Lycanthromancer
2009-09-22, 04:29 PM
I'm revising the ur-priest for a player in a PbP over on Giantitp.com, and I was wanting a bit of a critique on it.
I still need to flesh out the spell list at higher levels, but it's otherwise mostly done.
I was aiming for tier 2-3.
Feedback is welcome!
The class:URTH-PRIEST
Magic. It defies reality. It breaks the rules. It allows one to disregard the laws of physics and perform feats that are impossible.
Or so most people think.
But some know better. Some few realize that magic doesn’t defy reality. It defines it. Many scholars spend entire lifetimes peering into the depths of space and time, searching for the threads the fates pull to make mortals and immortals alike dance on their strings.
Some don’t have to. And those that find the truth behind the matter begin to see all of reality in a new light.
Every thing that exists, dead, undead, living and unliving, is created and interconnected by dancing lines of energy that radiate and twist and turn, split apart and rejoin, flowing like a river in a great unknowable dance that steals the breath and drives the gears upon which the multiverse turns.
When channeled within the body, this energy is called ki. When wielded by the mind it is the power of psionics. When a mage chants a verse or a priest supplicates his god, they bend and twist this energy into magic, whether arcane or divine. What if one could manipulate this force without an intermediary? What if there were beings that could tap into the source directly, rather than relying on the crutches of mantras, ectoplasm, spell components, or holy symbols?
You end up with the urth-priest, who knows that a great river of power, the leylines, are all around us, within us, driving us, who is unhampered by many of the restrictions that intermediaries place upon those who would shape reality in their image. Urth-priests have found the spark of divinity that drives the great wheel of the multiverse, and can tap into divine power without pestering the gods. They can see the threads of energy that all things produce, and can tap them at will.
Requirements:
Base Will Save: +3
Skills: Knowledge (The Planes) 8 ranks, Survival 8 ranks.
Feats: Planar Touchstone (Planar Handbook, pg 41)
Hit Die
d8
Skills
Skill points per level: 2 + Intelligence modifier.
Class Skills: The urth-priest’s class skills (and the key ability for each skill) are Concentration (Con), Craft, (Int), Knowledge (arcana) (Int), Knowledge (nature) (Int), Knowledge (the planes) (Int), Knowledge (religion) (Int), Profession (Wis), Spellcraft (Int), Survival (Wis), and Use Magic Device (Cha).
{table=head]Level|BAB|Fort|Ref|Will|Special|0th|1st|2nd|3rd|4t h|5th|6th|7th|8th|9th
1|+0|+2|+0|+2|Tap Leyline (1/day), Eschew Components, Leyline Sense|4|2
2|+1|+3|+0|+3|Sever Tie|5|3|0
3|+2|+3|+1|+3||5|3|1|0
4|+3|+4|+1|+4|Reparation|6|3|2|1|0
5|+3|+4|+1|+4||6|3|3|2|1|0
6|+4|+5|+2|+5|Tap Leyline (2/day)|6|3|3|3|2|1
7|+5|+5|+2|+5||6|3|3|3|3|2|1
8|+6|+6|+2|+6|Improved Reparation|7|4|3|3|3|3|2
9|+6|+6|+3|+6||7|4|4|3|3|3|3|1
10|+7|+7|+3|+7|Leyline Connection|7|4|4|4|3|3|2|2
11|+8|+7|+3|+7||7|4|4|4|3|3|3|3|1
12|+9|+8|+4|+8|Tap Leyline (3/day)|7|5|4|4|4|3|3|3|2
13|+9|+8|+4|+8||7|5|5|4|4|3|3|3|2|1
14|+10|+9|+4|+9||7|5|5|4|4|4|3|3|2|1
15|+11|+9|+5|+9|Affinity Adjunction|7|5|5|5|4|4|3|3|2|2[/table]
All of the following are class features for the urth-priest prestige class.
Weapon and armor proficiency: Urth-priests gain proficiency with simple weapons, but not with armor or shields.
Spells per day: An urth-priest gains the ability to cast a number of spells. To cast a spell, an urth-priest must have a Wisdom score of at least 10 + the spell’s level, so an urth-priest with a Wisdom of 10 or lower cannot cast these spells. Urth-priest bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + Wisdom modifier. When the table indicates that the urth-priest gets 0 spells per day of a given spell level, such as 0 2nd-level spells at 2nd level, the urth-priest gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.
An urth-priest prepares his spells in a manner similar to clerics or druids, spending 10 minutes each day in quiet meditation, attuning himself to the leylines of the space around him. Unlike other prepared spellcasters, when an urth-priest prepares his spells, he can choose to retain unused spell, while refilling used slots with any spells of the appropriate levels that appear in his spell list (or replacing unused spells that he no longer wants with other spells). He does not have restrictions on spells with alignments. The caster level of the urth-priest is determined by the character’s urth-priest levels plus one-half of his levels in other spellcasting classes, including those granted by the warlock or dragonfire adept (but not to prestige classes that grant caster progression in urth-priest). Urth-priest spells are considered both arcane and divine, and can use use-activated items from either category, with the only restrictions being that the spell must be on his standard spell-list, or from a domain currently in use from the tap leyline ability.
Tap Leyline (Su): When preparing spells, an urth-priest attunes himself to the leylines found in a particular area. In addition to the urth-priest spell list found below, he may select a single domain from a list of those available from his current location and add the spells from that domain to his spell list (he does not gain the granted power, however). Most places have three or four domains available, and those domains depend on numerous factors (such as energy traits, the types of creatures living nearby, the principle alignment and weal of the area - such as the Evil and Undeath domains for desecrated ground - and whether the environment is natural, artificial, or supernatural). The domains available in an area are determined by the DM.
Unlike other spellcasters, a high-level urth-priest may prepare his spells more than once per day. At 6th, he may re-prepare the spells gained from this class an extra time per day (for a total of twice). At 12th level, they may prepare three times total over the course of the day. The urth-priest still requires 8 hours of rest, as a normal spellcaster does, to replenish the number of times per day they may prepare their spells.
Each time he prepares his spells, he may choose a different domain.
Eschew Components (Ex): Urth-priests don’t have to rely upon holy symbols, on silly words and gestures, or on noxious material components, and they gain the Still Spell, Silent Spell, and Eschew Materials feats for free, with no metamagic adjustments to spells gained through this class. Urth-priests with spell-like abilities, or spellcasting classes other than urth-priest, can apply these feats for free, but only up to the highest level of spells that the urth-priest can cast from the urth-priest list. For example, a wizard 5/urth-priest 2 would only be able to apply the effects of those feats for free on his 0, 1st, and 2nd level wizard spells; upon taking another level in urth-priest, he could apply those feats to his 3rd level wizard spells with no adjustment.
Leyline Sense (Ex): Urth-priests are in tune with the energies around them, and as such can feel the flow of the leylines wherever they go. As a standard action that does not provoke an attack of opportunity, an urth-priest can attune himself to the leylines that surround him, and can see the lines of energy within 60 feet while he concentrates (concentrating on leyline sense is a swift action).
This allows them to determine what domains are available in any given area, and allows them to use some of their more advanced abilities, as well. This ability also allows the urth-priest to determine where dead magic and wild magic areas are within range, as well as any other variances or vagaries that affect magic. It also allows him to determine the health and status of a living, non-living, or undead creature he can see, as he can study the aura that connects it to all things. Except as noted here, treat leyline sense as the detect magic and deathwatch spells.
Sever Tie (Sp): At 2nd level, the urth-priest’s ability to affect leylines extends to the creatures around him. On any round he concentrates on his leyline sense, the urth-priest can cut deeply into the aura that connects a creature to the world around it as a standard action, causing severe physical wounds.
The urth-priest can target a single creature within range of his leyline sense, whose status he can discern. If it is within 30 feet, it takes 2d6 points of damage per class level (Fort negates); if it is more than 30 feet away, it takes 1d6 points of damage per class level. In either case, if it fails the saving throw, it is sickened for the next 2 rounds. Sever tie counts as the highest level of spell that the urth-priest can cast for the purposes of its save DC and for effects that can block it (such as a globe of invulnerability), and its caster level is equal to the urth-priest’s highest available caster level. Creatures with turn resistance gain a bonus on their Fortitude save equal to their turn resistance. The urth-priest can use this ability 3 + Cha bonus times per day, and it counts as the turn/rebuke undead ability for the purposes of divine feats (except Divine Metamagic), prestige classes, and the Extra Turning feat.
Reparation (Ex): At 4th level, the urth-priest has gained additional affinity towards the lines of power that run through the multiverse. While using his tap leyline ability, he may make a Concentration check (with a minimum DC of 10) to attempt to heal a portion of a dead magic or wild magic area. If successful, he affects a 10 ft diameter space, centered on himself; for every point beyond 10 that his check reaches, the diameter of the healed area increases by 1 ft. This check is made at the beginning of his meditation, and if successful, allows him to use his tap leyline ability to regain spells unobstructed, as normal. If used in a plane with the dead magic planar trait, the repaired portion of the plane dissolves within 1 hour and 10 minutes, returning to its normal dead magic status. This ability can be used only at the beginning of the urth-priest’s tap leyline ability, and if it is unsuccessful, the urth-priest must spend an additional use of that ability to try again.
Improved Reparation (Ex): As the reparation ability, except the DC increases to 20, the diameter of the area repaired is 10 times as large, and planes with the dead magic trait return to their previous status after 10 minutes + 1 hour/caster level of the urth-priest. An urth-priest can choose to use the weaker version instead of this one, if he desires.
Leyline Connection (Ex): An urth-priest can tie himself more strongly with the core of magic, allowing him to channel magical power even when other spellcasters would be cut from its source. An urth-priest can spend 10 minutes in concentration, tying himself to the fabric of power itself; if he does so, he can cast spells almost normally, even in an area with the dead magic or limited magic traits. Doing so is difficult, however, and when he does so he is treated as though he were subjected to the impeded magic planar trait. Since he is more closely tied to magic itself, he ignores the regular impeded magic trait. This effect lasts for 10 minutes per caster level of the urth-priest.
Affinity Adjunction (Su): The urth-priest becomes more adept at pulling energy from his environment; at 15th level, whenever he uses his tap leyline ability, he can choose from amongst every domain available to him in the location in which he meditates.
URTH-PRIEST SPELL LIST
0-Level
create water, cure minor wounds, dancing lights, daze, detect magic, flare, ghost sound, guidance, know direction, light, mage hand, mending, message, open/close, purify food and drink, read magic, resistance, touch of fatigue
1st Level
alarm, animate rope, bless, burning hands, cause fear, command, comprehend languages, cure light wounds, detect chaos/evil/good/law, endure elements, erase, expeditious retreat, fairie fire, feather fall, identify, magic mouth, Nystul’s magic aura, obscure object, obscuring mist, protection from chaos/evil/good/law, remove fear, sleep, undetectable alignment, ventriloquism
2nd Level
aid, arcane lock, barkskin, bear’s endurance, bull’s strength, cat’s grace, calm emotions, chill metal, cure moderate wounds, darkness, delay poison, detect thoughts, fire trap, fog cloud, gust of wind, heat metal, heroism, invisibility, Leomund’s trap, lesser restoration, locate object, mirror image, misdirection, pyrotechnics, resist energy, see invisibility, silence, sound burst, spider climb, web, whispering wind
3rd Level
arcane sight, call lightning, clairaudience/clairvoyance, continual flame, cure serious wounds, daylight, deep slumber, deeper darkness, dispel magic, gentle repose, haste, illusory script, invisibility sphere, lightning bolt, magic circle against chaos/evil/good/law, meld into stone, neutralize poison, protection from energy, quench, sleet storm, slow, stone shape, remove curse, remove disease, tongues, water breathing
4th Level
air walk, blight, control water, cure critical wounds, discern lies, dismissal, divination, flame strike, ice storm, mass cure light wounds, freedom of movement, minor creation, reincarnate, repel vermin, restoration, rusting grasp, sending, stoneskin, tongues, wall of fire
5th Level
atonement, awaken, break enchantment, commune, commune with nature, control winds, death ward, disrupting weapon, giant vermin, hallow, harm, heal, major creation, mark of justice, mass cure moderate wounds, raise dead, scrying, spell resistance, tree stride, true seeing, unhallow, wall of stone.
6th Level
animate objects, find the path, fire seeds, greater dispel magic, heroes’ feast, ironwood, limited wish, mass cure serious wounds, mass bear’s endurance, mass bull’s strength, mass cat’s grace, mass eagle’s splendor, mass fox’s cunning, mass owl’s wisdom, move earth, spellstaff, wind walk
7th Level
control weather, ethereal jaunt, greater restoration, greater scrying, mass cure critical wounds, refuge, regenerate, repulsion, resurrection, sunbeam, transmute metal into wood
8th Level
cloak of chaos, dimension lock, discern location, firestorm, holy aura, mass harm, mass heal, shield of law, sunburst, whirlwind, unholy aura
9th Level
antipathy, astral projection, etherealness, foresight, true resurrection, sympathy, wish
I still need to flesh out the spell list at higher levels, but it's otherwise mostly done.
I was aiming for tier 2-3.
Feedback is welcome!
The class:URTH-PRIEST
Magic. It defies reality. It breaks the rules. It allows one to disregard the laws of physics and perform feats that are impossible.
Or so most people think.
But some know better. Some few realize that magic doesn’t defy reality. It defines it. Many scholars spend entire lifetimes peering into the depths of space and time, searching for the threads the fates pull to make mortals and immortals alike dance on their strings.
Some don’t have to. And those that find the truth behind the matter begin to see all of reality in a new light.
Every thing that exists, dead, undead, living and unliving, is created and interconnected by dancing lines of energy that radiate and twist and turn, split apart and rejoin, flowing like a river in a great unknowable dance that steals the breath and drives the gears upon which the multiverse turns.
When channeled within the body, this energy is called ki. When wielded by the mind it is the power of psionics. When a mage chants a verse or a priest supplicates his god, they bend and twist this energy into magic, whether arcane or divine. What if one could manipulate this force without an intermediary? What if there were beings that could tap into the source directly, rather than relying on the crutches of mantras, ectoplasm, spell components, or holy symbols?
You end up with the urth-priest, who knows that a great river of power, the leylines, are all around us, within us, driving us, who is unhampered by many of the restrictions that intermediaries place upon those who would shape reality in their image. Urth-priests have found the spark of divinity that drives the great wheel of the multiverse, and can tap into divine power without pestering the gods. They can see the threads of energy that all things produce, and can tap them at will.
Requirements:
Base Will Save: +3
Skills: Knowledge (The Planes) 8 ranks, Survival 8 ranks.
Feats: Planar Touchstone (Planar Handbook, pg 41)
Hit Die
d8
Skills
Skill points per level: 2 + Intelligence modifier.
Class Skills: The urth-priest’s class skills (and the key ability for each skill) are Concentration (Con), Craft, (Int), Knowledge (arcana) (Int), Knowledge (nature) (Int), Knowledge (the planes) (Int), Knowledge (religion) (Int), Profession (Wis), Spellcraft (Int), Survival (Wis), and Use Magic Device (Cha).
{table=head]Level|BAB|Fort|Ref|Will|Special|0th|1st|2nd|3rd|4t h|5th|6th|7th|8th|9th
1|+0|+2|+0|+2|Tap Leyline (1/day), Eschew Components, Leyline Sense|4|2
2|+1|+3|+0|+3|Sever Tie|5|3|0
3|+2|+3|+1|+3||5|3|1|0
4|+3|+4|+1|+4|Reparation|6|3|2|1|0
5|+3|+4|+1|+4||6|3|3|2|1|0
6|+4|+5|+2|+5|Tap Leyline (2/day)|6|3|3|3|2|1
7|+5|+5|+2|+5||6|3|3|3|3|2|1
8|+6|+6|+2|+6|Improved Reparation|7|4|3|3|3|3|2
9|+6|+6|+3|+6||7|4|4|3|3|3|3|1
10|+7|+7|+3|+7|Leyline Connection|7|4|4|4|3|3|2|2
11|+8|+7|+3|+7||7|4|4|4|3|3|3|3|1
12|+9|+8|+4|+8|Tap Leyline (3/day)|7|5|4|4|4|3|3|3|2
13|+9|+8|+4|+8||7|5|5|4|4|3|3|3|2|1
14|+10|+9|+4|+9||7|5|5|4|4|4|3|3|2|1
15|+11|+9|+5|+9|Affinity Adjunction|7|5|5|5|4|4|3|3|2|2[/table]
All of the following are class features for the urth-priest prestige class.
Weapon and armor proficiency: Urth-priests gain proficiency with simple weapons, but not with armor or shields.
Spells per day: An urth-priest gains the ability to cast a number of spells. To cast a spell, an urth-priest must have a Wisdom score of at least 10 + the spell’s level, so an urth-priest with a Wisdom of 10 or lower cannot cast these spells. Urth-priest bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + Wisdom modifier. When the table indicates that the urth-priest gets 0 spells per day of a given spell level, such as 0 2nd-level spells at 2nd level, the urth-priest gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.
An urth-priest prepares his spells in a manner similar to clerics or druids, spending 10 minutes each day in quiet meditation, attuning himself to the leylines of the space around him. Unlike other prepared spellcasters, when an urth-priest prepares his spells, he can choose to retain unused spell, while refilling used slots with any spells of the appropriate levels that appear in his spell list (or replacing unused spells that he no longer wants with other spells). He does not have restrictions on spells with alignments. The caster level of the urth-priest is determined by the character’s urth-priest levels plus one-half of his levels in other spellcasting classes, including those granted by the warlock or dragonfire adept (but not to prestige classes that grant caster progression in urth-priest). Urth-priest spells are considered both arcane and divine, and can use use-activated items from either category, with the only restrictions being that the spell must be on his standard spell-list, or from a domain currently in use from the tap leyline ability.
Tap Leyline (Su): When preparing spells, an urth-priest attunes himself to the leylines found in a particular area. In addition to the urth-priest spell list found below, he may select a single domain from a list of those available from his current location and add the spells from that domain to his spell list (he does not gain the granted power, however). Most places have three or four domains available, and those domains depend on numerous factors (such as energy traits, the types of creatures living nearby, the principle alignment and weal of the area - such as the Evil and Undeath domains for desecrated ground - and whether the environment is natural, artificial, or supernatural). The domains available in an area are determined by the DM.
Unlike other spellcasters, a high-level urth-priest may prepare his spells more than once per day. At 6th, he may re-prepare the spells gained from this class an extra time per day (for a total of twice). At 12th level, they may prepare three times total over the course of the day. The urth-priest still requires 8 hours of rest, as a normal spellcaster does, to replenish the number of times per day they may prepare their spells.
Each time he prepares his spells, he may choose a different domain.
Eschew Components (Ex): Urth-priests don’t have to rely upon holy symbols, on silly words and gestures, or on noxious material components, and they gain the Still Spell, Silent Spell, and Eschew Materials feats for free, with no metamagic adjustments to spells gained through this class. Urth-priests with spell-like abilities, or spellcasting classes other than urth-priest, can apply these feats for free, but only up to the highest level of spells that the urth-priest can cast from the urth-priest list. For example, a wizard 5/urth-priest 2 would only be able to apply the effects of those feats for free on his 0, 1st, and 2nd level wizard spells; upon taking another level in urth-priest, he could apply those feats to his 3rd level wizard spells with no adjustment.
Leyline Sense (Ex): Urth-priests are in tune with the energies around them, and as such can feel the flow of the leylines wherever they go. As a standard action that does not provoke an attack of opportunity, an urth-priest can attune himself to the leylines that surround him, and can see the lines of energy within 60 feet while he concentrates (concentrating on leyline sense is a swift action).
This allows them to determine what domains are available in any given area, and allows them to use some of their more advanced abilities, as well. This ability also allows the urth-priest to determine where dead magic and wild magic areas are within range, as well as any other variances or vagaries that affect magic. It also allows him to determine the health and status of a living, non-living, or undead creature he can see, as he can study the aura that connects it to all things. Except as noted here, treat leyline sense as the detect magic and deathwatch spells.
Sever Tie (Sp): At 2nd level, the urth-priest’s ability to affect leylines extends to the creatures around him. On any round he concentrates on his leyline sense, the urth-priest can cut deeply into the aura that connects a creature to the world around it as a standard action, causing severe physical wounds.
The urth-priest can target a single creature within range of his leyline sense, whose status he can discern. If it is within 30 feet, it takes 2d6 points of damage per class level (Fort negates); if it is more than 30 feet away, it takes 1d6 points of damage per class level. In either case, if it fails the saving throw, it is sickened for the next 2 rounds. Sever tie counts as the highest level of spell that the urth-priest can cast for the purposes of its save DC and for effects that can block it (such as a globe of invulnerability), and its caster level is equal to the urth-priest’s highest available caster level. Creatures with turn resistance gain a bonus on their Fortitude save equal to their turn resistance. The urth-priest can use this ability 3 + Cha bonus times per day, and it counts as the turn/rebuke undead ability for the purposes of divine feats (except Divine Metamagic), prestige classes, and the Extra Turning feat.
Reparation (Ex): At 4th level, the urth-priest has gained additional affinity towards the lines of power that run through the multiverse. While using his tap leyline ability, he may make a Concentration check (with a minimum DC of 10) to attempt to heal a portion of a dead magic or wild magic area. If successful, he affects a 10 ft diameter space, centered on himself; for every point beyond 10 that his check reaches, the diameter of the healed area increases by 1 ft. This check is made at the beginning of his meditation, and if successful, allows him to use his tap leyline ability to regain spells unobstructed, as normal. If used in a plane with the dead magic planar trait, the repaired portion of the plane dissolves within 1 hour and 10 minutes, returning to its normal dead magic status. This ability can be used only at the beginning of the urth-priest’s tap leyline ability, and if it is unsuccessful, the urth-priest must spend an additional use of that ability to try again.
Improved Reparation (Ex): As the reparation ability, except the DC increases to 20, the diameter of the area repaired is 10 times as large, and planes with the dead magic trait return to their previous status after 10 minutes + 1 hour/caster level of the urth-priest. An urth-priest can choose to use the weaker version instead of this one, if he desires.
Leyline Connection (Ex): An urth-priest can tie himself more strongly with the core of magic, allowing him to channel magical power even when other spellcasters would be cut from its source. An urth-priest can spend 10 minutes in concentration, tying himself to the fabric of power itself; if he does so, he can cast spells almost normally, even in an area with the dead magic or limited magic traits. Doing so is difficult, however, and when he does so he is treated as though he were subjected to the impeded magic planar trait. Since he is more closely tied to magic itself, he ignores the regular impeded magic trait. This effect lasts for 10 minutes per caster level of the urth-priest.
Affinity Adjunction (Su): The urth-priest becomes more adept at pulling energy from his environment; at 15th level, whenever he uses his tap leyline ability, he can choose from amongst every domain available to him in the location in which he meditates.
URTH-PRIEST SPELL LIST
0-Level
create water, cure minor wounds, dancing lights, daze, detect magic, flare, ghost sound, guidance, know direction, light, mage hand, mending, message, open/close, purify food and drink, read magic, resistance, touch of fatigue
1st Level
alarm, animate rope, bless, burning hands, cause fear, command, comprehend languages, cure light wounds, detect chaos/evil/good/law, endure elements, erase, expeditious retreat, fairie fire, feather fall, identify, magic mouth, Nystul’s magic aura, obscure object, obscuring mist, protection from chaos/evil/good/law, remove fear, sleep, undetectable alignment, ventriloquism
2nd Level
aid, arcane lock, barkskin, bear’s endurance, bull’s strength, cat’s grace, calm emotions, chill metal, cure moderate wounds, darkness, delay poison, detect thoughts, fire trap, fog cloud, gust of wind, heat metal, heroism, invisibility, Leomund’s trap, lesser restoration, locate object, mirror image, misdirection, pyrotechnics, resist energy, see invisibility, silence, sound burst, spider climb, web, whispering wind
3rd Level
arcane sight, call lightning, clairaudience/clairvoyance, continual flame, cure serious wounds, daylight, deep slumber, deeper darkness, dispel magic, gentle repose, haste, illusory script, invisibility sphere, lightning bolt, magic circle against chaos/evil/good/law, meld into stone, neutralize poison, protection from energy, quench, sleet storm, slow, stone shape, remove curse, remove disease, tongues, water breathing
4th Level
air walk, blight, control water, cure critical wounds, discern lies, dismissal, divination, flame strike, ice storm, mass cure light wounds, freedom of movement, minor creation, reincarnate, repel vermin, restoration, rusting grasp, sending, stoneskin, tongues, wall of fire
5th Level
atonement, awaken, break enchantment, commune, commune with nature, control winds, death ward, disrupting weapon, giant vermin, hallow, harm, heal, major creation, mark of justice, mass cure moderate wounds, raise dead, scrying, spell resistance, tree stride, true seeing, unhallow, wall of stone.
6th Level
animate objects, find the path, fire seeds, greater dispel magic, heroes’ feast, ironwood, limited wish, mass cure serious wounds, mass bear’s endurance, mass bull’s strength, mass cat’s grace, mass eagle’s splendor, mass fox’s cunning, mass owl’s wisdom, move earth, spellstaff, wind walk
7th Level
control weather, ethereal jaunt, greater restoration, greater scrying, mass cure critical wounds, refuge, regenerate, repulsion, resurrection, sunbeam, transmute metal into wood
8th Level
cloak of chaos, dimension lock, discern location, firestorm, holy aura, mass harm, mass heal, shield of law, sunburst, whirlwind, unholy aura
9th Level
antipathy, astral projection, etherealness, foresight, true resurrection, sympathy, wish