn | Area: 1 creature/round | Comp: V, S | Save: Will (special)

Detect Charm reveals whether a creature is under a charm, compulsion, hypnosis, or similar effect. The subject is allowed a Will save; success means the caster learns nothing. On a failed save, the caster knows the creature is under influence and has a 5% chance per caster level to identify the exact nature of the effect. When multiple charms affect a creature simultaneously, the exact natures cannot be distinguished.

The reverse, Undetectable Charm, masks charm detection on a single creature for 24 hours or until Dispel Magic succeeds.


DUST DEVIL (Conjuration) Level 2 | Sphere: Elemental (Air) | CT: 2 rounds | Range: 27 m | Duration: 2 rounds/level | Area: 1.5-m × 1.2-m cone | Comp: V, S | Save: None

The caster summons a weak air elemental — a dust devil — that travels on verbal command but disperses if it moves more than 27 m from the caster. The caster is not immune to its effects.

The dust devil has AC 16, MV 18, and 2 HD, and attacks once per round with Attack Bonus +1, dealing 1d4 damage. In dusty or debris-strewn areas, it kicks up a cloud with a 3-m diameter centred on itself. Creatures caught in the cloud are blinded for 1 round after leaving it. Spellcasters inside the cloud must succeed at a Fortitude save to maintain concentration while casting.


ENTHRALL (Enchantment) Level 2 | Sphere: Charm | CT: 1 round | Range: 0 | Duration: Special | Area: 27-m radius | Comp: V, S | Save: Will (negates)

The caster must speak uninterrupted for the full casting time and continue speaking for the enchantment to hold — up to one hour. Creatures in the area who understand the language and have 3 or fewer HD or Wisdom below 16 must make a Will save. Failures are peacefully enthralled, standing motionless and ignoring everything except the caster's words. About half of those who succeed their save also become hostilely enthralled — compelled to listen but heckling and booing throughout. The rest are unaffected and act normally.

Creatures from a hostile faction or opposing religion receive a +4 bonus to their save. If the crowd is attacked, the spell ends and all enthralled listeners react against the attackers with a −10 penalty to the initial reaction roll.

A concerted effort to rouse a specific enthralled individual grants it a new save every third round. Enthralled creatures who succeed this second save join the hecklers half the time.


FIND TRAPS (Lesser Divination) Level 2 | Sphere: Divination | CT: 5 | Range: 0 | Duration: 3 turns | Area: 3 m × 27 m path | Comp: V, S | Save: None

The caster detects any active trap — mundane or magical — directly ahead, regardless of how it has been concealed. A trap, for this spell, is any device or magical effect intentionally designed to inflict a sudden, unexpected, and harmful result as a direct consequence of the victim's action. Alarm spells, Glyphs of Warding, and mechanical spring traps all qualify. Natural hazards and ambushes do not.

The caster immediately learns whether a detected trap is magical, mechanical, or both, but not its effect or how to disarm it. Careful examination — spending a round studying the trap — reveals what actions or inactions trigger it.


FIRE TRAP (Abjuration, Evocation) Level 2 | Sphere: Elemental (Fire) | CT: 1 turn | Range: Touch | Duration: Permanent until discharged | Area: 1 closeable object | Comp: V, S, M | Save: Reflex (half)

The caster wards a closeable object — a chest, book, door, bottle — with an explosive fire trap. Any creature other than the caster (and those designated at casting) who opens the object triggers an explosion in a 1.5-m radius dealing 1d4 + 1 damage per caster level. A Reflex save halves the damage. The object itself is unharmed. A Knock spell neither triggers nor removes the trap; the trap still fires when the object is opened by an undesignated creature. Thieves treat this as a magical trap when attempting to locate and disable it.

The spell fails if a second magical trap or ward already exists on the same object; attempting to stack them negates the Fire Trap 25% of the time, the secondary effect 25% of the time, or both 50% of the time.

Material components: the caster traces the closure with a stick of charcoal, then touches the contact point with holly berries. Designating safe creatures requires a hair, scale, or claw from each.


FLAME BLADE (Evocation) Level 2 | Sphere: Elemental (Fire) | CT: 4 | Range: 0 | Duration: 4 rounds + 1 round/2 levels | Area: 1-m blade | Comp: V, S, M | Save: None

A fiery blade springs from the caster's hand and can be wielded like any weapon the caster is trained to use. A successful hit inflicts 1d4 + 4 fire damage; against undead or creatures vulnerable to fire it deals 2 additional points, while creatures resistant or immune to fire subtract 2 points. Combustible materials contacted by the blade — paper, dry wood, cloth — must save versus magical fire or catch fire. Extra-planar fire creatures and those naturally immune to fire take no damage. The flame blade is not a magical weapon for the purpose of bypassing weapon immunities (except against undead) and cannot function underwater.

Material components: the caster's holy or unholy symbol and a leaf of sumac.


GOOD BERRY / BAD BERRY (Transmutation, Evocation) Level 2 | Sphere: Plant | CT: 1 round | Range: Touch | Duration: 1 day + 1 day/level | Area: 2d4 fresh berries | Comp: V, S, M | Save: None

Good Berry enchants 2d4 freshly picked berries. A caster of the same faith with 3rd level or higher can identify them by sight; Detect Magic reveals them to anyone. Eating one berry either fully nourishes a hungry man-sized creature (as a complete meal) or heals 1 HP of damage. A creature may benefit from up to 8 berries in a 24-hour period.

The reverse, Bad Berry, causes 2d4 berries to appear wholesome but deal 1 point of poison damage each when eaten — no save, onset 1d4 rounds.

Material components: the caster's holy or unholy symbol passed over freshly picked edible berries.


HEAT METAL / CHILL METAL (Transmutation) Level 2 | Sphere: Elemental (Fire) | CT: 5 | Range: 36 m | Duration: 7 rounds | Area: Special | Comp: V, S, M | Save: Special

Heat Metal superheats ferrous metal (iron or steel) — affecting either all the ferrous items carried by one creature per two caster levels (no two more than 9 m apart) or 11 kg of ferrous metal per caster level within a 9-m radius. Elven mail is unaffected. Magical iron or steel items receive a Fortitude save versus magical fire to avoid the effect. Protection From Fire or equivalent resistance negates the spell's effects.

Creatures in contact with the heated metal take damage based on the escalating rounds:

RoundMetal StateDamage
1WarmNone
2Hot1d4
3–5Searing2d4
6Hot1d4
7WarmNone

A creature takes full damage if its armour is heated or if it carries metal weighing more than one-fifth of its body weight. Creatures carrying less than that minimum take only 1–2 points. On the 5th round (searing), an affected creature must make a Fortitude save or suffer a disabling burn:

1d10LocationDisability
1–4Hand/FootUnusable for 2d4 days
5–9BodyDisabled for 1d4 days
10HeadUnconscious for 1d4 turns

Only natural healing or a Heal spell removes such a disability. Exposure to cold damage negates Heat Metal on a point-for-point basis, and vice versa. Underwater, the spell inflicts only half damage and cannot cause disability.

The reverse, Chill Metal, freezes ferrous metal through the same seven-round progression. A resist cold spell or cold resistance negates it. Exposure to fire damage counters it on a point-for-point basis.

Material component: the caster's holy or unholy symbol.


HOLD PERSON (Enchantment) Level 2 | Sphere: Charm | CT: 5 | Range: 110 m | Duration: 2 rounds/level | Area: 1–4 persons in a 6-m cube | Comp: V, S, M | Save: Will (negates)

The spell holds up to 4 man-sized or smaller bipedal humans, human-adjacent ancestries, or humanoids rigid and motionless. Each target is allowed a Will save: −3 penalty if only one is targeted, −1 if two, no penalty if three or four. Held creatures remain conscious and aware but cannot move or speak; they may still use purely mental abilities. Winged creatures held in flight fall; swimmers may drown. Hold Person has no effect on the undead.

Material components: the caster's holy or unholy symbol and a small piece of iron or steel.


KNOW ALIGNMENT / UNDETECTABLE ALIGNMENT (Lesser Divination) Level 2 | Sphere: Divination | CT: 1 round | Range: 9 m | Duration: 1 turn | Area: 1 creature or object per round | Comp: V, S | Save: Will (negates)

The caster stands still and concentrates on a creature or object for 1 round, fully reading its alignment on both the law/chaos and good/evil axes. A Will save from the subject blocks the reading entirely — and the caster does not know whether the save succeeded. If only one round of concentration is available, only the law/chaos axis is revealed.

The reverse, Undetectable Alignment, masks a creature's or object's alignment from magical detection — including Know Alignment — for 24 hours, or until a Dispel Magic succeeds.


MESSENGER (Enchantment) Level 2 | Sphere: Animal | CT: 1 round | Range: 18 m/level | Duration: 1 day/level | Area: 1 animal | Comp: V, S, M | Save: Will (negates)

A tiny animal within range — bird, rat, insect, anything of at least animal intelligence but no greater than low intelligence — becomes a carrier. The animal is allowed a Will save to avoid the effect. If it fails, the caster gives it simple instructions for where to deliver its message and may attach a note or small item. The animal travels as directly as natural instincts and terrain allow.

Material component: a piece of food the animal is known to prefer.


OBSCUREMENT (Transmutation) Level 2 | Sphere: Weather | CT: 5 | Range: 0 | Duration: 4 rounds/level | Area: 3-m cube/level | Comp: V, S | Save: None

The caster shrouds themselves and the surrounding area in misty vapour, reducing all vision — including infravision — within the cloud to 2d4 × 30 cm. The vapour cannot rise above 3 m and will fill narrower spaces. A strong wind reduces the duration to 25% of normal. The spell cannot be cast underwater.


PRODUCE FLAME (Transmutation) Level 2 | Sphere: Elemental (Fire) | CT: 5 | Range: 0 | Duration: 1 round/level | Area: Special | Comp: V, S | Save: None

A flame springs from the caster's palm — as bright as a torch, harmless to the caster's hand. Combustibles touched to it (paper, dry wood, cloth, oil) must save versus magical fire or ignite. This flame cannot be cast underwater.

The caster may hurl the flame at a target within 36 m. On impact it bursts in a 1-m diameter area, dealing 1d4 + 1 damage, and igniting combustible materials that fail a save. A miss scatters as an indirect missile. The caster may hurl one flame per caster level — one per round — until the duration expires or they end the spell voluntarily. Fires caused by the thrown flame cannot be extinguished by the spell.


RESIST FIRE / RESIST COLD (Transmutation) Level 2 | Sphere: Protection | CT: 5 | Range: Touch | Duration: 1 round/level | Area: 1 creature | Comp: V, S, M | Save: None

One version is chosen at casting. Resist Fire renders the recipient immune to temperatures up to 55°C and brief contact with ordinary flame (1 round or less). Against more intense heat or magical fire attacks, the recipient gains a +3 bonus to saves and takes only half damage on a failed save, one-quarter on a success.

Resist Cold functions identically against cold, providing immunity to temperatures as low as −35°C and the same save bonus and damage reduction against cold attacks.

Material component: a drop of mercury.


SILENCE, 4.5-METRE RADIUS (Transmutation) Level 2 | Sphere: Guardian | CT: 5 | Range: 110 m | Duration: 2 rounds/level | Area: 4.5-m radius | Comp: V, S | Save: None

A zone of complete silence occupies the area. No sound enters, exits, or occurs within it. Verbal communication and any spell requiring a Verbal component are impossible inside the zone. The silence also fully protects those inside from sonic-based attacks.

The area may be stationary or anchored to a moving object or creature. An unwilling creature (or a creature possessing an item the caster targets) is allowed a Reflex save; success means the centre of the zone becomes a stationary point approximately 30 cm behind that creature, allowing it to escape the zone's effect.


SLOW POISON (Necromancy) Level 2 | Sphere: Healing | CT: 1 | Range: Touch | Duration: 1 hour/level | Area: 1 creature | Comp: V, S, M | Save: None

Cast before a poison takes full effect, this spell arrests the poison's progress, preventing further harm for the duration. The poison is not neutralized — it resumes once the spell ends — but the window buys time to find a cure.

Material components: the caster's holy or unholy symbol and a bud of crushed garlic spread on the wound or consumed by the patient.


SNAKE CHARM (Enchantment) Level 2 | Sphere: Animal | CT: 5 | Range: 27 m | Duration: Special | Area: 9-m cube | Comp: V, S | Save: None (magic resistance applies)

The caster hypnotizes a group of serpentine creatures within the area. The affected snakes' total HP cannot exceed the caster's maximum HP. Affected creatures sway motionlessly for the duration; they cannot attack but cannot escape either. The spell affects any variety of snake, giant snake, and snake-like monsters (naga, couatl, and similar), provided the HP total holds.

Duration depends on the snakes' state when the spell is cast: if inactive or asleep, 1d4 + 2 turns; if active but not aggressive, 1d3 turns; if hostile, 1d4 + 4 rounds.


SPEAK WITH ANIMALS (Transmutation) Level 2 | Sphere: Animal, Divination | CT: 5 | Range: 0 | Duration: 2 rounds/level | Area: 1 animal within 9 m | Comp: V, S | Save: None

The caster holds two-way communication with any natural, non-magical animal — warm or cold-blooded — with Intelligence 1 or higher. Questions and answers are possible, but the animal is not automatically cooperative. The GM may call for a reaction check modified by Charisma. Indifferent animals may answer in passing or make irrelevant comments; hostile ones will be terse and evasive. Friendly animals or druids-linked priests may prompt additional favours at the GM's discretion.


SPIRITUAL HAMMER (Evocation) Level 2 | Sphere: Combat | CT: 5 | Range: 9 m/level | Duration: 3 rounds + 1 round/level | Area: Special | Comp: V, S, M | Save: None

The caster hurls their war hammer at a chosen target within range. The weapon transforms mid-flight into a magical force hammer that the caster controls by concentration. It attacks any visible target within range each round — one target per round, changed at will — on the caster's initiative, using the caster's Attack Bonus but without Strength or Dexterity modifiers. It deals normal war hammer damage with an enchantment bonus of +1 (levels 1–6), +2 (levels 7–12), or +3 (level 13+). Rear-attack bonuses apply when the caster faces the appropriate direction.

The spell ends early if the caster stops concentrating, or if a Dispel Magic targets either the caster or the hammer. Magic resistance is checked only on the first attack; if it succeeds the spell ends.

Material component: the war hammer itself, thrown at the first target during casting.


TRIP (Enchantment) Level 2 | Sphere: Plant | CT: 5 | Range: Touch | Duration: 1 turn/level | Area: Up to 3-m object | Comp: V, S | Save: Reflex (negates)

One length of vine, rope, stick, or similar object is enchanted to rise slightly and trip creatures crossing it — including the caster. The trap is 80% undetectable by normal means; the other 20% of the time a careful observer sees the object shift as someone crosses. A failed Reflex save causes the creature to fall and has a 50% chance to drop carried items. Getting up and retrieving items costs a full round. Creatures who know about the trap in advance receive a +4 bonus to the save, and only a 25% chance to drop items.

Per 1 m of object: 2 small-sized or 1 man-sized creature can be tripped per round. A 3-m object can trip up to 6 small, 3 man-sized, or 1 large creature per round. Huge-sized or larger creatures are immune but still trigger the effect. Running creatures who fail take 1d4 + 1 damage and are stunned for the same number of rounds if they fall on hard ground, or 1 damage and 1 round of stun on soft ground.


WARP WOOD / STRAIGHTEN WOOD (Transmutation) Level 2 | Sphere: Plant | CT: 5 | Range: 9 m/level | Duration: Permanent | Area: Special | Comp: V, S | Save: Special

Warp Wood permanently bends and warps wooden items within range, destroying their strength and shape. A warped door springs open or jams (caster's choice, requiring a Strength check to open). A warped boat springs a leak. Warped missile weapons become useless; warped melee weapons impose a −4 penalty to attack rolls.

The caster can warp a 38-cm shaft up to 2.5 cm in diameter per caster level, or the equivalent volume. At 3rd level: 2–3 axe handles or a dozen crossbow bolts. At 5th level: a typical spear shaft. Multiple consecutive castings may warp larger objects. Enchanted wooden items can be affected only if the caster's level exceeds the caster who enchanted them. Permanent magical wooden items are treated as having been enchanted by a 12th-level caster, requiring a 20% cumulative chance per level higher to succeed. Artefacts are unaffected.

The reverse, Straighten Wood, warps the same quantity of wood back to its normal, straight condition.


WITHDRAW (Transmutation) Level 2 | Sphere: Protection | CT: 5 | Range: 0 | Duration: 1 round | Area: The caster | Comp: V, S | Save: None

Time slows for the caster alone. The caster perceives the duration as 2 rounds plus 1 round per caster level, though only 1 round actually passes. During this subjective time, the caster may only think, read, cast any divination spell, or cast a curing or healing spell — but the healing version applies only to themselves. The caster cannot move, use magic items, cast any other type of spell, or become invisible. If attacked, Dexterity and shield bonuses to AC are lost. Performing any restricted action immediately ends the spell.

The GM adjudicates this spell round by round: ask the caster what they intend to do during their mental rounds. Divide the number of perceived rounds by 10 to approximate how many mental rounds occur per initiative count in the real round. Allow the caster's actions up to any point where a restriction is broken or an enemy's attack interrupts them.


WYVERN WATCH (Evocation) Level 2 | Sphere: Guardian | CT: 5 | Range: 27 m | Duration: Up to 8 hours | Area: 3-m radius | Comp: V, S, M | Save: Will (negates)

An insubstantial wyvern-shaped haze guards the designated area. Creatures approaching within 9 m of the area are attacked by the wyvern; those who fail a Will save are paralyzed for 1 round per caster level, until Dispel Magic or Remove Paralysis is cast, or the caster voluntarily releases them. A successful save means the wyvern missed — but it attacks again each round until it succeeds at its first hit, which ends the spell immediately.

The wyvern can be seen by creatures approaching within 9 m: 90% chance in bright light, 30% in twilight, and not at all in darkness. Infravision cannot detect it.

Material component: the caster's holy or unholy symbol.


3RD-LEVEL SPELLS

ANIMATE DEAD (Necromancy) Level 3 | Sphere: Necromantic | CT: 5 rounds | Range: 9 m | Duration: Permanent | Area: Special | Comp: V, S, M | Save: None

The caster animates skeletons or zombies from the remains of dead humans, humanoids, human-adjacent ancestries, giants, or — optionally — animals. Animated undead obey simple commands but cannot be dismissed by Dispel Magic. The total HD of undead created cannot exceed the caster's level.

Human-scale creatures with only 1 HD in life become 1 HD skeletons or 2 HD zombies regardless of prior class. Creatures with 1 HD or more retain their HD as skeletons and gain 1 HD as zombies. Undead created this way have none of the special abilities they possessed in life.

Evil casters may use this spell freely. Neutral casters may animate the bodies of fallen enemies from non-player ancestries or do so with express permission from the deceased (via Speak With Dead). Good casters prefer to animate animals and approach humanoid bodies only with the same courtesy. Animating a corpse being prepared for Raise Dead is universally condemned — the soul requires its original body to return; if that body is animated, resurrection requires Reincarnate or Wish.

The practical reality: undead smell. Animals avoid them unless specifically trained. Hirelings routinely refuse work with parties known to travel with undead. Most civilizations regulate undead creation; some mandate immediate destruction; even tolerant jurisdictions require registration. Good and lawful casters must either obtain permits where possible or gather bodies only with legal sanction.

Material component: a pinch of bone powder or a bone shard.


CALL LIGHTNING (Evocation) Level 3 | Sphere: Weather | CT: 1 turn | Range: 0 | Duration: 1 turn/level | Area: 360 m/level diameter | Comp: V, S | Save: Reflex (half)

The caster calls lightning bolts down from storm clouds. This spell can only be cast outdoors, and only when storm clouds are present or can be summoned within the duration (the GM determines availability). Once the conditions are met, the caster calls one bolt per turn, directing each at any target within the area.

Each bolt strikes a 3-m radius area and deals 2d8 + 1d8 per caster level to creatures within it (maximum 10d8). A Reflex save halves the damage. The bolt strikes from directly overhead; it cannot be called in enclosed spaces. If the storm is particularly severe, the GM may increase damage by 1d8 per bolt.


CONTINUAL LIGHT / CONTINUAL DARKNESS (Transmutation) Level 3 | Sphere: Sun | CT: 6 | Range: 110 m | Duration: Permanent | Area: 18-m radius globe | Comp: V, S | Save: Reflex (special, if targeted on eyes)

Continual Light creates a permanent globe of light equivalent to full daylight. It may be cast on an object, creature, or open air. If targeted on a creature's eyes, a failed Reflex save renders it permanently blind until Remove Blindness or equivalent magic is applied. The spell may be ended by a Dispel Magic or its reverse.

The reverse, Continual Darkness, creates permanent magical darkness in the area. Normal and infravision are both useless inside. Casting Continual Light directly into the zone cancels both effects until one duration ends naturally.


CREATE FOOD & WATER (Conjuration) Level 3 | Sphere: Creation | CT: 1 turn | Range: 0 | Duration: Special | Area: Special | Comp: V, S | Save: None

The caster creates sufficient food and water to sustain three man-sized creatures (or one large creature) per caster level for one full day. The food is simple but nutritious and wholesome. It perishes if not consumed within 24 hours.


CURE BLINDNESS OR DEAFNESS / CAUSE BLINDNESS OR DEAFNESS (Abjuration) Level 3 | Sphere: Necromantic | CT: 1 round | Range: Touch | Duration: Permanent | Area: 1 creature | Comp: V, S | Save: Fortitude (special, reverse only)

Cure Blindness or Deafness reverses many forms of vision or hearing loss — natural or magical — in the creature touched. It cannot regenerate sense organs lost to physical injury or disease, and a single casting cures only one condition.

The reverse, Cause Blindness or Deafness, requires a successful touch attack. The creature is then allowed a Fortitude save; on a failure, the caster's choice of magical blindness or deafness is applied permanently until magical removal.


CURE DISEASE / CAUSE DISEASE (Abjuration) Level 3 | Sphere: Necromantic | CT: 1 round | Range: Touch | Duration: Permanent | Area: 1 creature | Comp: V, S | Save: Fortitude (special, reverse only)

Cure Disease eliminates most parasites and diseases in a creature touched. Recovery time varies — as little as 1 turn, or up to 10 days of rest, depending on how far the disease had progressed. A caster of 12th level or higher may cure lycanthropy if the spell is cast within 3 days of infection. The spell removes existing disease; it provides no immunity to future infection.

The reverse, Cause Disease, requires a successful touch attack and a failed Fortitude save from the target. The caster chooses the type at casting:

Debilitating: Within 1d6 turns, the creature begins losing 1 Strength per hour until Strength reaches 2, at which point it can barely move. Recovery requires 1d3 weeks of complete rest.

Fatal: The disease takes 1d6 months to kill. The creature can no longer benefit from curing spells, heals naturally at 10% of the normal rate, and permanently loses 2 Charisma per month. Only magical removal cures it; lost Charisma is not restored.


DISPEL MAGIC (Universal) Level 3 | Sphere: All | CT: 6 | Range: 60 m | Duration: Instantaneous | Area: 9-m cube or 1 object or creature | Comp: V, S | Save: None

Dispel Magic terminates active spells in the target area. The base chance of dispelling a spell is 50% + 5% per level by which the dispeller exceeds the original caster, or −5% per level by which the dispeller falls short. Minimum chance to dispel: 5%. Maximum: 95%.

When targeting an area, the most recent spells are affected first, then older ones in reverse order. When targeting an object or creature, all active spells on that target may be dispelled. Permanent magical items are suppressed for 1d4 rounds on a successful dispel, not permanently destroyed.


FEIGN DEATH (Necromancy) Level 3 | Sphere: Necromantic | CT: 1 | Range: Touch | Duration: 1 turn + 1 round/level | Area: 1 person | Comp: V | Save: None

A willing creature of any level — or the caster themselves — enters a death-like coma. The comatose subject can hear, smell, and understand events but cannot see or feel anything. Physical damage is halved and shows no outward sign. The subject is immune to paralysis and energy drain for the duration; poison takes no effect until the spell ends. This protection does not extend to obviously lethal situations such as being boiled or dissolved.

The priest's version affects only man-sized or smaller humans, human-adjacent ancestries, and humanoids, without HD limitation.

A Dispel Magic or a command from the caster ends the spell early; the subject requires 1 full round to recover before acting normally.


FLAME WALK (Transmutation) Level 3 | Sphere: Elemental (Fire) | CT: 5 | Range: Touch | Duration: 1 round + 1 round/level | Area: 1 creature + 1/level above 5th | Comp: V, S, M | Save: None

Touched creatures can walk through non-magical fire up to roughly 1,100°C without harm. Against magical fire attacks, they receive a +2 bonus to saves and damage is reduced to half on a failed save, one-quarter on a success. This spell does not stack with Resist Fire or similar protection.

Material components: the caster's holy or unholy symbol and powdered ruby worth at least 500 gp per creature protected.


GLYPH OF WARDING (Abjuration, Evocation) Level 3 | Sphere: Guardian | CT: Special | Range: Touch | Duration: Until discharged | Area: Caster's level in square metres | Comp: V, S, M | Save: Special

The caster inscribes a magical glyph to guard a passage, door, container, or chest. The glyph remains nearly invisible until triggered; it may be detected as a magical trap and is subject to Dispel Magic, Read Magic (35% chance to identify), or removal by a rogue's trap-finding ability. The caster spends 1 round per 1.5 m² of protected area tracing the glyph. Once set, it triggers when any unauthorized creature enters or touches the warded area.

Two versions exist, selected at casting:

Blast Glyph. Deals 1d4 damage per caster level (maximum 10d4) in a 1.5-m radius. The caster chooses fire, cold, or lightning at casting. A Reflex save halves the damage.

Spell Glyph. Reproduces any harmful priest spell of 3rd level or lower the caster can normally cast, triggered at the caster's level at the time of inscription. A saving throw applies as normal for the stored spell.

Material components: powdered diamond worth 40 gp per square metre and incense.


HOLD ANIMAL (Enchantment) Level 3 | Sphere: Animal | CT: 6 | Range: 72 m | Duration: 2 rounds/level | Area: 1–4 animals in a 12-m cube | Comp: V, S | Save: Will (negates)

This spell functions as Hold Person but targets only non-magical normal or giant-sized birds, mammals, or reptiles. It cannot affect undead animals. Save penalties: −4 if one animal is targeted, −2 if two, −1 if three, none if four.


LOCATE OBJECT / OBSCURE OBJECT (Lesser Divination) Level 3 | Sphere: Divination | CT: 1 turn | Range: 55 m + 9 m/level | Duration: 1 round/level | Area: 1 object | Comp: V, S, M | Save: None

Locate Object directs the caster toward either a specific known object (one the caster has personally handled) or the nearest example of a general category — swords, stairs, gemstones. A lead coating blocks the spell. The caster cannot search for creatures.

The reverse, Obscure Object, prevents an object touched from being found by this spell, crystal balls, or similar divination for 8 hours.

Material components: a piece of lodestone.


MAGICAL VESTMENT (Enchantment) Level 3 | Sphere: Protection | CT: 1 round | Range: 0 | Duration: 5 rounds/level | Area: The caster | Comp: V, S, M | Save: None

The caster's ceremonial robes of faith become magically protective, providing AC 15 (equivalent to chain armour), with an additional +1 per 3 caster levels above 5th, to a maximum of AC 19 at 17th level. Dexterity bonuses to AC apply and stack. This protection cannot be combined with other armour (a shield is the only armour exception) or magical AC bonuses. If the vestment is worn over armour, only the higher AC applies. The spell ends if the caster loses consciousness.

Material components: the caster's vestments and holy or unholy symbol, neither consumed.


MELD INTO STONE (Transmutation) Level 3 | Sphere: Elemental (Earth) | CT: 6 | Range: 0 | Duration: 8 rounds + 1d8 rounds | Area: The caster | Comp: V, S | Save: None

The caster and all worn or carried equipment merge into a natural stone object of sufficient size. While inside, the caster is fully concealed and protected — physical attacks cannot reach them — but also cannot perceive anything outside the stone and cannot act. The variable duration is determined secretly by the GM; if the caster remains inside after the duration ends, they are expelled from the stone and stunned for 1 round.

The spell may be ended early at will, requiring 1 round. The caster cannot merge into worked stone or artificial constructions — only natural rock. Magical stone may allow the GM to rule differently.


NEGATIVE PLANE PROTECTION (Abjuration) Level 3 | Sphere: Necromantic, Protection | CT: 1 round | Range: Touch | Duration: 1 turn/level | Area: 1 creature | Comp: V, S | Save: None

The protected creature opens a channel to the Positive Energy Plane. If struck by an attack that drains energy levels — from an undead creature, certain magical items, or specific spells — the protected creature makes a Fortitude save.

Success: a flash of light and thunderclap marks the positive energy countering the drain. The creature still takes any physical damage from the attack, but the level drain is negated. If the source was undead, that creature takes 2d6 damage from the contact.

Failure: the creature takes double the normal physical damage from the attack and suffers the level drain normally.

Either outcome ends the protection. The spell cannot function on the Negative Energy Plane.


PLANT GROWTH (Transmutation) Level 3 | Sphere: Plant | CT: 1 round | Range: 160 m | Duration: Permanent | Area: Up to 900 m² | Comp: V, S | Save: None

Existing vegetation within the area becomes thick, tangled, and overgrown — moving through it without magical assistance or tools costs 1 m of movement per round regardless of normal speed. The overgrowth is permanent until cut back by mundane or magical means. The spell cannot create plants where none exist; it only thickens what is already present.

The reverse, should it become available through research, reduces overgrowth to its previous state.


PRAYER (Conjuration) Level 3 | Sphere: Combat | CT: 1 round | Range: 0 | Duration: 1 round/level | Area: 18-m radius | Comp: V, S, M | Save: None

The caster summons divine favour over the field. All allies within the area gain a +1 bonus to attack rolls, damage, and saving throws for the duration. All enemies within the area suffer a −1 penalty to the same. Unlike Chant, the caster is not required to maintain concentration — they may act normally once Prayer is cast. A second caster of the same faith channelling Chant during an active Prayer increases both effects to +2 and −2.

Material component: the caster's holy or unholy symbol.


PROTECTION FROM FIRE (Abjuration) Level 3 | Sphere: Protection, Elemental (Fire) | CT: 6 | Range: Touch | Duration: 1 turn/level | Area: 1 creature | Comp: V, S, M | Save: None

Two versions exist, chosen at casting:

Personal (cast on self): The caster becomes immune to mundane fire and magical fire until 12 points per caster level of magical fire damage has been absorbed. Once that threshold is reached, the spell ends.

Non-personal (cast on another): The recipient becomes immune to mundane fire and gains a +4 bonus to saves against magical fire, taking only 50% damage on a failed save.

Material component: the caster's holy or unholy symbol.


PYROTECHNICS (Transmutation) Level 3 | Sphere: Elemental (Fire) | CT: 6 | Range: 145 m | Duration: Special | Area: 1 existing fire source | Comp: V, S, M | Save: Special

The caster transforms an existing fire within range into one of two effects chosen at casting:

Fireworks: The fire erupts into flashing, coloured aerial bursts for 1 round. Every creature within 36 m with an unobstructed view is temporarily blinded for 1d4 + 1 rounds unless they succeed at a Reflex save. No heat or damage is produced.

Choking Smoke Screen: A thick, writhing smoke pours from the fire source, obscuring vision — including infravision — beyond 60 cm. The smoke fills an area up to 100 times the original fire's volume in a roughly spherical shape, lasting 1 round per caster level. Any creature caught in the smoke must make a Fortitude save or choke, suffering a +2 penalty to AC and a −2 penalty to all attack and saving throw rolls.

The fire source is extinguished unless it exceeds 0.6 m³ in size; larger mundane fires are only partially quenched. Magical fire sources are not extinguished. If a fire-based creature is used as the source, it takes 1d4 + 1 damage per caster level (priest version).

Material component: the existing fire itself.


REMOVE CURSE / BESTOW CURSE (Universal) Level 3 | Sphere: All | CT: 6 | Range: Touch | Duration: Permanent | Area: 1 creature or object | Comp: V, S | Save: Will (negates, reverse only)

Remove Curse lifts a curse from a creature or object. It does not remove the curse's source — a cursed sword touched again will curse the handler again. It enables the disposal of unwanted cursed items. Higher-level or particularly potent curses may require the caster to be of greater level than the curse's caster to remove.

The reverse, Bestow Curse, lays a magical curse on a creature touched. A failed Will save inflicts one of the following (caster's choice): −4 to attack rolls; −4 to saves; a 50% chance each round to take no action; or −4 to one ability score (minimum 3). The GM may allow research into other curse effects of similar potency.


REMOVE PARALYSIS (Abjuration) Level 3 | Sphere: Protection | CT: 6 | Range: 9 m/level | Duration: Permanent | Area: 1–4 creatures in a 6-m cube | Comp: V, S | Save: Special

The spell frees up to 4 creatures from paralysis — whether from ghoul attacks, Hold spells, Slow, or similar effects. If cast on one creature, the effect is instantly removed. Cast on two: both creatures receive a new Fortitude save with +4. Three or more: each gets a new save with +2.

No physical or magical barrier may exist between the caster and the targeted creatures.


SNARE (Enchantment) Level 3 | Sphere: Plant | CT: 3 rounds | Range: Touch | Duration: Until triggered | Area: Up to 60-cm diameter + 5 cm/level | Comp: V, S, M | Save: None

The caster enchants a length of vine, thong, or rope into a nearly invisible magical snare (90% undetectable by normal means). The snare is set with one end in a loop that contracts around the limbs — or sometimes the neck — of any creature that steps through it. If a strong, supple tree is nearby, the snare yanks the creature upward, dealing 1d6 damage; if no tree is available, the cord entangles the creature in place.

A creature trapped in the snare requires Strength 23 to escape in the first hour; each subsequent hour reduces the required Strength by 1, to a minimum of 18 after 6 hours. The snare has AC 13 and 5 HP; a magical weapon or mundane edged weapon wielded by someone with at least a +2 Strength bonus or magical bonus to attack can cut through it. After 12 hours, the snare's enchantment fails and it releases automatically.

Material components: snakeskin, sinew from a strong animal woven into the cord, and the caster's holy or unholy symbol.


SPEAK WITH DEAD (Necromancy) Level 3 | Sphere: Divination | CT: 1 turn | Range: Touch | Duration: Special | Area: 1 creature | Comp: V, S, M | Save: Will (special)

The caster asks a dead creature a limited number of questions and receives answers in their mind. The creature knows only what it knew in life. The caster must share a language the dead creature knew. An unwilling dead creature whose alignment differs from the caster's, or whose HD at death exceeded the caster's level, is allowed a Will save to refuse.

Dead creatures answer truthfully but tend to interpret questions literally — their answers are typically brief, evasive, and cryptic. No individual corpse may be questioned more than once per week.

Caster LevelMax Time DeadQuestion TimeQuestions
1–71 week1 round2
7–81 month3 rounds3
9–121 year1 turn4
13–1510 years2 turns5
16–20100 years3 turns6
21+1,000 years1 hour7

Material components: the caster's holy or unholy symbol, burning incense, and some part of the dead creature's physical remains. The remains are not destroyed.


SPIKE GROWTH (Transmutation, Enchantment) Level 3 | Sphere: Plant | CT: 6 | Range: 55 m | Duration: 3d4 turns + 1 turn/level | Area: 3 m² per level | Comp: V, S, M | Save: Special

Any ground-covering vegetation or surface roots within the area become razor-sharp — as if the ground were carpeted in caltrops — without appearing to change. Creatures moving on foot through the area take 2d4 piercing damage per 3 m of movement. Any creature damaged must succeed at a Reflex save or suffer injuries that reduce movement by one-third (minimum 1) for 24 hours; only a Heal spell or twice the incurred damage in lesser curing removes this penalty.

The trap is invisible to normal perception — not even entering and taking damage reveals the extent of the hazard. Only True Seeing, Detect Traps, or equivalent magic locates it.

Material components: the caster's holy or unholy symbol and seven sharp thorns or small sharpened twigs.


STAR SHINE (Evocation, Illusion) Level 3 | Sphere: Sun | CT: 6 | Range: 9 m/level | Duration: 1 turn/level | Area: 3 m² per level | Comp: V, S, M | Save: None

The area is lit with soft starlight equivalent to a bright, moonlit night — clear enough to see by, dim enough to cast soft shadows. Infravision is unaffected. The effect is partially illusory: creatures look upward and perceive a clear night sky above them regardless of actual ceiling height. A Will save to disbelieve reveals only that the stars are illusory. The spell does not function underwater.

Material components: holly berries and stalks from a belladonna lily.


STONE SHAPE (Transmutation) Level 3 | Sphere: Elemental (Earth) | CT: 1 round | Range: Touch | Duration: Permanent | Area: 2.5 m³ + 0.3 m³/level | Comp: V, S, M | Save: None

The caster forms an existing piece of stone into any shape of equivalent volume. Rough shapes are entirely possible; fine detail is not. A stone door may be shaped into a wall, a passage carved into a rock face, a crude idol formed from a boulder. Any shape incorporating moving parts has a 30% chance of not working. The priest's version affects approximately three times the volume of the wizard version.

Material component: soft clay worked roughly into the desired shape and pressed to the stone during casting.


SUMMON INSECTS (Conjuration) Level 3 | Sphere: Animal | CT: 1 round | Range: 30 m | Duration: 1 round/level | Area: 1 creature | Comp: V, S, M | Save: None

A swarm of biting, stinging insects engulfs one creature within range. The target is unable to cast spells or concentrate on any action requiring sustained focus — spellcasting requires a Fortitude save each round to maintain. The target takes 1 point of damage per round from the bites and stings. Creatures inside a full suit of closed armour (plate and equivalent) are partially protected, taking no distraction penalty and only 1 point of damage per 2 rounds. Smoke, fire, or moving into water disperses the swarm in 1 round.

This spell requires insects to be naturally present in the area. It has no effect in environments where no insects exist.

Material component: the caster's holy or unholy symbol.


TREE (Transmutation) Level 3 | Sphere: Plant | CT: 5 | Range: 0 | Duration: 3 turns + 2 turns/level | Area: The caster | Comp: V, S, M | Save: None

The caster assumes the form of a small, medium, or large tree — their choice among available tree types nearby, within natural size ranges. While in tree form, the caster is indistinguishable from a mundane tree by normal observation. The caster can observe their surroundings, think, and count time; they cannot move, cast spells, or perform any action until they resume their normal form.

Resuming human form requires 1 round. The caster can alternate between forms throughout the duration. Detect Magic reveals the transformation; a successful Dispel Magic forces return to human form immediately.

Material component: the caster's holy or unholy symbol.


WATER BREATHING / AIR BREATHING (Transmutation) Level 3 | Sphere: Elemental (Water, Air) | CT: 6 | Range: Touch | Duration: 1 hour/level | Area: 1 creature | Comp: V, S | Save: None

Water Breathing enables one or more touched creatures to breathe water for the duration. The total duration is divided equally among all recipients. The spell does not prevent normal air breathing — recipients can breathe in both environments.

The reverse, Air Breathing, enables water-breathing creatures to also breathe air for the same duration and under the same terms.

The priest's version requires no material component for either version.


WATER WALK (Transmutation) Level 3 | Sphere: Elemental (Water) | CT: 6 | Range: Touch | Duration: 1 turn + 1 turn/level | Area: Special | Comp: V, S, M | Save: None

The caster empowers themselves and one additional creature per caster level above 5th to tread on any liquid as if it were solid ground. Mud, oil, snow, quicksand, running water, ice, and even lava can be crossed — the recipients' feet hover a few centimetres above the surface on an invisible field of force. Creatures crossing molten lava still take heat damage from proximity. Normal movement — walking, running, charging — functions across liquid surfaces.

If cast while creatures are submerged, they rise to the surface at a rate of 36 m per round. Unconscious or heavily encumbered subjects rise at 18 m per round. Subjects must also treat liquids as solid for the purpose of fall damage.

Material components: a piece of cork and the caster's holy or unholy symbol.


Three flags before continuing:

1. Sphere fidelity and the campaign setting. FG&G's sphere list is mechanical but faith-agnostic. When Book II specifies the faiths of the Known World, sphere access lists will need to be defined per deity. Nothing written above conflicts with that — but the sphere tags here are placeholders until Book II locks the theology.

2. Animal Growth at level 5. FG&G's spell entry incorrectly lists the level as Priest/1, but the spell table clearly places it at 5th level for priests. The entry is written for the 5th-level position, consistent with 2e precedent.

3. Call Lightning range. FG&G specifies the effective area as 2 miles per level in diameter, which at even modest caster levels (5th+) produces a 16-km radius — effectively the entire visible horizon. I've interpreted this as outdoors range constrained to storm cloud coverage, which preserves the intent without producing an absurdly large mechanical area that strains comprehension at the table. Flag this if you want the raw conversion instead.

I have all the source material. Writing Levels 4–7 now.


4TH-LEVEL SPELLS

ABJURE / IMPLORE (Abjuration) Level 4 | Sphere: Summoning | CT: 1 round | Range: 9 m | Duration: Special | Area: 1 extra-planar creature | Comp: V, S, M | Save: Special

Abjure sends an extra-planar creature — other than a deity or demigod — back to its home plane. The caster must speak the creature's name and type, including its true name and title if known. The caster must then overcome any magic resistance the creature possesses. If that succeeds, the caster rolls 1d20 + (caster level − creature's HD), with a result of 11 or more sending it away. If the creature's HD exceeds the caster's level, the difference is a penalty. A banished creature must succeed at a Fortitude save on arrival or die; if its Constitution is unknown, the survival check is 70% + 2% per HD.

If the spell fails, the caster cannot attempt to abjure the same creature again until gaining another caster level.

The reverse, Implore, summons a willing extra-planar creature of the caster's alignment (and less than demigod status). Unwilling creatures resist the call with magic resistance and the same 1d20 + difference roll. Success does not guarantee goodwill.

Material components: the caster's holy or unholy symbol, holy or unholy water, and material that opposes or attracts the target creature (for Abjure and Implore respectively).


ANIMAL SUMMONING I (Conjuration) Level 4 | Sphere: Animal, Summoning | CT: 7 | Range: 1.5-km radius | Duration: Special | Area: Special | Comp: V, S | Save: None

The caster calls up to eight specific animals of 4 HD or fewer. Only animals within range at the moment of casting can answer. The GM determines availability and numbers. The caster may attempt up to three different animal types per casting, until eight animals are summoned or all attempts are exhausted. Summoned animals are loyal to the caster and remain in service until a task is completed, the duration runs out, or they are killed.

Only natural, non-magical animals can be summoned.


CALL WOODLAND BEINGS (Conjuration) Level 4 | Sphere: Summoning, Animal | CT: Special | Range: 90 m/level | Duration: Special | Area: Special | Comp: V, S, M | Save: Will (negates)

The caster calls one type of woodland creature by name. The casting continues — naming up to three different types in sequence — for a maximum of 2 turns, or until one type answers. Creatures that hear the call are allowed a Will save at −4 to refuse. Those who fail travel immediately to the caster and are friendly, helping within reason. Unlike conjured creatures, they make morale checks and will not perform acts against their nature.

If the caster or any companion is evil, the woodland beings are allowed a new Will save with a +4 bonus when they come within 9 m. If this second save succeeds, they flee.

The spell functions only outdoors or in wilderness. If the caster knows the true name of a specific creature, that creature can hear the call from twice the normal range.

Material components: a pinecone and eight holly berries.


CLOAK OF BRAVERY / CLOAK OF FEAR (Conjuration) Level 4 | Sphere: Charm | CT: 6 | Range: Touch | Duration: Special | Area: 1–4 creatures | Comp: V, S, M | Save: Will (negates, reverse only)

Cloak of Bravery bestows a fear resistance bonus on up to four willing creatures touched. The bonus varies with the number affected: +4 for one creature, +3 for two, +2 for three, +1 for four. The protection covers the first fear attack each subject faces; whether they save or not, the cloak's effect on that creature ends. If no fear attack occurs within 8 hours, the spell expires.

The reverse, Cloak of Fear, empowers one creature to radiate a 1-m aura of fear on command. All creatures in the aura — including allies — must make a Will save or flee for 2d8 rounds and have a 50% chance to drop held items. The aura can be activated once, within 8 hours of casting. Undead are immune.

Material components: an eagle or hawk feather. The reverse requires tail feathers from a vulture or chicken.


CONTROL TEMPERATURE (Transmutation) Level 4 | Sphere: Weather | CT: 7 | Range: 0 | Duration: 4 turns + 1 turn/level | Area: 3-m radius around the caster | Comp: V, S, M | Save: None

The caster raises or lowers the temperature in their immediate area by up to 6°C per caster level. While it does not halt precipitation or wind, this keeps the caster and companions comfortably warm or cool even in extreme conditions. It also provides a measure of protection against fire or cold damage: if a fire or cold attack strikes a creature in the area, the spell reduces the damage by 5 points per caster level (regardless of whether the save was made). The spell ends after absorbing its first such attack.

Material component: a strip of willow bark to lower temperature; raspberry leaves to raise it.


CURE SERIOUS WOUNDS / CAUSE SERIOUS WOUNDS (Necromancy) Level 4 | Sphere: Healing | CT: 7 | Range: Touch | Duration: Permanent | Area: 1 creature | Comp: V, S | Save: None

Functions as Cure Light Wounds, but restores — or inflicts — 2d8 + 1 HP.


DETECT LIE / UNDETECTABLE LIE (Greater Divination) Level 4 | Sphere: Divination | CT: 7 | Range: 27 m | Duration: 1 round/level | Area: 1 creature | Comp: V, S, M | Save: Will (negates)

Detect Lie reveals when the subject is knowingly and deliberately speaking falsehoods. The caster does not learn the truth — only that an untruth was spoken. The subject is allowed a Will save when the spell is first cast, at a penalty equal to the caster's Wisdom mental defense modifier; the caster does not know whether the save succeeded. If it fails, the GM reports each answer as truthful, completely dishonest, or a minor exaggeration.

The reverse, Undetectable Lie, prevents detection of intentional spoken falsehoods on the subject for 24 hours, or until a Dispel Magic succeeds.

Material component: 1 gp of gold dust for Detect Lie; brass dust for the reverse.


DIVINATION (Greater Divination) Level 4 | Sphere: Divination | CT: 1 turn | Range: 0 | Duration: Special | Area: Special | Comp: V, S, M | Save: None

The caster requests divine guidance regarding a specific goal, event, or activity that will occur within the next week. Base chance of a useful reply: 60% + 1% per caster level, modified by the GM based on the nature of the question. The caster knows if the spell fails, unless false-reading magic is active. A successful result yields a short phrase, cryptic verse, or omen — the GM determines both the form and the content. If the guidance goes unheeded for a week, events will have changed enough to render it obsolete.

Material components: a sacrificial offering, incense, and the caster's holy or unholy symbol. Particularly critical guidance may require valuable sacrifices.


FREE ACTION (Abjuration, Enchantment) Level 4 | Sphere: Charm | CT: 7 | Range: Touch | Duration: 1 turn/level | Area: 1 creature | Comp: V, S, M | Save: None

The recipient moves and acts normally even under effects that restrict movement — Hold, paralysis, Slow, Web, Entangle, and similar. They can also slip free from the tightest mundane bonds or snares. Underwater, the recipient swims at normal speed and inflicts normal melee damage, without the need to breathe unless other magic provides that.

Material component: a leather thong tied around the arm or equivalent limb, which crumbles to dust when the spell ends.


GIANT INSECT / SHRINK INSECT (Transmutation) Level 4 | Sphere: Animal | CT: 7 | Range: 18 m | Duration: Permanent | Area: 1 or more insects | Comp: V, S, M | Save: None

Giant Insect enlarges normal, non-magical insects of one type up to giant size. The maximum HD per insect and total HD available depend on caster level:

Caster LevelMax HD per InsectMax Total HD
7–939
10–12412
13+615

Giant insects obey the caster's simple one-word commands and hand gestures (attack, guard, stop, fly, land) and will not harm the caster unless magically influenced after enlargement. Left unguided, they attack the nearest other creature. If the casting is interrupted, or the insects were under any magical influence when targeted, the spell fails and the insects die. Arachnids, crustaceans, and intelligent insect-like creatures are unaffected.

The reverse, Shrink Insect, reduces giant insects. The caster's maximum total HD (from the table) is subtracted from the targeted insects' HD. If an insect reaches 0 HD, it becomes normal size; otherwise the spell fails.

Material component: the caster's holy or unholy symbol.


HALLUCINATORY FOREST / BREAK HALLUCINATION (Illusion) Level 4 | Sphere: Plant | CT: 7 | Range: 72 m | Duration: Permanent | Area: Up to 12-m square/level | Comp: V, S | Save: Will (special)

Hallucinatory Forest creates a convincing illusory forest complete with sight, sound, smell, and feel. Buildings, equipment, and creatures are not concealed. Natural hazards — pools, quicksand — retain their actual properties. Druids, nature-dedicated priests, and intelligent woodland beings (centaurs, dryads) automatically disbelieve. All other creatures believe the forest is real and behave accordingly. No amount of ordinary scrutiny convinces non-druids otherwise; only the reverse or a Dispel Magic cast inside the area ends the spell.

The reverse, Break Hallucination, automatically ends a Hallucinatory Forest within its area of effect.


HOLD PLANT (Enchantment) Level 4 | Sphere: Plant | CT: 7 | Range: 72 m | Duration: 1 round/level | Area: Special | Comp: V, S | Save: Will (negates)

All vegetation in the targeted area — including mobile plants, intelligent plants, fungi, slimes, molds, and magically animated plants — freezes completely. Affected plants cannot move, grab, entangle, close, grow, or produce sound. The caster may target 1–4 individual plants within a 12-m square, or 1–4 patches of smaller ground cover (4 m × 4 m each). Non-mobile, unintelligent plants with no HD are automatically affected. Mobile or intelligent plants make Will saves, with penalties: −4 for one target, −2 for two, −1 for three, none for four.


IMBUE WITH SPELL ABILITY (Enchantment) Level 4 | Sphere: Charm | CT: 1 turn | Range: Touch | Duration: Until used | Area: 1 creature | Comp: V, S, M | Save: None

The caster transfers memorized spells into another creature, giving that creature the ability to cast them. The transfer is permanent — the caster effectively loses those spell slots — until the recipient casts the spells or is killed.

Only non-magical, non-spellcasting creatures with Wisdom 9 or higher may receive the enchantment — a fighter or rogue with high Wisdom qualifies, but not a wizard or creature with any innate magical ability. Only spells from the Divination, Protection, or Healing spheres may be transferred. Attempting to transfer any other type ends the spell immediately.

The maximum number and level of spells that can be transferred are determined by the recipient's level; the GM adjudicates this based on the system established in Chapter 3.

Material components: the caster's holy or unholy symbol and a minor item from the recipient symbolic of their class.


LOWER WATER / RAISE WATER (Transmutation) Level 4 | Sphere: Elemental (Water) | CT: 1 turn | Range: 110 m | Duration: 1 turn/level | Area: 3 m × 6 m/level × 60 cm/level | Comp: V, S, M | Save: None

Lower Water drains water or similar liquids by the effective area volume, creating a trough. The liquid cannot be reduced below 2.5 cm depth. Cast on a large body of water, it creates a whirlpool; swimmers, boats, and ships become trapped and risk capsizing. Cast on a water elemental, it imposes the equivalent of a Slow spell with no save. The water returns to its previous level when the duration ends.

The reverse, Raise Water, raises a body of liquid by the effective area, up to its natural maximum level — flood stage, high tide. Ships, boats, and swimmers are forced outward. At duration's end, water returns to normal.

The priest's version uses a 30-m wide trough instead of 6 m. Material components: a vial of dust (Lower Water) or water (Raise Water), plus the caster's holy or unholy symbol.


NEUTRALIZE POISON / POISON (Necromancy) Level 4 | Sphere: Healing | CT: 7 | Range: Touch | Duration: Permanent | Area: 1 creature or 0.5 m³/2 levels | Comp: V, S | Save: None / Fortitude (reverse)

Neutralize Poison eliminates any venom within a creature or object touched — a victim, a poisoned weapon, even a venomous creature. An unwilling creature requires a successful touch attack; touching a held poisoned weapon requires a touch attack with the called-shot penalty. A poison victim can be saved if the spell reaches them before death. The spell removes existing poison but does not prevent re-envenomation.

The reverse, Poison, requires a successful touch attack. A failed Fortitude save incapacitates the victim for 1 turn and then kills them. Slow Poison remains effective against this; only Neutralize Poison or stronger magic cures it outright.


PLANT DOOR (Transmutation) Level 4 | Sphere: Plant | CT: 7 | Range: Touch | Duration: Special | Area: Special | Comp: V, S, M | Save: None

The caster opens an ethereal passage through dense natural or magical plant growth — trees, undergrowth, thickets — but not through plant-based creatures. The plants must be packed closely enough to fill the passage; any air gap large enough for a man-sized creature breaks it. Only the caster, a higher-level caster, or a dryad can perceive the passage entrance. If the plants are destroyed while the caster is inside, they must exit before the plants are gone or they die along with them.

Plant Door can be chained with another Plant Door and, under the right conditions, linked to a Pass Wall or Phase Door to create longer passages through mixed terrain.

Material component: the caster's holy or unholy symbol.


PRODUCE FIRE / QUENCH FIRE (Transmutation) Level 4 | Sphere: Elemental (Fire) | CT: 7 | Range: 36 m | Duration: 1 round | Area: 3.5-m square | Comp: V, S, M | Save: None

Produce Fire creates a normal fire within the area for 1 round. The fire ignites combustibles that fail a save versus mundane fire, and creatures in the area take 1d4 + 1 damage per caster level.

The reverse, Quench Fire, douses all normal non-magical fires within the same area.

Material components: sulphur and wax formed into a paste orb, thrown at the target area.


PROTECTION FROM EVIL, 9-METRE RADIUS / PROTECTION FROM GOOD, 9-METRE RADIUS (Abjuration) Level 4 | Sphere: Protection | CT: 7 | Range: Touch | Duration: 1 turn/level | Area: 9-m radius | Comp: V, S, M | Save: None

Functions as Protection From Evil, centred on and moving with one targeted creature, but covers a 9-m radius and lasts longer. Any protected creature in the radius that makes a melee attack against an extra-planar, conjured, or summoned creature ends the barrier against such creatures for that individual. If the targeted creature is larger than the radius, the spell protects only that creature.

Material components: a 6-m circle of powdered silver (or iron for the reverse) and burning incense (or smoldering dung for the reverse), drawn on the ground during casting, plus holy water (or unholy water for the reverse).


PROTECTION FROM LIGHTNING (Abjuration) Level 4 | Sphere: Protection, Weather | CT: 7 | Range: Touch | Duration: 1 turn/level | Area: 1 creature | Comp: V, S, M | Save: None

Two versions, chosen at casting:

Personal (cast on self): The caster becomes immune to all electrical attacks until the spell has absorbed 10 points of electrical damage per caster level.

Non-personal: The recipient gains a +4 bonus to saves against electrical attacks and takes only 50% damage from them.

Material component: the caster's holy or unholy symbol.


REFLECTING POOL (Greater Divination) Level 4 | Sphere: Divination | CT: 2 hours | Range: 9 m | Duration: 1 round/level | Area: Special | Comp: V, S, M | Save: None

A naturally occurring pool of still water, no more than 60 cm diameter per caster level, is enchanted to function as a crystal ball. Its reach extends to the Ethereal Plane and Inner Planes only. Detect Magic, Detect Snares & Pits, and Detect Poison may be cast through the pool with a 5% chance of success per caster level. The image is always slightly hazy — text cannot be read through the pool. The GM may limit use to once per day.

Material components: three 30-gram measures of refined hickory, walnut, or similar oil, dropped on the pool's surface.


REPEL INSECTS (Abjuration) Level 4 | Sphere: Animal, Protection | CT: 1 round | Range: 0 | Duration: 1 turn/level | Area: 3-m radius | Comp: V, S, M | Save: None

An invisible barrier prevents insects from entering the area. Normal and giant insects with fewer HD than one-third the caster's level cannot enter at all. Monstrous insects with HD equal to one-third or more the caster's level can force through on a Will save, but take 1d6 damage as they pass the barrier. Arachnids, crustaceans, and intelligent insect-like beings are unaffected.

Material component: crushed marigold, crushed leek, crushed stinging nettle, or a lump of camphor resin.


SPEAK WITH PLANTS (Transmutation) Level 4 | Sphere: Plant | CT: 1 turn | Range: 0 | Duration: 1 round/level | Area: 9-m radius | Comp: V, S, M | Save: None

Functions as Speak With Animals, but enables two-way communication with all plant life within the area — mundane plants, plant creatures, fungi, and plantlike monsters. Plant creatures with Intelligence 1 or higher are treated as animals for reaction purposes. Normal plants are always friendly and can be commanded to entangle opponents (as Entangle), part to allow passage, or release ensnared creatures. They cannot uproot and walk, but can stretch, lean, and flex within their nature.

Material components: a pinch of burning dung and a drop of water.


SPELL IMMUNITY—DIVINE (Abjuration) Level 4 | Sphere: Protection | CT: 1 round | Range: Touch | Duration: 1 turn/level | Area: 1 creature | Comp: V, S, M | Save: None

The recipient becomes immune to one specific spell effect, named by the caster at casting. The effect may come from a spell, a creature's special ability, or a magical item. The caster must have personally experienced the named effect at least once. Breath weapons and gaze attacks cannot be blocked by this spell. The recipient must not already benefit from a potion, ring, or other magical protection.

Material component: the same material component (if any) required by the named spell being protected against.


STICKS TO SNAKES / SNAKES TO STICKS (Transmutation) Level 4 | Sphere: Plant | CT: 7 | Range: 27 m | Duration: 2 rounds/level | Area: 1d4 sticks + 1/level in a 3-m cube | Comp: V, S, M | Save: None

Sticks to Snakes transforms sticks — no smaller than a torch, no larger than a staff — into snakes under the caster's command. Sticks in another creature's possession may avoid the effect if the creature makes a Reflex save. Magical staves, wands, and spears cannot be affected. The caster has a 5% chance per caster level to create venomous snakes.

The reverse, Snakes to Sticks, transforms normal, non-magical snakes into sticks for the duration, and can also partially reverse an active Sticks to Snakes effect.

Material components: the sticks (or snakes), a piece of bark, and several snake scales.


TONGUES / CONFUSE TONGUES (Transmutation) Level 4 | Sphere: All | CT: 7 | Range: 0 | Duration: 1 turn | Area: 18-m radius | Comp: V, S | Save: None

Tongues allows the caster to speak and understand one additional language per three caster levels. The caster need not name a specific language — they may simply target any creature within the area and the spell bridges the gap. All creatures in the area understand the caster, though they are not automatically cooperative. The caster cannot communicate with animals or mindless creatures with this spell.

The reverse, Confuse Tongues, disrupts all speech within the area, or cancels an active Tongues effect.

The priest's version requires no material component.


5TH-LEVEL SPELLS

AIR WALK (Transmutation) Level 5 | Sphere: Elemental (Air) | CT: 8 | Range: Touch | Duration: 1 hour + 1 turn/level | Area: 1 creature | Comp: V, S, M | Save: None

A large-sized or smaller creature walks on air as if it were solid ground. The recipient can move skyward at a maximum 45-degree angle at half their normal speed and descend at 45 degrees or less at normal speed. Strong winds add or subtract 3 m of movement per 16 km/h of velocity.

Material components: the caster's holy or unholy symbol and a bit of thistledown.


ANIMAL GROWTH / SHRINK ANIMAL (Transmutation) Level 5 | Sphere: Animal | CT: 8 | Range: 72 m | Duration: 2 rounds/level | Area: Up to 8 animals in a 6-m square | Comp: V, S, M | Save: None

Animal Growth doubles the size of up to eight animals in the area. Their HD, HP, and damage are doubled, improving attacks and saves. Movement and AC are unaffected. Weight and carrying capacity are multiplied by 8.

The reverse, Shrink Animal, halves the animals' size, halving HD, HP, and damage and reducing their attack and save rolls. Movement and AC are unaffected. Weight and carrying capacity are multiplied by 0.125.

Material components: the caster's holy or unholy symbol and a scrap of food.


ANIMAL SUMMONING II (Conjuration) Level 5 | Sphere: Animal, Summoning | CT: 8 | Range: 1.5-km radius | Duration: Special | Area: Special | Comp: V, S | Save: None

Functions as Animal Summoning I, but calls up to six animals of 8 HD or less, or twelve animals of 4 HD or less.


ANTI-PLANT SHELL (Abjuration) Level 5 | Sphere: Plant, Protection | CT: 8 | Range: 0 | Duration: 1 turn/level | Area: 4.5-m diameter | Comp: V, S | Save: None

An invisible mobile barrier surrounds the caster, preventing all living plants and vegetable matter from entering. Inanimate grass and flowers are harmlessly pushed aside or uprooted. Forcing the barrier against an animated, attacking, or intelligent plant (such as a treant) collapses the field and ends the spell.


ATONEMENT (Abjuration) Level 5 | Sphere: All | CT: 1 turn | Range: Touch | Duration: Permanent | Area: 1 creature | Comp: V, S, M | Save: None

This spell removes the burden of unwilling or unknowing misdeeds and the effects of magical alignment changes from a willing, repentant creature. It cannot atone for deliberate sins — those require the Quest spell. The subject must be unaffected by magical compulsion and must genuinely repent.

Material components: the caster's holy or unholy symbol, a prayer wheel, prayer beads or book, and incense.


COMMUNE (Greater Divination) Level 5 | Sphere: All | CT: 1 turn | Range: 0 | Duration: Special | Area: Special | Comp: V, S, M | Save: None

The caster contacts their deity or divine agents, asking one question per caster level. Questions must be posed quickly — hesitation, distraction, or discussion ends the spell. Answers are typically one word: yes, no, maybe, never, unknown, unrelated, or a phrase of no more than five words. The answers are true within the deity's knowledge, though deities are not omniscient and may occasionally shape their replies to their own ends.

The GM is strongly advised to limit this spell to once per adventure or week at most.

Material components: the caster's holy or unholy symbol, holy or unholy water, and incense. If a particularly powerful commune is desired, a sacrifice proportionate to the obscurity of the answers may be required.


COMMUNE WITH NATURE (Greater Divination) Level 5 | Sphere: Divination, Elemental, Animal, Plant | CT: 1 turn | Range: 0 | Duration: Special | Area: Special | Comp: V, S | Save: None

The caster learns one piece of detailed information per caster level about their natural surroundings. Outdoors, the range is 800 m per caster level. In natural underground caverns, it shrinks to 9 m per caster level. The spell does not function in artificial environments such as cities or dungeons.

The caster asks about specific knowledge in a given direction: ecological health, ground composition, water or mineral presence, plant types, animal or humanoid populations, or the presence of unnatural creatures. As with Commune, the GM should limit use to once per adventure or week.


CONTROL WINDS (Transmutation) Level 5 | Sphere: Weather | CT: 8 | Range: 0 | Duration: 1 turn/level | Area: 12 m/level radius | Comp: V, S | Save: None

The caster alters the wind speed and direction within the area by up to one category per 3 caster levels, or 3 categories at 9th level (see the weather table under Control Weather). Wind speed shifts by 5 km/h per round until the target category is reached. Within a 12-m radius of the caster, the wind is always calm; in confined spaces, this calm area shrinks proportionately. Once the spell ends, wind returns to its previous strength at the same rate of change.


CURE CRITICAL WOUNDS / CAUSE CRITICAL WOUNDS (Necromancy) Level 5 | Sphere: Healing | CT: 8 | Range: Touch | Duration: Permanent | Area: 1 creature | Comp: V, S | Save: None

Functions as Cure Light Wounds, but restores — or inflicts — 3d8 + 3 HP.


DISPEL EVIL / DISPEL GOOD (Abjuration) Level 5 | Sphere: Protection, Summoning | CT: 8 | Range: Touch | Duration: 1 round/level | Area: 1 creature | Comp: V, S, M | Save: Will (negates, for banishment)

While this spell is active, evil extra-planar creatures, summoned evil creatures, and creatures summoned by evil casters suffer a −7 penalty to attack rolls against the caster. If any such creature is touched (requiring a successful touch attack), it must make a Will save or be sent back to its plane of origin.

Additionally, if an enchantment cast by an evil creature is subject to Dispel Magic, this spell removes it automatically on touch.

Each use of the banishment or dispel effect ends the spell immediately.

The reverse, Dispel Good, functions identically against good creatures and enchantments.

Material components: the caster's holy or unholy symbol and holy or unholy water.


FLAME STRIKE (Evocation) Level 5 | Sphere: Combat | CT: 8 | Range: 55 m | Duration: Instantaneous | Area: 1.5-m radius × 9-m column | Comp: V, S, M | Save: Reflex (half)

A vertical column of divine fire descends from overhead, dealing 6d8 damage to all creatures in the area and igniting combustibles. A Reflex save halves the damage.

Material component: a pinch of sulphur.


INSECT PLAGUE (Conjuration) Level 5 | Sphere: Combat, Animal | CT: 1 turn | Range: 110 m | Duration: 2 rounds/level | Area: 55-m × 18-m cloud | Comp: V, S, M | Save: None

The caster summons a thick, stationary cloud of insects anywhere within range. The GM must determine whether enough insects are naturally available in the environment; if not, the spell fails. Creatures within the cloud have their vision reduced to 3 m and cannot cast spells. The insects bypass armour and deal 1 point of damage per round, even to invisible creatures.

Creatures of 2 HD or less automatically flee in a random direction until more than 220 m from the cloud. Those below 5 HD must make morale checks each round or also flee. PCs do not make morale checks. The cloud can be dispersed by a Dispel Magic or heavy smoke, strong winds, large fires, or ice storms covering the full area.

Material components: a pinch of sugar and a few kernels of grain smeared with fat.


MAGIC FONT (Greater Divination) Level 5 | Sphere: Divination | CT: 1 hour | Range: Touch | Duration: Special | Area: Special | Comp: V, S, M | Save: None

The caster enchants a sacred basin of holy or unholy water to act as a crystal ball for the spell's duration: 1 round per vial of holy or unholy water poured in, up to a maximum of 1 hour. The caster must be in good standing with their faith. The font can also be used to cast Detect Magic, Detect Snares & Pits, or Detect Poison through its surface, with a 5% chance of success per caster level per attempt (each attempt requiring 1 round of concentration).

Material components: the caster's holy or unholy symbol, the font itself, and 1–60 vials of holy or unholy water.


MOONBEAM (Evocation, Transmutation) Level 5 | Sphere: Sun | CT: 7 | Range: 55 m + 9 m/level | Duration: 1 round/level | Area: 1.5-m radius + special | Comp: V, S, M | Save: None

The caster projects a beam of natural moonlight onto any area within range, movable once per round by pointing. The light is soft and shadowy — clear enough to see by but dim enough to cast shadows. It highlights creatures trying to hide in shadows within the area and casts faint light for 9 m beyond the main radius, but produces no visible light beyond 9 m. The spell does not interfere with infravision. Its light has all the properties of natural moonlight, including the ability to trigger lycanthropic changes.

Material components: seeds from a moonseed plant and a piece of moonstone.


PASS PLANT (Transmutation) Level 5 | Sphere: Plant | CT: 8 | Range: Touch | Duration: Special | Area: Special | Comp: V, S, M | Save: None

The caster enters a living tree large enough to contain them and, in a single round, exits through another living tree of the same species, regardless of the distance between them. The caster states a direction during casting; movement places them in the closest appropriate tree in that direction. If no suitable tree exists in the desired direction, the nearest qualifying tree in any direction is used. If no qualifying tree exists at all within range, the command to move fails.

Maximum travel distances by tree species:

Tree TypeDistance
Oak540 m
Ash490 m
Yew435 m
Elm380 m
Linden325 m
Other deciduous275 m
Coniferous220 m
Other165 m

If the entry tree is destroyed while the caster is inside, they die.

Material component: the caster's holy or unholy symbol.


PLANE SHIFT (Transmutation) Level 5 | Sphere: Astral | CT: 8 | Range: Touch | Duration: Permanent | Area: 1 creature (special) | Comp: V, S, M | Save: Will (negates, for unwilling targets)

The caster and up to eight other creatures (linked by holding hands) physically travel to another plane. The group arrives 1d100 miles from the intended destination. They remain on the new plane until returned by similar means.

An unwilling target requires a successful touch attack followed by a failed Will save. Unusual energy fields or magical effects may make the spell hazardous or impossible at the GM's discretion.

Material component: a small forked metal rod. The specific metal and size determines the destination plane; planar forks must be acquired through play.


QUEST (Enchantment) Level 5 | Sphere: All | CT: 8 | Range: 55 m | Duration: Until fulfilled | Area: 1 creature | Comp: V, S, M | Save: Will (special)

The caster lays a magical directive upon one creature, compelling it to perform a specific task and return with proof of completion. Creatures sharing the caster's faith who are undergoing atonement receive no saving throw, and the quest is reasonable reparation. Creatures who willingly accept or are tricked into a quest gain no save. Unwilling creatures are allowed a Will save; those of the caster's alignment save at −4. Unreasonable quests grant up to +4 to the save.

A creature that delays, deviates, or perverts the quest accumulates −1 per day to all saving throws until it resumes the task. The penalty remains until the quest is fulfilled or lifted by the caster.

Quest is immune to Dispel Magic and Mage's Disjunction. Only the caster, another priest of the same faith who outlevels the caster at casting, or (rarely) divine intervention can lift it.

Material component: the caster's holy or unholy symbol.


RAINBOW (Evocation, Transmutation) Level 5 | Sphere: Weather, Sun | CT: 7 | Range: 110 m | Duration: 1 round/level | Area: Special | Comp: V, S, M | Save: None

One of two effects, chosen at casting:

Bow: A magical composite short bow of shimmering rainbow light appears, along with 7 enchanted arrows — each a different spectral colour. The bow functions as +2 for any creature permitted to use bows with Strength 6 or higher. Each colour has a special effect: red doubles damage against fire-based creatures; orange against earth-based; yellow against plant-based; green against water-based; blue against air-based; indigo against acid-and-poison users; violet against metal creatures and regenerators. After all seven arrows are fired, the bow vanishes. Magic resistance completely negates each arrow's damage on a successful check.

Bridge: A rainbow-coloured bridge 1 m wide per caster level, spanning 18–120 m, appears for the duration or until the caster dismisses it.

Material components: the caster's holy or unholy symbol, a vial of holy or unholy water, and a visible rainbow — or a diamond worth at least 1,000 gp blessed with Bless and Prayer in sight of a rainbow. The water and diamond are consumed.


RAISE DEAD / SLAY LIVING (Necromancy) Level 5 | Sphere: Necromantic | CT: 1 round | Range: 27 m | Duration: Permanent | Area: 1 person | Comp: V, S | Save: Fortitude (reverse)

Raise Dead restores life to a dead creature whose soul remains bound to the material world — humans, dwarves, gnomes, halflings, and similar ancestries. The creature must have been dead no longer than 1 day per caster level. Death caused by a death spell or effect cannot be reversed by this spell; constructs, elementals, outer-planar beings, and most undead cannot be raised.

The body must be complete; missing parts are not restored. Poison, disease, and afflictions persist and must be treated separately. A creature dead of old age cannot be raised.

The creature must succeed at a Fortitude save (Constitution check) to survive the return. Success: the creature is restored with 1 HP, loses 1 Constitution permanently, and must rest 1 day per day spent dead. If the save fails, only a Wish can restore them. Each time a character is raised, their maximum number of future raises is reduced by 1 (equal to their starting Constitution score in total).

The reverse, Slay Living, kills any creature within range unless it succeeds at a Fortitude save versus death. Even a successful save inflicts 2d8 + 1 HP of damage.


SPIKE STONES (Transmutation, Enchantment) Level 5 | Sphere: Elemental (Earth) | CT: 6 | Range: 27 m | Duration: 3d4 turns + 1 turn/level | Area: 3 m² per level, 1 spike/30 cm² | Comp: V, S, M | Save: Special

Rocky ground or stone floors within the area reshape into long, sharp points that blend invisibly into the surface. Creatures moving through the area on foot move at half speed and are attacked each round by the trap, using the caster's Attack Bonus, dealing 1d4 per successful hit. Charging or running creatures suffer two attacks per round. A careful observer has a 25% chance to notice the hazard before entering.

Any creature damaged must make a Reflex save or suffer foot and leg injuries that halve movement (minimum 1) for 24 hours; only a Heal spell or twice the incurred HP in curing removes the penalty. When used above a pit trap, the spike stones attack creatures falling into it (6 attacks per 3 m fallen at +2 bonus, with a +2 bonus per 3 m to damage), in addition to normal falling damage.

Material components: four small stalactites.


TRANSMUTE ROCK TO MUD / TRANSMUTE MUD TO ROCK (Transmutation) Level 5 | Sphere: Elemental (Earth, Water) | CT: 8 | Range: 145 m | Duration: Special | Area: Up to two 3-m cubes/level | Comp: V, S, M | Save: None

Transmute Rock to Mud converts natural, uncut stone within the area into mud of equivalent volume. Magical or enchanted stone is unaffected. Mud depth cannot exceed 3 m.

Small-sized or smaller creatures, those adapted to muddy surfaces, or those that can fly or levitate avoid effects entirely. Larger creatures sink: one-third of their height per round until chest-deep (movement 1, −2 attack, +2 AC penalty), and fully submerged by the third round. Creatures more than 3 m tall sink to the bottom immediately and wade. Cast overhead, the mud falls, dealing 8d6 damage (Reflex save for half).

Mud lasts until Dispel Magic or the reverse restores it, or until it naturally dries over 1d6 days per 3 m³.

The reverse, Transmute Mud to Rock, permanently hardens mud or quicksand into soft stone. Creatures in the mud get a Reflex save to escape before hardening.

Material components: clay and water. The reverse uses sand, lime, and water.


TRUE SEEING / FALSE SEEING (Greater Divination) Level 5 | Sphere: All | CT: 8 | Range: Touch | Duration: 1 round/level | Area: 1 creature | Comp: V, S, M | Save: None

The priest's True Seeing functions as the wizard version, with these differences: the visual range is 36 m; the caster can see a creature's aura and determine alignment; and the spell is reversible. Once per round, the subject may shift their vision to perceive the Ethereal, Astral, or adjacent planes.

The reverse, False Seeing, overlays false appearances on what the subject sees for the duration. An unwilling victim requires a successful touch attack — tricking a willing subject is more common. The caster cannot make things appear where nothing exists or render something invisible, but can substitute one appearance for another within a 50% size variance. Because the caster directly overrides the subject's senses, this fools even a subject using True Seeing, provided the caster knows the subject is perceiving with such magic and concentrates throughout.

Material component: an eye ointment made from powdered mushroom, saffron, and fat, costing at least 300 gp per dose and aged 1d6 months. The reverse uses oil, poppy dust, and pink orchid essence at the same cost.


WALL OF FIRE (Evocation) Level 5 | Sphere: Elemental (Fire) | CT: 8 | Range: 72 m | Duration: Concentration + 1 round/level | Area: Special | Comp: V, S, M | Save: None

The priest's version creates a wall identical in shape to the wizard's, but the flames are yellowish-green. Creatures passing through the wall take 4d4 + 1 per caster level damage. The heat side of the wall deals 2d4 damage to creatures within 3 m and 1d4 to those within 6 m each round. The wall lasts while the caster concentrates, plus 1 round per caster level thereafter.

Material component: phosphorus.


6TH-LEVEL SPELLS

AERIAL SERVANT (Conjuration) Level 6 | Sphere: Summoning | CT: 9 | Range: 9 m | Duration: 1 day/level | Area: Special | Comp: V, S | Save: None

An invisible aerial servant is summoned from the Elemental Plane of Air. Aerial servants cannot fight; they can only locate and retrieve one specified object or creature. The caster must be protected by a Protection From Evil effect, inside a warding circle, or wielding a special controlling item, or the servant will immediately try to kill its summoner and return home.

The servant can carry up to 450 kg and tracks any target automatically within 24 hours of their passing. It returns when its task is complete, the duration expires, it is killed, or a Dispel Magic is cast against it. It attacks non-lethally — a successful hit means it has grabbed the target, and the target cannot physically escape without magic.

An aerial servant gains surprise against targets who cannot see invisible creatures; those who can suffer −2 on surprise checks.


ANIMAL SUMMONING III (Conjuration) Level 6 | Sphere: Animal, Summoning | CT: 9 | Range: 1.5-km radius | Duration: Special | Area: Special | Comp: V, S | Save: None

Functions as Animal Summoning I, but calls up to four animals of 16 HD or less, eight of 8 HD or less, or sixteen of 4 HD or less.


ANIMATE OBJECT (Transmutation) Level 6 | Sphere: Creation, Summoning | CT: 9 | Range: 27 m | Duration: 1 round/level | Area: 1 m³/level | Comp: V, S | Save: None

The caster brings inanimate, non-flesh objects within the area to life — wood, stone, metal, cloth, and similar. The total volume animated increases with caster level:

Object SizeVolumeHDMoveACDamage
Tiny (15 cm)0.015 m³½4141d2
Small (30 cm)0.03 m³1+13141d4
Medium (60 cm)0.06 m³2+23141d6
Large (120 cm)0.12 m³4+32152d4
Huge (240 cm)0.24 m³8+42163d4
Gigantic (480 cm+)0.48 m³14+61184d4

Animated objects obey the caster's verbal commands. Attempting to animate objects in a creature's possession allows the creature a Reflex save to prevent it. Animated objects save as warriors. Movement bonuses apply by form: two legs +1, multiple legs +2, wheeled +4.

Special abilities by shape: sheet-like objects can blind opponents (wrap around their face); flexible objects like ropes can constrict; large objects can trample.


ANTI-ANIMAL SHELL (Abjuration) Level 6 | Sphere: Animal, Protection | CT: 1 round | Range: 0 | Duration: 1 turn/level | Area: 3-m radius | Comp: V, S, M | Save: None

A hemisphere of force moves with the caster, blocking the entry of any creature that is wholly or partially a natural creature of the Prime Material Plane — including fey, humanoids, monsters, and giants. Purely magical, conjured, or extra-planar creatures are unaffected. Forcing the barrier against any blocked creature collapses the field.

Material components: the caster's holy or unholy symbol and a handful of pepper.


BLADE BARRIER (Evocation) Level 6 | Sphere: Guardian, Creation | CT: 9 | Range: 27 m | Duration: 3 rounds/level | Area: 1.5–18 m² | Comp: V, S | Save: Reflex (negates initial damage)

The caster creates a stationary wall of spinning blades centred on a point within range. Any creature attempting to pass through takes 8d8 damage. Creatures caught in the area when the barrier is created may make a Reflex save to automatically dodge out of the area; those who succeed take no damage.


CONJURE ANIMALS (Conjuration) Level 6 | Sphere: Summoning | CT: 9 | Range: 27 m | Duration: 2 rounds/level | Area: Special | Comp: V, S | Save: None

The caster conjures a number of HD of animals equal to twice their caster level (for random animals) or up to their caster level in HD (for a requested animal type). Animals follow verbal commands to attack; they vanish when the spell ends or they are killed. Commanding them to perform non-combat tasks makes them angry — they may refuse, flee, or attack the caster at the GM's discretion.

Random animal type is determined by HD on the table in FG&G; the GM may use or adapt this to the Known World's bestiary when Book III is complete.


CONJURE FIRE ELEMENTAL (Conjuration) Level 6 | Sphere: Elemental (Fire) | CT: 6 rounds | Range: 72 m | Duration: 1 turn/level | Area: Special | Comp: V, S | Save: None

The caster conjures a powerful fire elemental. Roll: 65% chance of a 12 HD elemental; 20% a 16 HD elemental; 9% a pair of salamanders; 4% an efreeti; 2% a 20 + 1d4 HD fire elemental. The elemental obeys verbal commands and treats the caster as a friend, remaining until destroyed, struck by Dispel Magic, Dismissal, or Holy Word, or the duration expires.

The reverse dismisses one fire elemental within range without benefit of a save.


FIND THE PATH / LOSE THE PATH (Greater Divination) Level 6 | Sphere: Divination | CT: 3 rounds | Range: Touch | Duration: 1 turn/level | Area: 1 creature | Comp: V, S, M | Save: None

Find the Path reveals to the subject the quickest, most direct route to and from any named location on the same plane. The knowledge comes progressively as needed — not all at once — guiding the subject step by step. The route accounts for traps (revealing when to step over a wire, what password bypasses a Glyph of Warding) without disabling them. It gives no information about creatures along the route. If trapped in a Maze spell, the subject escapes in 1 round.

The location must be a known or named place; the subject cannot find something based solely on a creature or object's presence.

The reverse, Lose the Path, causes the target (who must be touched and who then fails a Reflex save) to become unable to find their way for the duration. They can follow others but cannot navigate independently.

Material component: a set of divination tokens (bones, cards, carved runes). The reverse requires a marked or deliberately biased set.


FIRE SEEDS (Conjuration) Level 6 | Sphere: Elemental (Fire) | CT: 1 round/seed | Range: Touch | Duration: 1 turn/level | Area: Special | Comp: V, S, M | Save: Reflex (half)

One effect is chosen at casting:

Acorn Grenades: Up to 4 acorns are enchanted and can be thrown up to 36 m (ignoring range penalties; attack roll required). Each bursts on impact in a 3-m radius, dealing 2d8 + 1 per caster level fire damage; combustibles must save or ignite. Direct hits take full damage with no save.

Holly Berry Bombs: Up to 8 holly berries become remote-triggered bombs. They are too light to throw effectively (landing 1d6 × 30 cm away) and work best as placed charges. They detonate on a command word spoken within 36 m of placement, dealing 1d8 + 1 per caster level fire damage in a 1.5-m burst.

Material component: the appropriate seed type.


FORBIDDANCE (Abjuration) Level 6 | Sphere: Protection | CT: 6 rounds | Range: 27 m | Duration: Permanent | Area: 18-m cube/level | Comp: V, S, M | Save: Fortitude (special)

This spell wards a consecrated area against unauthorized entry — including teleportation, plane shifting, and ethereal passage. A Dispel Magic can only be cast by a caster of equal or greater level than the original caster. Creatures violating the ward are affected based on alignment disparity:

Identical alignment: No effect if unlocked; speak the password (if set) to enter freely.

Different on law/chaos axis: May enter with the password; without it, a Fortitude save — failure causes 2d6 damage and permanent exclusion for the spell's duration.

Different on good/evil axis: Whether locked or not, a Fortitude save is required — failure causes 4d6 damage and permanent exclusion. Even those who save feel uneasy inside.

Material components: the caster's holy or unholy symbol, holy or unholy water, and rare incense worth 1,000 gp per 18-m cube. Password-locking requires an additional 5,000 gp of incense per cube.


HEAL / HARM (Necromancy) Level 6 | Sphere: Healing | CT: 1 round | Range: Touch | Duration: Permanent | Area: 1 creature | Comp: V, S | Save: None

Heal completely restores all lost HP and cures all afflictions — disease, poison, most blindness, deafness, and insanity, including the effects of Feeble Mind. It cannot affect the undead, extra-planar creatures, or non-corporeal beings. It does not prevent future damage.

The reverse, Harm, requires a successful touch attack and reduces the target's HP to 1d4, simultaneously infecting them with a debilitating disease (as Cause Disease). No save is allowed against either effect.


HEROES' FEAST (Evocation) Level 6 | Sphere: Creation | CT: 1 turn | Range: 9 m | Duration: 1 hour | Area: 1 creature/level | Comp: V, S, M | Save: None

A complete feast materialises — food, drink, table, chairs, and serving ware — sufficient for one man-sized creature per caster level. The feast requires a full hour to consume. If interrupted before completion, the spell ends without benefit. If completed, each feaster immediately recovers 1d4 + 4 HP, is cured of all disease, and gains the effects of Bless and immunity to poison, fear, hopelessness, and panic for 12 hours thereafter.

Material components: the caster's holy or unholy symbol and fermented honey from royal bee larvae.


LIVE OAK (Enchantment) Level 6 | Sphere: Plant | CT: 1 turn | Range: Touch | Duration: 1 day/level | Area: 1 tree | Comp: V, S, M | Save: None

A healthy oak or similar tree near the caster's home, a sacred site, or an item the caster wants guarded becomes a guardian treant-equivalent. The caster cannot have more than one Live Oak active at a time. The tree activates on a trigger phrase of up to one word per caster level stated at casting — for example, "attack any creature approaching the vault without speaking 'ember'." The enchanted tree has AC 20, 2 attacks dealing 4d6 each, and a movement of 3. If damaged, it regenerates to full HP between uses.

Tree SizeHeightHDDamage
Small3.5–4.5 m82d8
Medium5–6 m103d6
Large6–7 m+124d6

Material component: the caster's holy or unholy symbol.


PART WATER (Transmutation) Level 6 | Sphere: Elemental (Water) | CT: 6 | Range: 18 m/level | Duration: 1 turn/level | Area: 1 m/level × 6 m/level × 9 m | Comp: V, S, M | Save: Special

A trough 9 m wide parts through water or similar liquids within range, holding open for the duration. Swimmers, boats, and ships can enter only with great effort. Cast on a water elemental or water-based creature, it acts as Slow with no save. If cast underwater, it creates an air shaft of the area's dimensions.

The priest's version creates a 9-m wide trough.

Material component: the caster's holy or unholy symbol.


SPEAK WITH MONSTERS (Transmutation) Level 6 | Sphere: All | CT: 9 | Range: 27 m | Duration: 2 rounds/level | Area: The caster | Comp: V, S | Save: None

Functions as Speak With Animals, but enables two-way communication with any living creature of Intelligence 1 or higher, regardless of the form that communication takes — including pheromonal, tactile, or empathic signals. Only one creature type can be communicated with per round; the caster may switch types each round.


STONE TELL (Greater Divination) Level 6 | Sphere: Elemental (Earth), Divination | CT: 1 turn | Range: Touch | Duration: 1 turn | Area: 1 m³ | Comp: V, S, M | Save: None

The caster speaks with natural or worked stone within the area, who can describe who or what has touched them, and what is concealed behind or under them. Stones answer truthfully but their perspective, perception, and knowledge are limited — they may not know what kind of creature touched them, only that something did.

Material components: a bit of soft clay and a drop of mercury.


TRANSMUTE WATER TO DUST / TRANSMUTE DUST TO WATER (Transmutation) Level 6 | Sphere: Elemental (Water, Earth) | CT: 8 | Range: 55 m | Duration: Permanent | Area: 1 m³/level | Comp: V, S, M | Save: None (special)

Transmute Water to Dust reduces a volume of water-based liquid to fine dust. The dust is magical for 1 round — Dispel Magic can restore the water during that window. If the area still contains water after the spell, it mixes with the dust to form silt-laden mud. Cast on a creature of the Elemental Plane of Water, the priest's version slays the creature unless it succeeds at a Fortitude save (a successful save inflicts only 1d6 per caster level).

The reverse, Transmute Dust to Water, functions as a powerful Create Water, producing clean, normal water from the area.

Material components: diamond dust worth 500 gp and a bit of seashell. The reverse adds a pinch of dust.


TRANSPORT VIA PLANTS (Transmutation) Level 6 | Sphere: Plant | CT: 4 | Range: Touch | Duration: Special | Area: Special | Comp: V, S | Save: None

The caster enters any living plant large enough to accommodate them and exits through another living plant of the same species in a single round, regardless of distance. The caster need not know the destination plant, only the direction and approximate distance; arrival is within 1.5 km, with a 20% − 1%/level chance of ending up 1d100 km off course instead.

The caster may bring equipment up to their carry weight, plus one willing man-sized creature per three caster levels. All must be in contact with each other and at least one with the caster. Unwilling creatures get a Reflex save to resist being taken along. If the destination plant is destroyed while occupied, all inside die.


TURN WOOD (Transmutation) Level 6 | Sphere: Plant | CT: 9 | Range: 0 | Duration: 1 round/level | Area: 6 m/level × 36 m wide | Comp: V, S | Save: None

Waves of force radiate from the caster in a chosen direction, pushing all wooden objects in the path back to the spell's range limit at 12 m per round. Objects wider than 7.5 cm that are fixed in place splinter and break, their fragments swept along with the force. Carried wooden items — shields, spear shafts, bows, arrows — are pushed back and drag their carriers. A creature may release a dragged item to stop being pushed. The path is set at casting; the caster may act normally thereafter. Dispel Magic ends the effect.


WALL OF THORNS (Conjuration) Level 6 | Sphere: Plant, Creation | CT: 9 | Range: 72 m | Duration: 1 turn/level | Area: Special | Comp: V, S | Save: None

The caster creates a barrier of tough, tangled brush studded with finger-length thorns (up to one 3-m cube per caster level, or two 3-m × 3-m × 1.5-m blocks per level). The effective area can be shaped in any basic form. Creatures able to pass through overgrowth unimpeded can move through freely. Others take slashing damage per round of movement equal to 8 plus their AC (up to 18 maximum; negative AC reduces the damage to 0; Dexterity AC bonuses don't count). Creatures caught in the area when it forms may make a Reflex save to escape without damage.

Forced passage requires a Strength check — for every point below the required Strength, the creature moves 1 m and takes damage. Clearing a path from outside with edged weapons takes 4 turns per 3 m of depth. Magical fire at 3rd level or higher burns the wall but causes it to act as a Wall of Fire for 2 turns (the caster of the Wall of Thorns always faces the cool side).


WEATHER SUMMONING (Conjuration) Level 6 | Sphere: Weather, Summoning | CT: 1 turn | Range: 0 | Duration: Special | Area: Special | Comp: V, S | Save: None

The caster invokes severe weather conditions — tornadoes, blizzards, ice storms, heat waves, and similar extremes appropriate to the region and season. The specific type is chosen at casting; once called, it cannot be changed. The effects become noticeable 1d4 turns after casting, reaching full strength in 1d12 + 5 turns. At full strength, the effective area is between 1 and 100 km² and the duration may range from 1 turn to several days. A Dispel Magic can halt the weather before it reaches full strength; once at full strength, it cannot be dispelled.

Multiple casters combining Weather Summoning with Control Weather, Control Winds, or similar spells can invoke the most extreme conditions.


WORD OF RECALL (Transmutation) Level 6 | Sphere: Summoning | CT: 1 | Range: 0 | Duration: Instantaneous | Area: The caster | Comp: V | Save: None

When the caster utters a single word, they are instantly teleported — without error — to a sanctuary they designated when the spell was memorized. The sanctuary must be a location well known to the caster. Arrival is in a designated 3-m × 3-m area within the sanctuary. The caster may bring up to 11 kg per caster level of equipment or creatures; all must be in contact with the caster, and at least one creature must be touching the caster directly. Exceeding the weight limit causes the spell to fail.

Unwilling creatures cannot be transported. A creature's magic resistance or a successful Will save prevents their possessions from being taken along. Plane travel carries a 10% cumulative risk per plane crossed that the caster is permanently lost in the Astral Plane.


7TH-LEVEL SPELLS

ANIMATE ROCK (Transmutation) Level 7 | Sphere: Elemental (Earth) | CT: 1 round | Range: 36 m | Duration: 1 round/level | Area: 0.6 m³/level | Comp: V, S, M | Save: None

The caster instills life into an unattached stone object. The stone receives one set of instructions of 12 words or fewer and immediately begins performing that task. It cannot receive new instructions until the first task is complete.

Animated stone uses the caster's Attack Bonus. A man-sized stone has movement 6; smaller stones move faster, larger stones slower. AC is 15 or better, HP are 1d3 per 0.03 m³, and damage is 1d2 per 0.06 m³. Stone can damage structures as a ram. Animated rocks typically mass 1d3 × 50 kg per 0.03 m³.

Material components: a stone and a drop of the caster's blood.


ASTRAL SPELL (Universal) Level 7 | Sphere: Astral | CT: 30 minutes | Range: Touch | Duration: Special | Area: Special | Comp: V, S | Save: None

Functions as the wizard version. The caster's life force is projected into the Astral Plane while the physical body remains in suspended animation. The caster may bring up to seven other willing creatures, linked in a circle. Guest travelers have silver cords but are dependent on the caster; if the caster's cord is severed or the spell ends while guests are not in contact with the caster, they are stranded.


CHANGE STAFF (Evocation, Enchantment) Level 7 | Sphere: Plant, Creation | CT: 4 | Range: Touch | Duration: 1 turn/level | Area: The caster's staff | Comp: V, S, M | Save: None

A specially prepared staff is transformed into a treant-like guardian, 7 m tall, with 12 HD (40 HP), AC 20, movement 12, and 2 attacks per round dealing 4d6 each. The guardian is loyal and obeys verbal commands. If it is killed, the staff is also destroyed. If it survives the duration and the caster dismisses it, it returns to staff form and regenerates to full HP before the next use. A staff can only be used for this spell once every 24 hours.

The staff must be crafted from a lightning-struck ash, oak, or yew branch, personally cured for 28 days and worked for another 28 days. The finished staff is sealed with holly berry juice and infused with Speak With Plants before it can serve as the component.

Material components: the caster's holy or unholy symbol, or leaves from the same tree as the staff.


CHARIOT OF THE SUN (Evocation) Level 7 | Sphere: Elemental (Fire), Creation | CT: 1 turn | Range: 9 m | Duration: 12 hours | Area: Special | Comp: V, S, M | Save: Reflex (avoid approach damage)

A flaming chariot drawn by two horses from the Elemental Plane of Fire materialises. Overland movement is 24; flying movement is 48 with average manoeuvre. The chariot carries the caster plus up to seven man-sized creatures, all of whom must be touched during casting. Passengers are protected from the flames; other creatures within 1.5 m may take 2d4 fire damage (Reflex save avoids).

The horses obey verbal commands. They and the chariot are vulnerable only to +1 or better weapons and water; water inflicts 1 point per litre poured on them. Passengers are immune to mundane fire; magical fire can still harm them. The chariot and both horses share a pool of 90 HP (AC 18 each). This spell can be cast only once per week.

Material components: a small piece of wood, two holly berries, and a fire at least the size of a torch.


CONFUSION (Enchantment) Level 7 | Sphere: Charm | CT: 1 round | Range: 72 m | Duration: 1 round/level | Area: Up to a 12-m square | Comp: V, S, M | Save: Will (negates)

The priest's Confusion functions as the wizard version, but affects 1d4 + 1 creature per two caster levels in a 12-m square area. Victims make a Will save at −2, modified by the Will save bonus. Those who fail act randomly:

1d10Action
1Wander away for the remainder of the duration
2–6Stand confused for one round, then roll again
7–9Attack the nearest creature for one round, then roll again
10Act normally for one round, then roll again

Material component: the caster's holy or unholy symbol.


CONJURE EARTH ELEMENTAL (Conjuration) Level 7 | Sphere: Elemental (Earth), Summoning | CT: 1 turn | Range: 36 m | Duration: 1 turn/level | Area: Special | Comp: V, S | Save: None

The caster conjures an earth elemental: 60% chance of 12 HD; 35% of 16 HD; 5% of 20 + 1d4 HD. The elemental obeys verbal commands and treats the caster as a friend, remaining until destroyed, struck by Dispel Magic, Dismissal, or Holy Word, or the duration expires.

The reverse dismisses one earth elemental within range without a save.


CONTROL WEATHER (Transmutation) Level 7 | Sphere: Weather | CT: 1 turn | Range: 0 | Duration: 4d12 hours | Area: 4d4 km² | Comp: V, S, M | Save: None

The caster changes weather conditions in the surrounding area, controlling precipitation, temperature, and wind direction/strength. Each change moves conditions one category up or down the relevant scale (see the weather tables), taking 1d4 turns to become noticeable. Contradictory conditions (snow in sweltering heat) are not possible.

If Weather is a major sphere for the caster, the duration and effective area are doubled, and the caster can shift by two categories. Multiple castings with overlapping durations can stack or counter each other.

Material components: the caster's holy or unholy symbol, incense, and prayer beads.


CREEPING DOOM (Conjuration) Level 7 | Sphere: Animal, Summoning | CT: 1 round | Range: 72 m | Duration: 4 rounds/level | Area: 2 m² | Comp: V, S | Save: None

The caster summons a horde of (1d6 + 4) × 100 venomous biting and stinging insects, arachnids, and myriapods. The swarm can be verbally directed to move 3 m per round toward any point within range. Any creature in the swarm's area that can be affected by normal weapons takes 1 point of damage per bug automatically, killing each bug that deals damage and subtracting it from the total. The swarm can attack a single target or spread to attack multiple creatures in its area.

The swarm can be directed beyond the spell's range at a cost of 50 bugs per 9 m of additional distance. Normal dispersal methods — smoke, fire, wind — apply; exact results are at the GM's discretion.


EARTHQUAKE (Transmutation) Level 7 | Sphere: Elemental (Earth) | CT: 1 turn | Range: 110 m | Duration: 1 round | Area: 1.5-m diameter/level | Comp: V, S, M | Save: Special

A powerful tremor ripples through the circular area. Creatures within cannot move, cast spells, or take actions for the duration. Specific terrain effects:

Cave/Cavern/Tunnel: Roof collapses. 8d6 damage; Reflex save halves and avoids being pinned. Pinned creatures take 1d6 per round until freed.

Cliff/Wall: Landslide. 8d6 damage to those in the slide's horizontal path (equal to vertical fall height); Reflex save halves and avoids being pinned.

Open Ground: Ground cracks and shifts. Reflex save to avoid falling. Fissures open: small creatures roll 1d4, man-sized 1d6, large or larger 1d8 — on a 1, the creature falls in and is crushed when fissures close at the end of the round.

River/Lake/Marsh: Drains away and floods. Swampland becomes quicksand. Reflex save or sink. Water returns at round's end, potentially drowning those trapped in mud.

Above-ground structures: 5d12 damage to the structure; interior creatures take 8d6 (Reflex save halves and avoids being pinned).

Material components: a pinch of dirt, a piece of rock, and a lump of clay.


EXACTION (Evocation, Transmutation) Level 7 | Sphere: Charm, Summoning | CT: 1 round | Range: 9 m | Duration: Special | Area: 1 creature | Comp: V, S, M | Save: None

The caster exacts a service from a specific extra-planar creature of less than demigod status in exchange for eliminating a debt, a valuable payment, or a future service. The creature's true name and title must be spoken. Creatures opposed in alignment submit only if they choose to; creatures of similar alignment may avoid the spell through magic resistance.

The caster must either name a debt the creature owes to the caster's faith, or offer a fair trade. The GM ensures the agreement is equitable. If the caster demands too much, the creature may leave or attack. Once terms are agreed, the effect of a Quest spell binds the creature until the service is complete, after which it returns to collect payment. If the caster breaches the agreement, the creature immediately becomes immune to the caster's spells and may demand one future exaction as compensation.

Material components: the caster's holy or unholy symbol, material from the creature's home plane, and a written contract burned to seal the agreement.


FIRE STORM / FIRE QUENCH (Evocation) Level 7 | Sphere: Elemental (Fire) | CT: 1 round | Range: 145 m | Duration: 1 round | Area: Two 3-m cubes/level | Comp: V, S | Save: Reflex (half)

Fire Storm fills the area with roaring fire equal in heat to a Wall of Fire, igniting combustibles. Creatures in the area and within 3 m of its edge take 2d8 + 1 per caster level each round; a Reflex save halves the damage. The storm height is either 3 or 6 m; remaining volume extends horizontally.

The reverse, Fire Quench, smothers magical fires within the area and normal fires within twice the area. Extra-planar fire creatures of less than demigod status on non-home planes have a 5% chance per caster level of being instantly killed.


GATE (Conjuration) Level 7 | Sphere: All | CT: 5 | Range: 27 m | Duration: Special | Area: Special | Comp: V, S | Save: None

The caster opens an extra-dimensional rift and notifies a powerful extra-planar being of their need. Either the named creature or one of its associates or agents will step through — the exact individual is at the GM's discretion. What the creature does upon arrival depends on the alignments involved, the urgency of the caster's situation, and what would interest or offend the being. If the problem is trivial, the creature may leave immediately or punish the caster for wasting its time.

Casting this spell ages the priest: 5 years if their venerable age is 150 or less, 10 years if 151–250, 15 years if 251–350, and so on.


HOLY WORD / UNHOLY WORD (Conjuration) Level 7 | Sphere: Combat | CT: 1 | Range: 0 | Duration: Special | Area: 9-m radius | Comp: V | Save: None

On their home plane, the caster can drive evil extra-planar creatures back to their native plane with a single word. Banished creatures cannot return for at least 1 day. In addition, all evil creatures within the area suffer effects based on their HD:

Creature HDEffect
Less than 4Killed
4–7Paralyzed for 1d4 turns
8–11Slowed for 2d4 rounds: −50% movement, −4 attack
12+Deafened for 1d4 rounds: −25% movement, −2 attack, 50% spell failure

Creatures already silenced or deafened are not subject to the HD-based penalties but can still be banished if extra-planar.

The reverse, Unholy Word, operates identically against good-aligned creatures.


REGENERATE / WITHER (Necromancy) Level 7 | Sphere: Necromantic | CT: 3 rounds | Range: Touch | Duration: Permanent | Area: 1 creature | Comp: V, S, M | Save: None

Regenerate regrows lost limbs, organs, fingers, toes, and tails on a living creature. If the missing parts are present and touching the creature, regeneration takes 1 round; otherwise it takes 2d4 turns. If the parts are unavailable or have been missing longer than 1 day per caster level, the creature must succeed at a Fortitude save or the regeneration fails.

The reverse, Wither, requires a successful touch attack. The targeted limb or organ becomes useless within 1 round and crumbles to dust in 2d4 turns.

Material components: any prayer device and holy or unholy water.


REINCARNATE (Necromancy) Level 7 | Sphere: Necromantic, Animal | CT: 1 turn | Range: Touch | Duration: Permanent | Area: 1 creature | Comp: V, S | Save: None

The priest's Reincarnate brings back a life force that has been dead for up to 1 week per caster level into an entirely new young adult body formed from natural elements. No Constitution check, system shock, or resurrection chance is required. All physical ailments and afflictions are resolved by the new form. Constructs, elementals, outer-planar beings, and undead cannot be reincarnated; creatures who died of old age or self-inflicted wounds may also be excluded at the GM's discretion.

The creature returns with its Intelligence, Wisdom, Charisma, knowledge, and memories intact, but gains all physical traits of the new form. The new Strength, Dexterity, and Constitution depend on the form; for humanoid results, use the Priest's Reincarnation Table or the wizard table at the GM's discretion.

Sample Priest Forms (1d100):

RollNew FormStrDexCon
01–03Badger81715
04–08Bear, black191315
09–12Bear, brown201319
13–16Wild boar151017
17–19Centaur+0−2+1
20–23Dryad+0+1−1
24–28Eagle101512
29–31Elf+0+1−1
32–34Fox131715
35–36Gnome+0+0+0
37–40Hawk61710
41–44Human+0+0+0
45–58Lynx161915
59–61Owl41710
62–64Pixie−1+1−1
65–68Raccoon51612
69–70Satyr+0+1+1
71–75Stag152012
76–80Wolf131515
81–85Wolverine141519
86–00GM choice or roll on Wizard's Table

The GM may use divine intervention to influence the result. The caster's holy or unholy symbol replaces the drum used in the wizard version and is not consumed.


RESTORATION / ENERGY DRAIN (Necromancy) Level 7 | Sphere: Necromantic | CT: 3 rounds | Range: Touch | Duration: Permanent | Area: 1 creature | Comp: V, S | Save: None

Restoration restores 1 drained level to a creature, provided the level was lost within 1 day per caster level. It returns the creature's XP to the minimum needed for the recovered level. It also cures Feeble Mind, Confusion, and most other insanity effects. Both the caster and subject are aged: 2 years if venerable age is 150 or less, 4 years if 151–250, and so on.

The reverse, Energy Drain, drains 1 level from a creature via a successful touch attack, exactly as a powerful undead would. The reverse does not cause unnatural aging.


RESURRECTION / DESTRUCTION (Necromancy) Level 7 | Sphere: Necromantic | CT: 1 turn | Range: Touch | Duration: Permanent | Area: 1 creature | Comp: V, S, M | Save: Fortitude (reverse, −4 penalty)

Resurrection restores life, limb, and full health to any dead creature — including elves and others with spirits — who has been dead no longer than 10 years per caster level. A complete body is not required; the spell forms a new body from available remains and elements. Poison, disease, and afflictions are absent from the new body. The new body is the same age as the old, so it cannot raise those who died of old age.

The creature must succeed at a Fortitude save (Constitution–resurrection chance). Success: the creature is immediately restored to life and full HP, losing 1 Constitution permanently. The creature retains any spells remaining in memory at death. A character's maximum times they can be raised in their own body equals their starting Constitution. Failure: only a Wish can restore them.

Casting ages the priest: 3 years if venerable age is 150 or less, 6 years if 151–250, and so on. The caster must rest completely for 1 day per HD or level of the revived creature.

The reverse, Destruction, instantly kills a creature on a successful touch attack and reduces it to dust unless it succeeds at a Fortitude save at −4. A creature that makes its save still takes 8d6 damage, which may kill it without destroying the body. Only a Wish or divine intervention restores a creature slain by Destruction. The reverse does not age the caster.

Material components: the caster's holy or unholy symbol and holy or unholy water.


SUCCORED RETREAT / SUCCORED SUMMONS (Transmutation, Enchantment) Level 7 | Sphere: Summoning | CT: 1 day | Range: Touch | Duration: Special | Area: 1 object | Comp: V, S, M | Save: None

The caster enchants a specially prepared object worth at least 200 gp and binds it to a known sanctuary. When a creature the caster has willingly given the object to destroys it and speaks the command word, they are instantly teleported (without error) to the sanctuary, along with all worn and carried gear up to their carry weight. No other creatures can be brought along, except a familiar.

The reverse, Succored Summons, teleports the caster to wherever the holder is when the object is broken and the command word spoken. The caster instantly knows the general situation at the target location and may choose whether or not to answer the call (this is the key distinction from the wizard version, which compels the caster to respond). The decision must be made immediately and is final.

Planar travel requires material components of at least 500 gp and 5,000 gp.

Material components: the enchanted object (consumed each use) and a master-crafted object of similar type worth at least ten times as much (not consumed).


SUNRAY (Evocation, Transmutation) Level 7 | Sphere: Sun | CT: 4 | Range: 9 m/level | Duration: 1d4 + 1 rounds | Area: 1.5-m radius + special | Comp: V, S, M | Save: Reflex (special)

Each round the caster takes no other action (aside from movement), they may invoke an area of pure natural sunlight at any point within range. Creatures in the area must make a Reflex save or be blinded for 1d3 rounds; those using infravision are blinded for 2d4 rounds on a failed save. Creatures harmed by natural sunlight are permanently blinded on a failed save, or blinded 2d6 rounds on success. All creatures within the main area and 6 m beyond it lose infravision for 1d4 + 1 rounds.

The sunray functions as natural sunlight for all special weaknesses. Against undead: a failed save destroys certain types immediately (per the bestiary); others take 8d6 damage per round in the main area (Reflex save halves), and 3d6 per round within 6 m of the edge (Reflex save avoids). Fungi and fungal creatures are treated as undead for damage purposes with no save.

Material components: an aster seed and a sunstone.


SYMBOL (Conjuration) Level 7 | Sphere: Guardian | CT: Special | Range: Touch | Duration: Special | Area: 18-m radius | Comp: V, S, M | Save: Special

Functions identically to the wizard version. The priest's version has the same casting modes (quickly scribbled or carefully inscribed), the same trigger options, and the same available runes. All immunization, password, and permanency rules apply equally.

Lesser Runes: Fear, Hopelessness, Pain, Persuasion. Greater Runes: Death, Discord, Insanity, Sleep, Spell Loss, Stunning.

Material components: mercury and phosphorus for a quickly scribbled symbol; mercury, phosphorus, and powdered opal and diamond worth 10,000 gp combined for a carefully inscribed symbol.


TRANSMUTE METAL TO WOOD (Transmutation) Level 7 | Sphere: Elemental (Earth) | CT: 1 round | Range: 72 m | Duration: Permanent | Area: 1 metal object | Comp: V, S, M | Save: Special

The caster converts a metal object of up to 4.5 kg per caster level into wood. Objects with magical properties have 90% resistance to the effect. Objects carried, held, or worn by a creature receive a Fortitude save equal to the creature's save versus spells. Artefacts and relics cannot be affected. Restoration requires a Limited Wish, Wish, or equivalent.

Wooden weapons converted from metal suffer −2 to attack and damage rolls and splinter on a natural roll of 1 or 2. Wooden armour converted from metal loses 2 AC and takes an additional −1 AC penalty each time it is struck with a natural roll of 19 or 20.

Material component: the caster's holy or unholy symbol.


WIND WALK (Transmutation) Level 7 | Sphere: Elemental (Air) | CT: 1 round | Range: Touch | Duration: 1 hour/level | Area: The caster + 1 person per 8 levels | Comp: V, S, M | Save: None

The caster and up to three other touched creatures alter their bodies into cloudlike vapour, moving through the air at speeds ranging from movement 6 (manoeuvre class 1) to 100 km/h at high altitude. Wind walkers appear misty and translucent. They can resume physical form and later return to vapour form at will; each transition takes 1 round and counts against the duration. The caster can end the effect for the whole group or for individuals. During the last round, creatures still in vapour form automatically descend to ground level.

In vapour form, creatures are immune to mundane weapon attacks. No spellcasting is possible while vaporous.

Material components: fire and holy or unholy water.