Priest Spells by Sphere
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Divinity
- 0th-level
- Detect Evil: You detect creatures of evil alignment. Does not reveal hidden creatures.
- Detect Portals: You detect portals of all kinds, as well as learning which visible creatures have been summoned or are from another plane.
- Sacred Flame: You conjure a white flame in your hand which illuminates as a torch but produces no heat. You can attack with it: major, range 5, vs Fort, 1d6 holy fire damage to an undead creature or extraplanar creature.
- 1st-level
- Bless: Emanation 10, allies gain +1 to attacks and defenses. Duration: encounter.
- Boon of Fire: Swift, range 10, subject's weapon is wreathed in fire which only harms your enemies. Subject's next successful melee attack inflicts 5 bonus fire damage. Duration: encounter, or until expended.
- Mantle of Light: Swift, range 10, subject gains a glowing mantle of magical energy. If struck for damage in melee, the mantle bursts into brilliant light, blinded the attacker for 1 round. Duration: encounter, or until expended.
- Protection from Evil: Touch, subject gains +2 to defenses against Evil creatures, immunity to contact and mental control by summoned creatures. Duration: encounter.
- Sanctuary: Swift; you are immune to targeted spells and attacks until you attack; Will negates; duration: encounter.
- Searing Light: Range 10, vs Ref, 1d6/level holy damage.
- 2nd-level
- Bane: Swift, range 10, vs Will, subject suffers -2 to attacks and defenses. Duration: encounter.
- Lance of Fire: Range 10, vs Ref, 1d6/level fire damage, push 5.
- Mantle of Flame: Swift, range 10, subject gains a mantle of heatless flame. If struck for damage in melee, the mantle bursts into flames, inflicting 2d6 fire damage to the attacker and any other enemies within 1 square of subject. Duration: encounter, or until expended.
- Shatter: Range 10, destroy one object (medium or smaller) or all objects in burst 4 (tiny or smaller); Will negates if held or magical. Or: 1d6/level versus crystalline creature.
- Unsummon: Range 10, vs Will, unsummons a summoned creature.
- 3rd-level
- Boon of Righteousness: Swift, range 10, subject's next weapon attack inflicts 10 bonus holy damage.
- Crown of Fire: Close burst 5, vs Ref, evil creatures suffer 1d6/level fire damage.
- Circle against Evil: Circle 2, all within gain Protection from Evil. Evil summoned creatures cannot cross the circle.
- Holy Rain: Range 20, circle 10; 2d6 holy damage per round to evil creatures, double damage vs. undead and extraplanar creatures; duration: encounter.
- Lightning Strike: Range 10, vs Fort, 1d6/level lightning damage plus stun for 1 round.
- Mantle of Justice: Swift, range 10, subject gains a glowing mantle of golden light. If struck for damage in melee, the attacker suffers an amount of holy damage equal to the damage of his own attack. Duration: encounter, or until expended.
- Shibboleth: Close burst 5, vs Will, strips any disguise or protection from divinations that discern alignment or home plane from extraplanar subjects.
- 4th-level
- Dimensional Anchor: Range 10, Int vs Will, target may not dimensionally travel. Duration: encounter.
- Dismissal: Range 10, vs Will, extraplanar creature returns to its home plane (save negates).
- Holy Smite: Range 10, vs Ref, 1d6/level holy damage plus blind 1 round.
- Mantle of Stunning: Swift, range 10, subject gains a glowing mantle of crackling lightning. If struck for damage in melee, the attacker suffers 4d6 lightning damage, and is stunned for 1 round.
- Remove Curse: Range 10, dispels any one curse. If curse is permanent, you must roll a caster level check, DC 15+caster level of the curse.
- 5th-level
- Boon of Divine Power: Swift, range 10, subject's next weapon or magical attack inflicts 50% more damage.
- Dispel Evil: Range 10, removes any one ongoing effect caused by an evil creature.
- Flame Strike: Range 10, burst 2, vs Ref, 1d6/level fire damage plus radial push 2 plus prone.
- Mantle of Resurgence: Swift, range 5, subject gains a glowing mantle of radiance; if struck for damage and reduced to bloodied or wounded state, he is healed for enough vitality to remove the bloodied state, or enough wounds to remove the wounded state. Applies the resurged status, meaning the subject cannot receive the benefit of another spell applying this status for the rest of the encounter. Duration: encounter, or until expended.
- Planar Blockade: Emanation 10, no creatures can be summoned, nor can anyone plane shift or gate into the area. Duration: reserve.
- 6th-level
- Banishment: Range 10, vs Will, extraplanar creature returns to its home plane and cannot return for 24 hours (save negates).
- Circle of Warding: Circle 5, evil extraplanar creatures cannot cross the circle, even with teleportation, nor can any attack or effect they produce cross the circle. However, if the circle is crossed by anything (including a melee attack or spell), the spell ends.
- Holy Storm: Range 20, circle 10; 5d6 holy damage per round to evil creatures, double damage vs. undead and extraplanar creatures; duration: encounter.
- Mantle of Doom: Swift, range 5, subject gains a mantle of dark energy; if struck for damage, the attacker must save or suffer 2d6/level shadow damage. Duration: encounter, or until expended.
- Spear of Wrath: Range 10, vs Ref, 1d6/level weapon damage plus 1d6/level lightning damage plus immobilized by a giant spear from the heavens, save ends.
- 7th-level
- Destruction: Range 10, vs Fort, 2d6/level holy damage, subject disintegrated if reduced to 0 Vitality.
- Dimension Lock: Emanation 20, all dimensional travel is blocked. Duration: reserve.
- Holy Word: Close burst 10, vs Will, extraplanar creatures return to their home plane (save negates), plus evil creatures are stunned and blinded (save negates each individually).
- Mantle of Righteousness: Swift, range 5, subject gains a brilliant mantle of white light; if struck for damage, the subject gains +10 divine bonus to attack power and a +5 bonus to firepower for the rest of the encounter. Duration: encounter, or until expended.
- 8th-level
- Fire Storm: Close burst 10, vs Ref, 1d6/level fire damage plus slide 3, sustain minor.
- Holy Aura: Emanation 8, allies gain +4 to defenses and spell resistance 10+level.
- Mantle of Awe: Swift, range 5, subject gains a mantle of pure divine presence; all enemies who look upon him are shaken, save ends. If an enemy attempts to attack the target, he is panicked, save ends. Duration: encounter, or until expended.
- Wall of the Faithful: As Wall of Force, but creatures you designate can ignore the wall for movement and attacks.
- 9th-level
- Divine Imprisonment: Touch, vs Will, subject is imprisoned in a plane of opposite alignment, can only be freed with Freedom or a miracle. (Save negates)
- Implosion: Emanation 2, vs Fort, 2d6/level holy damage, plus emanation 10, pull 3. Sustain minor.
- Light of Judgment: Emanation 10, vs Will, 1d6/level holy damage plus evil creatures are paralyzed, save ends, sustain minor.
- Mantle of Divinity: Swift, range 5, subject gains a mantle of pure divine power. If an enemy attempts to attack the subject, he suffers 2d6/level holy damage. Duration: encounter.
Grace
- 1st-level
- Bless Weapon: Touch, weapon gains +1 enhancement bonus attacks and damage, and is aligned; duration: encounter.
- Divine Favor: Reserve; grants +1/6 levels divine bonus to attacks and damage.
- Shelter: Emanation 5, subjects are protected against all weather effects, such as extremes in temperature, wind, and precipitation.
- 2nd-level
- Boon of Expertise: Swift, range 10, subject's next attack gains +5 to critical threat range. Duration: encounter, or until expended.
- Divine Inspiration: Reserve; grants +4 enhancement to Wisdom.
- Resist Energy: Range 5, subject gains resistance 10+level to a chosen energy type (fire, cold, lightning), duration: reserve.
- Shield of Faith: Reserve; grants +1/3 levels deflection bonus to AC.
- 3rd-level
- Blessed Weapons: Close burst 10; allies' weapons gain +1 divine bonus to hit/dmg and are aligned. Duration: encounter.
- Ghost Touch: Reserve; touched weapon gains the ability to strike incorporeal creatures (ghost touch weapon).
- Magic Vestment: Reserve; subject's clothing or armor gains +1/3 levels enhancement bonus to AC.
- Protection from Energy: Range 5, subject gains immunity to a chosen energy type (fire, cold, lightning), which can block up to 10 damage per level before it fails. Duration: 24 hours, or until it fails.
- Water Breathing: Touch, one target/level can breathe underwater, duration: 4 hours.
- 4th-level
- Death Ward: Range 5, subject becomes immune to negative energy effects, including: death, ability damage, ability drain, and negative levels. Lasts until it blocks one such effect per level. Duration: 24 hours or until expended.
- Divine Power: Swift, you gain your Wisdom bonus to attack rolls, and +1/level to weapon damage, as well as a Damage Buffer of 10+1/level points. Duration: encounter.
- Freedom of Movement: Range 5, subject becomes immune to movement-impairing effects. Duration: encounter.
- Spell Immunity: Reserve, grants immunity to one chosen spell of 1st, 2nd, 3rd, and 4th level.
- 5th-level
- Spell Resistance: Reserve, grants spell resistance 10+level.
- 6th-level
- Greater Divine Inspiration: Reserve; you and one ally/level gain +6 enhancement to Wisdom.
- Righteous Might: You transform into a large, armored knight. As Divine Power, except you gain +6 Strength, are granted a large weapon of your deity's favored type (with which you become proficient), and plate armor granting a +8 armor bonus to AC. Duration: encounter.
- 7th-level
- Soul Shield: Swift, range 5, subject becomes immune to all negative energy effects, as well as anything that effects the soul (such as Soul Bind). Duration: 1 minute/level.
- 8th-level
- Greater Spell Immunity: As Spell Immunity, but also protects against a 5th, 6th, 7th, and 8th level spell.
- 9th-level
- Miracle: Duplicate any spell for 1,000 XP. Do grander things for 5,000 XP.
Healing
- 1st-level
- Boon of Healing: Swift, range 10, subject's next successful attack restores 50% of the damaged caused.
- Cure Light Wounds: Major, range 5, heals 1d8+1/level.
- 2nd-level
- Renewal: Swift, range 5, subject is healed for 1d8+1/level each round for 3 rounds.
- Exorcism: Major, range 5, subject is healed of any temporary negative energy effect (such as ability penalty or damage, temporary negative levels), can remove possessing creatures (Will negates, plus opposed level+Charisma).
- Cure Moderate Wounds: Major, range 5, heals 2d8+2/level.
- 3rd-level
- Cleansing: Major, range 5, removes any disease or poison from target. Removes all ability damage to one ability score.
- Cure Serious Wounds: Major, range 5, heals 3d8+3/level.
- 4th-level
- Cure Critical Wounds: Major, range 5, heals 4d8+4/level.
- Greater Renewal: Swift, range 5, subject is healed for 2d8+2/level each round for 3 rounds.
- Greater Exorcism: Major, range 5, subject is healed of any temporary or permanent negative energy effect (such as ability penalty or damage, ability drain, or negative levels), can remove possessing creatures (opposed level+Charisma).
- Revivify: Touch, dead subject (who died within last 1 round/level) is returned to life at 0 Vitality. Does not cure any Wounds or other injuries.
- 5th-level
- Mass Cure Light Wounds: Major, close burst 10, heals 5d8+1/level.
- Regeneration: Minor, range 5, subject gain regeneration 10 (fire, acid) for 1 round/level.
- Ward of Mending: Minor, range 10; subject gains fast healing 10; the next time subject suffers any damage, he is healed for 3/level, and the ward jumps immediately to another random ally within 10 squares. The ward automatically jumps after being on a target for one full round. Duration: 3 rounds.
- 6th-level
- Heal: Major, range 5; heals 10/level, removes all poison and disease, heals all ability damage, ability drain, and negative levels.
- Greater Revivify: Range 10, dead subject (who died within last 1 round/level) is returned to life at 100% Vitality. Does not cure any Wounds or other injuries.
- Mass Cure Moderate Wounds: Major, close burst 10, heals 6d8+2/level.
- 7th-level
- Gift of Life: Minor, range 5; if subject dies during the duration, he is automatically restored to life at 50% health. Duration: 1 hour.
- Mass Cure Serious Wounds: Major, close burst 10, heals 7d8+3/level.
- Mass Exorcism: Major, close burst 10; all allies receive the benefit of Exorcism.
- 8th-level
- Mass Cure Critical Wounds: Major, close burst 10, heals 8d8+4/level.
- Mass Regeneration: Swift, close burst 10; all allies gain regeneration 10 (fire, acid) for 5 rounds.
- 9th-level
- Miracle of Life: Minor, close burst 5; all allies gain the following effect: if subject dies during the duration, he is automatically restored to life at 100% health. Duration: 1 hour.
- Mass Heal: Close burst 10, all allies receive the benefit of Heal.
Mentalism
- 1st-level
- Cause Fear: Range 5, vs Will, subject frightened, save ends.
- Charm: Range 3, vs Will, minion is charmed, save ends (Three-Strike Rule).
- Cognitive Dissonance: Range 5, range 5, vs Will; 1d8 ongoing psychic damage plus dazzled, save ends.
- Command: Range 10, vs Will, subject obeys single-world command, compulsion, save ends.
- Repel: Swift, range 5, vs Will; 1d6 psychic damage plus push 5.
- Remove Fear: Close burst 10; removes all fear (shaken, frightened) effects from allies.
- 2nd-level
- Chaotic Impulse: Range 3, vs Will. Subject compelled to attack target of your choice in range for 1 round.
- Mind Flay: Range 5, vs Will, 1d6/level psychic damage.
- Read Mind: Range 3, vs Will, detect subject's surface thoughts and discern lies. Save ends, but allowed only if target is aware of the spell.
- Psychic Sight: Swift, reserve. You see the aura generated by the thoughts of living creatures. You see such creatures despite darkness, concealment, and even invisibility. You cannot detect the aura of undead, even intelligent undead.
- 3rd-level
- Neural Overload: Range 5, vs Will; 1d6/level psychic damage, plus stunned if subject is suffering ongoing psychic damage (this ends the ongoing effect).
- Greater Command: As Command, but up to one word per level.
- Psychic Scream: Close burst 5, vs Will, subjects frightened (save ends). You may freely exclude subjects.
- 4th-level
- Dire Charm: Range 5, vs Will, subject is charmed. Save ends (Three-Strike Rule).
- Mind Probe: Range 3, vs Will, learn the complete answer to one question according to subject's knowledge. Save negates, but allowed only if target is aware of the spell.
- Phantasmal Horror: Range 3, vs Will, subject is followed by phantom threat only he can perceive, causing panicked and 1d6/level psychic damage each round, save ends both effects.
- Repulsion: Close burst 5, vs Will, 1d6/rank psychic damage plus push 5. You may freely exclude subjects.
- Traitorous Blade: Range 3, vs Will. Subject compelled to redirect all hostile actions to target of your choice, save ends.
- 5th-level
- Commanding Shout: As Greater Command, but one target/level.
- Domination: Range 3, vs Will, minion is dominated, save ends (Three-Strike Rule).
- Essence of Terror: Range 3, vs Will, subject paralyzed with fear. Sustain minor.
- Mindfire: Range 5, vs Will, subject suffers 1d6/level ongoing psychic damage, believes he is on fire, save ends.
- 6th-level
- Aura of Enchantment: Emanation 5, vs Will, subjects are charmed for 1 day/level. Duration: reserve.
- Brainwash: Range 3, vs Will, implant up to 3 permanent Suggestions in subject's mind. As the spell, subject believes the suggestions were his own idea. Save negates, but allowed only if target is aware of the spell.
- Feeble Will: Range 3, vs Will, subject's Wisdom reduced to 1; with a Wisdom of 1, subject believes anything anyone says, and will follow any suggestion by anyone. Subject cannot take actions on his own initiative. Save ends, but only if subject is told to fight the spell by another. Duration: permanent.
- Psychic Crush: Range 5, vs Will; 2d6/level psychic damage.
- 7th-level
- Fatal Command: Range 5, vs Will, subject is compelled to kill himself, or to allow himself to be killed (save negates). This may be considered an evil act.
- Greater Domination: Range 3, vs Will, subject is dominated, save ends (Three-Strike Rule).
- Greater Repulsion: Emanation 5, vs Will; 1d6/level psychic damage plus push 5 plus compulsion not to reenter area; duration: encounter.
- Noncommunication: Range 3, vs Will, subject loses the ability to communicate by any means; even gestures, blink-once-for-yes-twice-for-no, and telepathy fail to communicate any ideas. Subject can neither understand communication nor communicate ideas himself. Save ends (Three-Strike Rule).
- 8th-level
- Brain Spider: As Mind Probe, but range 10 and one target/level, and you can ask one question per round, duration: concentration. You can learn each individual answer, or combine them to form the most accurate possible answer. A successful save only prevents a single answer from a single target; it does not end the spell.
- Psychic Explosion: Close burst 5, vs Will, 1d8/level psychic damage plus stunned for 1 round.
- 9th-level
- Psychic Chirurgery: 1 hour cast, range 3, automatic hit, subject must be helpless; subject's memories are erased. You may learn for yourself whatever those memories contained. You may even remove class abilities, effectively removing entire levels of subject's classes. You may implant new memories (though not new class levels) to your exacting specifications. Only this spell or a miracle can undo the effect. If attempting to repair this spell with this spell and the caster of the original effect was higher level than you, you must pass a spellcaster check against the caster, or the subject suffers permanent memory loss in the process (DM's discretion).
- Thrall: 10 minute cast, range 3, automatic hit, subject must be helpless (if dominated, subject must be released, or have already been dominated for 24 hours); subject becomes your permanent thrall (as if dominated, but with no chance of saving or rejecting the effect), no save. Duration: permanent.
Mysticism
- 0th-level
- 1st-level
- Farsense: You become helpless and unaware of your surroundings; you perceive all sight and sound as if you were present at a location up to 20 squares away that you can see; alternatively, if you cannot see the location, but you hear distant noises and want to hear them closer, you can limit the spell to sound only without targeting the exact square. Duration: concentration.
- Magic Aura: Creates a magical aura to be detected with Detect Magic on subject; or masks existing magical aura from detection. Duration: 24 hours.
- Silent Image: Range 10, square 5x5, you create any visual image you desire (a three-dimensional hologram), which changes as directed by you. Anyone who touches it automatically knows it is false; anyone else believes it is true, unless they deliberately choose to disbelieve it for some reason. Duration: concentration.
- Spellsteal: Swift, range 10, remove one active spell from target with a successful spellcaster check, and gain the spell's effect for yourself for the duration.
- Summon Monster I
- 2nd-level
- Augury: You learn if a stated course of action will bring weal or woe within the next 30 minutes.
- Detect Illusions: As Detect Magic, except you see the aura of illusions.
- Invisibility
- Phantasmal Ally: Range 10, creates an illusionary ally, size small to large, who serves you at your silent mental command (free action, telepathic). Ally can attack (with your bonuses) once per round for 1d6+Wis psychic damage. Each time ally attacks, subject is allowed a save to disbelief; once disbelieved, subject no longer takes damage, and ally no longer provides flanking bonuses. Subjects who have disbelieved may inform their allies, who immediately gain a save to disbelieve, once per round.
- Summon Monster II
- Zone of Truth: Circle 5 centered on you; all lies are automatically silenced. Duration: 1 hour.
- 3rd-level
- Clairsentience: You become helpless and unaware of your surroundings; you perceive sight and sound from a known point in space (somewhere you have personally been) within 1 mile, or a well-known place (such as your own home) anywhere on the same plane. Duration: concentration.
- Dispel Magic: Close burst 6, dispel highest-level spell on each subject with successful spellcaster check; or range 10, dispel all spells on one subject with successful spellcaster check for each spell. Affects spells up to 6th-level.
- Major Image: As Silent Image, but you may also include sound, smell and physical effects such as temperature and wind.
- Summon Monster III
- 4th-level
- Imbue with Spell Ability: You imbue another with the ability to cast any spell you know up to 4th-level, using his own ability scores, checks, and Energy. Duration: reserve
- Improved Invisibility
- Lesser Planar Ally
- Phantasmal Monster: As Phantasmal Ally, except the creature may take two attacks per round, inflicting 1d8+level+Wis psychic damage.
- Scry: 1 minute cast. Int vs Will. You perceive a known subject (by name, personal attachment, or sympathetic component) anywhere on the same plane. You see and hear the subject, but nothing else; his surroundings are a vague blur. Subject is allowed a save, but only if he perceives the scry sensor. Requires a scrying focus. Duration: concentration.
- Summon Monster IV
- 5th-level
- Find the Way: You detect which way to go to reach a certain known goal (a person, place, or object). The spell knows which way will be most expedient, although there may be obstacles in the path (such as monsters, traps, locked doors, etc). The spell will not point you down a path if you cannot possibly follow it. Duration: concentration.
- Recall: You teleport yourself and willing creatures within 10 squares to the nearest site consecrated to your deity.
- Sustained Image: As Major Image, but duration: 1 hour; also, it can move on its own, and behave according to a program. Whenever it is within range, you may sustain the spell with a minor action (adding 1 hour to the duration), or alter the program.
- Telepathic Bond
- True Seeing: You see through all illusions, and even see the true form of anyone disguised with non-illusionary magic. Duration: reserve.
- Summon Monster V
- 6th-level
- Greater Dispel Magic: As Dispel Magic, but no spell level limit.
- Greater Scrying: As Scry, except you can see and hear the subject's immediate surroundings
- Phantasmal Host: As Phantasmal Ally, except it creates 1d6+6 allies, each of which must be disbelieved separately.
- Planar Ally
- Summon Monster VI
- 7th-level
- Antimagic Shell: Hollow sphere 2 centered on you, no magic may pass the wall.
- Eidolon: You create an illusory double of yourself, with which you maintain constant telepathic contact (range 1 mile). With this contact, you can see and hear what your double does, and issue commands or assume direct control. The double has identical abilities to you, except: it may only cast spells up to half your maximum level, it does not receive a minor action each round, and it inflicts psychic damage with weapon attacks (which can be disbelieved in the manner of a Phantasmal Ally). When it casts spells or uses Energy in any way, it depleted your Energy store. If it suffers damage, it costs you Vitality; you may avoid losing Vitality by severing the link and ending the spell. Sustain minor.
- Greater Recall: As Recall, except you may choose any eligible site you know of.
- Vision: Receive a comprehensive answer to a question in the form of a divine vision.
- Summon Monster VII
- 8th-level
- Find the Path: As Find the Way, but reveals the whole path to you. Also, duration: reserve.
- Greater Planar Ally
- Protection from Spells: Touch, subject gains +8 resistance bonus to Fortitude, Reflex, and Will Defense against spells. Duration: reserve.
- Shadow Horror: As Phantasmal Monster, but the creature's attacks inflict 1d6/rank weapon damage and inflict frightened for 1 round, and the creature cannot be disbelieved; instead, it has 50% of your maximum Vitality. The spell costs 10% of your maximum Vitality to cast, and you can only control one Shadow Horror at a time.
- Summon Monster VIII
- 9th-level
- Disjunction: Range 20, burst 8, automatically dispels all spells, suppresses all magic items for 1d4 rounds; or, one item in range is permanently rendered nonmagical (save negates).
- Summon Monster IX
Shadow
- 1st-level
- Crisis of Breath: Range 5, vs Fort, subject is suffocating, save ends, duration: concentration. (If the loser fails the necessary several dozen saves, they die, I guess.)
- Hide from Undead: Emanation 3, all living subjects are invisible to undead. Any hostile action by any warded subject ends the spell. Duration: concentration.
- Death Touch: Touch, vs Fort, 1d6/level shadow damage.
- Shadow Burn: Swift, range 10, vs Fort, 1d6 ongoing shadow damage, save ends.
- 2nd-level
- Cloak of Darkness: Emanation 4, area is dimly-lit, you see through it, sustain minor.
- Death Knell: Range 10, automatic hit, kills a dying creature. You gain 1 Energy per level of the creature.
- Psychic Drain: Touch, vs Fort, subject loses 1d6 Energy and you gain it.
- Speak with Dead: You ask a corpse questions (up to 1/level); it may attempt a save against each to lie or simply not answer, but if it fails, it must answer truthfully to the best knowledge the person had in his life. Once a corpse has been called upon to speak with this spell (by any caster), it cannot be called upon again.
- Weakening Gaze: Range 10, vs Fort, subject is weakened, save ends, sustain minor. (That means either you failing to sustain it or a successful save will end the effect).
- 3rd-level
- Animate Dead: Close burst 5, one corpse/level becomes a skeleton or zombie under your command.
- Curse of Darkness: Range 5, vs Will, subject becomes center of an emanation 2 which produces total darkness. Save ends; curses cannot be dispelled.
- Darkbolt: Range 5, vs Fortitude, 1d6/level shadow damage, plus target is wracked for 1 round.
- Deathcall: Close burst 5, vs Fort, 1d6/level shadow damage.
- 4th-level
- Enervation: Range 10, automatic hit, subject gains 1d4 temporary negative levels, duration: 24 hours.
- Seance: You conjure a spirit of the dead by name; it is allowed a save to resist. Once summoned, you may ask the spirit questions, but it may save against each; if it fails the save, it must answer truthfully. A spirit which passes its save may attack you if it desires, inflicting 1d8 psychic damage per round. Only by dismissing the spirit and ending the spell can you stop the attacks.
- Sensory Deprivation: Range 5, vs Fort, subject becomes blind or deaf, save ends (Three-Strike Rule) duration: permanent.
- Spirit Swarm: You conjure three shadows (incorporeal, fly 4, your defense scores, 1 vp/level, touch 1d6 shadow + 2 Str damage) which serve you faithfully for the duration. Concentratio.
- 5th-level
- Create Undead: 10 minute cast, create common undead creature from a corpse under your control; subject must meet requirements for commanding undead; material component: 50 gp per subject level.
- Raise Dead: 1 minute cast, touch, dead subject (who died within last day/level) is restored to life, gains Resurrection Sickness. Does not remove any wounds or injuries, regrow any limbs, etc. Subject may choose to negate the spell.
- Shadowfury: Range 10, burst 3, vs Ref; 1d6/level shadow damage plus weakened for 1 round, miss half.
- Slay Living: Touch, vs Fort, bloodied subject dies (save negates).
- 6th-level
- Circle of Death: Close burst 5, one target/level, vs Will, subjects whose level is 4 lower than yours, or 2 lower and are bloodied, die, save negates.
- Enervating Darkness: Range 10, burst 4, total darkness, plus subjects suffer 1d4 temporary negative levels when they enter or start their turn in the area. Sustain minor.
- Shadowbolt: Range 20, vs Fort; you fire a bolt of shadowy energy, which either grievously injures the target, or conjures a shadow to attack the target on a miss; 2d6/level shadow damage, miss 1d6 Str damage.
- 7th-level
- Greater Darkbolt: Range 5, one target/level, vs Fortitude, 1d6/level shadow damage plus wracked for 1 round.
- Resurrection: 10 minute cast, touch, dead subject returned to life, gains Resurrection Sickness. Requires only part of the corpse. Long-dead subjects, or the master of the afterlife in which they reside, may negate the spell.
- 8th-level
- Consuming Shadow: Range 10, vs Fort, 3d6 ongoing Con damage plus blind, save ends.
- Star of the Void: You produce an orb of darkness which annihilates anything it touches. It moves 12 squares a round at your behest. Once per round, it may attack a creature: vs Fort, 2d6/level annihilation damage, if subject is reduced to 0 Vitality, it is completely annihilated. Duration: concentration.
- 9th-level
- Miracle of Life: Major, range 10, dead subject (who died within 1 hour/level) returned to life, no Resurrection Sickness, also fully healed (100% Vitality, 0 Wounds, all injuries removed). Lost equipment is not restored. Subject may choose to negate the spell.
- Wail of the Banshee: Close burst 5, one target/level, vs Fort, subjects die, save negates.