[PC3] Priest Group Classes


Specialty Priests "Great God List" (GGL)

Mythos Deity God of Mult Req AL Turn Specialty Priest Abilities
Amer. Indian Coyote Crafts, Thievery x4 Dex +9 C No 1) Rogue Abilities as per Thief2, max of 10th level abilities
Amer. Indian Earth Nature, Food x5 Str +5, Wis +6 T Yes 1) Immune wooden and stone weapons; 4) Summon and Control 6 DL II Animals
Amer. Indian Great Spirit Life, Creation x9 Wis +9, Str +9 LG No 5) Shape Change animal; 7) Control Weather; 10) Raise Dead 1/w
Amer. Indian Moon Protection, Women x5 Dex +5, Int +5 G No 1) x2 CL (max bonus CL from this effect = +12); 1) 0: Moonlight (doesn't blind)
Amer. Indian Snake Reptiles, Aging x4 Wis +9 NG No 10) Summon Snakes; 15) Immune Aging; 15) Control Age
Amer. Indian Sun Light, Heat x5 Str +7, Dex +7 non-E Yes+2 1) 1M: Summon DL N Animal (N=LVL, beyond 10 uses Monster Templates); 1) Eye's P, gaze: Blindness (save)
Aztec Huitzilopochtli War, Light x5 Str +6, Con +5 any No 1) +LVL dmg with Javelins; 1) WReflection LVL*10%
Aztec Mictlantecuhtil Death x5 Con +7, Wis +5 any Yes x2 1) 1M: Animate Dead; 1) Eye's M, gaze: Stun 1d10 r (save)
Aztec Ometeotl Creation x9 Wis +9, Int +9 any Yes 1) Turn Undead as 2 levels higher; 10) Invisibility
Aztec Quetzalcoatl Air, Wisdom x5 Int +7, Wis +7 G Yes x2 1) 0: Message; 1) +1 school of immunity for having high Wis (and another +1 for high Int)
Aztec Xochipilli Beauty, Luck x5 Chr +9 any No 1) +1 saves; 5) +2 saves; 10) second attempt on any failed save
Aztec Metzli Night, AnimalGrow x5 Str +9 NG Yes 1) Infravision; 10) can cast from wizard Illusion school
Celtic Daghdha Crops, Weather x6 Dex +5, Wis +5 G No 1) Overwrite spell progression with Druid1; 1) 1 attack with a club: Coup-de-grace
Celtic Diancecht Medicine, Healing x5 Wis +9 G No 1) All Healing sphere spells are -1 SL for you
Celtic Goibhniu Smiths, Weapons/Armor x5 Str +5, Con +5 T or N No 1) ++1 TH; 1) Heroes' Feast; 3) 1P, LVL/d: Enchant weapon/armor with LVL*2/5 half-plusses
Celtic Lugh Art, Commerce x6 Wis +9 N No 1) Darkness/Light 100'r 1/d; 3) x3 move rate; 9) Enchant Item 1/w
Celtic Math Mathonwy Magic x5 Int +9 N No 6) Gain Mage2 progression and spells as if 5 levels lower
Celtic Oghma [2] Speech, Writing x5 Int +5, Wis +5 G No 3) 1M: Charm Person; 5) 1M: Charm Monster; 8) 1M: Mass Charm
Chinese Chung Kuel Truth, Testing x5 Int +7, Wis +7 non-E No 1) 1F: Dispel x1 effect; 5) Detect Lie (cont.); 10) Detect Lie (cont., know real truth)
Chinese Fu Hsing Happiness x5 Chr +9 G Yes 1) Immune Fear; 5) Bard2 progression; 10) Spells require only 1M
Chinese Kuan-Ti War, Fortune Telling x5 Str +7, Wis +6 G No 2) Free Wild Talent in Psi10; 9) Mix in a Warrior group class with a Wis requirement
Chinese Lei Kung Thunder, Revenge x5 Wis +9 any No 1) 3rd level Thief2 abilites; 12) 12th level Thief2 abilities
Chinese Shang-Ti Creation, Order x7 Int +9, Chr +9 L Yes 5) Charisma becomes 19; 5) Detect Lie
Chinese Yen-Wang-Yeh Death x5 Str +5, Con +5 L Yes+1 1) Move Silently 100%; 1) ½V: Invisibility; 3) 1N, talking: Speak with Dead
DM Cypho Love, Rejuvenation x3 Cml +9 G Yes+2 1) CharmPerson; +1 Chr,+2 Cml; 4) CharmMonster; 8) MassCharm
DM Originator (pick a color) x22 HNCL 18 any Yes! You are Grand in Cosmos (all Spheres except exotic spheres unique to certain classes)
DM Smiley ArchLich Liches, Munchkins x9 Int +9, HNCL 9 any No! 9) Become a Lich; 9) Determine what's right; 9) +1 MF even if MF=0
DM Supreme Being Creation, Time, Bandits x9 Chr +14 any Yes 1) 1M: Find the Path; 1) Any Rogue 1 with 40+LVL*10 points; 9) 1M: Between to Time of Legends
DM Thanatos Incantatrix, Theft x3 Wis +9 E Yes+3 1) Can use spells from Wiz Incantatrix school; 1) lvl*2% GR
DM Velonya Fertility, Death x6 Wis +13 E (non-J) Yes x3 1) Free Wraith Racial Adjective, Those you energy drain away become Wraiths in 1d4 segments
DMGR4 Solonar Thelandira [Elf] Archery, Hunt x5 Dex +9, Con +9 CG No 1) +1 TH bow; 3) Speak w/animal; 7) +2 TH bow; 9) +1 Dex or Con
DMGR4 Dumathoin [Dwarf] Mining x5 Con +9 T No 1) Stoneskin; 5) Stone Shape; 9) Detect Gems
DMGR4 Nebelun [Gnome] Inventions x3 Int +9 CG No 1) Reroll 1 roll 1/d; 5) Free Action; 9) Can use Alteration school
Egyptian Ra Sun, Kings x8 Wis +9, Int +9 LG Yes 1) Light; 5) Cont. Light; 10) Shape Change Hawk; 15) Sunray
Eqyptian Isis Marriage, Magic x5 Int +9 non-E No 1) MR 5*level%; 10) Make all saves vs. magical effects
Egyptian Thoth Knowledge x4 Int +9 any No 1) Detect Lie; 5) +1 Int, +1 Wis; 10) Commune; 15) +1 Int, +1 Wis
Greek Zeus Heavens, Law x8 Str +9, Con +9 any No 1) Lightning Bolt CLd4; 15) Polymorph Self
Greek Hermes Travel, Trade x5 Con +9 non-E No 1) -level AC up to level=10; 5) Detect Lie; 10) Haste cont.
Greek Hades Death, Wealth x5 Wis +9 E Yes 3) See in dark; 5) Darkness; 10) Death Touch; 20) Regen 5 hp/r
Greyhawk Beory Nature, Rain x6 Wis +9 NN No 1) Druid "Level:" abilities (if you are a Druid, get them twice as fast)
Greyhawk Boccob Magic, Planes x6 Int +9 N No 1) +2 CL Divin. sphere; 7) Commune; 10) Considered Wiz group
Greyhawk Celestian Wanderers x5 Int +9 G,T No 1)F.Fall; 3)Jump; 5)Levitate; 7)S.Climb; 9)Fly; 11)DDoor; 16)TWE
Greyhawk/DM Circle of Eight Magic, Heroics x2 Int +9 G No 4) Limited Wish 1/d; 9) Cast a Hero Spell 1/d; 16) Avoid Fate 1/d
Greyhawk Ehlonna Woodlands x5 Chr +9 G Yes-3 1) Tracking prof.; 5) Move Silently lvl*10%; 7) Hide in Woodlands
Greyhawk Erythnul Malice, Envy x4 Str +9 E Yes-4 4) Fear; 7) Strength; 9) Enchant an Item incl. Wounding effect
Greyhawk Fharlanghn Travel, Distance x5 Con +9 T No 1) +25% move rate; 3) +3 Running prof.; 5) DimDoor; 9) WindWalk
Greyhawk Heironeous Rightful Combat x5 Str +9 LG Yes-2 1) +2 fear saves; 4) Cloak Bravery; 6) Hold Strength; 11) PW Stun
Greyhawk Hextor Scourge of Battle x5 Dex +9 E No 1) +1 Str; 3) Ambidexterity; 5) Ray Enfeeble.; 9) x2 dmg for 1t 1/d
Greyhawk Incabulous Plague, Famine x6 Wis +9 E Yes 1) Imm. disease; 5) Hypnosis; 6) Contagion; 7) Enervate; 8) Sleep
Greyhawk Istus Future Destinies x6 Int +9 N No 1) +2 CL Divin. sphere; 3) Augury; 6) Divination; 7) Hold Monster
Greyhawk Iuz Cruelty x3 Wis +9 E Yes+1 3) Change Self; 5) +2 save vs. Good; 7) Fear; 9) Enervation
Greyhawk Kord Combat, Strength x4 Str +9 C Yes 1) +2 vs. fear; 4) Strength; 7) +2 save vs. Law; 9) May use Wiz Ele
Greyhawk Lendor Time x4 Int +9 LN No 3) Slow; 7) Immune Time; 12) Time Stop
Greyhawk Mayaheine Protection,Survival x3 Str +9 LG Yes 3) Pro.Evil; 5) Cloak Bravery; 9) Use a Pro./Wards SL 1-6 spell 1/r
Greyhawk Nerull Death, Suffering x6 Wis +9 E Yes 1) Lowered surprise; 6) Evard's Black Tentacles; 12) Destruction
Greyhawk Obad-Hai Nature, Wild x5 Wis +9 N No 1) Use Druid spell progression table & minor/major/grand spheres
Greyhawk Olidammara Thieves, Pranks x5 Dex +9 CN No 1) Hide in Shadows; 5) Alter Self; 7) Tasha Laughter 10) Confusion
Greyhawk Pelor Sun, Strength x6 Str +9 G Yes+1 1) +1/die with Cure spells; 5) Immune Blindness/Darkness; 9) Fly
Greyhawk Pholtus Law, Order x5 Chr +9 L Yes 1) Dispel Darkness; 5) Glow; 9) Reflect; 12) Holy Word
Greyhawk Procan Sea, Weather x4 Con +9 CN No 1) Swim prof.; 3) Water Walk; 6) Water Breathing; 8) Airy Water
Greyhawk Ralishaz Chance, Ill-Luck x5 Dex +9 C No 3) Sleep; 5) x½ dmg from 1 att 1/r; 7) Fumble; 9) Save of 18
Greyhawk Rao Mediators x6 Chr +9 LG Yes-4 1) Friends; 4) +2 mental saves; 7) Emotion; 9) True Seeing
Greyhawk St. Cuthbert Dedication, Law x5 Wis +9 L Yes-4 2) Friends; 3) Shillelagh; 4) ESP; 9) True Seeing
Greyhawk Tharizdun Insanity, Illusion x5 Wis +9 E Yes 1) Can use cold Wiz spells; 5) Suggestion; 9) Otilukes Freezing Sph
Greyhawk Ulaa Miners, Hillsmen x4 Str +9 L No 1)Enemy[Ran2]; 4)Dig; 7)Passwall; 10)Stone/Flesh; 12)Imm. Earth
Greyhawk/DM Vecna Fallen Gods x0 Wis +18 E Yes+6 1) Become Undead; 3) Speak w/ Dead God; 9) Imprisonment
Greyhawk Wee Jas Magic, Death x5 Int +9 L Yes 1) +1 save vs. magic; 6) Ench school; 9) Alt, Ill, Invo schools
Greyhawk/DM Zagyg Humor, Occult x3 Int +9 C No 1) Imm Chaos/Punomancy; 3) Contact Plane; 5) Random Gate
Greyhawk Zilchus Money, Business x4 Chr +9 LN No 1) +2 mental save; 3) Appraisal [no fail]; 7) +1 Chr; 9) True Seeing
Indian Brahman Everything x9 Wis +9, Int +9 any Yes 1) Major access to all spheres; 18) Grand access to all spheres
Indian Siva Destruction x5 Wis +9 NE Yes 1) Immune to Fire
Indian Kali Life, Death x5 Dex +9 CE Yes 1) Move Silently lvl*10%, Hide in Shadows lvl*10%; 10) Invisibility
Japanese Tsuki-Yomi Time, Moon x5 Wis +9 G Yes 1) Infravision; 15) Time Stop
Japanese Hachiman War x5 Str +9 any No 1) THAC0 and Saves as Warrior; 10) +3/+3 enchant on 1 weapon
Japanese O-Kuni-Nushi Medicine, Sorcery x5 Int +9 G Yes 5) Charm Animal; 12) Can cast from a wizard school (your choice)
Nehwon Issek of the Jug Tortured Souls x5 Wis +9 G Yes 1) Escape Bonds; 2) Create 1 gallon of any liquid 1/d
Nehwon Gods of Trouble Chaotic Actions x5 Dex +9 C Yes 1) Gaze of Failure: Save or fail at current action; 8) Shadow Walk
Nehwon Tyaa Avians x5 Dex +9 E No 1) On death Reincarnate to a bird; 5) Shape Change Bird
Norse Odin War, Wisdom x8 Str +9, Wis +9 any Yes 1) +level hp; 10) THAC0 as per Warrior
Norse Sif Excellence, Skill x5 Int +9 any No 5) +1 to any ability score; 10) Advance directly to 11th level
Norse Hel Death, Disease x5 Wis +9 any No 5) Imm. disease/poison; 10) Speak w/ Dead; 15) ½ Physical dmg
Oerld/DM Albrecht Magic, Technology x5 Int +9 G Yes 1) Can use Wiz schools; 2) Techn of ½ level; 9) Int Bonus spells
Oerld/DM Delusha Foresight, Sun x3 Con +9 L Yes x2 1) Get two saves, Wpn is Sun Blade; 2) Any Rog 2; 9)Any Rog 9
Oerld/DM Lishori Love, Peace x3 Chr +9 N Yes-5 1) No Wis vs.your effects; 1) +lvl AC 30'r; 9)Must save to attack you
Oerld/DM Nethlar Knowledge, Psi x3 Int +9 any Yes 1) +lvl NonWeapon, Legend Lore lvl*10%, Div school; 18) Use 2M/s
Oerld/DM Setesh Destruction, Desert x4 Str +9 C Yes+1 1) +1 HD/lvl, +lvl TH or dmg, Imm Fire/Sand; 2) 1M: Cast Inv 1 spell
Oerld/DM Treaton Nature, Woodlands x4 Chr +9 T Yes-3 1) 0, 1/r: Cure lvl hp; 2) Find the Path; 7) Raise Dead Fully
Toril Ao Creation x9 HNCL 6 any Yes Creation spells are 1 SL lower
Toril Auril Cold x3 Wis +6, Con +9 NE No 1) Immune Cold; 8) Ice Storm; 12) Summon Ice Elemental
Toril Azath Mages, Energy x3 Wis +6, Int +9 LN No 1) Spellcraft prof.; 2) May cast one Wiz school at ½ CL
Toril Bane Strife, Hatred x6 Str +9 LE No 1) Immune Fear; 5) Aura of Fear 10*CL'
Toril Beshaba Mischief, Bad Luck x4 Wis +6 CE Yes 1) -CL to one enemy roll /d
Toril Bhaal Death x4 Wis +6, Con +9 LE Yes 9) Aerial Servant; 10) Plane Skipping
Toril Chauntea Agriculture x6 Wis +6, Chr +9 NG No 1) Druid2 abilities
Toril Cyric Death, Murder x6 Wis +6, Int +9 NE Yes+2 1) Immune Fear/Emotion; 5) Aerial Servant; 9) Convert to Cyric
Toril Deneir Literature, Art x3 Wis +6, Int +15 NG Yes 1) Resist Books; 1) Speak all known languages; 1) ID Rune/Symbol
Toril Eldath Peace, Pools x3 Wis +6, Chr +9 NN Yes 1) Remove Fear; 3) Sleep; 5) Silence; 10) Breathe Water
Toril Elemental Cult Elementals x4 Con +6 any Yes 5) Summon Elemental
Toril Gond Artifice, Craft x4 Wis +6, Int +9, Dex +9 NN No 1) +2 w/ craft profs.; 1) Open Locks CL*20%
Toril Helm Endurance, Suffer x4 Wis +6, Con +9 LG No 1) Resist Pain; 1) +2 Con checks; 1) Remove Fear/Emotion
Toril Lathander Spring, Dawn x6 Wis +6, Chr +9 NG Yes+4 1) +2 w/ art profs.; 3) Faerie Fire
Toril Leira Deception, Illusion x3 Wis +6, Int +9, Dex +9 CN Yes 1) Can read Wiz scrolls; 5) Misdirection; 13) Mislead
Toril Lliira Joy, Happiness x3 Wis +6, Chr +9 CG Yes 1) Dancing prof.; 1) Mass Remove Fear; 1) +2 TH natural
Toril Loviatar Pain, Hurt x3 Wis +6, Con +9 LE No 1) Pain Touch; 9) White Wand [absorbs 10 SLs]
Toril Malar Hunters, Beasts x3 Wis +6, Str +9 CE No 1) Hunting prof.; 1) Cestus 1d+2 natural; 3) ID plants/animals
Toril Mask Thieves, Intrigue x4 Wis +6, Dex +9 NE No 1) Thief2 abilties at 20 pts/lvl; 1) Thieves' Cant
Toril Mielikki Forests, Rangers x4 Wis +6, Str +9, Dex +9, Con +9 NG Yes 1) Ranger2 abilities (but not Warrior abilities)
Toril Milil Poetry, Song x3 Wis +6, Int +9, Chr +9 NG Yes 1) Singing/Music prof.; 1) Entrall; 10) Suggestion
Toril Myrkul Dead, Decay x6 Wis +6, Int +9, Str +9 NE Yes 1) Turn=3d12; 1) Imm.Disease; 1) Feign Death; 10) Summon Death
Toril Mystra Magic x6 Wis +6, Int +9 NG Yes 1) +2 magic saves; 1) Function in dead/wild magic; 1) Detect Magic
Toril Oghma Knowledge, Bards x6 Wis +6, Int +9 NN Yes 1) +4 turn vs. outer; 1) +2 TH natural; 3) Identify; 10) Legend Lore
Toril Selune Moon, Stars x4 Wis +6, Con +9 CG Yes 1) Infravision; 1) Navigation prof.; 1) Can control Lycanthropy
Toril Shar Dark, Night x6 Wis +6, Str +9 NE Yes 1) Darkness; 1) Immune Darkness; 5) Cont. Darkness; 7) Forget
Toril Silvanus Nature, Druids x6 Wis +6, Chr +9 NN No 1) Druid1 spell progression
Toril Sune Beauty, Love x6 Wis +6, Chr +9 CG Yes 1) Charm Opposite Sex; 9) +2d4 Chr
Toril Talona Disease, Poison x3 Wis +6, Con +9 CE No 1) Resist Poison; 3) ID Poison; 10) Cause Disease
Toril Talos Storms, Destruction x6 Wis +6, Str +9 CE Yes 7) Lightning Bolt; 10) Control Weather
Toril Tempus War x6 Wis +6, Str +9 CN Yes 1) Berserk; 1) +1/+1 w/ one weapon; 1) ID magic weapons
Toril Torm Duty, Loyalty x3 Wis +6, Con +9 LG Yes 1) x2 duration w/ Divination/Protection spells; 1) Command
Toril Tymora Adventurers, Skill x5 Wis +6, Dex +9 CG Yes 1) +CL to one die roll /d
Toril Tyr Justice x6 Wis -6 LG Yes Note the requirement is a negative shift to the normal class requirement
Toril Umberlee Oceans, Waves x4 Wis +6, Con +9 CE No 1) Swimming prof.; 5) Breathe Water; 10) Underwater Action
Toril Waukeen Trade, Money x4 Wis +6, Int +9, Chr +9 NN Yes 1) Appraising & Gem Cutting prof.; 1) ID Metal
Beholder Great Mother Fertility, Tyranny x5 Int +5; Chr +10 L any Yes L1: 1M, LVL/d: Create a DL=(LVL+1)/2 Beholder, acts as a summon but not a summon slot
Beholder, Ang. Omarax the Eye Tyrant Atrocities x4 Con +7 L any Yes +2 L1: +LVL eyes, Wild Talent in Psi29; L9: Once: Shapechange Self to a Beholder type, no XP divisor
Beholder, DM Sporacle of Absolute Absoluteness x3 All Six +3 A any Yes +1 L1: Eye's M, LVL/d: Fork; L1: Eye's M, LVL/d: Twist; L5: +LVL-4 QEye'sM; L9: +LVL-8 IEye'sM
Bugbear Grankhul Hunting, Senses x5 Dex +7; Int +5 CE/CN/NE No L1: Ranger tracking; L4: Infravision/Ultravision; L7: x(LVL-5) movement rate, +(LVL-6)V actions
Bugbear Hruggek Violence, Combat x6 Str +8 CE/CN/NE No L1: 1M, LVL/d: Command (IR; no save); L4: +1 size; L7: 1M, LVL/d: Hold Person (IR; no save)
Bugbear Skiggaret Fear x3 Wis +2 CE/CN/NE No L1: Cold damaging shield; L3: 1M, 1/d: Slay Living; L5: Immune Fear, Cold, Paralysis, Darkness
DM, Bear Invisible Polar Bears Martial Arts, Bears x8 Str +6; Con +3 C any Yes L1: Immune Cold; L1: Free Martial Arts style, +LVL maneuvers; L1: +LVL^2 pp /d (1 pp = 5 gp)
DM, Sigil Lady of Pain Sigil, Dread, Blades x9 Str +9 L any Yes L1: 1M: Dimension Door; L4: 1M: Find the Path; L9: Immune Insanity, Hold M actions
DM, Time B. Master of Evil Technology, Time x8 Int +6; Chr +6 any E Yes x2 L1: Know and can cast Chronomancy spells (x2 spell slots each); L9: Plane Shift to Time of Legends
Dwarf Berronar Truesilver Safety, Truth, Home x6 Wis +3 LG/LN/NG Yes -4 L1: +4 CL; L3: Ring of Truth cont.; L5: 1M: Wall of Force/Iron/Stone; L9: +1 Healing spell per SL
Dwarf Clandeggin Silverbeard Battle x5 Str +8 LG/LN/NG No L1: 1M: Command (2 words); L5: +LVL-4 Str; L9: 1M, 1/d: x3 dmg with axes for 1 turn
Dwarf Moradin Creation, Smithing x7 Str +7 LG/LN/NG Yes L1: +2 Chr; L5: Wpn. Spec. Warhammer (Non-War); L9: Luckstone allies in your group
Elf Aerdrie Faenya Air, Weather, Avians x5 Dex +3 C any No L1: Fly; L3: Double Resist Air; L5: Wind Walk; L9: 1M: Summon 4 DL VII Avians
Elf Corellon Larethian Magic, Arts/Crafts x7 Str +6, Int +6 CG/CN/NG Yes L1: +2 Chr; L5: Double Resist Poison; L9: Giant-class gets no saves vs. your Priest spells
Elf Sehanine Moonbow Mysticism, Dreams x6 Int +6; Wis +7 any G Yes +2 L1: Resist slain (halve hp instead); L3: True Sight; L5: 1M: Moonbeam; L9: Wild Talent in Psi10
Elf, Drow Klaransalee Undead, Vengeance x3 Wis +2 CE/CN/NE Yes +3 L1: +1 Revive slot, 1M: Animate Dead; L5: Touch causes 2d6 hp drain; L9: 1M: Cure undead status
Elf, Drow Lolth Spiders, Darkness x5 Wis +7 CE/CN/NE Yes -2 L1: Immune Poison, gain all "Elf, Drow" abilities (have them twice if already a Drow)
Elf, Drow Vhaerun Thievery, Territory x4 Dex +6 any E Yes -4 L1: Non-Detection cont.; L5: Immune to one thing you're Vulnerable/Severe Allergy to
Gnome Baervan Wildwanderer Forests, Travel x6 Con +5 any G Yes -4 L1: Leave no tracks; L3: Free Action; L7: +LVL-5 AC, +LVL-5 saves; L9: +1 Animal Companion
Gnome Baravar Cloakshadow Illusions, Protection x5 Int +8; Dex +8 any G No L1: Can use Wizard Illusion school; L3: Imm. Illusion; L5: Improved Invis.; L9: LVL Mirror Images
Gnome Garl Glittergold Protection, Humor x7 Dex +6; Int +6 any G Yes -2 L1: +5 to all Rogue abil., Two Any Rogue 1 picks; L5: 1M: Tasha's Laughter; L9: Displacement
Goblin Khurgorbaeyag Slavery, Oppression x5 Chr +3 LE/LN/NE No L1: 1M: Fear; L5: 1M: Fear (IR; no save); L8: Immune Chaos, Charm; L9: x2 followers allowed
Goblin Maglublyet War, Rulership x6 Str +7; Chr +5 LE/LN/NE Yes -2 L1: 1M: Charm Person; L5: +LVL-4 Str; L10: 1M: x2 dmg with any one weapon for 1 turn
Goblin Nomog-Geaya Authority x4 Chr +2 LE/LN/NE Yes -3 L1: Can wield 2 Size L weapons, no penalty; L4: 1M: Enfeeblement; L10: 1M: Symbol of Pain
Halfling Arvoreen Vigilance, War x6 Str +6; Con +6 LG/LN/NG No L1: Any Rogue 1 pick w/ LVL*5 points; L5: +LVL-4 /die w/ Healing; L9: +3A actions cont.
Halfling Brandobaris Stealth, Thievery x5 Dex +7 NG/TN/CN No L1: Spider Climb; L2: Silence 15'r; L3: Improved Invis.; L4: Deeppockets; L9: Imm. Clairnasience
Halfling Yondalla Protection, Fertility x7 Wis +4 LG/LN/NG Yes L1: Shield spell cont.; L3: Bless cont.; L5: 1M: Heroes' Feast; L9: Hold Life, Immune Energy Drain
Kobold, Ang. Mughash Strength, Power x3 Str +9 any E Yes ÷2 L1: Resist Poison; L3: Open Locks LVL*10%; L5: 1M: Summon LVL^2 DL I Kobolds
Kobold, DM Kurtulmak War, Mining, Tricks x5 Dex +4; Wis -4 any E Yes L1: +LVL*0.1 in Racial Adj.; L3: 1M: Treasure Finding; L9: 1M, 1/d: Escape from Hole or Mound
Kobold, MTG Rohgahh of Kher Keep Avians, Mountains x4 Str +5; Con +5 CE/CN/LE No L1: Your summons get +2 rhp; L3: Flying ("Urd" Racial Adj.); L5: 1M: Summon DL=LVL-4 Avian
Mind Flayer Elder Brain Community x4 Int +15 non-G Yes L1: +1 sV (script V, Put Brain on Plate) action; L2: +LVL/2 Tentacles; L3: +LVL/3 Int
Mind Flayer Ilsensine Psionics, Sunset x5 Int +6; Chr +6 any L Yes -2 L1: +2+LVL/2 wpn needed to hit you; Ln: Immune to SL=0 to n/2 spells
Mind Flayer, DM Rixthaxth Spelljamming, Smoke x3 Int +13; Wis +6 non-G Yes L1: +1 Familiar; L3: Immune Phlogiston; L5: +1M action; L9: 1M: Between
Orc Bahgtru Strength, Combat x6 Str +8; Int -4 LE/LN/NE No L1: +(LVL+1)/2 Str; L5: +0d+4 w/ punch/claws; L7: +1 instance of Exc. Str bonus
Orc Gruumsh War, Territory x7 Str +8 LE/LN/NE Yes -2 L1: +LVL TH; L3: +8 hp; L6: Cure self 1d8 per enemy slain; L8: 1M: x2 dmg w/ spears for 1 turn
Orc Ilneval Warfare x5 Str +7; Chr +6 LE/LN/NE No L1: +LVL dmg with swords, swords cost 1/10 normal cost; L5: Prayer cont.; L8: 1M: Domination

Specialty Priest Spheres

This chart shows how many minors (1st-4th SL only), majors (any SL), and grands (any SL, spells cost ½ a spell) each god multiplier gives.
All specialty priests have major access to the "All" sphere. All specialty priests of x7 and x8 gods (not higher or lower) have grand access to the "All" sphere.
 
God # # # Divine Intervention (roll 1d100 twice)
Mult. Minors Majors Grands (all get a grand at 36th) First Roll Second Roll
x10 2 6 4 100 100
x9 5 5 3; get another at 27th. 100 99+
x8 7 5 3 100 (97-level)+
x7 8 4 2; get another at 18th. 99+ (87-level)+
x6 7 4 2 99+ (77-level)+
x5 7 3 1; get another at 9th. 98+ (67-level)+
x4 6 3 1 97+ (57-level)+
x3 5 2 0; get one at 9th. 95+ (47-level)+
x2 4 1 0 90+ (37-level)+

[PC3] Priest Group Classes


All Priests

Specialty Priest: Any Priest class (except the "0" classes) can be specialty priests. XP, hp, and other data do not change.
You get more Requisites (see the Specialty Priest table), these cumulatively add with your normal Priest class.
If you end up with three of the same requisite (such as "WWW"), you need a 27 in that ability score to qualify.
Sacrifices: This is a version of material componenting. All priests can do the following ("DL" is "Dungeon Level"):
# F actions, sacrifice a DL # monster or magic item: Gain a # level spell in your memorization. You must at least level # to do this. Certain sacrifices (the stereotypical virgin priestess, a powerful opposite-aligned magic item, or whatever) may be higher DL than normal.
Conversion to your order: This is another version of material componenting. It works just like Sacrifices above, except you convert a DL # monster/NPC (not item) to your order, and you can do it at any level if you have a temple established.
DL is roughly one-third the converted NPC's level (round up). The character must be willing, and if he leaves the order or dies within # weeks, the spell energy is taken away (or you owe the god that much spell energy if you've already used it).
Followers: Priests may also use followers as Psi1 PSPs which can be used for Psionic Enchantments only. Each follower gives (his experience level + 1)^2 PSPs per day.
 
Omens: Priests may call upon their god for special assistance, the effects (called "Omens") are random but usually quite powerful (see [C6.7] Priest Omens).

[PC3] Priest Group Classes


Abettor5 (Anti-Bringer5)

Level KXP Priest
123 456 7
1 0 1-- --- -
2 2 20- --- -
3 4 31- --- -
4 8 42- --- -
5 16 530 --- -
6 32 541 --- -
7 64 552 --- -
8 128 553 0-- -
9 256 554 1-- -
10 500 555 2-- -
11 750 555 30- -
12 1000 555 41- -
13 1250 555 52- -
14 1500 555 530 -
15 1750 555 541 -
16 2000 555 552 -
17 2250 555 553 0
18 2500 555 554 1
19 2750 555 555 2
20 3000 555 555 3
21 3250 555 555 4
22 3500 555 555 5
23 3750 655 555 5
24 4000 665 555 5
25 4250 666 555 5
26 4500 666 655 5
27 4750 666 665 5
28 5000 666 666 5
29 5250 666 666 6
30 5500 766 666 6
31 5750 776 666 6
32 6000 777 666 6
33 6250 777 766 6
34 6500 777 776 6
35 6750 777 777 6
36 7000 777 777 7
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  8 10  7  8  4  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12  9 10  6  5 10
+11 15 11 12 10 11  6  6 11
Requisites: Int 9, Wis 17
Alignment: any G
HD/level: d7
Weapon Prof.: 3+level/2
To Hit Table: Pri
Save Table: Pri
Reference: DM {Mirror Bringer5}
Groups: Priest, Mirror
 
Exceptional Wis bonus to spells.
Anti-Bringers may command (but not turn) undead. Anti-Bringers may also command outer-planar non-evil creatures using their unadjusted HD (no adjustments due to outer-planar status, a 6 HD outer-planar is just as easy to command as a 6 HD undead). Anti-Bringers cannot turn or command golems, paladins, or other things that Turn Undead normally does.
Anti-Bringers may specialize in All, Protection, Summoning, and Wards (the "spells cost ½ a spell slot" type), if they do, they get Animal, Plant, Sun, and Weather as opposites.
Each level, get one "5th edition" pick from the choices below.
 
Levels Pick Description
Level 1-3: A Detect/Identify Anti-Radiation & Anti-Magic
B Immune to "skins" of all types (Stoneskin, etc.)
C Immune to deafness or paralysis.
D Regenerate LVL hp/m (this is not troll-like), you can regenerate another if touching
E Combining: 1V: Add your CL to target's CL this segment.
Level 4: Pick two Anti-Bringer5 Level 1-3, one Bringer5 Level 1-3, or one Psi5 minor
Level 5-7: F Detect/Identify Anti-Psionics & Anti-Innates
G All of your edged weapons are "Defender"
H Clairnasience & Tongues
I Regenerate LVL hp/r (this is troll-like), restore 1 stat point or limb /m, can touch
J Immune to curse and Necromantic sphere spells
Level 8: Pick two from: Anti-Bringer5 Level 5-7, Bringer5 Level 1-3, Psi5 minor
Level 9-12: K Detect/Identify Artifacts & Terrain Features
L Intelligence of Cemad: +LVL Int; you get Barbarian Int
M Beauty of Cemad: +LVL Chr; you get Barbarian Chr
N Regenerate LVL hp/s (troll-like, heals vile/perm dmg), restore XP/Lvl drain, within 30'
O Know all Psi6G minor powers; Psi6G PSPs=(S*2+D+I+LVL*7); +1M/r only for Psi6G
Level 13: Pick 2: Anti-Bringer5 Level 9-12, Bringer5 Level 5-7, Psi5 major, other5 Level 1-3
Level 14-18: P Detect/Identify Spirit/Concordant & Mirage Arcana (can see through these)
Q Strength of the First Good: +LVL Str; 1F, 1/t: Precognition / Message across planes
R Insubstantial (Mental): Immune mental effects, psionics, insanity; Hold all mental stats
S Regenerate LVL*10 hp/s (troll-like, heals vile/perm dmg), remove stun/loss of actions, within 30' or through psi link
T Know all Psi6G major powers; +1M/r only for Psi6G
Level 18: Pick 2: Bringer5 Level 9-12, Psi5 grand, other5 level 5-7
Level 20-26: U Detect/Identify Godly & Anti-Spirit/Concordant (as per spells)
V +LVL CL with Priest spells
W Insubstantial (Body): Immune physical attacks
X Regenerate LVL*100 hp/s (troll-like, heals vile/perm dmg), restore mult./truename, to anyone known across planes
Y Use "Mixed Classing" (even if illegal) to mix one (legal) class with a good alignment requirement into this class
Z Pick 1 Level 14-18 (or lower) pick from any "5th Edition" class (this may be picked multiple times)
Level 27-36: Pick 1 Level 20-26 (or lower) pick from any "5th Edition" class.

[PC3] Priest Group Classes


Adept3

Level KXP Priest
123 456
1 0 1-- ---
2 5 1-- ---
3 15 2-- ---
4 30 20- ---
5 50 21- ---
6 75 21- ---
7 105 32- ---
8 140 320 ---
9 180 321 ---
10 225 321 ---
11 275 332 ---
12 330 332 0--
13 390 332 1--
14 455 332 1--
15 525 333 2--
16 600 333 20-
17 680 333 21-
18 765 333 21-
19 855 333 32-
20 950 333 32-
21 1050 333 33-
22 1155 433 33-
23 1265 443 33-
24 1380 444 33-
25 1500 444 43-
26 1625 444 44-
27 1755 444 440
28 1890 444 441
29 2030 444 442
30 2175 444 443
31 2325 444 444
32 2480 544 444
33 2640 554 444
34 2805 555 444
35 2975 555 544
36 3150 555 554
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+2 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+3 11  7  8  5  6  2  2  5
+4 11  7  9  6  6  2  2  6
+4 12  7  9  6  7  3  3  6
+5 12  8  9  6  7  3  3  7
+5 13  8 10  7  8  4  3  7
+6 13  9 10  7  8  4  4  8
+6 13  9 10  7  8  4  4  8
+7 14  9 11  8  9  5  4  9
+7 14 10 11  8  9  5  5  9
+8 14 10 11  9  9  6  5 10
+8 15 11 12  9 10  6  5 10
+9 15 11 12 10 11  6  6 11
Requisites: Wis 0
Alignment: any
HD/level: d6
Weapon Prof.: 5+level/9
To Hit Table: +level/2
Save Table: Pri
Reference: DMG3-37
Groups: Priest
 
Gets Wisdom bonus for spell progression.
Level 2: Can have a familiar.

[PC3] Priest Group Classes


Acupuncturist1JG

Level KXP Priest
123 456 7
1 0 0-- --- -
2 2.5 1-- --- -
3 5 10- --- -
4 10 20- --- -
5 20 21- --- -
6 40 320 --- -
7 80 330 --- -
8 160 331 --- -
9 320 331 0-- -
10 820 332 0-- -
11 1320 332 1-- -
12 1820 333 20- -
13 2320 433 20- -
14 2820 443 21- -
15 3320 443 320 -
16 3820 543 320 -
17 4320 544 321 -
18 4820 655 322 -
19 5320 665 322 -
20 5820 666 422 0
21 6320 666 532 1
22 6820 666 632 1
23 7320 666 642 1
24 7820 777 643 1
25 8320 777 743 1
26 8820 777 753 2
27 9320 888 864 2
28 9820 988 864 2
29 10320 998 864 2
30 10820 999 875 2
31 11320 999 975 2
32 11820 999 986 2
33 12320 999 996 3
34 12820 999 997 3
35 13320 999 998 3
36 13820 999 998 4
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  8 10  7  8  4  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12  9 10  6  5 10
+11 15 11 12 10 11  6  6 11
Requisites: Str 12, Dex 15
Alignment: any
HD/level: d4
Weapon Prof.: 2+level/2
To Hit Table: Pri
Save Table: Pri
Reference: FGE1JG
Groups: Priest
 
Level 1: Free single weapon specialization in Needles; attack rate is "Non-Warrior".
Level 1: Free Martial Arts style.
Level 1: +1 martial arts maneuver per level.
Level 1: Open Hands: On a hit, roll 1d100+2*CL (effects are cumulative):
Roll Effect
001-080 ((CL+1)/2)d4 damage
081-090 stunned (save) for ((CL+1)/2) rounds
091-110 knocked out (save) for ((CL+1)/2) rounds
111-120 slain (save)
121-130 stunned (no save) for CL rounds, if save missed on the other stun effect is Capital S Stunned
131-150 knocked out (no save) for CL rounds, if save missed on other knockout effect is Capital C Crapped
151-160 slain (no save), if save missed on other slain effect is Capital S Slain
161-180 Pick any effect in the [C] section, apply that with a save
181+ Pick any effect in the [C] section, apply with no save, do another every 20 on roll after 181
Level 3: Healing proficiency (binding wounds) is 2d4.
Level 4: 1V, 1M, touch: Cure Curse (SL <= CL/2)
Level 4: 1V, 1M, touch: Cure Insanity (5*CL%)
Level 5: Base number of attacks with any weapon is 1/1 (unless you can do better with another class).
Level 6: Healing proficiency (binding wounds) is 3d4.
Level 6: 1V, 1M, touch: Cause Insanity
Level 6: 1V, 1M, touch: +1 Str, Dex, or Con (maintained effect) (only 1 effect per target)
Level 7: 1V, touch: Detect Physical or Mental Illness (any kind)
Level 9: Healing proficiency (binding wounds) is 4d4.
Level 10: Base number of attacks with any weapon is 2/1 (unless you can do better with another class).
Level 12: Healing proficiency (binding wounds) is 5d4.
Level 15: Healing proficiency (binding wounds) is 6d4.
Level 15: Base number of attacks with any weapon is 3/1 (unless you can do better with another class).
Level 18: Healing proficiency (binding wounds) is 7d4. This is the last time this ability improves.
Level 20: Base number of attacks with any weapon is 4/1 (unless you can do better with another class). Last time for this ability.

[PC3] Priest Group Classes


Anti-Druid

Level KXP Priest
123 456 7
1 0 10- --- -
2 3.75 210 --- -
3 7.5 321 0-- -
4 15 432 1-- -
5 30 543 20- -
6 45 543 21a -
7 60 554 320 -
8 80 555 431 -
9 110 555 555 -
10 220 555 555 b
11 330 555 555 a
12 440 555 555 0
13 660 555 555 1
14 1320 555 555 2
15 2640 555 555 3
16 5280 555 555 4
17 6000 555 555 5
18 6600 655 555 5
19 7200 665 555 5
20 7800 666 555 5
21 8400 666 655 5
22 9000 666 665 5
23 9600 666 666 5
24 10200 766 666 5
25 10800 776 666 5
26 11400 777 666 5
27 12000 777 766 5
28 12600 777 776 5
29 13200 777 777 5
30 13800 777 777 6
31 14400 877 777 6
32 15000 887 777 6
33 15600 888 777 6
34 16200 888 877 6
35 16800 888 887 6
36 17400 888 888 6
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  0  0  0  0  0  0  0  0
+2  1  1  1  1  1  1  1  1
+3  1  1  1  1  1  1  1  1
+4  2  2  2  2  2  2  2  2
+5  2  2  2  2  2  2  2  2
+6  3  3  3  3  3  3  3  3
+7  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+9  4  4  4  4  4  4  4  4
+10  5  5  5  5  5  5  5  5
+11  5  5  5  5  5  5  5  5
+12  6  6  6  6  6  6  6  6
+13  6  6  6  6  6  6  6  6
+14  7  7  7  7  7  7  7  7
+15  7  7  7  7  7  7  7  7
+16  8  8  8  8  8  8  8  8
+17  8  8  8  8  8  8  8  8
+18  9  9  9  9  9  9  9  9
Requisites: Con 15, Wis 12
Alignment: non-T
HD/level: 2d1-1
Weapon Prof.: 3+level/2
To Hit Table: Mon
Save Table: Mon
Reference: DM
Groups: Priest
 
Anti-Druids don't get to pick spheres: they get Necromantic, Chaos as Grand; Healing, Weather, All as Major; Charm, Divination, Elemental, War, Summoning as Minor. Anti-Druids may flip-flop 1 Major with 1 Minor if desired.
Level 1: Speak Anti-Druid language (?)
Level 3: Identify Fungus/Mold type; Identify Outer-Planar creature type; Identify potions.
Level 3: 1M: Passwall.
Level 3: Gain 1 outer-planar language per level starting at 3rd. (demon, deva, modron, etc.) Yes, you can use these as nonweapon proficiencies instead.
Level 7: Immunity to Psionic Domination.
Level 7: Shape Change to Mold/Slime/Jelly, Para-Elemental, Minor Demon (each 1/day) 1M action, must be size T-L, heal 10%-60% hp
Level 12: Gain three 1st to 9th level followers.
Level 14: Gain nine 11th level followers.
Level 15: Gain three 13th level followers, each has 4 bonus spell levels.
Level 15: 6 bonus spell levels, lost when advance to Level 16.
Level 16: Immunity to all diseases.
Level 16: Become Undead, use Racial Adjectives modifiers, apply an additional -6 to Cml.
Level 16: Alter Appearance to appear to be another undead type. Cannot be detected by True Seeing or the like.
Level 17: Hibernate; Suspend Animation up to level*10 years.
Level 17: Enter Elemental plane of Imprisonment; Conjure Imprisonment Elemental at will; Immune to all imprisonment and magnetism based effects.
Level 18: Enter Elemental plane of Time; Conjure Time Elemental at will; Immune to all time and wood based effects.
Level 19: Enter Elemental plane of Magnetism; Conjure Vacuum/Radiance Quasi-Elemental.
Level 20: Enter Elemental plane of Wood; Conjure Minerals/Dust Quasi-Elemental.
Level 21: Enter alternate Prime planes.
Level 22: Enter plane of Phlogiston; immune to Phlogiston-based effects.
Level 23: Enter any Inner plane; Roam Inner Plane Probability Lines (7th dim.); Enter Concordant Opposition; immune to Semi-Elemental effects and Positive and Negative energy.

[PC3] Priest Group Classes


Arcane Priest

Level KXP Arcane Priest
123 456 789 A
1 0 1-- --- --- -
2 3 20- --- --- -
3 6 21- --- --- -
4 12 320 --- --- -
5 24 321 --- --- -
6 48 432 0-- --- -
7 72 432 1-- --- -
8 108 543 20- --- -
9 162 543 21- --- -
10 300 654 320 --- -
11 450 654 321 --- -
12 900 765 432 0-- -
13 1350 765 432 1-- -
14 1800 776 543 20- -
15 2250 776 543 21- -
16 2700 777 654 320 -
17 3150 777 654 321 -
18 3600 777 765 432 -
19 4050 777 776 543 -
20 4500 777 777 654 -
21 4950 777 777 765 -
22 5400 777 777 776 -
23 5850 777 777 777 -
24 6300 888 877 777 -
25 6750 888 888 877 -
26 7200 888 888 888 -
27 7650 888 888 888 b
28 8100 888 888 888 0
29 8550 888 888 888 1
30 9000 888 888 888 2
31 9450 888 888 888 3
32 9900 888 888 888 4
33 10350 888 888 888 5
34 10800 888 888 888 6
35 11250 888 888 888 7
36 11700 888 888 888 8
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  8 10  7  8  4  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12  9 10  6  5 10
+11 15 11 12 10 11  6  6 11
Requisites: Wis 18
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/4
To Hit Table: Pri
Save Table: Pri
Reference: DM
Groups: Priest
 
Has access only to Priest spells that are from Minor Spheres, or have been written for special classes in the Collective. This class is 0.1 of a Collective edition "behind" in what spells it knows; for example in Collective 4.3 this class knows Collective 4.2 spells (and earlier). When Collective 4.4 comes out, this class will know Collective 4.3 spells.
This class cannot cast normal Priest spells at all. If you generate a "wishoid" effect that emulates a Priest (or Wizard) spell, you may pick only "common" spells (those with source RC0, PH1, UA1, PH2, or PH3). You may "wishoid" for other Arcane Priest spells, of course. Wishoids for psionic effects are limited to Psi1, Psi2, or Psi3; source PH1, PHBR5, or PsiHB3 only.
You can have grand/major/minor access in Spheres as normal, or you can ignore these rules and simply have major access in every Sphere.
Priest spells that are cross-listed with Concordant group (e.g. Proto-Lich, SemiDivine3) can be cast by this class, but at a +1 SL penalty. Spells of SL=10 and above do not suffer this penalty and are not adjusted.
 
Exceptions to spells given:
Fallen Angel5: These spells were sufficiently weak, so that I did not give them the +1 SL adjustment for Concordant group.
Pharmacist5: I assigned each of the 42 drugs an SL from 1 to 5, and listed each drug just once. If I didn't do that, the Drug Sphere would be 42*9=378 spells, which is simply too large (and it would flood the list with repeats of a lot of effects).
Warden: The "Alternate Sphere" spells are not included, because they are too similar to normal PH spells (defeats the purpose of this class). The "Warden Powers" were converted to spells, with the +1 SL adjustment.
Wizard of the Coast: Does not get MTG U (Blue) or MTG R (Red) spells, since they are noted to be Wizard Schools.
Worshiper of the UltraBlack/UltraWhite: These spells were modified by +2 SL instead of +1 SL, since these classes are DemiGod group.
 
As of Collective 4.2, this class gets spells from the following classes (number of spells in parentheses):
Eeler1 (26), Fallen Angel5 (75), Hell's Caretaker (9), Orzhov Euthanist/Necromancer (9), Pharmacist5 (42), ProtoLich (102), Quintessential Cleric6 (1), Selesnya Druid (2), SemiDivine3 (72), Sun Priest (9), Traveller Priest (8), War Priest (9), Warden (230), Wizard of the Coast (24), Worshiper of the UltraBlack/UltraWhite (9), Yuan-Ti / Snake Worshiper (24)
Total number of spells = 651, which (oddly enough) is very close to the Arcane Wizard total.

[PC3] Priest Group Classes


Arcane Priest Spells

SL # Spell Sphere Effect
1 1 Alcohol (SL=1) Drugs -3 dmg/att; -1 Dex, Int, Wis
1 2 Angel's Grace MTG W 1bM: Damage that would put you below 1 hp this segment puts you at 1 hp
1 3 Berserk MTG G Attacking creature does x2 dmg and is slain this segment (not 1bM)
1 4 Black Lace (SL=1) Drugs Regen 1 hp/s
1 5 Cause Fear Death, Fear One creature of 5 HD or less flees for 1d4 rounds.
1 6 Darkness MTG B 1bM: Immune to a P attack from someone
1 7 Detect [C] Section Effect Divination Detects one [C] section effect (specify effect)
1 8 Devil Summoning 1 Summoning Summons an evil Outer DL I creature
1 9 Disguise Self Secrets, Thievery Changes your appearance.
1 10 Dorph (SL=1) Drugs Regen 2 hp/s; -1 Dex, AC
1 11 Drug of Delusion (SL=1) Drugs Identifies as different drug; 10 poison dmg instead
1 12 Dyne (SL=1) Drugs Regen 1 hp/s; -1 dmg/att; -1 Int
1 13 Ecstacy (SL=1) Drugs Regen 1 hp/s; -1 Dex, Int; Astral Perception
1 14 Find Animal Companion Animal, Charm Summons an Animal Companion with DL=CL/2 (round up).
1 15 Find Familiar Summoning, Charm Like the Wizard spell. Only certain Priest classes gain a Familiar slot.
1 16 Heroin (SL=1) Drugs Regen 1 hp/s; -1 Int; take 5 dmg at end
1 17 Inflict Light Wounds Destruction, Disease Touch deals 1d8 damage +1/level (max +5).
1 18 Leeches Eel This acts like goodberries, each casting gives 3 Leeches. Leeches can cure or cause 1 hp, and can move on their own.
1 19 Maggot Froth (SL=1) Drugs -3 dmg/att; -1 Con, Chr
1 20 Marijuana (SL=1) Drugs Regen 1 hp/s; -1 Dex; take 2 dmg at end
1 21 Mini Restoration Sun Removes 1 negative level or 1 stat damage, or causes 4+CL Positive Energy damage to one target (no save).
1 22 Obscuring Mist Darkness, Sea, Sky Fog surrounds you.
1 23 Poison Spittle 1 Snake Breathe poison: one group, dmg=(current hp)/8, no save
1 24 Protection from Good Evil +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
1 25 Reptile Summoning 1 Snake Summons a DL II Reptile.
1 26 Revive 1 Necromancy Revive a DL I monster.
1 27 Shield of Faith Revenge Aura grants +2 or higher deflection bonus.
1 28 Sticks to Snakes 1 Snake Reptile Swarm Summoning for CL*8/3 reptiles of DL=0.
1 29 Summon Eelemental 1 Eel Summon a DL I Eelemental (DM has table)
1 30 Summon Leech 1 Eel Summon a DL I Leech (DM has table)
1 31 Synthehol (SL=1) Drugs -1 dmg/att; -1 Wis; Can throw off effects anytime
1 32 Tactic Move Travellers Move 1 target from one group to another group, no parting shots, unwilling gets Reflex save (with Dex bonus).
1 33 War Charge War When charging with at least 100 Henchmen, all who see this are Feared (Will save).
2 1 Abeyance MTG W Target cannot use M actions this segment (Will save)
2 2 Animate Dead MTG B Animates a dead monster as your summon (1 DL lower)
2 3 Battle Shield War Damaging shield (50% back) of type Metal. You resist weapon special effects while running this.
2 4 Bear's Endurance Labour, Revenge, Stoicism Subject gains +4 to Con for 1 min./level.
2 5 Bind MTG G 1bM: Counter an item ability.
2 6 Blindness/Deafness Darkness Makes subject blinded or confused.
2 7 Boost (SL=2) Drugs +2 Int
2 8 Call Eelectricity Eel CLd6 Eelectricity dmg (no save; NR to resist) to one target
2 9 Death Knell Death Kill dying creature and gain 1d8 temporary hp, +2 to Str and +1 caster level..
2 10 Desecrate Evil Fills area with negative energy making undead stronger.
2 11 Devil Summoning 2 Summoning Summons an evil Outer DL II creature
2 12 Excelsior (SL=2) Drugs -4 dmg/att
2 13 Hydronalin (SL=2) Drugs Cure Radiation up to RS=4
2 14 Hyper (SL=2) Drugs Microscopic Tactile Touch
2 15 Inflict Moderate Wounds Disease Touch attack, 1d8 damage +1/level (max +10).
2 16 Invisibility Entropy, Thievery Subject invisible 1 min./level or until it attacks.
2 17 Mirror Image Secrets Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
2 18 Pan Galactic Gargle Blaster (SL=2) Drugs -12 dmg/att; -4 Int, Wis
2 19 Poison Spittle 2 Snake Breathe poison: one group, dmg=(current hp)/7, no save
2 20 Pylene 50 (SL=2) Drugs Charmed to person giving the drug (Will save -4)
2 21 Quasit Piss (SL=2) Drugs Gain a random Psi6E power
2 22 Reptile Summoning 2 Snake Summons a DL III Reptile.
2 23 Revive 2 Necromancy Revive a DL II monster.
2 24 Scare Fear Panics creatures of less than 6 HD.
2 25 Shatter Chaos, Destruction Sonic vibration damages objects or crystalline creatures.
2 26 Smash (SL=2) Drugs Regen 2 hp/s; +1 Dex; take 4 dmg at end
2 27 Speedheal (SL=2) Drugs Regen 6 hp/s; -2 Dex
2 28 Sticks to Snakes 2 Snake Reptile Swarm Summoning for CL*7/3 reptiles of DL=1.
2 29 Summon Eelemental 2 Eel Summon a DL II Eelemental (DM has table)
2 30 Summon Leech 2 Eel Summon a DL II Leech (DM has table)
2 31 Sun Shield Sun Damaging shield (50% back) of type Holy Plasma. You Resist Cold while running this.
2 32 TK Shield Travellers Damaging shield (50% back) of type Telekinesis. You Resist TK and Falling Damage while running this.
2 33 Triox Compound (SL=2) Drugs Need not breathe; Resist Vacuum
2 (1+1) 34 Combat Defense SemiDivine/Divine -2 TH; +CL AC
2 (1+1) 35 Finesse SemiDivine/Divine Use your dexterity bonus for damage instead of strength
2 (1+1) 36 Granted Powers (Chaos) Chaos You cast chaos spells at +1 caster level.
2 (1+1) 37 Granted Powers (Charity) Charity You cast magical boons upon others at +2 caster level.
2 (1+1) 38 Granted Powers (Community) Community Use calm emotions as a spell-like ability 1/day.
2 (1+1) 39 Granted Powers (Darkness) Darkness You gain blind-fight as a bonus feat.
2 (1+1) 40 Granted Powers (Death) Death You cast necromancy spells at +1 caster level.
2 (1+1) 41 Granted Powers (Destruction) Destruction You can make one smite attempt/day, gaining a +4 bonus on TH and a damage bonus equal to your level.
2 (1+1) 42 Granted Powers (Disease) Disease You cast necromancy spells at +1 caster level.
2 (1+1) 43 Granted Powers (Elf) Elf You gain point blank shot as a bonus feat.
2 (1+1) 44 Granted Powers (Entropy) Entropy You cast necromancy spells at +1 caster level.
2 (1+1) 45 Granted Powers (Evil) Evil You cast evil spells at +1 caster level.
2 (1+1) 46 Granted Powers (Fear) Fear You cast necromancy spells at +1 caster level.
2 (1+1) 47 Granted Powers (Good) Good You cast good spells at +1 caster level.
2 (1+1) 48 Granted Powers (Healing) Healing You cast healing spells at +1 caster level.
2 (1+1) 49 Granted Powers (Knowledge) Knowledge +LVL Knowledge proficiencies. You cast divination spells at +1 caster level.
2 (1+1) 50 Granted Powers (Labour) Labour You gain a +10 bonus to Endurance skill checks (+10 Con checks).
2 (1+1) 51 Granted Powers (Law) Law You cast law spells at +1 caster level.
2 (1+1) 52 Granted Powers (Love) Love You cast enchantment spells at +1 caster level.
2 (1+1) 53 Granted Powers (Luck) Luck You gain a +1 luck bonus on all saving throws.
2 (1+1) 54 Granted Powers (Madness) Madness You cast enchantment spells at +1 caster level.
2 (1+1) 55 Granted Powers (Magic) Magic Use scrolls as a wizard at one half your cleric level.
2 (1+1) 56 Granted Powers (Metalworking) Metalworking Divide the cost of unusual materials by CL.
2 (1+1) 57 Granted Powers (Moon) Moon You can turn or destroy lycanthropes.
2 (1+1) 58 Granted Powers (Mountain) Mountain You can turn or destroy air creatures. Rebuke, command or bolster earth creatures.
2 (1+1) 59 Granted Powers (Nature) Nature You can rebuke or command plant creatures as an evil cleric destroys undead.
2 (1+1) 60 Granted Powers (Peace) Peace You gain a +2 Charisma bonus.
2 (1+1) 61 Granted Powers (Revenge) Revenge 1D: Cast a priest spell against an enemy.
2 (1+1) 62 Granted Powers (Science) Science You gain a +2 bonus to Intelligence.
2 (1+1) 63 Granted Powers (Sea) Sea You can turn or destroy fire creatures. Rebuke, command or bolster sea creatures.
2 (1+1) 64 Granted Powers (Secrets) Secrets Add Bluff, Disguise and Hide to your list of cleric class skills.
2 (1+1) 65 Granted Powers (Skill) Skill You gain a +2 bonus to Dexterity.
2 (1+1) 66 Granted Powers (Sky) Sky Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command or bolster air creatures.
2 (1+1) 67 Granted Powers (Stoicism) Stoicism You gain a +2 bonus to Constitution.
2 (1+1) 68 Granted Powers (Strength) Strength You gain a +2 bonus to Strength.
2 (1+1) 69 Granted Powers (Sun) Sun Once per day, you can perform a greater turning against undead. Undead creatures that would be turned are instead destroyed.
2 (1+1) 70 Granted Powers (Sword) Sword Free Martial Weapon Proficiency and Weapon Focus for any type of sword.
2 (1+1) 71 Granted Powers (Thievery) Thievery Add Bluff, Disguise and Hide to your list of cleric class skills.
2 (1+1) 72 Granted Powers (Thunder) Thunder Turn or destroy cold creatures as a good cleric turns undead. Rebuke, command or bolster air creatures.
2 (1+1) 73 Granted Powers (Time) Time You act as if hasted for a number of rounds per day equal to your cleric level.
2 (1+1) 74 Granted Powers (Travel) Travel Increase movement by 3". Add survival to your list of cleric class skills.
2 (1+1) 75 Granted Powers (War) War Free martial weapon proficiency and weapon focus with the deity's favored weapon.
2 (1+1) 76 Granted Powers (Wealth) Wealth You cast conjuration spells at +1 caster level.
2 (1+1) 77 Granted Powers (Winter) Winter You can turn or destroy fire creatures. Rebuke, command or bolster cold creatures.
2 (1+1) 78 Granted Powers (Wisdom) Wisdom You gain a +2 Wisdom bonus.
2 (1+1) 79 Improve Crit Multiplier SemiDivine/Divine +2 critical multiplier
2 (1+1) 80 Improve Crit Range SemiDivine/Divine +2 critical threat range
2 (1+1) 81 Metamagic Capacity SemiDivine/Divine Pick a spell you know. Get +1 SL effect or free material componenting this day.
2 (1+1) 82 Midwife Fertility You automatically know when a baby is due. You cast conjuration spells at +1 caster level.
2 (1+1) 83 Mysteries of Music Music Communicate with songbirds (or sonic based creatures) and learn what they know. You cast sound-based spells at +1 caster level.
2 (1+1) 84 ProtoLich 1-1 ProtoLich/Lich 1M, 1/r: Any 0th level Wizard spell
2 (1+1) 85 ProtoLich 1-2 ProtoLich/Lich 1M, 1/r: Any 0th level Priest spell
2 (1+1) 86 ProtoLich 1-3 ProtoLich/Lich 1M, 1/r: Any 0th level psionic effect
2 (1+1) 87 ProtoLich 1-4 ProtoLich/Lich 1M: Turn Undead at CL=LVL
2 (1+1) 88 ProtoLich 1-5 ProtoLich/Lich 1M: Speak with Dead or Undead; 1M: Capital E Explain to Dead or Undead
2 (1+1) 89 ProtoLich 1-6 ProtoLich/Lich +10*LVL% WR
2 (1+1) 90 ProtoLich 1-7 ProtoLich/Lich Mask Undead status; Turn as if double HD
2 (1+1) 91 ProtoLich 1-8 ProtoLich/Lich Detect Magic Items; 1M: Identify Magic Item
2 (1+1) 92 ProtoLich 1-9 ProtoLich/Lich 1M, 1/d: Gain +1 XP
2 (1+1) 93 ProtoLich 1-10 ProtoLich/Lich 1P: Create x1 Trap 15*LVL%
2 (1+1) 94 ProtoLich 1-11 ProtoLich/Lich Material componenting costs ½V action
2 (1+1) 95 ProtoLich 1-12 ProtoLich/Lich +LVL V actions, or +LVL M actions that can be used only for Proto-Lich spells
2 (1+1) 96 ProtoLich 1-13 ProtoLich/Lich Cold LVL dmg by touch
2 (1+1) 97 ProtoLich 1-14 ProtoLich/Lich +1 Research Point (or drawn sheet) per reset (see [P12])
2 (1+1) 98 ProtoLich 1-15 ProtoLich/Lich 1F or 1X, 1/d: Duplicate any level 1 Proto-Lich spell, it has (at most) duration LVL turns
2 (1+1) 99 Resist Fall SemiDivine/Divine Resist falling and TK damage
2 (1+1) 100 Speak with Fire Fire Similar to a stone tell spell except that it works with fire. Turn or destroy water creatures. Rebuke, command or bolster fire creatures.
2 (1+1) 101 Star Miracle SemiDivine/Divine 1M, 1/reset: Duplicate a SL 0-1 Priest or Wizard effect
2 (1+1) 102 Toughness SemiDivine/Divine +CL max hp
2 (1+1) 103 Weapon Resistance SemiDivine/Divine You resist the first successful blow dealt from a weapon
3 1 Ancestral Mask MTG G Target gets +LVL/+LVL TH/dmg for each other of same race in room
3 2 Animate Dead Death Creates undead skeletons and zombies.
3 3 Arenson's Aura MTG W 0, sacrifice a maintained effect: Dispel a maintained effect.
3 4 Athelas / Kingsfoil (SL=3) Drugs Cure 3d6 vile dmg
3 5 Attrition MTG B Sacrifice a summon: Target is slain (PPD save)
3 6 Blink Wounder Travellers (May cast as a 0 action): Blink. If you material component, you can blink twice this segment (you may act between the blinks)
3 7 Cocaine (SL=3) Drugs Regen 3 hp/s; +3 Dex, Int; -6 Chr
3 8 Contagion Destruction, Disease Affect subjects with chosen disease.
3 9 Crack Cocaine (SL=3) Drugs Regen 3 hp/s; +6 Dex; -6 Chr
3 10 Craze (SL=3) Drugs Roll a random drug on this table
3 11 Deeper Darkness Darkness Object sheds supernatural shadow in 60 ft. radius.
3 12 Devil Summoning 3 Summoning Summons an evil Outer DL III creature
3 13 Dispel Charm War Dispels Charm on a group, or on all of your Henchmen at once.
3 14 Fear Fear Subjects within cone flee for 1 round/level.
3 15 Magic Circle against Good Evil As protection spells, but 10 ft. radius and 10 min./level.
3 16 Methamphetamines (SL=3) Drugs Regen 3 hp/s; +3 Dex; take 30 dmg at end
3 17 Nondetection Secrets, Thievery Hides subject from divination, scrying.
3 18 Opium (SL=3) Drugs -3 dmg/att; Resist Time
3 19 Poison Spittle 3 Snake Breathe poison: one group, dmg=(current hp)/6, no save
3 20 Protection from Eelements Eel Resist all Eelements, or absorb 12*CL Eelemental dmg.
3 21 Reptile Summoning 3 Snake Summons a DL IV Reptile.
3 22 Revive 3 Necromancy Revive a DL III monster.
3 23 Searing Light Sun CLd8 Holy Light damage to one target (no save; x2 dmg vs. Undead)
3 24 Speak with Dead Revenge, Wisdom Corpse answers one question/two levels.
3 25 Sticks to Snakes 3 Snake Reptile Swarm Summoning for CL*6/3 reptiles of DL=2.
3 26 Stim (SL=3) Drugs Regen 3 hp/s; +3 Dex; -3 Will saves
3 27 Summon Eelemental 3 Eel Summon a DL III Eelemental (DM has table)
3 28 Summon Leech 3 Eel Summon a DL III Leech (DM has table)
3 29 Syncomp 15 (SL=3) Drugs Reverses a poison or a SL=3 Drug
3 (2+1) 30 Apport SemiDivine/Divine All of your weapons have End-of-Segment Returning
3 (2+1) 31 Aquatic Sea You gain the aquatic subtype, you also gain cold resistance equal to half your hit die.
3 (2+1) 32 Battle Ready War You can wear armor or carry a shield without penalty (as if you posessed the Heavy Armor Mastery and Shield Mastery feats).
3 (2+1) 33 Blessed Body Good You are immune to disease.
3 (2+1) 34 Blinded by Vengeance Revenge You are immune to any mind affecting effects.
3 (2+1) 35 Business Sense Wealth You are immune to acid based effects.
3 (2+1) 36 Chaos Ward Chaos You are immune to any transmutation based abilities (including chaos damage), spells or spell-like effects.
3 (2+1) 37 Charisma Shield Love You are immune to any type of charisma damage/draining.
3 (2+1) 38 Cheat Death Death You are immune to any death or negative energy-based effects.
3 (2+1) 39 Cloak of Mystery Secrets You are immune to divination.
3 (2+1) 40 Cold Immunity Winter You are immune to cold effects.
3 (2+1) 41 Cunning Saves SemiDivine/Divine +Int/3 saves
3 (2+1) 42 Darksight Darkness You can see in total darkness, even magical darkness, as if it were daylight.
3 (2+1) 43 Drake Companion SemiDivine/Divine Gain a drake companion (Animal Companion with 1/10 your XP)
3 (2+1) 44 Element Absorb SemiDivine/Divine Pick an element. You resist that element.
3 (2+1) 45 Faster Healing Healing You gain fast healing equal to 1/2 your hit die.
3 (2+1) 46 Fear Shield Fear You are immune to any type of strength damage/draining or fear-based attack.
3 (2+1) 47 Fertility Sheath Fertility You are immune to any type of constitution damage/draining or disease-based attack.
3 (2+1) 48 Fire Ward Fire You are immune to fire (or heat).
3 (2+1) 49 Footloose Travel You are immune to any effect that either impedes your movement and you can travel through any medium.
3 (2+1) 50 Force Field SemiDivine/Divine 1M: 25 hit point force field (lasts until destroyed or dropped)
3 (2+1) 51 Green-Skinned Nature You are immune to poison effects.
3 (2+1) 52 Guards & Wards Community You and any allies in your group are immune to any effect which would cause you to travel against your will.
3 (2+1) 53 Hard Boiled Stoicism You are immune to any type of Constitution damage/draining.
3 (2+1) 54 Immunised Disease You are immune to any type of constitution damage/draining or disease based attack.
3 (2+1) 55 Improved Charge SemiDivine/Divine Deal x3 damage on a charge, or x4 with a lance
3 (2+1) 56 Inexhaustible Labour You cannot fail endurance checks and are immune to fatigue and exhaustion.
3 (2+1) 57 Iron Guard Metalworking You cannot be harmed by metal magic weapons whose enhancement bonus is less than LVL.
3 (2+1) 58 Irrefragable Destruction You are immune to disintegration.
3 (2+1) 59 Lesser Abnormality SemiDivine/Divine +1 limb (it is not a new set of limbs)
3 (2+1) 60 Lesser Saviour SemiDivine/Divine 1bM: Interpose self in front of a spell effect (someone in same group only)
3 (2+1) 61 Light Shield Sun You are immune to any light (including prismatic effects) or positive energy based effects.
3 (2+1) 62 Lord of Undead SemiDivine/Divine You gain an Undead racial adjective of ÷(CL/10) or less
3 (2+1) 63 Luck Shield Luck You are immune to any type of dexterity damage/draining.
3 (2+1) 64 Lunar Shield Moon You are immune to any transmutation effects.
3 (2+1) 65 Mercurial Haste SemiDivine/Divine +1 attack per weapon (counts as your haste)
3 (2+1) 66 Mind Blank Madness You are immune to any mind affecting effects.
3 (2+1) 67 Mithral Body SemiDivine/Divine Your body turns to living adamantine; +4 Str; DR 10/-; +10 AC; -4 Dex
3 (2+1) 68 Poison Ward Evil You are immune to poison.
3 (2+1) 69 ProtoLich 2-1 ProtoLich/Lich 1M, 1/r: Any 0th-1st level Wizard spell
3 (2+1) 70 ProtoLich 2-2 ProtoLich/Lich 1M, 1/r: Any 0th-1st level Priest spell
3 (2+1) 71 ProtoLich 2-3 ProtoLich/Lich 1M, 1/r: Any 0th-1st level psionic effect
3 (2+1) 72 ProtoLich 2-4 ProtoLich/Lich Immune Turning
3 (2+1) 73 ProtoLich 2-5 ProtoLich/Lich 1M: Control Undead (as per Turn Undead)
3 (2+1) 74 ProtoLich 2-6 ProtoLich/Lich +10*LVL% RaRR
3 (2+1) 75 ProtoLich 2-7 ProtoLich/Lich Detect Concordant Beings; 1M: Legend Lore Concordant Being
3 (2+1) 76 ProtoLich 2-8 ProtoLich/Lich 1M: Create x1 Trick 15*LVL%
3 (2+1) 77 ProtoLich 2-9 ProtoLich/Lich Can convert Wiz <-> Pri spells (2 SL shift: Wiz5=Pri3)
3 (2+1) 78 ProtoLich 2-10 ProtoLich/Lich +LVL/3 M actions
3 (2+1) 79 ProtoLich 2-11 ProtoLich/Lich 1M, Touch: Energy Drain 2 levels
3 (2+1) 80 ProtoLich 2-12 ProtoLich/Lich Duplicate any SL 1 Concordant group spell (i.e. non-Concordant SL 1)
3 (2+1) 81 Shield of Intellect Knowledge You are immune to any type of intelligence damage/draining.
3 (2+1) 82 Shield of Kindness Charity You are immune to other's boons on themselves (e.g. you don't take extra damage from a Striking spell).
3 (2+1) 83 Shield of Law Law You are immune to any transmutationbased abilities, spells or effects.
3 (2+1) 84 Shield of Silence Music You are immune to any sonic-based abilities, spells or effects (including the effects of bardic music).
3 (2+1) 85 Sixth Sense Thievery You cannot be surprised or caught flatfooted by anyone of an equal or lower LVL.
3 (2+1) 86 Skill Shield Skill You are immune to any type of dexterity damage/draining.
3 (2+1) 87 Spell Immunity Science You are immune to spells of half LVL or less.
3 (2+1) 88 Spell Shield Magic You automatically block the first spell used against you each round.
3 (2+1) 89 Stay Thy Hand Peace You gain an AC bonus equal to its LVL for as long as you refrain from committing an aggressive act.
3 (2+1) 90 Stonelike Mountain You become immune to critical hits.
3 (2+1) 91 Storm Shield Thunder You are immune to electricity based effects.
3 (2+1) 92 Strength Shield Strength You are immune to any type of strength damage/draining.
3 (2+1) 93 Strong Minded Elf You are immune to any mind affecting effects.
3 (2+1) 94 Sword Shield Sword You are immune to the effects of any sword whose enchantment bonus is less than LVL.
3 (2+1) 95 Time Shield Time You are immune to any temporal effects.
3 (2+1) 96 Void Shield Entropy You are immune to nullification and gain cold resistance equal to half your hit die.
3 (2+1) 97 Windy Sky You are immune to wind based effects and have electricity resistance equal to half your hit die.
3 (2+1) 98 Words of Wisdom Wisdom You can automatically tell how wise your opponent is.
3 (2+1) 99 X-Ray Vision SemiDivine/Divine See through solid objects
3 (1+2) 100 Summon UltraBlack/White 1 UltraBlack/White Summons a DL II UltraBlack/White creature, AC = (1d20)*(1d4), HD = 3m2, hp = HD*(1d4). It will do a spell level = 2d2 effect when it acts, most likely of a random psionic frequency (DM rolls 1d100-45)
4 1 Aluren MTG G You may cast SL 0-3 Conjuration/Summoning spells as a 0 action.
4 2 Black Tentacles Darkness Tentacles grapple all within 15 ft. spread.
4 3 Blinkmoth Serum (SL=4) Drugs +4 Int, Wis
4 4 Breeding Pit MTG B Once per round, get a DL I Thrull as a summon (limit=LVL)
4 5 Confusion Madness, Thievery Subjects behave oddly for 1 round/level.
4 6 Congregate MTG W Target gains 10*N hp, where N is the number of people in the party+summons
4 7 Cordrazine (SL=4) Drugs Remove 4 instances of stun, hold, para., sleep, etc.
4 8 Crushing Despair Fear Subjects take -2 on attack rolls, damage rolls and save checks.
4 9 Death Ward Death, Fertility Grants immunity to death spells and negative energy effects.
4 10 Deathsticks (SL=4) Drugs Double Resist slay effects; -4 Wis
4 11 Devil Summoning 4 Summoning Summons an evil Outer DL IV creature
4 12 Dust (SL=4) Drugs Telepathy 480'
4 13 Eels Eel This acts like goodberries, each casting gives 1 Eel. Eels can remove or cause 1 [C] section effect (PPD save, effect is random).
4 14 Fire Shield Revenge, Sun Creatures attacking you take fire damage while you are protected against cold.
4 15 Henchman Recruit War Teleports in one Henchman of the same type as one you have. You must pay the gp cost of the Henchman immediately.
4 16 Inflict Critical Wonds Destruction Touch attack, 4d8 damage +1/level (max 20).
4 17 Invisibility, Greater Secrets As invisibility, but subject can attack and stay invisible.
4 18 Kamikaze (SL=4) Drugs +4 Str, Dex
4 19 Mutant Growth Hormone (SL=4) Drugs Get 4 random minors in Psi (1d8-2)*9
4 20 Phoenix Down (SL=4) Drugs Resurrect someone who's been dead < 1r
4 21 Poison Spittle 4 Snake Breathe poison: one group, dmg=(current hp)/5, no save
4 22 Reptile Summoning 4 Snake Summons a DL V Reptile.
4 23 Retinax (SL=4) Drugs Cure Blindess, Far Sight
4 24 Revive 4 Necromancy Revive a DL IV monster.
4 25 Space Dragon Travellers Summons a Space Dragon (a DL VI monster). You have a Space Dragon summon slot in addition to your normal summon slot. You are allowed to have 2 Space Dragons (one in each slot).
4 26 Sticks to Snakes 4 Snake Reptile Swarm Summoning for CL*5/3 reptiles of DL=3.
4 27 Summon Eelemental 4 Eel Summon a DL IV Eelemental (DM has table)
4 28 Summon Leech 4 Eel Summon a DL IV Leech (DM has table)
4 29 Sun Snake Sun Summons a Sun Snake (a DL VI monster). You have a Sun Snake summon slot in addition to your normal summon slot. You are allowed to have 2 Sun Snakes (one in each slot).
4 30 Unholy Blight Evil Damages and sickens good creatures.
4 31 Waves of Fatigue Disease Several targets become fatigued.
4 (3+1) 32 Animal Instincts Moon +LVL on TH, dmg and AC while bathed in moonlight (or on the moon).
4 (3+1) 33 Appetite for Destruction Destruction You gain a bonus to damage equal to LVL.
4 (3+1) 34 Appliance of Science Science +LVL on attack roll, dmg and AC when attacking spellcasters.
4 (3+1) 35 Blessed At Birth Good +LVL on TH, dmg and AC whenerver you are within a consecrated area or good aligned plane.
4 (3+1) 36 Born Evil Evil +LVL on TH, dmg and AC within a desecrated area (or evil aligned plane).
4 (3+1) 37 Born Lucky Luck You have a 50% chance each day of gaining a bonus equal to LVL on TH, dmg and AC.
4 (3+1) 38 Born of Love Love +LVL on TH, dmg and AC provided you have made love within the past day.
4 (3+1) 39 Born to Vengeance Revenge +LVL on TH, dmg and AC against any favored enemies, or individuals who have attacked you within the past 24 hours.
4 (3+1) 40 Calm Under Crisis Peace +LVL on spell focus, spell penetration and SR for as long as you refrain from committing an aggressive act.
4 (3+1) 41 Chaos Born Chaos Once per round you can +LVL to any dice roll.
4 (3+1) 42 Dirty Tricks Thievery +LVL on sneak TH and add one extra die of damage to their sneak attack per LVL.
4 (3+1) 43 Disease Carrier Disease +LVL on TH, damge rolls and AC against disease ridden opponents.
4 (3+1) 44 Divination Death +LVL on TH, dmg and AC while facing living opponents.
4 (3+1) 45 Doctor Healing +LVL on TH, dmg and AC against opponents with either fast healing or regeneration.
4 (3+1) 46 Earthborn Mountain +LVL on TH, dmg, and AC when you are standing on the earth.
4 (3+1) 47 Egg Born Fertility You can give birth within seconds to an egg or cause any female you impregnate to give birth within seconds again to an egg.
4 (3+1) 48 Fervor of Greed Wealth +LVL on TH, dmg and AC against opponents carrying carrying objects of value (including equipment).
4 (3+1) 49 Fire Born Fire +LVL on all TH, damage and AC
4 (3+1) 50 Forge Born Metalworking You gain Construct traits.
4 (3+1) 51 Heroic Strength You gain a bonus to strength equal to LVL.
4 (3+1) 52 Higher Learning Knowledge You gain a bonus to Intelligence equal to LVL.
4 (3+1) 53 Ice Born Winter +LVL on TH, dmg and AC provided you are within an area where the temperature is sub-zero.
4 (3+1) 54 Job Satisfaction Labour +LVL on TH, dmg and AC provided you have done a good days work the previous day.
4 (3+1) 55 Justice Bringer Law +LVL to TH, dmg and AC while
4 (3+1) 56 Method behind the Madness Madness +LVL on TH, dmg and AC when facing intelligent opponents.
4 (3+1) 57 Music Born Music +LVL caster level and any saving throw DC's when using any sonic based ability (including bardic music) or spell.
4 (3+1) 58 Night Born Darkness +LVL to TH, damage and AC while fighting from within total darkness.
4 (3+1) 59 Ocean Born Sea +LVL on TH, dmg and AC if both you and your opponent are underwater.
4 (3+1) 60 Orc Slayer Elf +LVL on TH, dmg and AC against orcs or half orcs (or any other orc sub-species).
4 (3+1) 61 Philanthropist Charity +2 to each ability score, but you get only half money from now on.
4 (3+1) 62 Prince of Swords Sword +LVL on TH, dmg and AC when you wield a sword.
4 (3+1) 63 ProtoLich 3-1 ProtoLich/Lich 1M, 1/r: Any 0th-2nd level Wizard spell
4 (3+1) 64 ProtoLich 3-2 ProtoLich/Lich 1M, 1/r: Any 0th-2nd level Priest spell
4 (3+1) 65 ProtoLich 3-3 ProtoLich/Lich 1M, LVL/d: Grant Undead Status
4 (3+1) 66 ProtoLich 3-4 ProtoLich/Lich +10*LVL MR
4 (3+1) 67 ProtoLich 3-5 ProtoLich/Lich 1F: Create x1 Special 5*LVL%
4 (3+1) 68 ProtoLich 3-6 ProtoLich/Lich 0, Gaze: Life Trapping (as per Mirror) (save)
4 (3+1) 69 ProtoLich 3-7 ProtoLich/Lich Immune to Twilight
4 (3+1) 70 ProtoLich 3-8 ProtoLich/Lich 1M, touch: Imprisonment (save)
4 (3+1) 71 ProtoLich 3-9 ProtoLich/Lich 1M: LVLd10 Colorless Fire dmg to one target (no save)
4 (3+1) 72 ProtoLich 3-10 ProtoLich/Lich Troll-like Regen LVL hp /s
4 (3+1) 73 ProtoLich 3-11 ProtoLich/Lich Double the memorization of 1 SL (Wizard or Priest)
4 (3+1) 74 ProtoLich 3-12 ProtoLich/Lich Duplicate any SL 2 Concordant group spell (i.e. non-Concordant SL 2)
4 (3+1) 75 Rune Touched Magic +LVL on spell focus, spell penetration and SR.
4 (3+1) 76 Skill Born Skill +LVL on TH, dmg and AC against opponents more powerful than yourself.
4 (3+1) 77 Sky Born Sky +LVL on TH, dmg and AC when both you and your opponent are flying.
4 (3+1) 78 Son of the Forest Nature +LVL on TH, dmg and AC when within an area of dense vegetation (forest, jungle etc.)
4 (3+1) 79 Storm Born Thunder +LVL on TH, dmg and AC as long as there is no roof over your head.
4 (3+1) 80 Strength in Numbers Community + to saving throws equal to the number of allies in your group. (max=LVL)
4 (3+1) 81 Stygian Secrets +LVL on TH, dmg and ACduring any round in which you surprise an opponent.
4 (3+1) 82 Sun Blessed Sun +LVL on TH, dmg and AC providing the sun is shining on you.
4 (3+1) 83 Terrifying Opponent Fear +LVL on TH, damage and AC against all opponents you frighten.
4 (3+1) 84 Time Phase Time +LVL on TH, dmg and AC provided you win initiative against your opponents.
4 (3+1) 85 Travel Born Travel +LVL on TH, dmg and AC provided you move up to your full movement rate each round.
4 (3+1) 86 True Grit Stoicism +LVL on attack and dmg provided you are at half hit points or less.
4 (3+1) 87 Void Born Entropy <