Priestly Spells

Orison				1st-Level			2nd-Level
Virtue				Deathwatch			Animal Messenger
Resistance			Entropic Shield		Consecrate*
Cure Minor Wounds*		Random Action		Death Knell
Guidance			Shield of Faith		Gentle Repose
Create Water			Summon Monster I		Shield Other
Detect Magic			Bless Water			Summon Monster II
Detect Poison			Divine Favor			Endurance
Light				Read Magic			Lesser Restoration
Mending
Purify Food and Drink

3rd-Level			4th-Level			5th Level
Invisibility Purge		Lesser Planar Ally		Break Enchantment
Searing Light			Order’s Wrath			Healing Circle*
Summon Monster III		Status				Rightous Might
	Summon Monster IV		Summon Monster V
				Holy Smite*			Hallow*
				Divine Power			Dispel Chaos
				Chaos Hammer		Dispel Law
				Enchanted Weapon				

6th-Level			7th-Level			8th-Level
Antilife Shell			Acid Fog			Cloak of Chaos
Create Undead		Animal Shape			Create Greater Undead
Planar Ally			Holy Word*			Greater Planar Ally
Summon Monster VI		Dictum			Holy Aura*
				Refuge				Mass Heal
				Summon Monster VII		Shield of Law
				Word of Chaos		Summon Monster VIII
								Mind Blank
								Anti-magic Shell
								Discern Location
								Protection from Magic
								Command Plant

9th-Level				10th-Level
Astral Projection
Implosion
Miracle
Storm of Vengeance
Summon Monster IX
True Resurrection
Gate
Soul Bind
Elemental Swarm
Shapechange
Foresight
Shambler
Prismatic Sphere
Time Stop
Greater Restoration*

Orison Spells

Virtue (Alteration)

Sphere:		Combat
Range:			Touch
Components :		V,S,M
Duration:		5 rounds
Casting Time:		1
Area of Effect:	Creature Touched
Saving Throw:	Neg.

	The subject gains 1 temporary hit point.
	The material component needed is the caster’s holysymbol.

Resistance (Abjuration)

Sphere:		Combat, Protection
Range:			Touch
Components :		V,S,M
Duration:		5 rounds
Casting Time:		1
Area of Effect:	Creature Touched
Saving Throw:	Neg.

	You imbue the subject with magical energy that protects her from harm, granting her a +1 resistance bonus on all saving throws.
	The material component needed is the caster’s holysymbol.

Cure Minor Wounds (Necromancy)
Reversible

Sphere:		Healing
Range:			Touch
Components :		V,S
Duration:		Instantaneous
Casting Time:		1
Area of Effect:	Creature Touched
Saving Throw:	Neg.

	Same as the 1st level priestly spell cure light wounds, except cure minor wounds cures only 1 point of damage.
	The reverse of the spell, cause minor wounds, works exactly like the reverse of the 1st level priestly spell cure light wounds, except that it cause only 1 point of damage.

Guidance (Divination)

Sphere:		Divination, War, Numbers, Protection
Range:			Touch
Components :		V,S,M
Duration:		5 rounds or until discharged
Casting Time:		1 round
Area of Effect:	Creature Touched
Saving Throw:	None

	This spell umbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.
	The material component for the spell is the caster’s holysymbol.

Create Water (Conjuration)

Sphere:		Creation
Range:			15 yards
Components :		V,S,M
Duration:		Instantaneous
Casting Time:		1
Area of Effect:	Up to 2 gallons of water/level
Saving Throw:	None

	Same as the 1st level priestly spell create water.

Detect Magic (Divination)

Sphere:		Divination
Range:			15 yards
Components :		V,S,M
Duration:		5 rounds
Casting Time:		1
Area of Effect:	5-foot path
Saving Throw:	None

	Same as the 1st level priestly spell detect magic.

Detect Poison (Divination)

Sphere:		Divination
Range:			0
Components :		V,S,M
Duration:		Instantaneous
Casting Time:		1
Area of Effect:	Special
Saving Throw:	None

	Same as the 1st level priestly spell detect poison.

Light (Alteration)

Sphere:		Sun
Range:			Touch
Components :		V,S
Duration:		10 rounds/level
Casting Time:		1
Area of Effect:	Object Touched
Saving Throw:	None

	This spell causes an object to glow like a torch, shedding light in a 20-foot radius from the point you touch. The effect is immobile, but it can be cast on movable object. Light taken into an area of magical darkness does not function.

Mending (Alteration)

Sphere:		All
Range:			10 ft.
Components :		V,S
Duration:		Instantaneous
Casting Time:		1
Area of Effect:	One object of up to 1 pound
Saving Throw:	Neg.

	Mending repairs small breaks or tears in objects (not warps). In metallic objects, it will weld a broken ring, a chain link, a medallion, or a slender dagger, providing but one break exists. Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or wineskin is completely healed over by mending. The spell can repair a magic item, but the item’s magical abilities are not restored. The spell cannot mend broken magic rods, staffs, or wands.

Purify Food and Drink (Alteration)

Sphere:		All
Range:			10 ft.
Components :		V,S
Duration:		Instantaneous
Casting Time:		1
Area of Effect:	1 cu. Ft./level of contaminated food and water
Saving Throw:	Neg.

	Same as the 1st level priestly spell purify food & drink.

1st-Level Spells

Deathwatch (Necromancy)

Sphere:		Combat, Divination, Necromantic
Range:			25 ft. + 5 ft./ 2 levels
Components :		V,S
Duration:		1 round/level
Casting Time:		2
Area of Effect:	Quarter circle emanating from you to the extreme of the range
Saving Throw:	None

	Using the foul sight granted by the powers of unlife, you can determine the condition of creatures near death within the spell’s range. You instantly know wether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), undead, or neither alive nor dead (as a construct). This spell foils any spell or ability that allows creatures to feign death.

Entropic Shield (Abjuration)

Sphere:		Protection
Range:			0
Components :		V,S
Duration:		1 round/level
Casting Time:		1
Area of Effect:	The caster
Saving Throw:	None

	A magical field appears around you, glowing with a chaotic blast of multicolored hues. This field deflects incoming arrows, rays, and other ranged attacks. Each ranged attack directed at you suffers a 20% miss chance (similar to the effects of concealement). This miss chance affects all ranged attacks for which the attackers make attack rolls, including arrows, magic arrows, Melf’s acid arrow, ray of enfeeblement, and so forth. It does not affect other attacks that simply work at a distance, such as dragon breath.

Random Action (Enchantment/Charm)

Sphere:		Charm, Chaos
Range:			25 ft. + 5 ft./2 level
Components :		V,S, M
Duration:		Instantaneous
Casting Time:		1 round
Area of Effect:	One living creature
Saving Throw:	Neg.

	The enchanted creature is compelled to act randomly for 1 round. Rather than deciding its action for itself, the subject of the spell takes an action determined randomly on the following table:

1d8	Action
1	Attack Self (succeed on any roll other than a natural 1).
2	Attack nearest being (for this purpose, a familiar counts as part of the subject 
“self”).
3	Flee away from the caster at top possible speed.
4	Drop anything held.
5	Stand Motionless (as if stunned).
6	Do nothing but defend (total defense).
7	Speak (in the subject’s native tongue, usually regarding surface toughts) or make 
noises (if not capable of speech).
8	Attack caster with melee or ranged weapons (or close with caster if attacking is 
not possible).

Nothing can affect this die rollin any way. It is always entirely random.
	Note: Nonintelligent creatures are immune to mind-affecting spells.
	The material component is the caster’s holysymbol.

Shield of Faith (Abjuration)

Sphere:		Protection
Range:			Touch
Components :		V,S,M
Duration:		1 round/level
Casting Time:		1
Area of Effect:	Creature Touched
Saving Throw:	Neg.

	This spell creates a shimmering, magical field around the touched creature that averts attacks. The spell grants the subject a +2 deflection bonus to his armor class, with an additional +1 to the bonus for every six levels the caster has (maximum +5 deflection bonus).
	The material component is a small parchment with a bit of holy texte written upon it.

Summon Monster I (Conjuration/Summoning)

Sphere:		Summoning
Range:			25 ft. + 5 ft./2 levels
Components :		V,S,M
Duration:		1 round/level
Casting Time:		1 round
Area of Effect:	One summoned creature
Saving Throw:	None

	This spell summons an outsider (extra-planar creature) that attacks your enemies. It appears where you designate and act immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the outsider, you can direct it not to attack, to attack particular enemies, or to perform other actions. Summoned creatures act normally on the last round of the spell and disappear at the end of their turn.
	Choose a 1st-level monster from the Summon Monster table below.
	When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type. For example, summon monster I is a lawful and evil spell when cast to summon a dire rat.
	The material component for the spell is the caster’s holy symbol.

Summon Monster 1st-level List
Celestial Dog		LG
Celestial Badger	CG
Fiendish Dire Rat	LE
Fiendish Hawk	CE

Bless Water (Alteration)

Sphere:		All
Range:			Touch
Components :		V,S,M
Duration:		Instantaneous
Casting Time:		1 round
Area of Effect:	Flask of water touched
Saving Throw:	Neg.

	This alteration imbues a flask (1 pint) of water with positive energy, turning it into holy water. Holy water is considered blessed, which means it has special effects on certain creatures.
	The material component for the spell is 5 pounds of powdered silver (worth 25 GP).

Divine Favor (Evocation/Invocation)

Sphere:		Combat
Range:			0
Components :		V,S,M
Duration:		1 turn
Casting Time:		1
Area of Effect:	The caster
Saving Throw:	None

	Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus to attack and damage rolls for every three caster  level you have (at least +1, maximum +6). The bonus dosen’t apply to spell damage.
	The material component for the spell is the caster’s holy symbol.

Read Magic (Divination)

Sphere:		Divination
Range:			0
Components :		V,S,M
Duration:		2 rounds/level
Casting Time:		1 round
Area of Effect:	Special
Saving Throw:	None

	Same as the 1st level arcane spell read magic.

2nd Level Spells

Animal Messenger (Enchantment/Charm)

Sphere:		Animal
Range:			25 ft. + 5ft./2 levels
Components :		V,S,M
Duration:		1 day/level
Casting Time:		2
Area of Effect:	One tiny animal
Saving Throw:	None

	You compel a Tiny animal to go to a spot you designate. The most common use for this spell is to get the animal to carry a message to your allies. The animal cannot be one tamed or trained by someone else.
	Using some type of food desirable to the animal as a lure, you call the animal to you. It advances and waits your bidding. You can mentally impress on the animal a certain place well known to you or an abvious landmark (such as the peak of a distant mountain or mouth of a nearby river). The directions must be simple, because the animal depends on your knowledge and can’t find a destination on its own. You can attach some small item or note to the messenger. The animal then goes to the designated location and waits there until the duration of the spell expires, whereupon it resumes its normal activities.
	During this period of waiting, the messenger allows others to approach it and remove any scroll or token it carries. Note that unless the intended recipient of a message is expecting a messenger in the form of a bird or other small animal, the carrier may be ignored. The intended recipient of a message gains no special ability to communicate with the animal or read any attached message (if it’s in a language she dosen’t know, for example).
	The spell works only on animals with an Intelligence score of 1 or 2.
	The material component for the spell is a morcel of food the animal likes.

Consecrate (Evocation/Invocation)
Reversible

Sphere:		Divination, War, Numbers, Protection
Range:			25 ft. + 5 ft./2 levels
Components :		V,S,M
Duration:		2 hours/level
Casting Time:		2
Area of Effect:	20-foot radius emanation
Saving Throw:	None

	This spell blesses an area with positive energy. All checks made to turn undead within this area gain a +3 sacred bonus. Undead entering this area suffer minor disruption, giving them a –1 sacred penalty on attack, damage, and saving throw rols. Undead cannot be created within or summon into a consecrated area.
	If the consecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity, pantheon, or aligned higher power, the modifier listed above are doubled. You cannot consecrate an area with a similar fixture of a deity other than your own patron.
	The reverse of the spell, Desecrate, works exactly the opposite, all turn check suffers a –3 sacred penalty and all undead gain a +1 sacred bonus to attack, damage, and saving throw rolls when entering a desecrated area.
	Consecrate counters and dispels desecrate and vice versa.
	The material components for the consecrate spell are a little holy water and 25 GP worth (5 pounds) of silver dust and for the desecrate spell are a little unholy water and 25 GP worth (5 pounds) of silver dust, all of which must be sprinkled around the area.

Death Knell (Necromancy)

Sphere:		Necromantic
Range:			Touch
Components :		V,S
Duration:		Instantaneous/1 turn per target HD (see texte)
Casting Time:		2
Area of Effect:	Living creature touched
Saving Throw:	Neg.

	You draw forth the ebbing life force of a badly wounded creature and use it to fuel your own power. Upon casting the spell, you touch a living creature with –1 hit points or lower. If the subject fails its saving throw, it dies, and you gain +1d8 temporary hit points and +2 Strength. Additionally, your effective caster level goes up by +1, improving spell effects dependent on caster level. (This increase in effective caster level does not grant you access to more spells.) These effetcs last for 1 turn per HD of the target creature.

Gentle Repose (Necromancy)

Sphere:		Necromantic
Range:			Touch
Components :		V,S,M
Duration:		1 day/level
Casting Time:		2
Area of Effect:	Corpse touched
Saving Throw:	Neg.

	You preserve the remains of a dead creature so that they do not decay. Doing so extends the time limit on raising that creature from the dead (see raise dead). Days spent under the influence of this spell don’t count against the tiem limit. Additionally, this spell makes transporting a fallen comrade more pleasant.
	The spell also works on severed body parts and the like.
	The material component for the spell is the caster’s holy symbol.

Shield Other (Abjuration)

Sphere:		Wards
Range:			25 ft. + 5 ft./2 levels
Components :		V,S,M
Duration:		1 hour/level
Casting Time:		2
Area of Effect:	One creature
Saving Throw:	Neg.

	This spell wards the subject and creates a mystic connection between you and the subject so that some of the subject’s wounds are transferred to you. The subject gains a +1 deflection bonus to AC and a +1 resistance bonus to saves. Additionally, the subject takes only half damage from all wounds and attacks (including those inflicted by special abilitise) that deal it hit point damage. The amount of damage not taken by the warded creature is taken by you. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and disintegrate, are not affected. If the subject suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with you because it is not hit point damage. When the spell ends, subsequent damage is no longer divided between the subject and you, but damage already split is not reassigned to the subject.
	If you and the subject of the spell move out of range of each other, the spell ends.
	The material component for the spell is a pair of platinum rings (worth at least 50 GP each) worn by both you and the warded creature.

Summon Monster II (Conjuration/Summoning)

Sphere:		Summoning
Range:			25 ft. + 5 ft./2 levels
Components :		V,S,M
Duration:		1 round/level
Casting Time:		1 round
Area of Effect:	One or more summoned creatures, no two of which can be more 
than 30 ft.appart
Saving Throw:	None

	Same as the 1st-level priestly spell summon monster I, except you can summon one outsider from the 2nd-level list or 1d3 outsiders of the same type from the 1st-level list.

Summon Monster 2nd-level List
Celestial Eagle		CG		Fiendish Shark, Medium-Size	NE
Formian Worker		LN		Fiendish Viper, Tiny			CE
Lemure			LE		Fiendish Hyena (Treat as wolf)	CE
Fiendish Squid		LE		Fiendish Octopus			CE
Fiendish Wolf			LE

Endurance (Alteration)

Sphere:		Combat
Range:			Touch
Components :		V,S,M
Duration:		1 hour/level
Casting Time:		2
Area of Effect:	Creature touched
Saving Throw:	None

The affected creature gains greater vitality and stamina. The spell grants the subject an enchantment bonus of 2 to Constitution, adding the usual benefits to hit points, Constitution checks, and so forth.
	Note: Hit point gained by temporary increase in Constitution score are not temporary hit points. They go away when the character’s Constitution drops back to normal. They are not lost first as temporary hit point are.
	The material component for the spell is the caster’s holy symbol.

Lesser Restoration (Conjuration/Summoning)

Sphere:		Healing
Range:			Touch
Components :		V,S
Duration:		Instantaneous
Casting Time:		3 rounds
Area of Effect:	Creature touched
Saving Throw:	Neg.

	Lesser restoration dispels any magical effects reducing one of the subject’s ability score (such as ray of enfeeblement) or cures 1d4 points of temporary ability damage to one of the subject’s ability scores (such as a shadow’s touch). It does not restore permanent ability drain (such from a wraith’s touch).

3rd Level Spells

Invisibility Purge (Evocation/Invocation)

Sphere:		Wards
Range:			0
Components :		V,S
Duration:		1 turn/level
Casting Time:		3
Area of Effect:	The caster
Saving Throw:	None

	You surround yourself with a sphere of power with a radius of 5 per caster level that negates all forms of invisibility. Anything invisible becomes visible while in the area. Only creatures with no visible form, such as an invisible stalker, remain invisible.

Searing Light (Invocation/Evocation)

Sphere:		Sun, Elemental Fire
Range:			100 ft. + 10 ft./level
Components :		V,S
Duration:		Instantaneous
Casting Time:		3
Area of Effect:	One creature or object
Saving Throw:	None

	Focusing holy power like a ray of the sun, you project a blast of light from your open palm. You must succeed at a ranged touch attack to strike your target. A creature struck by this ray of light takes 1d8 points of damage per two caster level (maximum 5d8). Undead creatures take 1d6 points of damage per caster level (maximum 10d6), and undead creatures particularly vulnerable to sunlight, such as vampires, take 1d8 points of damage per caster level (maximum 10d8). Constructs and inanimate objects take only 1d6 points of damage per two caster level (maximum 5d6).

Summon Monster III (Conjuration/Summoning)

Sphere:		Summoning
Range:			25 ft. + 5 ft./2 levels
Components :		V,S,M
Duration:		1 round/level
Casting Time:		1 round
Area of Effect:	One or more summoned creatures, no two of which can be more 
than 30 ft. appart
Saving Throw:	None

	Same as the 1st-level priestly spell summon monster I, except you can summon one outsider from the 3rd-level list or 1d3 outsiders of the same type from the 2nd-level list, or 1d4+1 creatures of the same type from the 1st-level list.

Summon Monster 3rd-Level List
Celestial Black Bear		LG		Fiendish Boar		NE
Celestial Bison		NG		Fiendish Dire Bat	NE
Triton				NG		Fiendish Giant Lizard	NE
Celestial Dire Badger		CG		Salamander, Small	NE
Azer				LN		Fiendish Large Shark	NE
Elemental, Small		NN		Fiendish Small Snake Viper	CE
Thoqqua			NN		Fiendish Crocodile	CE
Fiendish Dire Weasel		LE		Dretch			CE
Fiendish Gorilla		LE		Fiendish Leopard	CE
Fiendish Snake Constrictor	LE		Fiendish Wolverine	CE

4th Level Spells

Enchanted Weapon (Enchantment/Charm)

Sphere:		Combat
Range:			Touch
Components :		V,S,M
Duration:		5 rounds/level
Casting Time:		1 turn
Area of Effect:	Weapon touched
Saving Throw:	None

	Same as the 4th-level wizardly spell enchanted weapon.
	The material component for the spell is the caster’s holy symbol.

Lesser Planar Ally (Conjuration/Summoning)

Sphere:		Summoning
Range:			25 ft. + 5 ft./2 levels
Components :		V,S,M
Duration:		Instantaneous
Casting Time:		1 turn
Area of Effect:	One summoned elemental or outsider of up to 8 HD
Saving Throw:	None

	By casting this spell, you request your deity to send you an elemental or outsider (of up to 8 HD) of the deity’s choice. If you serve no particular deity, the spell is a general plea answered by a creature sharing your philosophical alignment. If you know an individual creature’s name, you may request that individual by speaking the name during the spell (though you might get a different creature anyway).
	You may ask the creature to perform one task for you, and the creature may request some service in return. The more demanding your request, the greater return favor the creature ask for. This bargaining takes at least 1 round, so any actions by the creature begin in the round after it arrives. If you agree to the service, the creature performs the task you requested, reports back to you afterward (if possible), and returns to its home plane. You are honor bound to perform the return favor.
	A creature may accept some form of payment, such as magic item, in return for its service. The creature may keep it or may deliver the item to another member of your religion somewhere else, where it can help the religion’s cause.
	The material component for the spell is the caster’s holy symbol.

Order’s Wrath (Invocation/Evocation)

Sphere:		Law, Summoning
Range:			100 ft. + 10 ft./levels
Components :		V,S
Duration:		Instantaneous (1 round)
Casting Time:		4
Area of Effect:	Nonlawful creatures within a burst that fills a 30-ft. cube
Saving Throw:	½

	You channel lawful power to smite enemies. The power takes the form of a three-dimentional grid of energy. Only chaotic and neutral (not lawful) creatures are harmed by the spell.
	The spell deals 1d8 points of damage per caster level (maximum 5d8) to chaotic creatures and daze them for 1 round. A dazed creature can take no actions but suffers no penalties when attacked. A successful save vs. spell reduces the damage to half and negates the daze effect.
	The spell deals only half damage to ceratures who are neither chaotic nor lawful, and they are not dazed. They can reduce the damage in half (down to one-quarter of the roll) with asuccessful save vs. spell.

Status (Divination)

Sphere:		Divination
Range:			Touch
Components :		V,S
Duration:		1 hour/level
Casting Time:		4
Area of Effect:	One creature touched/three levels
Saving Throw:	Neg.

	When a cleric needs to keep track of comrades that may get separated, status allows him to mentally monitor their relative position and general condition. The cleric is aware of direction and distance to the creatures and their status: unharmed, wounded, disabled, staggered, unconscious, dying, dead, etc. Once the spell has been cast upon the subjects, the distance between then and the caster does not affect the spell as long as they are on the same plane of existence. If they leave it, the spell ceases to functionh for them.

Summon Monster IV (Conjuration/Summoning)

Sphere:		Summoning
Range:			25 ft. + 5 ft./2 levels
Components :		V,S,M
Duration:		1 round/level
Casting Time:		1 round
Area of Effect:	One or more summoned creatures, no two of which can be more 
than 30 ft. appart
Saving Throw:	None

	Same as the 1st-level priestly spell summon monster I, except you can summon one outsider from the 4th-level list or 1d3 outsiders of the same type from the 3rd-level list, or 1d4+1 creatures of the same type from the 2nd or 1st-level list.

Summon Monster 4th-Level List
Lantern Archon		LG	Imp			LE
Giant Owl			NG	Fiendish Dire Ape	LE
Giant Eagle			CG	Fiendish Dire Wolf	LE
Celestial Lion			CG	Hell Hound		LE
Small Tojanida		NN	Fiendish Medium-size
Small Xorn			NN		Viper		CE
Small Arrowhawk		NN	Howler		CE
Magmin			CN	Varguouille		NE

Chaos Hammer (Invocation/Evocation)

Sphere:		Chaos, Summoning
Range:			100 ft. + 10 ft./levels
Components :		V,S
Duration:		Instantaneous (1 round)
Casting Time:		4
Area of Effect:	Nonchaotic creatures within a burst that fills a 20-ft radius
Saving Throw:	½

You channel chaotic power to smite enemies. The power takes the form of a multicolored explosion of leaping, ricocheting energy. Only lawful and neutral (not chaotic) creatures are harmed by the spell.
	The spell deals 1d8 points of damage per caster level (maximum 5d8) to lawful creatures and staggers them for 1d6 rounds. A staggered creature can take only partial actions but suffers no penalties when attacked. A successful save vs. spell reduces the damage to half and negates the stagger effect.
	The spell deals only half damage to ceratures who are neither chaotic nor lawful, and they are not staggered. They can reduce the damage in half (down to one-quarter of the roll) with asuccessful save vs. spell.

Holy Smite (Invocation/Evocation)
Reversible

Sphere:		Combat, Summoning
Range:			100 ft. + 10 ft./levels
Components :		V,S
Duration:		Instantaneous (1 round)
Casting Time:		4
Area of Effect:	20-ft radius burst
Saving Throw:	½

You draw upon holy power to smite enemies. Only evil and neutral (not good) creatures are harmed by the spell.
	The spell deals 1d8 points of damage per caster level (maximum 5d8) to evil creatures and blinds them for 1 round. A successful save vs. spell reduces the damage to half and negates the blind effect.
	The spell deals only half damage to ceratures who are neither good nor evil, and they are not blind. They can reduce the damage in half (down to one-quarter of the roll) with asuccessful save vs. spell.
	The reverse of the spell, Unholy Blight, affects an area of 20-ft.-radius spread. You draw upon unholy power to smite enemies. Only good and neutral (not evil) creatures are harmed by the spell.
	The spell deals 1d8 points of damage per caster level (maximum 5d8) to good creatures and sickens them for 1d4 round. A sickened creature suffers a –2 penalty on attack, damage, save, and any check rolls. A successful save vs. spell reduces the damage to half and negates the sickening effect.
	The spell deals only half damage to ceratures who are neither good nor evil, and they are not sickened. They can reduce the damage in half (down to one-quarter of the roll) with asuccessful save vs. spell.

Divine Power (Evocation/Invocation)

Sphere:		Combat
Range:			0
Components :		V,S,M
Duration:		1 round/level
Casting Time:		4
Area of Effect:	The caster
Saving Throw:	None

	Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. You gain the base thaco of a fighter of your total character level, en enhancement bonus to Strength to raise your score to 18 (if it is not already 18 or higher), and 1 temporary hit point per level.
	The material component for the spell is the caster’s holy symbol.

5th Level Spells

Break Enchantment (Abjuration)

Sphere:		All, Numbers
Range:			25 ft. + 5 ft./2 levels
Components :		V,S
Duration:		Instantaneous
Casting Time:		5
Area of Effect:	Up to one creature per level, all within 30 ft. of each other
Saving Throw:	Special

	This dispelling spell frees creatures from enchantments, alterations, curses, and petrification (as well as other magical transformation). Break enchantment can reverse even an instantaneous effect, such as flesh to stone.
	The base chance of successfully dispelling is 11 or higher on 1d20. If the caster is higher level than the creator of the effect to be dispelled, the difference is substracted from this base number needed. If the caster is lower level, then the difference is added to the base. A die roll of 20 always succeeds and a die roll of 1 always fails.
	If the spell is one that, as a special property, cannot be dispelled by dispel magic, break enchantment works only if the spell is 5th level or lower.
	If the effect comes from some permanent magic item, such as a cursed sword, break enchantment does not remove the curse from the item but merely frees the victim from the item’s effects, leaving the item cursed.

Healing Circle (Necromancy)
Reversible

Sphere:		Healing
Range:			20ft. 
Components :		V,S
Duration:		Instantaneous
Casting Time:		8
Area of Effect:	All living allies and undead creatures within a 20-ft.-radius burst 
centered on you
Saving Throw:	½ 

	Positive energy spreads out in all directions from the point of origin, curing 1d8 +1 points of damage to nearby living allies.
	Like cure spells, healing circle damages undead in its area rather than curing them.
	The reverse of the spell, circle of doom, affects all living enemies and undead creatures within a 20-ft.-radius burst centered on you. Negative energy spreads out in all directions from the point of origin, dealing 1d8 +1 points of damage to nearby living enemies.
	Like inflict spells, circle of doom cures undead in its area rather than harming them.

Righteous Might (Alteration)

Sphere:		Combat
Range:			0 
Components :		V,S,M
Duration:		1 round/level
Casting Time:		5
Area of Effect:	The caster
Saving Throw:	None

	You grow to double your height, and your gear grows proportionally. This increase has the following effects:

•	You gain a +4 enlargement bonus to Strength
•	Your size becomes one step larger.
•	Mass increase by a factor of eight.
•	Weapons increase in size one step, increasing their damage as shown below.

Old damage		New Damage
1d2			1d3
1d3			1d4
1d4			1d6
1d6			1d8
1d8			2d6
1d10			2d6
1d12			2d8
2d8			2d10
3d6			3d8

Magical Properties of magic items that get bigger do not change.
The material component for the spell is the caster’s holy symbol.

Summon Monster V(Conjuration/Summoning)

Sphere:		Summoning
Range:			25 ft. + 5 ft./2 levels
Components :		V,S,M
Duration:		1 round/level
Casting Time:		1 round
Area of Effect:	One or more summoned creatures, no two of which can be more 
than 30 ft. appart
Saving Throw:	None

	Same as the 1st-level priestly spell summon monster I, except you can summon one outsider from the 5th-level list or 1d3 outsiders of the same type from the 4th-level list, or 1d4+1 creatures of the same type from the 3rd, 2nd or 1st-level list.

Summon Monster 5th-Level List
Celestial Brown Bear		LG	Yeth Hound			NE
Hound Archon		LG	Fiendish Dire Boar		NE
Celestial Orca Whale		NG	Fiendish Rhinoceros		NE
Celestial Pegasus		CG	Fiendish Large Shark		NE
Celestial Dire Lion		CG	Salamander			NE
Formian Warrior		LN	Shadow Mastiff		NE
Medium-size Elemental	NN	Fiendish Large Viperqq	CE
Any Mephit			NN	Quasit				CE
Medium-size Arrowhawk	NN	Fiendish Dire Wolverine	CE
Medium-size Tojanida	NN	Fiendish Giant Crocodile	CE
Achaierai			LE	Fiendish Tiger			CE
Fiendish Griffon		LE	Fiendish Girallon		CE
Fiendish Giant Constrictor		
	Snake			LE

Hallow (Invocation/Evocation)
Reversible

Sphere:		All, Wards
Range:			Touch
Components :		V,S,M
Duration:		Permanent
Casting Time:		1 day
Area of Effect:	10ft./level radius emanating from the touched point
Saving Throw:	None

	Hallow makes a particular site, building, or structure a holy site. This has four major effects.
	First, the site or structure is guarded by a protection from evil effect.
	Second, all turn undead checks gain a +4 sacred bonus and command undead checks suffer a –4 sacred penalty. Magic resistance does not apply to this effect. (note: This provision does not apply to the druid version of the spell.)
	Third, any dead body interred in a hallow site cannot be turned into an undead creature.
	Finally, you may choose to fix a single spell effect to the hallow site. The spell effect lasts for one year and functions throughout the entire consecrated site, regardless of the normal duration and area of effect. You may designate whether the effect applies to all creatures, creatures who share your faith or alignment, or creatures who adhere to another faith or alignment. At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting hallow again.
	Spell effects that may be tied to a hallow site include aid, bless, curse, cause fear, continual darkness, continual light, detect evil, detect magic, freedom of movement, invisibility purge, negative plane protection, resist fire/resist cold, dimensional anchor, detect lies, dispel magic, remove fear, tongues, zone of truth, silence 15’ radius, endure cold/endure heat, elemental protection, protection from earth, protection from wind, protection from fire. Magic resistance might apply to these spells’ effects. (See the individual spell descriptions for details.)
	An area can receive only one hallow (and its associated spell effect) at a time.
	The material components for the spell are the caster’s holy symbol and herbs, oils, and incense worth at least 1,000 GP, plus 1,000 GP per level of the spell to be included in the hallowed area.
	The reverse of the spell, Unhallow, makes a particular site, building, or structure a unholy site. This has three major effects.
	First, the site or structure is guarded by a protection from good effect.
	Second, all turn undead checks suffer a -4 sacred penalty and command undead checks gain a +4 sacred bonus. Magic resistance does not apply to this effect. (note: This provision does not apply to the druid version of the spell.)
	Finally, you may choose to fix a single spell effect to the hallow site. The spell effect lasts for one year and functions throughout the entire consecrated site, regardless of the normal duration and area of effect. You may designate whether the effect applies to all creatures, creatures who share your faith or alignment, or creatures who adhere to another faith or alignment. At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting hallow again.
	Spell effects that may be tied to a hallow site include aid, bless, curse, cause fear, continual darkness, continual light, detect evil, detect magic, freedom of movement, invisibility purge, negative plane protection, resist fire/resist cold, dimensional anchor, detect lies, dispel magic, remove fear, tongues, zone of truth, silence 15’ radius, endure cold/endure heat, elemental protection, protection from earth, protection from wind, protection from fire. Magic resistance might apply to these spells’ effects. (See the individual spell descriptions for details.)
	An area can receive only one unhallow (and its associated spell effect) at a time.
	Hallow counters or dispels unhallow and vice versa.
	The material components for the spell are the caster’s holy symbol and herbs, oils, and incense worth at least 1,000 GP, plus 1,000 GP per level of the spell to be included in the hallowed area.

Dispel Chaos (Abjuration)

Sphere:		Chaos, Protection, Summoning
Range:			Touch
Components :		V,S,M
Duration:		1 round/level
Casting Time:		8
Area of Effect:	Creature touched
Saving Throw:	Neg.

	As the 5th-level priest spell Dispel Evil except that it affects chaotic creatures and spells rather than evil ones.

Dispel Law (Abjuration)

Sphere:		Law, Protection, Summoning
Range:			Touch
Components :		V,S,M
Duration:		1 round/level
Casting Time:		8
Area of Effect:	Creature touched
Saving Throw:	Neg.

	As the 5th-level priest spell Dispel Evil except that it affects lawful creatures and spells rather than evil ones.

6th-Level Spells

Antilife Shell (Abjuration)

Sphere:		Animal, Protection, Summoning
Range:			10 ft.
Components :		V,S,M
Duration:		1 turn/level
Casting Time:		1 round
Area of Effect:	10-ft. emanation, centered on you
Saving Throw:	None

	You bring into being a mobile, hemispherical energy field that prevents the entrance of most sorts of living creatures. The effect hedges out animals, aberrations, beasts, magical beasts, dragons, fey, giants, humanoids, monstrous humanoids, oozes, plants, shapechangers, and vermins, but not constructs, elementals, outsiders, or undead.
	The material components for the spell is the caster’s holy symbol.
	Note: This spell may be used only defensively, not agressively; forcing an abjuration barrier against creatures whom the spell keeps at bay collapses the barrier.

Create Undead (Necromancy)

Sphere:		Necromantic
Range:			25 ft. + 5 ft./2 levels
Components :		V,S,M
Duration:		Permanent
Casting Time:		1 hour
Area of Effect:	One corpse
Saving Throw:	None

	A much more potent spell than animate dead, this evil spell allows you to create more powerful sorts of undead: gasts, ghouls, shadow, wights, and wraiths. The following types of undead can be created by casters of the specified levels:

Priest Level		Undead Created
11 or lower		Ghoul
12-13	Shadow
14-15	Ghast
16-19			Wight
20+			Wraith

You may create less powerful undead than your level would indicate if you choose. Doing this may be a good idea, because created undead are not automatically under the control of their animator. You may attempt to command the undead as it forms (See the Command undead entries).
	This spell must be cast at night.
	The material components for the spell are a clay pot filled with grave dirt and another filled with barkish water. The spell must be cast on a dead body, and the DM may assign specific requirements for various types of undead. You must place a black onyx gem worth at least 50 GP per HD of the undead to be created into the mouth or eye socket of each corpse. The magic of the spell turns these gems into worthless shells.

Planar Ally (Conjuration/Summoning)

Sphere:		Summoning
Range:			25 ft. + 5 ft./2 levels
Components :		V,S,M
Duration:		Instantaneous
Casting Time:		1 turn
Area of Effect:	Up to 16 HD worth of summoned elementals or outsiders, no two 
of which can be more than 30 ft. apart when they appear
Saving Throw:	None

	Same as the 4th-level priestly spell lesser planar ally, except that you may call a single creature of up to 16 HD or a number of creatures whose HD total no more than 16. The creatures, as a group, agree to perform one task for you and request one favor in return.

Summon Monster VI (Conjuration/Summoning)

Sphere:		Summoning
Range:			25 ft. + 5 ft./2 levels
Components :		V,S,M
Duration:		1 round/level
Casting Time:		1 round
Area of Effect:	One or more summoned creatures, no two of which can be more 
than 30 ft.appart
Saving Throw:	None

	Same as the 1st-level priestly spell summon monster I, except you can summon one outsider from the 6th-level list or 1d3 outsiders of the same type from the 5th-level list, or 1d4+1 creatures of the same type from the 4th, 3rd, 2nd or 1st-level list.

Summon Monster 6th-level List
Celestial Dire Bear		LG	Kyton				LE
Celestial Unicorn		CG	Barbazu			LE
Large Elemental		NN	Bezekira			LE
Rast				NN	Erinyes			LE
Xorn				NN	Belker				LE
Red Slaad			CN	Huge Fiendish Viper		CE
Chaos Beast			CN	

7th-Level Spells

Acid Fog (Invocation/Evocation)

Sphere:		Summoning, Elemental Air
Range:			100 ft. + 10 ft./level
Components :		V,S,M
Duration:		1 round/level
Casting Time:		1 round
Area of Effect:	Fog spreads 30 ft., 20 ft. high 
Saving Throw:	None

	Acid fog creates a billowing mass of misty vapors similar to the 1st-level wizardly spell wall of fog. In addition, this spell’s vapors are highly acidic. Each round, starting when you cast the spell, the fog deals 2d6 points of acid damage to creatures and objects within it.
	The material component for the spell is the caster’s holy symbol.

Animal Shape (Alteration)

Sphere:		Animal
Range:			25 ft. + 5 ft./2 levels
Components :		V,S,M
Duration:		1 hour/level
Casting Time:		7
Area of Effect:	One willing creature/level, all within 30 ft. of each other 
Saving Throw:	None

	As the 4th-level wizardly spell polymorph other, except you polymorph up to one willing creature per level into an animal of your choice; the spell has no effect on unwilling creatures. Recipients remain in the animal form until the spell expires or you dismiss the spell for all recipients. In addition, an individual subject may choose to resume her normal form (as a full-round action); doing so ends the spell for her and her alone.
	The allowed size of the animal form depends on your level:

Caster Level		Allowed Sizes
Up to 16th		Small or Medium-size
17th-19th		Tiny through Large
20th+			Diminutive through Huge

Creatures polymorphed by this spell don’t suffer the disorientation penalty that those transformed by polymorph other often do.
	The material component for the spell is the caster’s holy symbol.

Holy Word (Invocation/Evocation)
Reversible

Sphere:		Protection, Summoning
Range:			30 ft.
Components :		V
Duration:		Instantaneous
Casting Time:		7
Area of Effect:	Creatures in a 30 ft.-radius spread centered on you 
Saving Throw:	None

	Uttering holy word has two effects.
	If you are on your home plane, the spell instantly banishes nongood extraplanar creatures within the area back to their home planes. Creatures so banished cannot return for at least 1 day. This effect takes place regardless of whether the creatures hear the holy word.
	Creatures native to your plane who hear the holy word and are not good suffer the following ill effects:

HD			Effect
12 or more		Deafened
Less than 12		Blinded, deafened
Less than 8		Paralyze, blinded, deafened
Less than 4		Killed, paralyze, blinded, deafened

The effects are cumulative.
	Deafened:	The creature is deafened for 1d4 rounds.
	Blinded:	The creature is blinded for 2d4 rounds
	Paralyze:	The creature is paralyzed and helpless for 1d10 rounds, unable to move or act in any way.
	Killed:		Living creatures die. Undead creatures are destroyed.

The reverse of the spell, blasphemy, when uttered creates two effects.
	If you are on your home plane, the spell instantly banishes nonevil extraplanar creatures within the area back to their home planes. Creatures so banished cannot return for at least 1 day. This effect takes place regardless of whether the creatures hear the blasphemy.
	Creatures native to your plane who hear the blasphemy and are not evil suffer the following ill effects:

HD			Effect
12 or more		Dazed
Less than 12		Weakened, dazed
Less than 8		Paralyze, weakened, dazed
Less than 4		Killed

The effects are cumulative.
	Dazed:	The creature is dazed an can take no action for 1 round.
	Weakened:	The creature’s Strength score decreases by 2d6 points for 2d4 rounds.
	Paralyze:	The creature is paralyzed and helpless for 1d10 rounds, unable to move or act in any way.
	Killed:		Living creatures die. Undead creatures are destroyed.

Dictum (Invocation/Evocation)

Sphere:		Law, Protection, Summoning
Range:			30 ft.
Components :		V
Duration:		Instantaneous
Casting Time:		7
Area of Effect:	Creatures in a 30 ft.-radius spread centered on you 
Saving Throw:	None

	Uttering dictum has two effects.
	If you are on your home plane, the spell instantly banishes nonlawful extraplanar creatures within the area back to their home planes. Creatures so banished cannot return for at least 1 day. This effect takes place regardless of whether the creatures hear the dictum.
	Creatures native to your plane who hear the dictum and are not lawful suffer the following ill effects:

HD			Effect
12 or more		Deafened
Less than 12		Blinded, deafened
Less than 8		Paralyze, blinded, deafened
Less than 4		Killed, paralyze, blinded, deafened

The effects are cumulative.
	Deafened:	The creature is deafened for 1d4 rounds.
	Blinded:	The creature is blinded for 2d4 rounds
	Paralyze:	The creature is paralyzed and helpless for 1d10 rounds, unable to move or act in any way.
	Killed:		Living creatures die. Undead creatures are destroyed.

Word of Chaos (Invocation/Evocation)

Sphere:		Chaos, Protection, Summoning
Range:			30 ft.
Components :		V
Duration:		Instantaneous
Casting Time:		7
Area of Effect:	Creatures in a 30 ft.-radius spread centered on you 
Saving Throw:	None

	Uttering word of chaos has two effects.
	If you are on your home plane, the spell instantly banishes nonchaotic extraplanar creatures within the area back to their home planes. Creatures so banished cannot return for at least 1 day. This effect takes place regardless of whether the creatures hear the word of chaos.
	Creatures native to your plane who hear the word of chaos and are not chaotic suffer the following ill effects:

HD			Effect
12 or more		Deafened
Less than 12		Stunned, deafened
Less than 8		Confused, deafened
Less than 4		Killed, confused, stunned, deafened

The effects are cumulative.
	Deafened:	The creature is deafened for 1d4 rounds.
	Stunned:	The creature is stunned for 1 round. A stunned creature can’t act and lose any Dexterity bonus to AC.
	Confused:	The creature is confused, as the 7th-level priestly spell confusion, for 1d10 rounds. This is a mind-affecting enchantment..
	Killed:		Living creatures die. Undead creatures are destroyed.

Refuge (Alteration)

Sphere:		Protection
Range:			Touch
Components :		V,S,M
Duration:		Permanent until discharged
Casting Time:		7
Area of Effect:	Object touched
Saving Throw:	None

	You create a powerful magic in some specially prepared object – a statuette, a jeweled rod, a gem, etc. This object contains the power to instantaneously transport its possessor across any distance within the same plane to your abode. Once the item is altered, you must give it willingly to an individual and at the same time inform him of a command word to be spoken when the item is to be used. To make use of the item, the subject speaks the command word at the same time that he rends or breaks the item (a standard action). When this is done, the individual and all that he is wearing and carrying (up to a maximum of 50 lbs./level) are instantaneously transported to your abode. No other creatures are affected (aside from a familiar that is touching the subject).
	You can alter the spell when casting it so that it transports you to within 10 feet of the possessor of the item when it is broken and the command word spoken. You will have a general idea of the location and situation of the item possessor at the time the refuge spell is discharged, but once deciding to alter the spell in this fashion you have no choice whether or not to be transported.
	The material components for the spell are a specially prepared object, whose construction includes gems worth 1,500 GP

Summon Monster VII (Conjuration/Summoning)

Sphere:		Summoning
Range:			25 ft. + 5 ft./2 levels
Components :		V,S,M
Duration:		1 round/level
Casting Time:		1 round
Area of Effect:	One or more summoned creatures, no two of which can be more 
than 30 ft.appart
Saving Throw:	None

	Same as the 1st-level priestly spell summon monster I, except you can summon one outsider from the 7th-level list or 1d3 outsiders of the same type from the 6th-level list, or 1d4+1 creatures of the same type from the 5th, 4th, 3rd, 2nd or 1st-level list.

Summon Monster 7th-level List
Celestial Elephant		NG	Large Tojanida		NN
Avoral Guardinal		NG	Blue Slaad			CN
Djinni				CG	Hamatula			LE
Ravid				NN	Osyluth			LE
Huge Elemental		NN	Fiendish Dire Tiger		CE
Invisible Stalker		NN	Bebilith			CE
Large Xorn			NN	Giant Fiendish Octopus	CE
Large Arrowhawk		NN	

8th-Level Spells

Cloak of Chaos (Abjuration)

Sphere:		Chaos, Protection
Range:			20 ft.
Components :		V,S,M
Duration:		1 round/level
Casting Time:		8
Area of Effect:	One creature/level in a 20 ft.-radius burst centered on you
Saving Throw:	Special

	A random pattern of color surrounds the subjects, protecting them from attacks, granting them magic resistance cast by lawful creatures,  and confusing lawful creatures when they strike the subjects. This abjuration has four effects.
	First, the warded creatures gain a +4 deflection bonus to AC and a +4 resistance bonus to saves. This benefit applies against all attacks, not just against attacks by lawful creatures.
	Second, the warded creature gain 100% magic resistance against spells from the Law Sphere and spells cast by lawful creastures.
	Third, the abjuration blocks possession and mental influence.
	Finally, if a lawful creature succeeds with a melee attack against a warded creature, the offending attacker is confused for 1 round (save vs. spell + Wisdom bonus negates).
	The material component is a tiny reliquary containing some sacred relic, such as a scrap of parchment from a chaotic texte. The reliquary cost at least 500 GP. The reliquary is not consumed during the casting of the spell.

Create Greater Undead (Necromancy)

Sphere:		Necromantic
Range:			25 ft. + 5 ft./2 levels
Components :		V,S,M
Duration:		Permanent
Casting Time:		1 hour
Area of Effect:	One corpse
Saving Throw:	None

	As the 6th-level priestly spell create undead, except that this spell allows you to create more powerful and intelligent sorts of undead. The type of undead created is based on your level. The following types of undead can be created by casters of the specified level:

Cleric Level		Undead Created
15 or lower		Mummy
16-17	Spectre
18-19			Vampire
20+			Ghost

You may attempt to command the undead as it forms with a Command Undead check.
Certain types of undead, such as liches, cannot be created by this spell. Such undead are created in other, very specific ways.

Greater Planar Ally(Conjuration/Summoning)

Sphere:		Summoning
Range:			25 ft. + 5 ft./2 levels
Components :		V,S,M
Duration:		Instantaneous
Casting Time:		1 turn
Area of Effect:	Up to 24 HD worth of elementals and outsiders, no two of which 
can be more than 30 ft.  apart
Saving Throw:	None

	As lesser planar ally, except you may call a single creature of up to 24 HD or a number of creatures whose HD total no more than 24. Each creature gets a saving throw, makes independent attempts to escape, and must be persuaded to aid you individually.

Holy Aura (Abjuration)
Reversible

Sphere:		Protection
Range:			20 ft.
Components :		V,S,M
Duration:		1 round/level
Casting Time:		8
Area of Effect:	One creature/level in a 20 ft.-radius burst centered on you
Saving Throw:	Special

	A brillant divine radiance surrounds the subjects, protecting them from attacks, granting them magic resistance cast by evil creatures,  and blinding evil creatures when they strike the subjects. This abjuration has four effects.
	First, the warded creatures gain a +4 deflection bonus to AC and a +4 resistance bonus to saves. This benefit applies against all attacks, not just against attacks by evil creatures.
	Second, the warded creature gain 100% magic resistance against evil spells (reverse forms) and spells cast by evil creatures.
	Third, the abjuration blocks possession and mental influence.
	Finally, if an evil creature succeeds with a melee attack against a warded creature, the offending attacker is blinded (save vs. spell negates).
	The material component is a tiny reliquary containing some sacred relic, such as a scrap of parchment from a holy texte. The reliquary cost at least 500 GP. The reliquary is not consumed during the casting of the spell.
The reverse of the spell, unholy aura, surrounds the subjects in a  malevolent darkenss, protecting them from attacks, granting them magic resistance cast by good creatures,  and weakening good creatures when they strike the subjects. This abjuration has four effects.
	First, the warded creatures gain a +4 deflection bonus to AC and a +4 resistance bonus to saves. This benefit applies against all attacks, not just against attacks by good creatures.
	Second, the warded creature gain 100% magic resistance against good spells (nonreverse forms) and spells cast by good creatures.
	Third, the abjuration blocks possession and mental influence.
	Finally, if a good creature succeeds with a melee attack against a warded creature, the offending attacker is weakened and takes 1d6 points of temporary Strength damage (save vs. spell negates).
	The material component is a tiny reliquary containing some sacred relic, such as a scrap of parchment from a unholy texte. The reliquary cost at least 500 GP. The reliquary is not consumed during the casting of the spell.

Mass Heal (Necromancy)

Sphere:		Healing
Range:			25 ft. + 5 ft./2 levels
Components :		V,S
Duration:		Permanent
Casting Time:		1 round
Area of Effect:	One or more creature no two of which can be more than 30 ft apart
Saving Throw:	None

	As heal, except as noted above.

Shield of Law (Abjuration)

Sphere:		Law, Protection
Range:			20 ft.
Components :		V,S,M
Duration:		1 round/level
Casting Time:		8
Area of Effect:	One creature/level in a 20 ft.-radius burst centered on you
Saving Throw:	Special

	A dim, blue glow surrounds the subjects, protecting them from attacks, granting them magic resistance cast by lawful creatures,  and slowing chaotic creatures when they strike the subjects. This abjuration has four effects.
	First, the warded creatures gain a +4 deflection bonus to AC and a +4 resistance bonus to saves. This benefit applies against all attacks, not just against attacks by chaotic creatures.
	Second, the warded creature gain 100% magic resistance against spells from the Chaos Sphere and spells cast by chaotic creatures.
	Third, the abjuration blocks possession and mental influence.
	Finally, if a chaotic creature succeeds with a melee attack against a warded creature, the offending attacker is slowed (save vs. spell + Wisdom bonus negates or affected as per the 3rd-level wizardly spell slow).
	The material component is a tiny reliquary containing some sacred relic, such as a scrap of parchment from a lawful texte. The reliquary cost at least 500 GP. The reliquary is not consumed during the casting of the spell.

Summon Monster VIII (Conjuration/Summoning)

Sphere:		Summoning
Range:			25 ft. + 5 ft./2 levels
Components :		V,S,M
Duration:		1 round/level
Casting Time:		1 round
Area of Effect:	One or more summoned creatures, no two of which can be more 
than 30 ft.appart
Saving Throw:	None

	Same as the 1st-level priestly spell summon monster I, except you can summon one outsider from the 8th-level list or 1d3 outsiders of the same type from the 7th-level list, or 1d4+1 creatures of the same type from the 6th, 5th, 4th, 3rd, 2nd or 1st-level list.

Summon Monster 8th-level List
Lillend				CG	Cornugon			LE
Formian Taskmaster		LN	Giant Fiendish Squid		LE
Janni				NN	Large Salamander		NE
Greater Elemental		NN	Succubus			CE
Barghest			LE

Mind Blank (Abjuration)

Sphere:		Protection
Range:			25 ft. + 5 ft./2 levels
Components :		V,S
Duration:		1 day
Casting Time:		8
Area of Effect:	One creature
Saving Throw:	Neg.

	The subject is protected from all devices and spells that detect’ influence, or read emotions or thoughts. This spell protects against all mind-affecting spells and effects as well as information gathering by divination spells or effects. Mind blank even foils limited wish, miracle, and wish when they are used in such a way as to affect the subject’s mind or to gain information about him. In the case of scrying that scans an area that the creature is in, such as clairvoyance, the spell works but the creature simply isn’t detected. Scrying attempts that are targeted specifically at the subject do not work at all.

Anti-magic Shell (Abjuration)

Sphere:		Protection
Range:			10 ft.
Components :		V,S,M
Duration:		1 turn/level
Casting Time:		8
Area of Effect:	10 ft.-radius emanation, centered on you
Saving Throw:	None

	Same as the 6th-level wizardly spell anti-magic shell.
	The material component for the spell is the caster’s holy symbol.

Discern Location (Divination)

Sphere:		Divination
Range:			Unlimited
Components :		V,S,M
Duration:		Instantaneous
Casting Time:		1 turn
Area of Effect:	One creature or object
Saving Throw:	None

	A discern location spell is among the most powerful means of locating creatures or objects. Nothing short of the direct intervention of a deity keeps you from learning the exact location of a single individual or object. Discern location circumvents normal means of protection from scrying or location. The spell reveals the name of the location (place, name, business name, building name, or the like), community, country (or similar political division), continent, and plane where the subject lies.
	To find a creature with the spell, you must have seen the creature or have some item that once belonged to it. To find an object, you must have touched the object at least once.
	The material component for the spell is the caster’s holy symbol.

Protection from Magic (Abjuration)

Sphere:		Protection
Range:			Touch
Components :		V,S,M
Duration:		1 turn/level
Casting Time:		8
Area of Effect:	Up to one creature/four levels touched
Saving Throw:	Neg.

	Subjects gain a +40% magic resistance against spells and spell-like abilities.
The material components for the spell are a diamond of at least 500 GP value, which must be crushed and sprinkles over the spell recipients and one 1,000 GP diamond per creature granted the protection. Each recipient must carry one such gem for the duration of the spell. If a recipient loses the gem, the spell ceases to affect him. The 1,000 GP diamond are not consumed by the spell.

Command Plant (Enchantment/Charm)

Sphere:		Charm, Plant
Range:			25 ft. + 5 ft./2 levels
Components :		V
Duration:		1 day/level or 1 hour/level (see texte)
Casting Time:		8
Area of Effect:	Plants and plant creatures
Saving Throw:	Special

	Plants, fungi, plant creatures, and fungus creatures do your bidding.
	Charm:	Against plant creatures and fungus creatures, command plant functions as the 8th-level wizardly spell mass charm. You can command a number of plant creatures whose combined level or HD do not exceed three times your level (or at least one creature regardless of HD). No two creatures can be more than 30 feet from each other, and each is allowed a saving throw (Wisdom bonus applies) vs. spell to negate the effect. The effect last one day per caster level.
	Animate:	The spell imbues trees or other large, inanimate vegetable life with mobility. The animated plants then attack whomever or whatever you first designate. Animated plants gain human-like senses. The plant’s AC, speed, attacks, and special abilities vary with their size and form as followed:

					Plant Size
	Tiny	Small	Medium	Large	Huge	Garguantuan	Colossal
HD	½ d10	1d10	2d10		4d10	8d10	16d10		32d10
MV	8	6	6		5	5	2		2
AC	6	6	6		6	7	8		9
DMG	1d3-1	1d4	1d6+1		1d8+4	2d6+7	2d8+10	4d6+13

You can animate two trees, four scrubs, or eight vines. All plants to be affected must be within 60 feet of each other. You can animate different types of plants if desired. Creatures who have the plants in their possession can prevent the effect with a save vs. spell. The effect last one hour per caster level.
	Entangle:	You imbue all plants within range with semimobility, which allows them to entwine around creatures in the area. This duplicates the effect of the 1st-level priestly spell entangle. Magic resistance does not keep creatures from being entangled. The effect last one hour per caster level.

9th-Level Spells

Astral Projection (Necromancy)

Sphere:		Astral
Range:			Touch
Components :		V,S,M
Duration:		Special
Casting Time:		3 turns
Area of Effect:	The caster + 1 additional creature touched per two levels
Saving Throw:	None

	Freeing your spirit from your physical body, this spell allows you to project an astral body into another plane altogether. You can bring the astral forms of other ceratures with you, provided the creatures are linked in a circle with you at the time of the casting. These follow travelers are dependent upon you and must accompany you all the times. If something happens to you during the journey, the companions are stranded wherever you left them.
	You project your astral self into the Astral Plane, leaving your physical body behind on the Material Plane in a state of suspended animation. The spell projects an astral copy of you and all you wear or carry onto the Astral Plane. Since the Astral Plane touches upon other planes, you can travel astrally to any of these other planes as you will. You then leave the Astral Plane, forming a new physical body (and equipement) on the plane of existance you have chosen to enter.
	When on the Astral Plane or another plane, your astral body is connected at all times to your material by a silvery cord. If the cord is broken, you are killed, astrally and materially. Luckily, very few things can destroy a silver cord. When a second body is formed on a different plane, the incorporeal silvery cord remains invisibly attached to the new body. If the second body or the astral form is slain, the cord simply returns to your body where it rests on the Material Plane, reviving it from its state of suspended animation. Although astral projections are able to function on the Astral Plane, their actions affect only creatures existing on the Astral Plane; a physical body must be materialized on other planes.
	You and your companions may travel through the Astral Plane indefinitely. Your bodies simply wait behind in a state of suspended animation until you choose to return your spirits to their physical bodies. The spell last until you desire to end it, or until it is terminated by some outside means, such as dispel magic cast upon either the physical body or the astral form, or the destruction of your body back on the Material Plane (which kills you).
	The material components for the spell are a jacinth worth at least 1,000 GP, plus a silver bar worth 5 GP for each person to be affected.

Implosion (Invocation/Evocation)

Sphere:		Combat, Necromantic
Range:			25 ft. + 5 ft./2 levels
Components :		V,S
Duration:		Concentration (up to 4 rounds)
Casting Time:		9
Area of Effect:	One corporeal creature/round
Saving Throw:	Neg.

	You create a destructive resonance in a corporeal creature’s body. For each round you concentrate, you cause one creature to collapse in on itself, killing it. (This effect, being instantaneous, cannot be dispelled.)
	You can target a particular creature only once with each casting of the spell.
	Implosion has no effect on creature in gaseous form or on incorporeal creatures.

Miracle (Conjuration/Summoning, Invocation/Evocation)

Sphere:		Creation, Summoning
Range:			Special
Components :		V,S
Duration:		Special
Casting Time:		9
Area of Effect:	Special
Saving Throw:	Special

	You don’t so much cast a miracle as request one. You state what you would like to have happen and request that your deity (or the power you pray for spells) intercede. The DM then determines the particular effect of the miracle.
	A miracle can do any of the following:

•	Duplicate any cleric spell of up to 8th level.
•	Duplicate any other spell of up to 7th level.
•	Undo a harmful effects of certain spells, such as feeblemind or insanity.
•	Have any effect whose power level is in line with the above effects.

If the miracle has any of the above effects, casting it carries no experience point cost.
	Alternatively, the cleric can make a very powerful request. Casting such a miracle cost the cleric 5,000 XP because of the powerful divine energies involved. Examples of especially powerful miracles of this sort could include:

•	Swinging the tide of a battle in your favor by raising fallen allies to continue fighting until the end of the battle.
•	Moving you and your allies, with all your and their gears, from one plane to another through planar barriers to a specific locale with no chance of error.
•	Protecting a city from an earthquake, volcanic eruption, flood, or other major natural disaster.

In any event, a request that is out of line with the deity’s (or alignment) nature is refused.
	A duplicated spell allows saving throws and magic resistance as normal (but they are treated as 9th level spells). When a miracle duplicates a spell that has an XP cost, you must pay that cost. When a miracle spell duplicates a spell with a material component that cost more than 100 GP, you must provide that component.

Storm of Vengeance (Conjuration/Summoning)

Sphere:		Weather
Range:			400 ft. + 40 ft./level
Components :		V,S
Duration:		Concentration (maximum 1 turn)
Casting Time:		1 round
Area of Effect:	360 ft.-radius storm cloud
Saving Throw:	Special

	This spell creates an enormous black storm cloud. Lightning and crashing claps of thunder appear within the storm. Creatures beneath the cloud must succeed at a save vs. death or be deafened for 1d4 x 10 rounds.
	If you do not maintain concentration on the spell after casting it, the spell ends. If you continue to concentrate, the spell generates additional effects in each following round, as noted below. Each effect occurs during your turn.
	Second round: Acid rain down in the area, dealing 1d6 points of acid damage. No save is allowed.
	Third round:	You call six bolts of lightning down from the could. You decide where the bolt strike. All may be directed at a single target, or they may be directed at up to six separate targets. Each bolt deals 10d6 points of electricity damage. Creatures struck can attempt a save vs. spell for half damage.
	Fourth round:	Hailstones rain down in the area, dealing 5d6 points of damage (no save).
	Fifth through tenth rounds:	Violent rain and wind gusts reduce visibility. The rain obscure all sight, including darkvision, beyond 5 feet. A creature 5 feet away has one-half concealment (attack suffer a 20% miss chance). Creatures farther away haveg total concealment (50% miss chance, and the attacker cannot use sight to locate target). Speed is reduced by three-quarters. Ranged attacks within the area of the storm are impossible. Spells cast within the area are disrupted unless the caster succeeds at a Concentration check.

Summon Monster IV (Conjuration/Summoning)

Sphere:		Summoning
Range:			25 ft. + 5 ft./2 levels
Components :		V,S,M
Duration:		1 round/level
Casting Time:		1 round
Area of Effect:	One or more summoned creatures, no two of which can be more 
than 30 ft.appart
Saving Throw:	None

	Same as the 1st-level priestly spell summon monster I, except you can summon one outsider from the 9th-level list or 1d3 outsiders of the same type from the 8th-level list, or 1d4+1 creatures of the same type from the 7th, 6th, 5th, 4th, 3rd, 2nd or 1st-level list.

Summon Monster 9th-level List
Lammasu			LG	Xill				LE
Coualt				LG	Rakshasa			LE
Astral Deva			NG	Gelugon			LE
Ghaele Eladrin		CG	Night Hag			NE
Elder Elemental		NN	Nightmare			NE
Large Barghest		LE	Vrock				CE

True Resurrection (Necromancy)

Sphere:		Necromantic
Range:			Special (Touch)
Components :		V,S,M
Duration:		Permanent
Casting Time:		1 turn
Area of Effect:	Special(Creature touched)
Saving Throw:	None

	Same as the 7th-level priestly spell resurrection, except that it can even bring back creatures whose bodies have been wholly destroyed, provided you unambiguously identify the deceased in some fashion (reciting the deseaced’s time and place of birth or death is the most common method).
	Upon completion of the spell, the creature is immediately restored to full hit point, vigor, and health, with no loss of level (or Constitution point) or prepared spells.
	You can revive someone killed by a death effect or someone who has been turned into an undead creature and then destroyed.
	Even true resurrection can’t restore to life a creature who has died of old age.
	The material components for the spell are the caster’s holy symbol, a sprinkle of holy water and a diamond worth at least 5,000 GP.

Gate (Conjuration/Summoning)

Sphere:		Summoning
Range:			100 ft. + 10 ft./level
Components :		V,S
Duration:		Special
Casting Time:		9
Area of Effect:	Special
Saving Throw:	None

	Same as the 9th-level wizardly spell gate.

Soul Bind (Necromancy)

Sphere:		Necromantic
Range:			25 ft. + 5 ft./2 levels
Components :		V,S,M
Duration:		Permanent
Casting Time:		9
Area of Effect:	One Corpse
Saving Throw:	Neg.

	You draw the soul from a newly dead body and imprison it in a black sapphire gem. The subject must have been dead no more than 1 round per caster level. The soul, once trapped in the gem, cannot be returned through clone, raise dead, reincarnation, resurrection, true resurrection, or even a miracle or a wish. Only by destroying the gem or dispelling the spell on the gem can one free the soul (which is then still dead).
	The material component for the spell is a black sapphire of at least 1,000 GP value for every Hit Die possessed by the creature whose soul is to be bound. If the gem is not valuable enough, it shatters when the binding is attempted. The sapphire are not consumed at the end of the spell. (While characters have no concept of level or Hit Die as such, the calue of the gem needed to trap an individual can be researched. Remember that this value can change over time as characters advance.)

Elemental Swarm (Conjuration/Summoning)

Sphere:		Summoning/Elemental
Range:			100 ft. + 10 ft./level
Components :		V,S
Duration:		1 turn/level
Casting Time:		9
Area of Effect:	1 turn
Saving Throw:	None

	This spell opens a portal to an Elemental Plane. A druid can choose which plane (air, earth, fire, or water); a cleric opens a portal to the plane matching his deity. You can then summon elementals from that plane.
	When the spell is complete, 2d4 elementals appear (one size smaller than normal elemental with 2/3 of their total Hit Die). Ten minutes later, 1d4 normal elemental appears. Ten minutes after that, one greater elemental appears. Each elemental has at least 5 hit points per HD. Once the elementals appear, they serve you for the duration of the spell.
	The elementals obey you explicitly and never attack you, even if someone else manages to gain control over them. You do not need to concentrate to maintain control over the elementals. You can dismiss them singly or in groups at any time.
	When you use a summoning spell to summon an air, earth, fire, or water creature, it is a spell of that type. For example, elemental swarm is a fire spell when you cast it to summon fire elementals and a water spell when you use it to summon water elementals.

Shapechange (Alteration)

Sphere:		Animal
Range:			0
Components :		V,S,M
Duration:		1 turn/level
Casting Time:		9
Area of Effect:	The caster
Saving Throw:	None
Same as the 9th-level wizardly spell shape change, except that the assumed form can be no smaller than a flea and no larger than 200 feet in its largest dimension. 
The material component is a jade circlet worth no less than 5,000 GP, which you must place on your head when casting the spell. (The circlet melds into you new form when you shape change) The circlet is not consumed when the spell expires.

Foresight (Divination)

Sphere:		Divination
Range:			Personal or touch
Components :		V,S,M
Duration:		1 turn/level
Casting Time:		9
Area of Effect:	Special
Saving Throw:	Neg.

	This spell grants you a powerful sixth sense in relation to yourself or another. Once the spell is cast, you receive instantaneous warning of impending danger or harm to the subject of the spell. Thus, if you are the subject of the spell, you would be warned in advance if a rogue were about to attempt a backstab on you, or if a creature were about to leap out from an unexpected direction, or if an attacker were specifically targeting you with a spell or ranged weapon. You are never surprised or flat-footed. In addition, the spell gives you a general idea of what action you might take to best protect yourself – duck, jump right, close your eyes, and so on – and gives you a +2 insight bonus to AC and saves where dexterity bonuses applies. This insight bonus is lost whenever you would lose a Dexterity bonus to AC.
	When another creature is the object of the spell, you receive warnings about that creature. You must communicate what you learn to the other creature for the warning to be useful, and it can be caught unprepared in the absence of such a warning. Shouting a warning, yanking a person back, and even telepathically communicating (via an appropriate spell) can all be accomplished before some danger befalls the spell subject, provided you act on the warning without dealy. The subject, however, does not gain the insight bonus to AC and saves.
	The material components are the caster’s holy symbol and a hummingbird’s feather.

Shambler (Conjuration/Summoning)

Sphere:		Plant, Summoning
Range:			100 ft. +10 ft./level
Components :		V,S
Duration:		Seven days or seven months
Casting Time:		9
Area of Effect:	Three or more shambling mounds, no two of which can be more 
than 30 ft. apart
Saving Throw:	None

	Shambler creates 1d4+2 shambling mounds of 11 HD. The creatures willingly aid you in combat or battle, perform a specific mission, or serve as bodyguards. The creatures remain with you for seven days unless you dismiss them. If the shamblers are created only for guard duty, however, the duration of the spell is seven mounths. In this case, the shamblers can only be ordered to guard a specific site or location. Shamblers summoned to guard duty cannot move outside the spell’s range, which is measured from the point where each first appeared.

Prismatic Sphere (Abjuration, Conjuration/Summoning)

Sphere:		Protection
Range:			0
Components :		V
Duration:		1 turn/level
Casting Time:		9
Area of Effect:	10-ft.-radius sphere centered on you
Saving Throw:	Special

	Same as the 9th-level wizardly spell Prismatic sphere.

Time Stop (Alteration)

Sphere:		Time
Range:			0
Components :		V
Duration:		Special
Casting Time:		9
Area of Effect:	The caster
Saving Throw:	None

	Same as the 9th-level wizardly spell Time Stop.

Greater Restoration (Necromancy)

Sphere:		Necromantic
Range:			Touch
Components :		V,S
Duration:		Permanent
Casting Time:		9
Area of Effect:	Creature touched
Saving Throw:	None

	As restoration, except the spell dispels all negative energy levels afflicting the healed creature, restoring the creature to the highest level it had previously achieved. This reverses level drains by a force or creature. The drained levels are restored only if the time since the creature lost the level is no more than 1 week per caster level.
	Greater restoration also dispels all magical effects penalizing the character abilities, cures all temporary ability damage, and restores all points permanently drained from all ability scores. It also removes all forms of insanity, confusion, and similar mental effects. Greater restoration does not restore levels or Constitution points lost due to death.
	The material components for the spell are the caster’s holy symbol and a lost of 500 XP.