[MC1] Monster Collective, Spells


This section describes spells that monsters typically cast.
There is a "Use" code on the far left side of the tables:
"d" means this is a defensive effect, or an effect that usually requires preparation. These are the types of effects monsters will already have running when they encounter the PCs.
"c" means a combat effect; something cast during a fight. These are usually are harmful or healing effects.
 
Monsters will typically have ML defensive ("D") effects running, where ML is the Monster Level (usually equal to Dungeon Level). This of course varies by race; you would expect Dragons and Beholders to be running many effects, but Animals and Reptiles not many (if any at all).
 
This spell list is based on the Collective 3B spell list.

[MC1] Monster Collective, Spells


[MC1.W1] Monster Wizard Spells, SL=1

Use SL # Name School Effect Source
d 1 1 Armor AC6 until 8+1/level points of damage had been sustained by subject PH2
d 1 2 Armor 1 Abj +CL*2 current hp DM
d 1 3 Blink Wounding Caster "blinks" randomly if struck by weapon DM? (i?)
d 1 4 Cantrip ALL Can cast 1 cantrip (Wiz 0) per round as Z action PH2
d 1 5 Find Familiar Cnj, Enc See [S4], or finds your familiar {1 creature} PH1
d 1 6 Fire Shield 1 Abj Anyone who melees with you takes 10% dmg back DM
d 1 7 Poisonous Claws Nec Natural fighting has poison (CL*4 dmg, save for CL) DM
d 1 8 Radiation Resistance Abj RR 60+CL*5% [duration 1 hour] DM
d 1 9 Shield (1) Evo, Abj Immune Force; AC2 source; +1 saves {self only} PH1
c 1 1 Alley Summoning I Cnj, Wild Summons a DL II alley monster, under your control, 1% chance per segment of losing control DM
c 1 2 Cause Fear Nec Fear (save) {1 creature} PH3
c 1 3 Charm Person Enc Charm 1 humanoid {1 creature} PH1
c 1 4 Charming I Enc Charms a monster, gets a new save every round DM
c 1 5 Chromatic Orb Evo, Ill 1=Pearly (1d4; light in area; save or blinded for L r or until leaves area)
2=Ruby (1d6, save or -1 Str and -1 Dex for 1 r)
3=Flame (1d8; save or 2 fire dmg)
4=Amber (1d10; save or blinded 1d4+4 r)
5=Emerald (1d12; save or nauseated until leaves area)
6=Turquoise (2d8; save or magnetised 3d4 r)
7=Sapphire (2d4; save or paralyzed 5d4 r)
10=Amethyst (slowed 2d4 r (no save); save or petrified)
12=Ashen (paralyzed 1d4+1 r (no save); save or slain) {1 creature}
UA1
c 1 6 Color Spray Alt, Ill Unc. if <L; Blind if <L+3; Stun if >L+2 (save if >6) {1d6 creatures} PH1
c 1 7 Cone of Cold 1 Inv CLd2+CL cold dmg to a group (save:) DM
c 1 8 Darkness Alt, Ill Magical darkness; can blind if targetted (save) {1 group} PH1
c 1 9 Death Spell 1 Nec Slay 1d12 HD of creatures (save) DM
c 1 10 Fireball 1 Inv CLd2 fire dmg to a group (save:) DM
c 1 11 Lightning Bolt 1 Inv CLd2 lightning dmg to a group (save:) DM
c 1 12 Magic Missile Ball of energy causing 1d4+1 hp damage, you can cast one per every other level you have PH2
c 1 13 Metallic Orb Evo, Ill 1=Lead (1d6; -3 to base movement rate (save))
2=Tin (1d8; Chill L r (save))
3=Bronze (1d10; Cold 2'r, dmg=1d6 (save:0))
4=Copper (1d12; Hypnotism L r (save))
6=Silver (2d6; -2 Con 1 d (no save); Stun L r (save))
8=Electrum (2d8; -20% MR 1 d (no save); -10% RR 1 d (no save); Feeblemind (save))
9=Gold (2d10; Weakness (no save); Dispel E/N/G(save))
11=Steel (2d12; Color Spray 5'r; Prismatic Spray 5'r)
13=Platinum (3d8; Maze (no save); Imprisonment (save)) {1 creature}
DM
c 1 14 Nahal's Reckless Dweomer Evo, WM L% desired spell you know; else Wild Surge TM2
c 1 15 Prismatic Wall 1 Abj 1 Prismatic color DM
c 1 16 Shock Bolt {reverse: Grave Bolt} Evo CLd4 lightning {grave} damage, area 30' line, no save DM
c 1 17 Sleep (1) Enc 4d4 HD slept (no save); max HD/creature=4+2 {1 group} PH1
c 1 18 Summon Monster I Cnj Summons a DL 1 creature to fight for you {1 creature} PH3
c 1 19 Taunt Enc One or more creatures of 1 type taunted (save) {1 group} PH2
c 1 20 Wacky Ball 1 / Normal / Evo Ld2 dmg normal element (save: ) {1 group} DM

[MC1] Monster Collective, Spells


[MC1.W2] Monster Wizard Spells, SL=2

Use SL # Name School Effect Source
d 2 1 Anti-Magic Shell 2 Abj Anti-Magic of SL 0 to 1 DM
d 2 2 Armor 2 Abj +CL*4 current hp DM
d 2 3 Blur (3) Ill 20% WR vs. creatures without True Sight {self only} PH3
d 2 4 Fire Shield 2 Abj Anyone who melees with you takes 25% dmg back DM
d 2 5 Globe of Invulnerability 2 Abj Immune to spells with SL=0 to 1 DM
d 2 6 Invisibility Ill Invisibility; attacking ends spell {Touch, 1 target} PH1
d 2 7 Magic Resistance Abj MR 50+CL*5% [duration 2 hours] DM
d 2 8 Mirror Image (3) Ill Creates 1d4+L/3 images of yourself {self only} PH3
d 2 9 Notched Blast Meta Your next spell is "held" (release as 0), no spells until released DM
d 2 10 Protection from Arrows Abj -10 dmg /missile attack, unless +L/5+1 or better {Touch, 1 creature} PH3
d 2 11 Protection from Paralysis Abj Immune to paralysis, slow, hold {Touch, 1 creature} TM2
d 2 12 Resist Elements Abj -12 dmg/r from 1 of: acid/cold/lightning/fire/sound {Touch, 1 creature} PH3
d 2 13 Spectral Hand Nec Can use 1 touch at range per round (roll TH+2). The hand can be re-used, but it must return to the caster so he can touch it. The hand does not need to roll to hit. The hand itself can be attacked (AC 0, has 2 hit points per caster level). The spell level limit is removed. PH2
c 2 1 Alley Summoning II Cnj, Wild Summons a DL IV alley monster, under your control, 2% chance per segment of losing control DM
c 2 2 Charming II Enc Charms up to 2 monsters, gets a new save every turn DM
c 2 3 Cone of Cold 2 Inv CLd4+CL cold dmg to a group (save:) DM
c 2 4 Cone of Eldritch Shards {Acid} Evo CLd6 eldritch shards {acid} damage, area 40' cone, no save DM
c 2 5 Death Spell 2 Nec Slay 2d12 HD of creatures (save) DM
c 2 6 Dispel Radiation Abj Dispels Radiation (1 target = auto success) {1 group} DM
c 2 7 Fireball 2 Inv CLd4 fire dmg to a group (save:) DM
c 2 8 Hypnotic Pattern (1) Ill 24 HD looking at pattern are Hypnotized PH1
c 2 9 Lightning Bolt 2 Inv CLd4 lightning dmg to a group (save:) DM
c 2 10 Magic Missile 2 Inv (CL+1) missiles, each does 1d4+1 force dmg (no save) DM
c 2 11 Monster Swarm Summoning II Cnj Summons CL*4 DL I monsters DM
c 2 12 Prismatic Wall 2 Abj 2 Prismatic colors DM
c 2 13 Shatter Alt Object(s) destroyed (save vs. crushing blow) {1 group} PH2
c 2 14 Summon Monster II Cnj 1 DL 2 or 1d3 DL 1 creatures to fight for you {1 creature} PH3
c 2 15 Wacky Ball 2 / Normal / Evo Ld4 dmg normal element (save: ) {1 group} DM
c 2 16 Web Evo Save & Str check: Miss 1 = Slow; Miss 2 = Held {1 group} PH1

[MC1] Monster Collective, Spells


[MC1.W3] Monster Wizard Spells, SL=3

Use SL # Name School Effect Source
d 3 1 Anti-Magic Shell 3 Abj Anti-Magic of SL 0 to 2 DM
d 3 2 Armor 3 Abj +CL*6 current hp DM
d 3 3 Blink (DM) Alt 0, 1/r: Blink; The location is not random (caster has control). If you blink away after meleeing with a creature, it gets a parting shot (but it cannot turn around first). DM
d 3 4 Displacement Ill WR 50% PH3
d 3 5 Fire Shield 3 Abj Anyone who melees with you takes 50% dmg back DM
d 3 6 Globe of Invulnerability 3 Abj Immune to spells with SL=0 to 2 DM
d 3 7 Haste Alt +1 P, +1V to one group PH2
d 3 8 Nondetection Abj Hides subject from divination, scrying. PH2&3
d 3 9 Prismatic Sphere 3 Abj 1 Prismatic color DM
d 3 10 Protection from Elements Abj Absorb 12 damage/level from one kind of energy. PH3
d 3 11 Protection from Normal Missiles Abj Duration CL turns PH2
d 3 12 Psionic Resistance Abj PsiR 40+CL*5% [duration 3 hours] DM
d 3 13 Tenser's Transformation 3 Alt +25% of max hp to current hp, -1 TH melee DM
d 3 14 Third Arm Growth Alt Grow an extra arm or leg [lose spell slot while running] DM
c 3 1 Alley Summoning III Cnj, Wild Summons a DL VI alley monster, under your control, 3% chance per segment of losing control DM
c 3 2 Charming III Enc Charms up to 3 monsters, gets a new save every hour DM
c 3 3 Cone of Cold 3 Inv CLd6+CL cold dmg to a group (save:) DM
c 3 4 Death Spell 3 Nec Slay 3d12 HD of creatures (save) DM
c 3 5 Dispel Illusion Abj;Ill Dispels illusions in area PH1
c 3 6 Dispel Magic 3 Enc Dispel 1 magic effect DM
c 3 7 Enslave Person Enc As Charm Person, except the effect cannot be thrown off by being damaged, and there is no daily save check. DM
c 3 8 Fireball 3 Inv CLd6 fire dmg to a group (save:) DM
c 3 9 Hold Person Enc Holds up to 4 people PH2&3
c 3 10 Hold Undead Nec Holds up to 3 undead PH2
c 3 11 Immediate Monster Summoning III Cnj, Chrono Summons a DL I monster without summoning sickness DM
c 3 12 Lightning Bolt 3 Inv CLd6 lightning dmg to a group (save:) DM
c 3 13 Magic Missile 3 Inv (CL+1)*3/2 missiles, each does 1d4+1 force dmg (no save) DM
c 3 14 Melf's Minute Meteors Evo CLd4 dmg earth to one target (no save) PH2
c 3 15 Monster Swarm Summoning III Cnj Summons CL*3.5 (round down) DL II monsters DM
c 3 16 Paralyzation Ill Paralyzation (area) (save) (max HD = 2*CL) PH1
c 3 17 Prismatic Wall 3 Abj 3 Prismatic colors or 1 MultiPrismatic colors (may repeat colors in either mode) DM
c 3 18 Put Out of Misery Nec Target being at negative hp that would die if unattended is slain (no save) DM
c 3 19 Suggestion Enc Compels subject to follow stated course of action. PH2&3
c 3 20 Summon Monster III Cnj Calls outsider (DL 3) to fight for you. PH3
c 3 21 Time Stop 3 Alt Stops time for 1d2 segments DM
c 3 22 Wacky Ball 3 / Normal / Evo Area CLd6 dmg normal element (save: ) DM

[MC1] Monster Collective, Spells


[MC1.W4] Monster Wizard Spells, SL=4

Use SL # Name School Effect Source
d 4 1 Anti-Magic Shell 4 Abj Anti-Magic of SL 0 to 3 DM
d 4 2 Armor 4 Abj +CL*8 current hp DM
d 4 3 Dimensional Anchor Abj Bars extradimensional movement. PH3
d 4 4 Evard's Black Tentacles Cnj 1d4 +1/level tentacles grapple randomly within 15 ft. PH2&3
d 4 5 Fire Shield 4 Abj Anyone who melees with you takes 75% dmg back DM
d 4 6 Globe of Invulnerability 4 Abj Immune to spells with SL=0 to 3 DM
d 4 7 Improved Invisibility Ill As invisibility, but subject can attack and stay invisible. PH2&3
d 4 8 Original Stoneskin 4 Abj Block the next 1 P action of attacks DM
d 4 9 Polymorph Self Alt You assume a new form (no innate abilities) PH2&3
d 4 10 Prismatic Sphere 4 Abj 2 Prismatic colors DM
d 4 11 Stoneskin (2) Alt 4+CL/2 stoneskins; they "leak": Each hit on a Stoneskin "leaks" damage equal to the magical plusses of the weapon used (or HD/4 if the attacker is a creature). A miss knocks off a Stoneskin, but causes no leak damage. Special damaging effects (fireball, etc.) knock off 1 stoneskin per packet of damage (so a magic missile spell knocks off 1 stoneskin per missile).
Optional House Rule: A natural "1" doesn't knock off a stoneskin; a natural "20" knocks off a stoneskin and causes full damage.
PH2
d 4 12 Tenser's Transformation 4 Alt +50% of max hp to current hp DM
c 4 1 Alley Summoning IV Cnj, Wild Summons a DL VIII alley monster, under your control, 4% chance per segment of losing control DM
c 4 2 Charm Monster Enc Makes monster believe it is your ally. PH2&3
c 4 3 Cone of Cold 4 Inv CLd8+CL cold dmg to a group (save:) DM
c 4 4 Confusion Enc Confuses targets, who can wander away, attack friend or do nothing PH2&3
c 4 5 Death Spell 4 Nec Slay 4d12 HD of creatures (save) DM
c 4 6 Dispel Exhaustion 4 Alt Restore 50% of dmg taken, get an Original Haste 4 for 1 round DM
c 4 7 Dispel Magic 4 Enc Dispel 2 magic effects DM
c 4 8 Dispel Psionics Abj Dispels Psionics DM
c 4 9 Enervation Nec Subject gains CL/4 negative levels. PH2
c 4 10 Fireball 4 Inv CLd8 fire dmg to a group (save:) DM
c 4 11 Immediate Monster Summoning IV Cnj, Chrono Summons a DL II monster without summoning sickness DM
c 4 12 Lightning Bolt 4 Inv CLd8 lightning dmg to a group (save:) DM
c 4 13 Magic Missile 4 Inv (CL+1)*2 missiles, each does 1d4+1 force dmg (no save) DM
c 4 14 Monster Swarm Summoning IV Cnj Summons CL*3 DL III monsters DM
c 4 15 Phantasmal Killer Ill Fearsome illusion kills subject or deals 3d6 damage. PH2&3
c 4 16 Prismatic Wall 4 Abj 4 Prismatic colors or 2 MultiPrismatic colors (may repeat colors in either mode) DM
c 4 17 Sharp Alt Target is Sharped (loses a limb at random) (PP save) DM
c 4 18 Summon Monster IV Cnj Summons a DL IV monster (duration 1t) PH3
c 4 19 Time Stop 4 Alt Stops time for 1d5 segments DM
c 4 20 Wacky Ball 4 / Normal / Evo Ld8 dmg normal element (area) (save: ) DM
c 4 21 Wall of Fire Evo Passing through wall deals 2d6+CL dmg fire PH2&3
c 4 22 Wall of Ice Evo Passing through wall deals 2*CL or 3d10 dmg ice PH2&3

[MC1] Monster Collective, Spells


[MC1.W5] Monster Wizard Spells, SL=5

Use SL # Name School Effect Source
d 5 1 Animal Growth One animal/two levels doubles in size, HD. PH3
d 5 2 Animate Dead Creates undead skeletons and zombies. PH3
d 5 3 Anti-Magic Shell 5 Abj Anti-Magic of SL 0 to 4 DM
d 5 4 Anti-Radioactive Shell DM (new)
d 5 5 Armor 5 Abj +CL*10 current hp DM
d 5 6 Extra Group +1 MetaMagic The next spell you cast will affect +1 groups of monsters DM
d 5 7 Fire Shield 5 Abj Anyone who melees with you takes 100% dmg back DM
d 5 8 Globe of Invulnerability 5 Abj Immune to spells with SL=0 to 4 DM
d 5 9 Improved Free Action Enc Immune Capital S Stun, Stop, Hold, Paralysis, Summoning Sickness; Hold P,V actions DM
d 5 10 Original Stoneskin 5 Abj Block the next 2 P actions of attacks DM
d 5 11 Prismatic Sphere 5 Abj 3 Prismatic colors or 1 MultiPrismatic colors (may repeat colors in either mode) DM
d 5 12 Tenser's Transformation 5 Alt +75% of max hp to current hp, +1 TH melee DM
c 5 1 Alley Summoning V Cnj, Wild Summons a DL X alley monster, under your control, 5% chance per segment of losing control DM
c 5 2 Cloudkill Kills 3 HD or less; 4-6 HD save or die. PH3
c 5 3 Cone of Cold 5 Inv CLd10+CL cold dmg to a group (save:) DM
c 5 4 Confusion No Save Enc Confusion one target (no save) DM
c 5 5 Conjure Elemental Conjures a 8 HD elemental PH2
c 5 6 Death Spell 5 Nec Slay 5d12 HD of creatures (save) DM
c 5 7 Dismissal Send a creature back to it's own plane PH2
c 5 8 Dispel Exhaustion 5 Alt Restore 75% of dmg taken, get an Original Haste 5 for 1 round DM
c 5 9 Dispel Innates DM
c 5 10 Dispel Magic 5 Enc Dispel 3 magic effects DM
c 5 11 Enslave Monster Enc As Charm Monster, except the effect cannot be thrown off by being damaged, and there is no daily save check. DM
c 5 12 Feeblemind 5 Enc -25 mental stat points (randomly distributed in packets of 5) (save per packet) DM
c 5 13 Fireball 5 Inv CLd10 fire dmg to a group (save:) DM
c 5 14 Hold Monster 1d4 creature Paralyses creatures unless save is made PH2
c 5 15 Immediate Monster Summoning V Cnj, Chrono Summons a DL III monster without summoning sickness DM
c 5 16 Lightning Bolt 5 Inv CLd10 lightning dmg to a group (save:) DM
c 5 17 Lower Resistance Lowers one's magic resistance ToM
c 5 18 Magic Jar Life force change between the caster and someone else PH2
c 5 19 Magic Missile 5 Inv (CL+1)*5/2 missiles, each does 1d4+1 force dmg (no save) DM
c 5 20 Monster Swarm Summoning V Cnj Summons CL*2.5 (round down) DL IV monsters DM
c 5 21 Prismatic Bolt Ill Prismatic Spray on one target DM
c 5 22 Prismatic Wall 5 Abj 5 Prismatic colors or 3 MultiPrismatic colors (may repeat colors in either mode) DM
c 5 23 Ray of Enfeeblement 5 Cha -25 physical stat points (randomly distributed in packets of 5) (save per packet) DM
c 5 24 Summon Monster V Calls outsider to fight for you. PH3
c 5 25 Telekinesis Lifts or moves 25 lb./level at long range. PH3
c 5 26 Time Stop 5 Alt Stops time for 1d10 segments DM
c 5 27 Twilight Enc Target is Twilighted for CL segments (Will save) DM
c 5 28 Wacky Ball 5 / Normal / Ld10, save: DM
c 5 29 Wall of Force The wall only stops spell effects, hurled objects, and breath weapons. People and psionic effects can pass through at no penalty. A "solid" Wall of Force (Force Field) would be an 8th level spell. PH2
c 5 30 Wall of Iron 30 hp/four levels; can topple onto foes. PH3
c 5 31 Wall of Stone 20 hp/four levels; can be shaped. PH3

[MC1] Monster Collective, Spells


[MC1.W6] Monster Wizard Spells, SL=6

Use SL # Name School Effect Source
d 6 1 Anti-Magic Shell 6 Abj Anti-Magic of SL 0 to 5 DM
d 6 2 Armor 6 Abj +CL*12 current hp DM
d 6 3 Contingency Each creature can only have 1 Contingency spell on him. If the contingency spell is dispelled, the effect inside it will be released. If a spell is released (due to triggering or dispelling), it will not take place until the end of the segment. The spell Chain Contingency CAN be cast upon a creature with Contingency, so the creature can benefit from both. The spell level limit is removed. PH2
d 6 4 Fire Shield 6 Abj Anyone who melees with you takes 125% dmg back DM
d 6 5 Globe of Invulnerability 6 Abj Immune to spells with SL=0 to 5 DM
d 6 6 No Save MetaMagic The next spell you cast does not have a saving throw DM
d 6 7 Original Stoneskin 6 Abj Block the next 3 P actions of attacks DM
d 6 8 Planar Displace Alt Planar Displacement for 1 turn DM
d 6 9 Prismatic Sphere 6 Abj 4 Prismatic colors or 2 MultiPrismatic colors (may repeat colors in either mode) DM
d 6 10 Tenser's Transformation 6 Alt +100% of max hp to current hp, +2 TH melee DM
c 6 1 Capital S Stun Ball Alt Area effect Capital S Stun (PPD save) DM
c 6 2 Cone of Cold 6 Inv CLd12+CL cold dmg to a group (save:) DM
c 6 3 Death Spell 6 Nec Slay 6d12 HD of creatures (save) DM
c 6 4 Disintegrate Disintegrates a single victim PH2
c 6 5 Dispel Exhaustion 6 Alt Restore 85% of dmg taken, get an Original Haste 6 for 1 round DM
c 6 6 Dispel Magic 6 Enc Dispel 4 magic effects DM
c 6 7 DNA Scamble Blast Alt Area DNA Scamble (PP save) DM
c 6 8 Feeblemind 6 Enc -30 mental stat points (randomly distributed in packets of 5) (save per packet) DM
c 6 9 Fireball 6 Inv CLd12 fire dmg to a group (save:) DM
c 6 10 Flesh to Stone Makes living thing to become stone PH2
c 6 11 Immediate Monster Summoning VI Cnj, Chrono Summons a DL IV monster without summoning sickness DM
c 6 12 Lightning Bolt 6 Inv CLd12 lightning dmg to a group (save:) DM
c 6 13 Magic Missile 6 Inv (CL+1)*3 missiles, each does 1d4+1 force dmg (no save) DM
c 6 14 Mass Suggestion Suggestion to one creature per level PH2
c 6 15 Monster Swarm Summoning VI Cnj Summons CL*2 DL V monsters DM
c 6 16 Power Word Blind 6 Cha Blinds & stuns a creature if current hp < 40 (no save) DM
c 6 17 Power Word Kill 6 Cha Kills a creature if current hp < 30 (no save) DM
c 6 18 Power Word Stun 6 Cha Stuns a creature if current hp < 80 (no save) DM
c 6 19 Prismatic Wall 6 Abj 6 Prismatic colors or 4 MultiPrismatic colors (may repeat colors in either mode) DM
c 6 20 Ray of Enfeeblement 6 Cha -30 physical stat points (randomly distributed in packets of 5) (save per packet) DM
c 6 21 Really Put of Misery Nec Target being that is slain is Capital S Slain (no save) DM
c 6 22 Semi-Imprisonment Alt Target is Imprisoned for CL segments (no save) DM
c 6 23 Summon Monster VI Calls outsider to fight for you. PH3
c 6 24 Time Stop 6 Alt Stops time for 1 round DM
c 6 25 Vorp Alt Target is Vorpalled (PP save) DM
c 6 26 Wacky Ball 6 / Normal / Ld12, save: DM

[MC1] Monster Collective, Spells


[MC1.W7] Monster Wizard Spells, SL=7

Use SL # Name School Effect Source
d 7 1 Anti-Magic Shell 7 Abj Anti-Magic of SL 0 to 6 DM
d 7 2 Anti-Psionic Shell DM
d 7 3 Armor 7 Abj +CL*14 current hp DM
d 7 4 Fire Shield 7 Abj Anyone who melees with you takes 150% dmg back DM
d 7 5 First Level Magic-User Spells (DM1) Ill Cast any four 1st level Wizard spells simultaneously when it is cast. DM
d 7 6 First Level Magic-User Spells (DM2) Ill Can cast one 1st Level Wizard spell per round as Z action DM
d 7 7 Globe of Invulnerability 7 Abj Immune to spells with SL=0 to 6 DM
d 7 8 Original Stoneskin 7 Abj Block the next 4 P actions of attacks DM
d 7 9 Prismatic Sphere 7 Abj 5 Prismatic colors or 3 MultiPrismatic colors (may repeat colors in either mode) DM
d 7 10 Spell Turning (2) Turns a spell back to it's caster PH2
d 7 11 Tenser's Transformation 7 Alt +125% of max hp to current hp, +3 TH melee DM
c 7 1 Alter Reality (1) Ill Will duplicate any Wizard or Priest spell of levels 0-6.
c 7 2 Banishment Force a creature or creatures back to its own plane. PH2
c 7 3 Cone of Cold 7 Inv CLd14+CL cold dmg to a group (save:) DM
c 7 4 Crap Enc Target is crapped (Will save) DM
c 7 5 Death Spell 7 Nec Slay 7d12 HD of creatures (save) DM
c 7 6 Delayed Blast Fireball A fireball with +1 bonus to any dice, and can be delayed for up to 5 rounds PH2
c 7 7 Dispel Exhaustion 7 Alt Restore 90% of dmg taken, get an Original Haste 7 for 1 round DM
c 7 8 Dispel Magic 7 Enc Dispel 5 magic effects DM
c 7 9 Feeblemind 7 Enc -35 mental stat points (randomly distributed in packets of 5) (save per packet) DM
c 7 10 Finger of Death 60 yard Slay one victim, there is saving throw vs. death PH2
c 7 11 Fireball 7 Inv CLd14 fire dmg to a group (save:) DM
c 7 12 Forcecage Hold creatures in cube of force. PH2
c 7 13 Immediate Monster Summoning VII Cnj, Chrono Summons a DL V monster without summoning sickness DM
c 7 14 Insanity Subject suffers continuous confusion. PH3
c 7 15 Lightning Bolt 7 Inv CLd14 lightning dmg to a group (save:) DM
c 7 16 Limited Wish Will duplicate any Wizard or Priest spell of levels 0-6.
c 7 17 Magic Missile 7 Inv (CL+1)*7/2 missiles, each does 1d4+1 force dmg (no save) DM
c 7 18 Monster Swarm Summoning VII Cnj Summons CL*1.5 (round down) DL VI monsters DM
c 7 19 Plane Shift Up to eight subjects travel to another plane. PH3
c 7 20 Power Word Blind 7 Cha Blinds & stuns a creature if current hp < 80 (no save) DM
c 7 21 Power Word Kill 7 Cha Kills a creature if current hp < 60 (no save) DM
c 7 22 Power Word Stun 7 Cha Stuns a creature if current hp < 160 (no save) DM
c 7 23 Prismatic Beam Ill One target is hit by all 7 colors of Prismatic Spray DM
c 7 24 Prismatic Spray Seven multicolored ray flash from the caster hand, each causing different damage and other effects PH2
c 7 25 Prismatic Wall 7 Abj 7 Prismatic colors or 5 MultiPrismatic colors (may repeat colors in either mode) DM
c 7 26 Ray of Enfeeblement 7 Cha -35 physical stat points (randomly distributed in packets of 5) (save per packet) DM
c 7 27 Reverse Gravity Objects and creatures fall upward. PH3
c 7 28 Steal Enchantment Transfer the enchantment of one spell to an another ToM
c 7 29 Summon Monster VII Calls outsider to fight for you. PH3
c 7 30 Time Stop 7 Alt Stops time for 1d2 rounds DM
c 7 31 Wacky Ball 7 / Normal / Ld20, save: DM

[MC1] Monster Collective, Spells


[MC1.W8] Monster Wizard Spells, SL=8

Use SL # Name School Effect Source
d 8 1 Anti-Magic Shell 8 Abj Anti-Magic of SL 0 to 7 DM
d 8 2 Armor 8 Abj +CL*16 current hp DM
d 8 3 Clone Nec Clone PH1
d 8 4 Dust of Disappearance Ill Dust of Disappearance for 1 turn DM
d 8 5 Fire Shield 8 Abj Anyone who melees with you takes 175% dmg back DM
d 8 6 Globe of Invulnerability 8 Abj Immune to spells with SL=0 to 7 DM
d 8 7 Original Stoneskin 8 Abj Block the next 5 P actions of attacks DM
d 8 8 Permanency ANY spell in the game can be made permanent. It is tricky to make an instantaneous spell permanent, but it can be done in conjuction with the Contingency spell. These effects will appear "frozen" in time (a Fireball would appear to be a solid ball of fire; Lightning Bolt would be a non-moving beam of solid lightning), and cause their damage for each round of contact. Spells that move by concentration will continue to move in same course and direction they were as soon as concentration is broken. Spells that do down after a certain condition (Armor, Stoneskin, Contingency) do not gain much by being made permanent (a permanent empty Stoneskin spell would not go down but also would not stop any further attacks). If a permanent spell is dispelled, the permanency effect fizzles (you don't need to dispel the permanency first). The 5% chance of Con loss occurs only when creating items. Oddly enough, there is a reverse to this spell (Instantaneous), that makes a spell's duration Instantaneous (causing it to expire immediately).
d 8 9 Prismatic Sphere 8 Abj 6 Prismatic colors or 4 MultiPrismatic colors (may repeat colors in either mode) DM
d 8 10 Second Level Magic-User Spells (DM1) Ill Cast any four 2nd level Wizard spells simultaneously when it is cast. DM
d 8 11 Second Level Magic-User Spells (DM2) Ill Can cast one 2nd Level Wizard spell per round as Z action DM
d 8 12 Tenser's Transformation 8 Alt +150% of max hp to current hp, +4 TH melee DM
d 8 13 Time/Reality Stability Chrono Time/Reality Stability (duration 1 day), reverse removes it (Spell save) DM
c 8 1 Alter Reality (DM) Ill Will duplicate any Wizard spell of levels 0-7 or any other spell of levels 0-6. DM (PH1)
c 8 2 As You Will Be Chrono +1 ML for 1 turn, you will Twilight at end of effect (no resistance) DM
c 8 3 Cone of Cold 8 Inv CLd16+CL cold dmg to a group (save:) DM
c 8 4 Death Spell 8 Nec Slay 8d12 HD of creatures (save) DM
c 8 5 Dispel Exhaustion 8 Alt Restore 95% of dmg taken, get an Original Haste 8 for 1 round DM
c 8 6 Dispel Magic 8 Enc Dispel 6 magic effects DM
c 8 7 Extract Enc Extracts memories and thoughts from target (no save) DM
c 8 8 Feeblemind 8 Enc -40 mental stat points (randomly distributed in packets of 5) (save per packet) DM
c 8 9 Fireball 8 Inv CLd16 fire dmg to a group (save:) DM
c 8 10 Force Field RC0
c 8 11 Immediate Monster Summoning VIII Cnj, Chrono Summons a DL VI monster without summoning sickness DM
c 8 12 Incurse (Rewrite Out of Time) Chrono Target being or object is Rewritten out of time (i.e. Incursed) (RSW save) DM
c 8 13 Lightning Bolt 8 Inv CLd16 lightning dmg to a group (save:) DM
c 8 14 Magic Missile 8 Inv (CL+1)*4 missiles, each does 1d4+1 force dmg (no save) DM
c 8 15 Mass Charm As charm monster, but all within 30 ft. PH3
c 8 16 Maze Victim trapped inside some maze, getting out depends on intelligence PH2
c 8 17 Monster Swarm Summoning VIII Cnj Summons CL*1 DL VII monsters DM
c 8 18 Power Word Blind 8 Cha Blinds & stuns a creature if current hp < 120 (no save) DM
c 8 19 Power Word Capital S Stun Enc Capital S Stuns a target with 130 current hp or less (no save) DM
c 8 20 Power Word Kill 8 Cha Kills a creature if current hp < 90 (no save) DM
c 8 21 Power Word Stun 8 Cha Stuns a creature if current hp < 240 (no save) DM
c 8 22 Prismatic Wall 8 Abj 8 Prismatic colors or 6 MultiPrismatic colors (may repeat colors in either mode) DM
c 8 23 Ray of Enfeeblement 8 Cha -40 physical stat points (randomly distributed in packets of 5) (save per packet) DM
c 8 24 Solid Wall of Force Stops spell effects, hurled objects, breath weapons, people, and psionic effects.
c 8 25 Summon Monster VIII Calls outsider to fight for you. PH3
c 8 26 Time Stop 8 Alt Stops time for 1d3 rounds DM
c 8 27 Trap the Soul Imprisons subject within gem. PH3
c 8 28 Wacky Ball 8 / Normal / Ld30, save: DM

[MC1] Monster Collective, Spells


[MC1.W9] Monster Wizard Spells, SL=9

Use SL # Name School Effect Source
d 9 1 Anti-Magic Shell 9 Abj Anti-Magic of SL 0 to 8 DM
d 9 2 Armor 9 Abj +CL*18 current hp DM
d 9 3 Chain Contigency Like the contingency, but holds more spell ToM
d 9 4 Elemental Aura Element Protect from one element, it's plane, and it's creatures ToM
d 9 5 Extra Group +2 MetaMagic The next spell you cast will affect +2 groups of monsters DM
d 9 6 Fire Shield 9 Abj Anyone who melees with you takes 200% dmg back DM
d 9 7 Globe of Invulnerability 9 Abj Immune to spells with SL=0 to 8 DM
d 9 8 Original Stoneskin 9 Abj Block the next 6 P actions of attacks DM
d 9 9 Prismatic Sphere 9 Abj 7 Prismatic colors or 5 MultiPrismatic colors (may repeat colors in either mode) DM
d 9 10 Shape Change Changes the caster to someone else, he adopt it powers and vulnerabilities save that depends upon intelligence like spell use, magic resistance and the like PH2
d 9 11 Tenser's Transformation 9 Alt +175% of max hp to current hp, +5 TH melee DM
d 9 12 Third Level Magic-User Spells (DM1) Ill Cast any four 3rd level Wizard spells simultaneously when it is cast. DM
d 9 13 Third Level Magic-User Spells (DM2) Ill Can cast one 3rd Level Wizard spell per round as Z action DM
c 9 1 Cone of Cold 9 Inv CLd18+CL cold dmg to a group (save:) DM
c 9 2 Create Any Monster RC0
c 9 3 Death Spell 9 Nec Slay 9d12 HD of creatures (save) DM
c 9 4 Dispel Exhaustion 9 Alt Restore 96% of dmg taken, get an Original Haste 9 for 1 round DM
c 9 5 Dispel Magic 9 Enc Dispel 7 magic effects DM
c 9 6 Energy Drain Subject gains 2d4 negative levels. PH3
c 9 7 Feeblemind 9 Enc -45 mental stat points (randomly distributed in packets of 5) (save per packet) DM
c 9 8 Fireball 9 Inv CLd18 fire dmg to a group (save:) DM
c 9 9 Gate Connects two planes for travel or summoning. PH3
c 9 10 Heal RC0
c 9 11 Immediate Monster Summoning IX Cnj, Chrono Summons a DL VII monster without summoning sickness DM
c 9 12 Imprisonment Entombs subject beneath the earth PH3
c 9 13 Lightning Bolt 9 Inv CLd18 lightning dmg to a group (save:) DM
c 9 14 Magic Missile 9 Inv (CL+1)*9/2 missiles, each does 1d4+1 force dmg (no save) DM
c 9 15 Mass Enslave Enc As Mass Charm, except the effect cannot be thrown off by being damaged, and there is no daily save check. DM
c 9 16 Meteor Swarm 80d4 Eldritch Earth and Fire (no save, 4 groups) PH2
c 9 17 Monster Swarm Summoning IX Cnj Summons CL/2 (round down) DL VIII monsters DM
c 9 18 Mordenkainen's Disjunction 9 Enc Disjunct 1 effect (any type) DM
c 9 19 Power Word Blind 9 Cha Blinds & stuns a creature if current hp < 160 (no save) DM
c 9 20 Power Word Crap Enc Target with 250 or less current hp is crapped (no save) DM
c 9 21 Power Word Kill 9 Cha Kills a creature if current hp < 120 (no save) DM
c 9 22 Power Word Stun 9 Cha Stuns a creature if current hp < 320 (no save) DM
c 9 23 Prismatic Wall 9 Abj 9 Prismatic colors or 7 MultiPrismatic colors (may repeat colors in either mode) DM
c 9 24 Ray of Enfeeblement 9 Cha -45 physical stat points (randomly distributed in packets of 5) (save per packet) DM
c 9 25 Really Really Put of Misery Chrono Target being that is Capital S Slain is removed from the timeline (no save) DM
c 9 26 Summon Monster IX Calls outsider to fight for you PH3
c 9 27 Temporal Stasis Puts subject into suspended animation. PH3
c 9 28 Time Stop 9 Alt Stops time for 1d4 rounds DM
c 9 29 Wacky Ball 9 / Normal / Ld100, save: DM
c 9 30 Wail of the Banshee Kills one creature/level. PH3
c 9 31 Wish Will duplicate any Wizard spell of levels 0-8 or any other spell of levels 0-7. Wish is NOT any more powerful than any other 9th level spell, it is simply more versatile (in fact, this makes the spell's effect weaker).
You may wish to increase stats. Current stat: 17 or below = +1; 18 to 19.9 = +0.1; 20 and up = +0.01 per wish. During a reset, you may use at most one wish on each stat, (or) two wishes on one stat (and none on the others).

[MC1] Monster Collective, Spells


[MC1.W10] Monster Wizard Spells, SL=10

Use SL # Name School Effect Source
d 10 1 Anti-Dispel Magic Shell Abj, Enc your effects are non-dispellable (inc.shell) DM? (i)?
d 10 2 Anti-Magic Shell 10 Abj Anti-Magic of SL 0 to 9 DM
d 10 3 Armor 10 Abj +CL*20 current hp DM
d 10 4 Fall Short Abj all spells with finite range cannot affect you for 1t DM? (i)?
d 10 5 Fire Shield 10 Abj Anyone who melees with you takes 225% dmg back DM
d 10 6 Fourth & Fifth Level Magic-User Spells DM
d 10 7 Globe of Invulnerability 10 Abj Immune to spells with SL=0 to 9 DM
d 10 8 Nazzer's Nullification Abj Creates a DMZ (Dispel Magic Zone) HLC2:137
d 10 9 Original Stoneskin 10 Abj Block the next 7 P actions of attacks DM
d 10 10 Prismatic Solid Ill Add a "Special" to entire room of Prismatic-ness (1 prismatic effect per person per segment) DM
d 10 11 Prismatic Sphere 10 Abj 8 Prismatic colors or 6 MultiPrismatic colors (may repeat colors in either mode) DM
d 10 12 Psionic Shield Abj class VI/esper-blind but can still use psi for 1t DM? (i)?
d 10 13 Reflect Dweomer Abj One action or effect is reflected to caster (no save) HLC2:122
d 10 14 Tenser's Transformation 10 Alt +200% of max hp to current hp, +6 TH melee DM
d 10 15 Transform Dweomer Alt Shapechange permanently, to creature or object HLC2:124
d 10 16 Ward Dweomer Abj Become immune to one type of attack/element HLC2:122
c 10 1 Afflict Dweomer Cnj Target cannot make saving throws (no save) HLC2:124
c 10 2 Banish Dweomer Abj Sends target to its home plane (no save, half MR/iMR) HLC2:121
c 10 3 Change Reality Alt Will duplicate any Wizard spell of levels 0-9 or any other spell of levels 0-8.
c 10 4 Cone of Cold 10 Inv CLd20+CL cold dmg to a group (save:) DM
c 10 5 Control Gravity Alt +- 1 G gravity per level in large area for 1t DM? (i)?
c 10 6 Create Dweomer Evo Wall of any element, dmg = (2*CL)d8+(CL) (no save) HLC2:128
c 10 7 Death Spell 10 Nec Slay 10d12 HD of creatures (save) DM
c 10 8 Dispel Exhaustion 10 Alt Restore 97% of dmg taken, get an Original Haste 10 for 1 round DM
c 10 9 Dispel Magic 10 Enc Dispel 8 magic effects DM
c 10 10 Down a Hole Alt Target is put Down a Hole (no save) DM
c 10 11 Eridor's Ebony Bolt Inv 4 perm. hp loss/lvl, no MR, cannot be resisted DM? (i)?
c 10 12 Eridor's Emerald Wall Evo anything touching wall is temporal stasised DM? (i)?
c 10 13 Feeblemind 10 Enc -50 mental stat points (randomly distributed in packets of 5) (save per packet) DM
c 10 14 Fire Maze Ill, Inv maze spell on lvl creatures, each takes 10 fire dmg/r DM? (i)?
c 10 15 Fireball 10 Inv CLd20 fire dmg to a group (save:) DM
c 10 16 Immediate Monster Summoning X Cnj, Chrono Summons a DL VIII monster without summoning sickness DM
c 10 17 Lightning Bolt 10 Inv CLd20 lightning dmg to a group (save:) DM
c 10 18 Magic Missile 10 Inv (CL+1)*5 missiles, each does 1d4+1 force dmg (no save) DM
c 10 19 Mass Magic Jar Enc You Magic Jar into a whole group of targets (Magic Jar save), can use P/V actions through all of them at once, damage to any of them damages you DM
c 10 20 Meteor Swarm 10 Inv 5 meteors each dealing 12d5 earth dmg & same fire dmg (save: for fire) DM
c 10 21 Monster Swarm Summoning X Cnj Summons CL/4 (round down) DL IX monsters DM
c 10 22 Mordenkainen's Disjunction 10 Enc Disjunct 2 effects (any type) DM
c 10 23 Neja's Irresistible Plea Enc Suggestion (no save) HLC2:138
c 10 24 Power Word Blind 10 Cha Blinds & stuns a creature if current hp < 200 (no save) DM
c 10 25 Power Word Fragment Cnj 1 body part of target is removed DM? (i)?
c 10 26 Power Word Kill 10 Cha Kills a creature if current hp < 150 (no save) DM
c 10 27 Power Word Stun 10 Cha Stuns a creature if current hp < 400 (no save) DM
c 10 28 Prismatic Wall 10 Abj 10 Prismatic colors or 8 MultiPrismatic colors (may repeat colors in either mode) DM
c 10 29 Ray of Enfeeblement 10 Cha -50 physical stat points (randomly distributed in packets of 5) (save per packet) DM
c 10 30 Ship In A Bottle Abj area iron flask (imprisonment) effect DM? (i)?
c 10 31 Strike Dweomer Evo (30*CL)d8 dmg to one target, any type of dmg, no save HLC2:129
c 10 32 Summon Dweomer Cnj Summons a creature (your choice, not random) with HD < CL HLC2:125
c 10 33 Tap Dweomer Nec Move CLdCL current hp from one target to another (no save) HLC2:129
c 10 34 Time Stop 10 Alt Stops time for 1d5 rounds DM
c 10 35 Wacky Ball 10 / Normal / Ld1000, save: DM
c 10 36 Wulf's Rectification Abj Sends 1d4+1 targets to home plane (no save, -20% MR/iMR) HLC2:141

[MC1] Monster Collective, Spells


[MC1.W11] Monster Wizard Spells, SL=11

Use SL # Name School Effect Source
d 11 1 Anti-Magic Shell 11 Abj Anti-Magic of SL 0 to 10 DM
d 11 2 Armor 11 Abj +CL*22 current hp DM
d 11 3 Bestow Save Alt, Wil get saves vs effects with no save 1t/lvl
d 11 4 Continuous (one spell is continuous) DM
d 11 5 Duplicate Item Enc duplicate a x1 magic or psi item that uses charges
d 11 6 Duplicate Mechanism Alt duplicate a technology item
d 11 7 Fifth Level Magic-User Spells (DM1) Ill Cast any four 5th level Wizard spells simultaneously when it is cast. DM
d 11 8 Fifth Level Magic-User Spells (DM2) Ill Can cast one 5th Level Wizard spell per round as Z action DM
d 11 9 Fire Shield 11 Abj Anyone who melees with you takes 250% dmg back DM
d 11 10 Globe of Invulnerability 11 Abj Immune to spells with SL=0 to 10 DM
d 11 11 Loop/Reality Stability Chrono Loop/Reality Stability (duration 1 day), reverse removes it (no save) DM
d 11 12 Original Stoneskin 11 Abj Block the next 8 P actions of attacks DM
d 11 13 Prismatic Sphere 11 Abj 9 Prismatic colors or 7 MultiPrismatic colors (may repeat colors in either mode) DM
d 11 14 Psionic Reflection Abj any undesired psionic effect is reflected for 1t
d 11 15 Symbol Of Wizardry Enc all that look at symbol have their spells reset
d 11 16 Tenser's Transformation 11 Alt +225% of max hp to current hp, +7 TH melee DM
c 11 1 As You Are Nec target's XP divisor increased by 1 (reverse's minimum = 1)
c 11 2 As You Were Chrono Target's experience levels halve (round up) (no save) DM
c 11 3 Cone of Cold 11 Inv CLd22+CL cold dmg to a group (save:) DM
c 11 4 Death Spell 11 Nec Slay 11d12 HD of creatures (save) DM
c 11 5 Dispel Exhaustion 11 Alt Restore 98% of dmg taken, get an Original Haste 11 for 1 round DM
c 11 6 Dispel Magic 11 Enc Dispel 9 magic effects DM
c 11 7 Feeblemind 11 Enc -55 mental stat points (randomly distributed in packets of 5) (save per packet) DM
c 11 8 Fireball 11 Inv CLd22 fire dmg to a group (save:) DM
c 11 9 Immediate Monster Summoning XI Cnj, Chrono Summons a DL IX monster without summoning sickness DM
c 11 10 Lightning Bolt 11 Inv CLd22 lightning dmg to a group (save:) DM
c 11 11 Magic Missile 11 Inv (CL+1)*11/2 missiles, each does 1d4+1 force dmg (no save) DM
c 11 12 Mental Loss Cha target loses 1M action for 1t
c 11 13 Meteor Swarm 11 Inv 6 meteors each dealing 14d6 earth dmg & same fire dmg (save: for fire) DM
c 11 14 Monster Swarm Summoning XI Cnj Summons CL/8 (round down) DL X monsters DM
c 11 15 Mordenkainen's Disjunction 11 Enc Disjunct 3 effects (any type) DM
c 11 16 Negation Blast Enc all x1 items within 30 yards turn off for 1t
c 11 17 Planet Swarm Evo target struck by 4 gas giants or 8 small planets (?!)
c 11 18 Power Word Blind 11 Cha Blinds & stuns a creature if current hp < 240 (no save) DM
c 11 19 Power Word Kill 11 Cha Kills a creature if current hp < 180 (no save) DM
c 11 20 Power Word Stun 11 Cha Stuns a creature if current hp < 480 (no save) DM
c 11 21 Prismatic Wall 11 Abj 11 Prismatic colors or 9 MultiPrismatic colors (may repeat colors in either mode) DM
c 11 22 Ray of Enfeeblement 11 Cha -55 physical stat points (randomly distributed in packets of 5) (save per packet) DM
c 11 23 Reset Self DM
c 11 24 Step Out of It Inv, Meta see section [C] for effects DM
c 11 25 Time Stop 11 Alt Stops time for 1d6 rounds DM
c 11 26 Unlimited Wish DM
c 11 27 Wacky Ball 11 / Normal / Ld10000, save: DM

[MC1] Monster Collective, Spells


[MC1.W12] Monster Wizard Spells, SL=12

Use SL # Name School Effect Source
d 12 1 Anti-Magic Shell 12 Abj Anti-Magic of SL 0 to 11 DM
d 12 2 Armor 12 Abj +CL*24 current hp DM
d 12 3 Eighth & Ninth Level Magic-User Spells DM
d 12 4 Fire Shield 12 Abj Anyone who melees with you takes 275% dmg back DM
d 12 5 Globe of Invulnerability 12 Abj Immune to spells with SL=0 to 11 DM
d 12 6 Original Stoneskin 12 Abj Block the next 9 P actions of attacks DM
d 12 7 Prismatic Sphere 12 Abj 10 Prismatic colors or 8 MultiPrismatic colors (may repeat colors in either mode) DM
d 12 8 Sixth Level Magic-User Spells (DM1) Ill Cast any four 6th level Wizard spells simultaneously when it is cast. DM
d 12 9 Sixth Level Magic-User Spells (DM2) Ill Can cast one 6th Level Wizard spell per round as Z action DM
d 12 10 Tenser's Transformation 12 Alt +250% of max hp to current hp, +8 TH melee DM
c 12 1 Cone of Cold 12 Inv CLd24+CL cold dmg to a group (save:) DM
c 12 2 Death Spell 12 Nec Slay 12d12 HD of creatures (save) DM
c 12 3 Dispel Exhaustion 12 Alt Restore 99% of dmg taken, get an Original Haste 12 for 1 round DM
c 12 4 Dispel Magic 12 Enc Dispel 10 magic effects DM
c 12 5 Feeblemind 12 Enc -60 mental stat points (randomly distributed in packets of 5) (save per packet) DM
c 12 6 Fireball 12 Inv CLd24 fire dmg to a group (save:) DM
c 12 7 Immediate Monster Summoning XII Cnj, Chrono Summons a DL X monster without summoning sickness DM
c 12 8 Lightning Bolt 12 Inv CLd24 lightning dmg to a group (save:) DM
c 12 9 Magic Missile 12 Inv (CL+1)*6 missiles, each does 1d4+1 force dmg (no save) DM
c 12 10 Meteor Swarm 12 Inv 7 meteors each dealing 16d7 earth dmg & same fire dmg (save: for fire) DM
c 12 11 Monster Swarm Summoning XII Cnj Summons CL/16 (round down) DL XI monsters DM
c 12 12 Mordenkainen's Disjunction 12 Enc Disjunct 4 effects (any type) DM
c 12 13 Pixelate Reality Pixelate target (no save) DM
c 12 14 Power Word Blind 12 Cha Blinds & stuns a creature if current hp < 280 (no save) DM
c 12 15 Power Word Kill 12 Cha Kills a creature if current hp < 210 (no save) DM
c 12 16 Power Word Stun 12 Cha Stuns a creature if current hp < 560 (no save) DM
c 12 17 Prismatic Wall 12 Abj 12 Prismatic colors or 10 MultiPrismatic colors (may repeat colors in either mode) DM
c 12 18 Ray of Enfeeblement 12 Cha -60 physical stat points (randomly distributed in packets of 5) (save per packet) DM
c 12 19 Reset (Self or Other) DM
c 12 20 Time Stop 12 Alt Stops time for 1d7 rounds DM
c 12 21 Unchangeable Reality DM
c 12 22 Wacky Ball 12 / Normal / Ld100000, save: DM

[MC1] Monster Collective, Spells


[MC1.P1] Monster Priest Spells, SL=1

Use SL # Name Sphere Effect Source
d 1 1 Animal Companion Ani,Cha Make an animal your companion (not familiar) {1 creature} OA1
d 1 2 Cantrip All Can cast 1 orison (Pri 0) per round as a Z action DM
d 1 3 Combine All -4 AC; no Dex adj.; Add Pri CLs for effects {Touch, 1+ creatures} UA1
d 1 4 Endure Elements Pro -5 dmg/r from 1 of: acid/cold/lightning/fire/sound {Touch, 1 creature} PH3
d 1 5 Goodberry Pla,Hea 8 berries can cure 1 hp or act as 1 full meal. 8 berries are always created. It takes 1 movement action to eat up to 40 berries. The berries can also be smeared upon a target and will still have their effect (this is useful for targets that cannot eat). {Touch, 8 objects} PH3
d 1 6 Protection from Fire 1 Ele,Pro Stop the next CL*2 fire dmg DM
d 1 7 Protection from Lightning 1 Ele,Pro Stop the next CL*2 lightning dmg DM
d 1 8 Resist [E=1 element] Elemental Pick an E=1 element, you resist it for 1 hour. DM
d 1 9 Resist Cold (1) Pro All creatures in area get resist cold {1 group} RC0
d 1 10 Resist Fire/Resist Cold 1 Ele,Pro Take -45% dmg vs. fire or cold DM
d 1 11 Sanctuary (1) Pro Opponents must make save to attack target {Touch, 1 creature} PH1
c 1 1 Blade Barrier 1 Gua 3d3 dmg wall (shards) DM
c 1 2 Call Lightning 1 Com,Ele (CL+2)d4 lightning dmg (save:) (halve the die type if not outside) DM
c 1 3 Cause Fear Cha Fear (save), max 6 HD {1 creature} PH3
c 1 4 Command 1 Cha Target makes 1 save, each missed save allows 1 word for a command to be given DM
c 1 5 Cure Light Wounds (3) Hea Cure 2d8+L (choose 1 die), reverse has save: {Touch, 1 creature} PH3
c 1 6 Entangle (1) Pla Need plants to use; Slow (no save); Stop (save) {1 group} PH1
c 1 7 Entropic Shield Pro,C Any missile has a 20% chance to miss you {self only} PH3
c 1 8 Entwine Pla As Entangle, 1 target, -4 to save DM
c 1 9 Faerie Fire (3) Wea Dispels darkness/blur/displacement/invisibility {1 group} PH3
c 1 10 Hold Person/Monster 1 Cha Hold 3 person or 1 monster targets (save) DM
c 1 11 Panic Charm Target is Panicked (50% flee, 50% taunted towards you) (Will save) DM
c 1 12 Summon Monster I Sum Summons a DL 1 creature to fight for you {1 creature} PH3
c 1 13 Summon Nature's Ally I Sum,Ani Summons a DL 1 animal to fight for you {1 creature} PH3
c 1 14 Treat Light Wounds Hea Cure 10% of max hp {Touch, 1 creature} DM

[MC1] Monster Collective, Spells


[MC1.P2] Monster Priest Spells, SL=2

Use SL # Name Sphere Effect Source
d 2 1 Aid Hea Bless; +2d8 (choose 1 die) hp (can above max) {Touch, 1 creature} UA1
d 2 2 Double Resist [E=1 element] Elemental Pick an E=1 element, you double resist it (1/4 dmg, 1/10 if make save) for 1 hour. DM
d 2 3 Frisky Chest Wrd Object will move away from non-Caster. If (after moving for 6 rounds) what it is moving away from is keeping the same distance, the spell "turns that person off" and will no longer move away from him. This prevents the "Frisky Chariot" abuse. {Touch} TM2
d 2 4 Goodberry 2 Hea,Pla Creates 8 goodberries DM
d 2 5 Protection from Fire 2 Ele,Pro Stop the next CL*4 fire dmg DM
d 2 6 Protection from Lightning 2 Ele,Pro Stop the next CL*4 lightning dmg DM
d 2 7 Resist [E=1 eelement] Elemental Pick an EE=1 eelement, you resist it for 1 hour. DM
d 2 8 Resist [E=2 element] Elemental Pick an E=2 element, you resist it for 1 hour. DM
d 2 9 Resist Acid and Corrosion Pro Resist acid {Touch, 1 target} S&M2
d 2 10 Resist Elements Abj -12 dmg/r from 1 of: acid/cold/lightning/fire/sound {Touch, 1 creature} PH3
d 2 11 Resist Fire/Resist Cold 2 Ele,Pro Take -50% dmg vs. fire or cold DM
c 2 1 Blade Barrier 2 Gua 4d4 dmg wall (shards) DM
c 2 2 Call Lightning 2 Com,Ele (CL+2)d6 lightning dmg (save:) (halve the die type if not outside) DM
c 2 3 Charm Person or Mammal Cha Charm one humanoid or mammal {1 creature} PH1
c 2 4 Command 2 Cha Target makes 2 saves, each missed save allows 1 word for a command to be given DM
c 2 5 Cure Moderate Wounds (3) Hea Cure 4d8+L (choose 2 dice) (or) 12+L hp {Touch, 1 creature} PH3
c 2 6 Death Knell Nec Slain if <0 hp (save); you +1d8 hp, +2 Str, +1 CL {Touch, 1 creature} PH3
c 2 7 Dispel Radiation Pro Dispels Radiation (1 target = auto success) {1 group} DM
c 2 8 Dust Devil Ele,Sum Dust Devil: AC 4, HD 2, hp 16, Mv 18, dmg 1d4 {1 creature} UA1
c 2 9 Flame Strike 2 Com,Ele CLd2 holy fire dmg (save:) DM
c 2 10 Heal 2 Hea Cure to 10% of max hp (max Heal 2 can cure at once = 62 hp) DM
c 2 11 Hold Person/Monster 2 Cha Hold 4 person or 2 monster targets (save) DM
c 2 12 Lesser Restoration Hea Restores temporary lowering of 1 ability score {Touch, 1 creature} PH3
c 2 13 Remove Degeneration/Wounded Nec Removes a Degeneration or Wounded effect DM
c 2 14 Remove Paralysis (3) Hea Removes paralysis/hold/slow; up to 4 targets {1 group} PH3
c 2 15 Shatter Ele,C Object(s) destroyed (save vs. crushing blow) {1 group} PH3
c 2 16 Summon Monster II Sum 1 DL 2 or 1d3 DL 1 creatures to fight for you {1 creature} PH3
c 2 17 Summon Nature's Ally II Sum,Ani 1 DL 2 or 1d3 DL 1 animals to fight for you {1 creature} PH3
c 2 18 Treat Moderate Wounds Hea Cure 20% of max hp {Touch, 1 creature} DM
c 2 19 Withdraw All Get 1r of actions per 1s; only cure self & Div {self only} UA1

[MC1] Monster Collective, Spells


[MC1.P3] Monster Priest Spells, SL=3

Use SL # Name Sphere Effect Source
d 3 1 Animate Dead Nec Creates undead skeletons and zombies. PH2&3
d 3 2 Double Resist [E=1 eelement] Elemental Pick an EE=1 eelement, you double resist it (1/4 dmg, 1/10 if make save) for 1 hour. DM
d 3 3 Double Resist [E=2 element] Elemental Pick an E=2 element, you double resist it (1/4 dmg, 1/10 if make save) for 1 hour. DM
d 3 4 Goodberry 3 Hea,Pla Creates 12 goodberries DM
d 3 5 Negative Plane Protection Nec;Pro Stops one negative energy attack PH2
d 3 6 Protection from Elements Pro;Ele Absorb 12 damage/level from one kind of energy. PH3
d 3 7 Protection From Fire Pro;Ele Immune normal fire; Absorb 12*CL dmg fire (or) Resist Fire PH2
d 3 8 Protection from Lightning 3 Ele,Pro Stop the next CL*8 lightning dmg DM
d 3 9 Resist [E=3 element] Elemental Pick an E=3 element, you resist it for 1 hour. DM
c 3 1 Bestow Curse Pro -6 to an ability; -4 on TH/saves/checks; or 50% lose action PH3
c 3 2 Blade Barrier 3 Gua 5d5 dmg wall (shards) DM
c 3 3 Call Lightning 3 Com,Ele (CL+2)d8 lightning dmg (save:) (halve the die type if not outside) DM
c 3 4 Command 3 Cha Target makes 3 saves, each missed save allows 1 word for a command to be given DM
c 3 5 Creeping Doom 3 Sum 40 insect dmg DM
c 3 6 Cure Blindness or Deafness Nec;Hea Cures Blindness or Deafness PH2
c 3 7 Cure Disease Nec;Hea Cures Disease PH2
c 3 8 Cure Wounds 3 Hea Cures 6d8 hp (can take offer of 6 per die -> 36 hp) DM
c 3 9 Death's Door Nec;Hea Puts target (at negative hp) to 0 hp (1 hp if material comp.) UA1
c 3 10 Dispel Magic 3 Com Dispel 1 magic effect DM
c 3 11 Flame Strike 3 Com,Ele CLd4 holy fire dmg (save:) DM
c 3 12 Heal 3 Hea Cure to 25% of max hp (max Heal 3 can cure at once = 250 hp) DM
c 3 13 Hold Person/Monster 3 Cha Hold 5 person or 3 monster targets (save) DM
c 3 14 Neutralize Poison Hea;Nec Detoxifies venom in or on subject. PH2&3
c 3 15 Put Out of Misery Nec Target being at negative hp that would die if unattended is slain (no save) DM
c 3 16 Remove Curse Nec;Hea Frees object or person from curse. PH2&3
c 3 17 Remove Disease Nec;Hea Cures all diseases affecting subject. PH3
c 3 18 Remove Paralysis (2) Nec;Hea Removes paralysis. This spell will also remove stun and summoning sickness effects. This spell also has a reverse (Paralysis) that will Paralyze target creature unless they make a save vs. PPD. PH2
c 3 19 Summon Insects Ani;Sum Summons DL 3 insects PH2
c 3 20 Summon Monster III Sum Calls DL 3 outsider to fight for you. PH3
c 3 21 Summon Nature's Ally III Ani;Sum Calls DL 3 creature to fight. PH3
c 3 22 Treat Serious Wounds Hea Cure 30% of max DM

[MC1] Monster Collective, Spells


[MC1.P4] Monster Priest Spells, SL=4

Use SL # Name Sphere Effect Source
d 4 1 Death Ward Wrd; Nec Grants immunity to death spells and effects. PH3
d 4 2 Dimensional Anchor Ast; Wrd Bars extradimensional movement. PH3
d 4 3 Double Resist [E=3 element] Elemental Pick an E=3 element, you double resist it (1/4 dmg, 1/10 if make save) for 1 hour. DM
d 4 4 Free Action Cha Immune stun, hold, paralysis, summoning sickness PH2
d 4 5 Goodberry 4 Hea,Pla Creates 16 goodberries DM
d 4 6 Immune [E=1 element] Elemental Pick an E=1 element, you are immune to it for 1 hour. (This immunity does not "spread" into other resistances) DM
d 4 7 Protection from Fire 4 Ele,Pro Stop the next CL*12 fire dmg DM
d 4 8 Protection from Lightning 4 Ele,Pro Stop the next CL*12 lightning dmg DM
d 4 9 Rusting Grasp Com; Wea Your touch corrodes iron and alloys. PH3
d 4 10 Spell Immunity Pro Subject is immune to one spell per four levels PH2&3
d 4 11 Resist [E=2 eelement] Elemental Pick an EE=2 eelement, you resist it for 1 hour. DM
d 4 12 Resist [E=4 element] Elemental Pick an E=4 element, you resist it for 1 hour. DM
d 4 13 Resist Fire/Resist Cold 4 Ele,Pro Take -60% dmg vs. fire or cold DM
c 4 1 Blade Barrier 4 Gua 6d6 dmg wall (shards) DM
c 4 2 Call Lightning 4 Com,Ele (CL+2)d10 lightning dmg (save:) (halve the die type if not outside) DM
c 4 3 Command 4 Cha Target makes 4 saves, each missed save allows 1 word for a command to be given DM
c 4 4 Creeping Doom 4 Sum 160 insect dmg DM
c 4 5 Cure Wounds 4 Hea Cures 10d8 hp (can take offer of 6 per die -> 60 hp) DM
c 4 6 Death's Door 4 Hea,Nec Target (currently at negative hp) goes to 1 hp DM
c 4 7 Dismissal Sum Forces a creature to return to native plane. (save) PH3
c 4 8 Dispel Magic 4 Com Dispel 2 magic effects DM
c 4 9 Dispel Psionics Pro Cancels psionic effects DM
c 4 10 Flame Strike 4 Com,Ele CLd6 holy fire dmg (save:) DM
c 4 11 Heal 4 Hea Cure to 50% of max hp (max Heal 4 can cure at once = 500 hp) DM
c 4 12 Hold Person/Monster 4 Cha Hold 6 person or 4 monster targets (save) DM
c 4 13 Lesser Planar Ally Sum Summons a DL IV outer-planar (payment determines duration) PH3
c 4 14 Limited Heal Hea Heal, target must Fort save vs. # hp down (+10 per other effect) DM
c 4 15 Neutralize Poison 4 Hea,Nec Cure 1 poison effect (reverse causes that many, save) DM
c 4 16 Remove Capital S Stun Hea, Nec Removes Capital S Stun DM
c 4 17 Remove Curse 4 Hea,Nec Cure 1 curse effect (reverse causes that many, save) DM
c 4 18 Restoration (3) Nec Restores level and ability score drains. PH3
c 4 19 Summon Monster IV Sum Summons a DL IV monster (1 turn) PH3
c 4 20 Summon Nature's Ally IV Sum Summons a DL IV animal (maintained) PH3
c 4 21 Treat Critical Wounds Hea Cure 40% of max DM

[MC1] Monster Collective, Spells


[MC1.P5] Monster Priest Spells, SL=5

Use SL # Name Sphere Effect Source
d 5 1 Antiplant Shell Pla; Pro Keeps out plants PH2
d 5 2 Double Resist [E=2 eelement] Elemental Pick an EE=2 eelement, you double resist it (1/4 dmg, 1/10 if make save) for 1 hour. DM
d 5 3 Double Resist [E=4 element] Elemental Pick an E=4 element, you double resist it (1/4 dmg, 1/10 if make save) for 1 hour. DM
d 5 4 Extra Group +1 Numbers The next spell you cast will affect +1 groups of monsters DM
d 5 5 Golem Cre Makes a golem (you need raw materials) UA1
d 5 6 Goodberry 5 Hea,Pla Creates 20 goodberries DM
d 5 7 Immune [E=2 element] Elemental Pick an E=2 element, you are immune to it for 1 hour. (This immunity does not "spread" into other resistances) DM
d 5 8 Improved Free Action Cha Immune Capital S Stun, Stop, Hold, Paralysis, Summoning Sickness; Hold P,V actions DM
d 5 9 Ironskin Does not stop falling damage. Does not leak like Stoneskin. Any attack (hit or miss) knocks off an Ironskin, unless the roll was a natural 1. DK2
d 5 10 Protection from Fire 5 Ele,Pro Stop the next CL*16 fire dmg DM
d 5 11 Protection from Lightning 5 Ele,Pro Stop the next CL*16 lightning dmg DM
d 5 12 Resist [E=5 element] Elemental Pick an E=5 element, you resist it for 1 hour. DM
d 5 13 Resist Fire/Resist Cold 5 Ele,Pro Take -65% dmg vs. fire or cold DM
d 5 14 Resist Vulnerability Pro Target gains a Resist to something which can only be used to counter a Vulnerability (Duration 1 hour) DM
d 5 15 Spell Immunity 5 Pro Be immune to 2 spells by name DM
d 5 16 Spell Resistance Pro Subject gains +12 +1/level SR. PH3
d 5 17 Summon Monster V Sum Summons a DL V monster (1 turn) PH3
d 5 18 Summon Nature's Ally V Sum; Ani Summons a DL V animal (maintained) PH3
d 5 19 Troll-like Regeneration Nec You Troll-like Regenerate at CL hp per round DM
c 5 1 Animate Dead Monsters Nec Animates CL dead monsters UA1
c 5 2 Blade Barrier 5 Gua 7d7 dmg wall (shards) DM
c 5 3 Call Lightning 5 Com,Ele (CL+2)d12 lightning dmg (save:) (halve the die type if not outside) DM
c 5 4 Command 5 Cha Target makes 5 saves, each missed save allows 1 word for a command to be given DM
c 5 5 Conjure/Dismiss Normal Elemental Ele Summons or dismisses a Normal Elemental DM
c 5 6 Creeping Doom 5 Sum (1d2+4)*60 insect dmg DM
c 5 7 Cure Wounds 5 Hea Cures 15d8 hp (can take offer of 6 per die -> 90 hp) DM
c 5 8 Death's Door 5 Hea,Nec Target (currently at negative hp) goes to 2 hp (can't go above max) DM
c 5 9 Dispel Evil All; Com Unsummons evil creatures (Outer-planar/summoned no save). If cast against 1 creature of the appropriate type, there is no saving throw. If cast against an evil area or a grouping of creatures, the save is at normal chances. PH2
c 5 10 Dispel Innates Pro Dispels Innates DM
c 5 11 Dispel Magic 5 Com Dispel 3 magic effects DM
c 5 12 Fire Storm 5 Com,Ele (CL+2)d2 holy fire dmg, hits 1 group (no save) DM
c 5 13 Flame Strike 5 Com,Ele CLd8 holy fire dmg (save:) DM
c 5 14 Greater Command Cha As command, but affects one subject/level. PH3
c 5 15 Heal 5 Hea Cure to 75% of max hp (max Heal 5 can cure at once = 750 hp) DM
c 5 16 Hold Person/Monster 5 Cha Hold 7 person or 5 monster targets (save) DM
c 5 17 Ice Storm Ele Hail deals 5d6 damage in cylinder 40 ft. across. PH3
c 5 18 Insect Plague Ani; Sum Insect horde limits vision, inflicts damage, creatures flee. PH2&3
c 5 19 Limited Cureall Hea Cureall, target must Fort save vs. # hp down (+10 per other effect) DM
c 5 20 Limited Wish Com 5th level spell: will duplicate any Wizard spell of levels 0-3 or Priest spell of levels 0-4. DM
c 5 21 MultiCure Critical Wounds Cure Critical (3 targets) (r=sight) DM
c 5 22 Neutralize Poison 5 Hea,Nec Cure 2 poison effects (reverse causes that many, save for each) DM
c 5 23 Rainbow Sun Creates a rainbow bridge (or) CL bolts d8 dmg 1 target each PH2
c 5 24 Raise Dead Nec Restores life to subject who died up to 1 day/level ago. What you get is the full character at 1 hit point (he can be healed), with no spells or psionic points. He loses 1 Con point permanently. PH2&3
c 5 25 Remove Coma Nec Removes the Coma effect DM
c 5 26 Remove Curse 5 Hea,Nec Cure 2 curse effects (reverse causes that many, save for each) DM
c 5 27 Treat Deadly Wounds Hea Cure 50% of max hp DM
c 5 28 Vulnerable Resistance Pro Target gains a Vulnerability to something which can only be used to counter a Resistance (Duration 1 hour) DM
c 5 29 Wall of Fire Ele Passing through wall deals 2d6 +1/level. PH3
c 5 30 Wall of Stone Ele 20 hp/four levels; can be shaped. PH3
c 5 31 Wall of Thorns Pla Thorns damage anyone who tries to pass. PH3

[MC1] Monster Collective, Spells


[MC1.P6] Monster Priest Spells, SL=6

Use SL # Name Sphere Effect Source
d 6 1 Anti-Animal Shell PH2
d 6 2 Antilife Shell 10-ft. field hedges out living creatures. PH3
d 6 3 Double Resist [E=5 element] Elemental Pick an E=5 element, you double resist it (1/4 dmg, 1/10 if make save) for 1 hour. DM
d 6 4 Forbiddance Denies area to creatures of another alignment. PH3
d 6 5 Goodberry 6 Hea,Pla Creates 24 goodberries DM
d 6 6 Immune [E=3 element] Elemental Pick an E=3 element, you are immune to it for 1 hour. (This immunity does not "spread" into other resistances) DM
d 6 7 No Save Combat The next spell you cast does not have a saving throw DM
d 6 8 Protection from Fire 6 Ele,Pro Stop the next CL*20 fire dmg DM
d 6 9 Protection from Lightning 6 Ele,Pro Stop the next CL*20 lightning dmg DM
d 6 10 Resist [E=3 eelement] Elemental Pick an EE=3 eelement, you resist it for 1 hour. DM
d 6 11 Resist [E=6 element] Elemental Pick an E=6 element, you resist it for 1 hour. DM
d 6 12 Resist Fire/Resist Cold 6 Ele,Pro Take -70% dmg vs. fire or cold DM
d 6 13 Spell Immunity 6 Pro Be immune to 3 spells by name DM
c 6 1 Blade Barrier Blades encircling you deal 1d6 damage/level. PH3
c 6 2 Blade Barrier 6 Gua 8d8 dmg wall (shards) DM
c 6 3 Call Lightning 6 Com,Ele (CL+2)d14 lightning dmg (save:) (halve the die type if not outside) DM
c 6 4 Command 6 Cha Target makes 6 saves, each missed save allows 1 word for a command to be given DM
c 6 5 Conjure/Dismiss Para Elemental Ele Summons or dismisses a Para Elemental DM
c 6 6 Create Undead Ghouls, shadows, ghasts, wights, or wraiths. PH3
c 6 7 Creeping Doom 6 Sum (1d3+5)*80 insect dmg DM
c 6 8 Cure Wounds 6 Hea Cures 21d8 hp (can take offer of 6 per die -> 126 hp) DM
c 6 9 Death's Door 6 Hea,Nec Target (currently at negative hp) goes to 4 hp (can't go above max) DM
c 6 10 Dispel Evil 6 All Dispel 2 evil targets (can target the same thing more than once) (save) DM
c 6 11 Dispel Magic 6 Com Dispel 4 magic effects DM
c 6 12 Feeblemind PH1
c 6 13 Fire Storm 6 Com,Ele (CL+2)d5 holy fire dmg, hits 1+1/2 groups (no save) DM
c 6 14 Flame Strike 6 Com,Ele CLd10 holy fire dmg (save:) DM
c 6 15 Heal Hea Cure all dmg + disease,blind,insanity,feeblemind PH1
c 6 16 Hold Person/Monster 6 Cha Hold 8 person or 6 monster targets (save) DM
c 6 17 Mass Remove Curse Remove Curse on 6 targets or 1 group DM
c 6 18 Mass Remove Paralysis DM
c 6 19 MultiCure Deadly Wounds Hea Cure 8d8+10 or 58 to 6 different targets DM
c 6 20 Neutralize Poison 6 Hea,Nec Cure 3 poison effects (reverse causes that many, save for each) DM
c 6 21 Really Put of Misery Nec Target being that is slain is Capital S Slain (no save) DM
c 6 22 Remove *Curse* Nec Removes *Curse*, Capital C Curse (but not Ancient Foul Curse) DM
c 6 23 Remove Curse 6 Hea,Nec Cure 3 curse effects (reverse causes that many, save for each) DM
c 6 24 Summon Monster VI Calls outsider to fight for you. PH3
c 6 25 Summon Nature's Ally VI Calls creature to fight. PH3
c 6 26 Treat Harmful Wounds Hea Cure 60% of max hp DM

[MC1] Monster Collective, Spells


[MC1.P7] Monster Priest Spells, SL=7

Use SL # Name Sphere Effect Source
d 7 1 Goodberry 7 Hea,Pla Creates 28 goodberries DM
d 7 2 Immune [E=4 element] Elemental Pick an E=4 element, you are immune to it for 1 hour. (This immunity does not "spread" into other resistances) DM
d 7 3 Phoenix Sanctuary Pro You take half damage from any source (duration 1 turn, cannot be made permanent) DM
d 7 4 Protection from Death Pro,Nec Immune to slain and Slain DM
d 7 5 Protection from Fire 7 Ele,Pro Stop the next CL*24 fire dmg DM
d 7 6 Protection from Lightning 7 Ele,Pro Stop the next CL*24 lightning dmg DM
d 7 7 Regenerate 7 Nec Regenerates 1 hp /s DM
d 7 8 Repulsion Creatures can't approach you. PH3
d 7 9 Spell Immunity 7 Pro Be immune to 4 spells by name DM
d 7 10 Symbol Triggered runes have array of effects. PH2
d 7 11 Time/Reality Stability Time Time/Reality Stability (duration 1 day), reverse removes it (Spell save) DM
c 7 1 Blade Barrier 7 Gua 9d9 dmg wall (shards) DM
c 7 2 Call Lightning 7 Com,Ele (CL+2)d16 lightning dmg (save:) (halve the die type if not outside) DM
c 7 3 Command 7 Cha Target makes 7 saves, each missed save allows 1 word for a command to be given DM
c 7 4 Confusion PH2
c 7 5 Conjure/Dismiss Quasi Elemental Ele Summons or dismisses a Quasi Elemental DM
c 7 6 Creeping Doom 7 Sum (1d4+6)*100 insect dmg DM
c 7 7 Cure Wounds 7 Hea Cures 28d8 hp (can take offer of 6 per die -> 168 hp) DM
c 7 8 Cureall Hea Cure all dmg + remove all non-divine ailments RC0
c 7 9 Death's Door 7 Hea,Nec Target (currently at negative hp) goes to 8 hp (can't go above max) DM
c 7 10 Dispel Evil 7 All Dispel 3 evil targets (can target the same thing more than once) (save) DM
c 7 11 Dispel Magic 7 Com Dispel 5 magic effects DM
c 7 12 Earthquake Intense tremor shakes 5-ft./level radius. PH2
c 7 13 Escape Travelers You Escape from current situation DM
c 7 14 Fire Storm 7 Com,Ele (CL+2)d8 holy fire dmg, hits 2 groups (no save) DM
c 7 15 Flame Strike 7 Com,Ele CLd12 holy fire dmg (save:) DM
c 7 16 Gate Connects two planes for travel or summoning. PH2
c 7 17 Greater Restoration As restoration, plus restores all levels and ability scores PH3
c 7 18 Heal 7 Hea Cure to 125% of max hp (max Heal 7 can cure at once = 1250 hp) DM
c 7 19 Hold Person/Monster 7 Cha Hold 9 person or 7 monster targets (save) DM
c 7 20 Holy Word Double the Hit Dice brackets. A creature does not have to "hear" the spell in order for it to take effect. PH1
c 7 21 MultiHeal Hea Cure all dmg + disease,blind,insanity,feeblemind (6 targets) DM
c 7 22 Neutralize Poison 7 Hea,Nec Cure 4 poison effects (reverse causes that many, save for each) DM
c 7 23 Raise Dead Fully Nec What you get is the full character at full hit points, but with no spells or psionic points. He loses 1 Con point permanently. RC0
c 7 24 Remove Curse 7 Hea,Nec Cure 4 curse effects (reverse causes that many, save for each) DM
c 7 25 Resist Fire/Resist Cold 7 Ele,Pro Take -75% dmg vs. fire or cold DM
c 7 26 Restoration (1) Removes all lost levels, not just one. Also restores ability score drains. Does not age caster or target. PH1
c 7 27 Resurrection Nec What you get is the full character at 1 hit point, with the spells and psionic points he had when killed. He loses 1 Con point, which can be restored with a Restoration or other means. PH1
c 7 28 Summon Monster VII Calls outsider to fight for you. PH3
c 7 29 Summon Nature's Ally VII Calls creature to fight. PH3
c 7 30 Treat Caused Wounds Hea Cure 70% of max hp DM
c 7 31 Wish Cnj Duplicate any Wizard or Priest spell of levels 0-6. RC0

[MC1] Monster Collective, Spells


[MC1.P8] Monster Priest Spells, SL=8

Use SL # Name Sphere Effect Source
d 8 1 Antimagic Field Negates magic within 10 ft. PH3
d 8 2 Duplicate Monster Cre Duplicate a x1 monster (not incl. classes) ?
d 8 3 Extra Group +2 Numbers The next spell you cast will affect +2 groups of monsters DM
d 8 4 Forever Minions Nec All dead in area raise as zombies in 1r; spell is permanent ?
d 8 5 Goodberry 8 Hea,Pla Creates 32 goodberries DM
d 8 6 Lady's Smile Num/Tho Can choose result of 1 die roll within 2r ?
d 8 7 Protection from Fire 8 Ele,Pro Stop the next CL*28 fire dmg DM
d 8 8 Protection from Lightning 8 Ele,Pro Stop the next CL*28 lightning dmg DM
d 8 9 Regenerate 8 Nec Regenerates 2 hp /s DM
d 8 10 Robe Of Healing Hea Get 20 1d4+4 healing effects (self or other) every round for 1h TOM2
d 8 11 Spell Immunity 8 Pro Be immune to 5 spells by name DM
d 8 12 Sphere Of Security Pro Friends get +2 AC,+2 saves, +50% MR, 4 Pro.scroll effects 1h TOM2
c 8 1 Animal Horde Ani/Sum Summon your choice of 10*level HD of animals TOM2
c 8 2 Blade Barrier 8 Gua 10d10 dmg wall (shards) DM
c 8 3 Call Lightning 8 Com,Ele (CL+2)d18 lightning dmg (save:) (halve the die type if not outside) DM
c 8 4 Circle Of Sunmotes Sun All friends get leveld6 hp,+1/+1 TH/dmg; enemies get reverse TOM2
c 8 5 Command 8 Cha Target makes 8 saves, each missed save allows 1 word for a command to be given DM
c 8 6 Conjure Greater Elemental Ele Conjures a 36 HD Elemental Lord (x2 being) ?
c 8 7 Conjure/Dismiss Semi Elemental Ele Summons or dismisses a Semi Elemental DM
c 8 8 Create Greater Undead Mummies, spectres, vampires, or ghosts. PH3
c 8 9 Creeping Doom 8 Sum (1d5+7)*120 insect dmg DM
c 8 10 Cure Wounds 8 Hea Cures 36d8 hp (can take offer of 6 per die -> 216 hp) DM
c 8 11 Death's Door 8 Hea,Nec Target (currently at negative hp) goes to 16 hp (can't go above max) DM
c 8 12 Dispel Evil 8 All Dispel 4 evil targets (can target the same thing more than once) (save) DM
c 8 13 Dispel Magic 8 Com Dispel 6 magic effects DM
c 8 14 Elemental Swarm Ele/Sum Summons (level) 36 HD elementals of chosen type (not semi-) TOM2
c 8 15 Fear Contagion Cha/War All within 240' are feared (no save), effect is contagious 1t TOM2
c 8 16 Finger of Death Kills one subject. PH3
c 8 17 Fire Storm 8 Com,Ele (CL+2)d11 holy fire dmg, hits 3 groups (no save) DM
c 8 18 Flame Strike 8 Com,Ele CLd14 holy fire dmg (save:) DM
c 8 19 Heal 8 Hea Cure to 150% of max hp (max Heal 8 can cure at once = 1500 hp) DM
c 8 20 Hold Person/Monster 8 Cha Hold 10 person or 8 monster targets (save) DM
c 8 21 Holy Bolt Com Dispels undead, evil, outer-planar & 20 dmg/lvl ?
c 8 22 Implosion/Inversion Num/Com Each round for 1t, caster can implode 1 target (save -4) TOM2
c 8 23 Mass Heal As heal, but with several subjects. PH3
c 8 24 Neutralize Poison 8 Hea,Nec Cure 5 poison effects (reverse causes that many, save for each) DM
c 8 25 Really Really Put of Misery Time Target being that is Capital S Slain is removed from the timeline (no save) DM
c 8 26 Remove Curse 8 Hea,Nec Cure 5 curse effects (reverse causes that many, save for each) DM
c 8 27 Shooting Stars Com/Sun All enemies within 120' take 6d10+192 (no save) (fire+lightning) TOM2
c 8 28 Spiral Of Degeneration C/Tho All x1 items within 50' turn off, all lose 1 spell/r, 1h TOM2
c 8 29 Storm Of Vengeance Ele/War No spellcasting, lvld6 acid, 48d8 lightning, 3*lvld10 ice TOM2
c 8 30 Summon Monster VIII Calls outsider to fight for you. PH3
c 8 31 Summon Nature's Ally VIII Calls creature to fight. PH3
c 8 32 Treat Terrible Wounds Hea Cure 80% of max hp DM
c 8 33 UltraCureAll Hea As Cureall but full set of phantom hit points. DM
c 8 34 Undead Plague Nec Summon 1000 skeletons TOM2
c 8 35 Wolf Spirits Ani/Sum Summon 2*lvld6 wolf spirits (AC-18,hp76,+2 wpn to hit,undead) TOM2

[MC1] Monster Collective, Spells


[MC1.P9] Monster Priest Spells, SL=9

Use SL # Name Sphere Effect Source
d 9 1 Anti-Dispel Magic Shell Pro your effects are non-dispellable (inc.shell) DM/internet?
d 9 2 Duplicate Item Cre duplicate a x1 magic or psi item that uses charges DM/internet?
d 9 3 Duplicate Mechanism Cre duplicate a technology item DM/internet?
d 9 4 Goodberry 9 Hea,Pla Creates 36 goodberries DM
d 9 5 Petition All auto make next divine intervention roll DM/internet?
d 9 6 Protection from Fire 9 Ele,Pro Stop the next CL*32 fire dmg DM
d 9 7 Protection from Lightning 9 Ele,Pro Stop the next CL*32 lightning dmg DM
d 9 8 Regenerate 9 Nec Regenerates 4 hp /s DM
d 9 9 Resist Fire/Resist Cold 9 Ele,Pro Take -85% dmg vs. fire or cold DM
d 9 10 Rift Nec all undead within 360 yards have x10 hp; duration 3 d DK2
d 9 11 Shapechange Transforms you into any creature, and change forms once per round. PH3
d 9 12 Spell Immunity 9 Pro Be immune to 6 spells by name DM
c 9 1 Blade Barrier 9 Gua 11d11 dmg wall (shards) DM
c 9 2 Call Lightning 9 Com,Ele (CL+2)d20 lightning dmg (save:) (halve the die type if not outside) DM
c 9 3 Command 9 Cha Target makes 9 saves, each missed save allows 1 word for a command to be given DM
c 9 4 Conjure Elemental 9 Ele,Sum Conjure a DL=8 elemental DM
c 9 5 Creeping Doom 9 Sum (1d6+8)*140 insect dmg DM
c 9 6 Cure Wounds 9 Hea Cures 45d8 hp (can take offer of 6 per die -> 270 hp) DM
c 9 7 Death's Door 9 Hea,Nec Target (currently at negative hp) goes to 32 hp (can't go above max) DM
c 9 8 Dispel Evil 9 All Dispel 5 evil targets (can target the same thing more than once) (save) DM
c 9 9 Dispel Magic 9 Com Dispel 7 magic effects DM
c 9 10 Down a Hole Astral Target is put Down a Hole (no save) DM
c 9 11 Energy Drain Subject gains 2d4 negative levels. PH3
c 9 12 Erase Truename Astral Erases target's Truename (no save) DM
c 9 13 Fire Storm 9 Com,Ele (CL+2)d14 holy fire dmg, hits 4 groups (no save) DM
c 9 14 Flame Strike 9 Com,Ele CLd16 holy fire dmg (save:) DM
c 9 15 Heal 9 Hea Cure to 175% of max hp (max Heal 9 can cure at once = 1750 hp) DM
c 9 16 Hold Person/Monster 9 Cha Hold 11 person or 9 monster targets (save) DM
c 9 17 Implosion Kills one creature/round. PH3
c 9 18 Miracle Requests a deity's intercession. PH3
c 9 19 Neutralize Poison 9 Hea,Nec Cure 6 poison effects (reverse causes that many, save for each) DM
c 9 20 Remove Curse 9 Hea,Nec Cure 6 curse effects (reverse causes that many, save for each) DM
c 9 21 Reset Self Hea Reset self DM
c 9 22 Summon Monster IX Calls outsider to fight for you. PH3
c 9 23 Summon Nature's Ally IX Calls creature to fight. PH3
c 9 24 Treat Ultra Wounds Hea Cure 90% of max hp DM
c 9 25 True Resurrection As resurrection, plus remains aren't needed. PH3
c 9 26 Unlimited Wish ? Duplicate any Wizard or Priest spell of levels 0-8. DM

[MC1] Monster Collective, Spells


[MC1.P10] Monster Priest Spells, SL=10

Use SL # Name Sphere Effect Source
d 10 1 Goodberry 10 Hea,Pla Creates 40 goodberries DM
d 10 2 Protection from Fire 10 Ele,Pro Stop the next CL*36 fire dmg DM
d 10 3 Protection from Lightning 10 Ele,Pro Stop the next CL*36 lightning dmg DM
d 10 4 Regenerate 10 Nec Regenerates 8 hp /s DM
d 10 5 Resist Fire/Resist Cold 10 Ele,Pro Take -90% dmg vs. fire or cold DM
d 10 6 Spell Immunity 10 Pro Be immune to 7 spells by name DM
c 10 1 Blade Barrier 10 Gua 12d12 dmg wall (shards) DM
c 10 2 Call Lightning 10 Com,Ele (CL+2)d22 lightning dmg (save:) (halve the die type if not outside) DM
c 10 3 Command 10 Cha Target makes 10 saves, each missed save allows 1 word for a command to be given DM
c 10 4 Conjure Elemental 10 Ele,Sum Conjure a DL=9 elemental DM
c 10 5 Creeping Doom 10 Sum (1d7+11)*160 insect dmg DM
c 10 6 Cure Wounds 10 Hea Cures 55d8 hp (can take offer of 6 per die -> 330 hp) DM
c 10 7 Death's Door 10 Hea,Nec Target (currently at negative hp) goes to 64 hp (can't go above max) DM
c 10 8 Dispel Evil 10 All Dispel 6 evil targets (can target the same thing more than once) (save) DM
c 10 9 Dispel Magic 10 Com Dispel 8 magic effects DM
c 10 10 Fire Storm 10 Com,Ele (CL+2)d17 holy fire dmg, hits 5 groups (no save) DM
c 10 11 Flame Strike 10 Com,Ele CLd18 holy fire dmg (save:) DM
c 10 12 Heal 10 Hea Cure to 200% of max hp (max Heal 10 can cure at once = 2000 hp) DM
c 10 13 Hold Person/Monster 10 Cha Hold 12 person or 10 monster targets (save) DM
c 10 14 Neutralize Poison 10 Hea,Nec Cure 7 poison effects (reverse causes that many, save for each) DM
c 10 15 Remove Curse 10 Hea,Nec Cure 7 curse effects (reverse causes that many, save for each) DM