Descriptions of spells inc:
Delete this if it will get you in trouble (note that one of the quoted list aboves was mine).
Apologies for the incomplete/incorrect material. The List was written for my own benefit.
I did not include anything with the range of touch or ranged of 25ft/level +x. Only self or fixed "feet" descriptions.
Persist Spell for Cleric:
Clarity of Mind (Book of Hallowed Might, 0) - 1 round/level - +1 competence to concentration.
Detect Magic (PHB, 0) Concentration, 10 min/level, 60 feet.
Read Magic (PHB, 0), 10 min/level, read magic.
Bane (PHB, 1) 50 feet, 1 min/level - all enemies will or take -1 penalty on attacks and fear.
Bless (PHB, 1) 50 feet, 1 min/level - all allies get +1 attack/saves fear (MORAL Bonus).
Blessed Aim (1, SpC). Standard, 50 foot spread, 1 min/level - +2 to all ranged attacks.
Combat Precognition (Alderac Magic Chronomancer 1) Personal, 1 hour/level (so probably not persist), +1 insight to AC, +1 insight to Attack, +1 DC to spells that offer reflex save.
Comprehend Languages (PHB, 1) 10 min/level. Does what it says.
Detect Alignment (PHB, 1) Concentration, 10 min/level, 60 feet.
Detect Fire (Frosburn, 1) As Detect evil.
Detect Incarnum (Magic of Incarnum, 1) Same as all the others...
Detect Undead (PHB, 1) Concentration, 10 min/level, 60 feet.
Divine Favour (PHB, 1) 1 minute, +1 luck to attack/damage per 3 levels, max +3.
Enhance Magical Flow/Greater (BoEldritchMight1) 2/4 - 10 min/level, save DC = +1, +2
Entropic Shield (PHB, 1) 1 min/level - 20% miss chance for ranged attacks and require an attack roll.
Deathwatch (PHB, 1) - 30 feet, cone, 10 min/level - see how many hp, and undead or dead.
Grave Strike (1, Cadv, SpC) Swift, 1 round. Gives ability to sneak attack undead.
Ice Gauntlet (1, SpC) 1 min/level, +1 Spiked Gauntlet of size, 1d4 cold damage. Fire spell ends it.
Nightshield (SpC, 1) 1 min/level - gain +1 Saves (resistance), 2 at 6, 3 at 9. Negates magic missiles.
Obscuring Mist (PHB, 1) 1 min/level - 20 feet, mist gives concealment (20%)
Spell Flower (SpC, 1) 1 round/level - Each limb can hold a touch spell, as long as you don’t use it to do anything.
Strength of Mind (Spell and Spellcraft, 1) Person, 10 mins/level - +10 moral concentration.
Talons (DLCS, 1) 1 min/level - 2 claw attacks that deal 1d6+str, considered armed, no penalty if use both. Or, strike with as offhand, taking -5 and dealing 1d6+1/2 strength without penalizing primary attack.
Abyssal Might (BoVD, 2) 10 min/level - +2 enhance to STR/Con/Dex, +2 to existing SR.
Aura Against Flame (2, SpC) - Resist 10 fire, 1 round level, put out fires. Can be used as a dispel to counter fire spells (fail, you keep it).
Aura of Darkness (Legends and Lairs, Spells and Spellcraft, 2) 10 feet radius, 1 round/level - +1 profane to attack, ac, save, +4 hide, for evil, good will save, or -1 moral to will saves.
Aura of Light (Legends and Lairs, Spells and Spellcraft, 2) 10 feet radius, 1 round/level - -1 penalty to attack, ac, reflex if not good, -1 to will if evil (Will negates for all this), 20% miss chance
Avoid Planer Effects (2, SpC) - 20 feet, avoid planar effects.
Balor Nimbus (2, SpC) - Personal, 1 round/level. Any grappled takes 6d6/round (Fire). (No save, no SR).
Bladebane (Sorcery and Steam, 2) Personal, 1 round/level - Halves damage from non-magical blades. Longsword deals 10 damage (1d8+4, rolls a 6), you take 7 (Roll of 6 becomes roll of 3).
Blade of Pain and Fear (Libris Mortis, 2) - Melee touch attacks dealing 1d6+1/2level (no str) will save or frightened, 1 min/level.
Body Blades (2, SpC) - Blades around deal 1d6+CL, max 5, to grappler. Gain bonus against grapple equal to damage, as well as +4 on escape artists to escape things. Can make standard attacks with blades, light weapon, proficient. 1 minute/level.
Cloud of Knives (PHB2, 2) - 1 round/level - Free action at the start of each turn, one knife attack within 30 feet - CL+Wis, 1d6+1/3 (max +5), crit 19/20, magic for overcoming DR. Or, silver dagger, -1 damage, but is silver and magic for overcoming DR.
Conjure Ice Object (Frostburn, 2) 1 min/level - create 50 pounds worth of ice object, moving parts don’t function (crossbow), craft check for complex items.
Consecrate (PHB, 2) - 2 hours/level, Turning checks +3, undead get -1 on all, contains alter, double bonus if deity, cuts off from other deities.
Crystal of Reflection (Book of Hallowed Might, 2) -1 min/level - crystal floats as Ioun stone, reflects rays back at target (whenever attacked by ray, they get hit, no attack roll required).
Desecrate (PHB, 2) 2 hours/level - same as consecrate, +1 HP/HD.
Detect Aberration (Lords of Madness, 2) 60 feet, 10 minute/level, normal detect.
Divine Flame (Defenders of the Faith 2) 15 feet - cold creatures fort half to take 1d4/CL (max 5d4)
Divine Radiance (Spells and Magic, 2) 2 rounds/level - gain +1-5 ac in melee, enemies gain +1-5 attack against you at ranged. Unnamed bonus.
Divine Zephyr (DotF, 2) Same as Divine Flame, but against fire creatures.
Elation (BoED, 2) 80 feet, 1 round/level, allies, +2 moral to strength/dexterity, +5 feet movement.
Find Traps (PHB, 2) - 1 min/level - Search skill as rogue, insight equal to ½ CL (max +10). Can’t disable them though.
Healing Lorecall (2, Cadv), Standard, 1 min/level. Heal ranks remove effects with healing spell, heal ranks instead of caster level.
Honeyed Words (Book of Hallowed 2, 2) 1 min/level - +4 Competence to Diplomacy and Bluff
Inky Cloud (2, SpC) 10 min/level, 30 feet - Darkvision and all vision obscured, except within 5 feet.
Interfaith Blessing (2, CC) (Full): 20 foot radius, 1 min/level. Gain, depending on your deity, +1 attack/saves, +1 attack/skills, +1 attack/AC, +2 damage, +2 AC, +2 attack, or +1 attack/damage. Neutral roll 1d8, 6 pick.
Lesser of Above (Alderac Undead, 2) 60 feet, 1 hd/level, one of +1 attack damage, +1 AC saves, +2 init, or +3 HP (not temp HP).
Shroud of Undeath (SpC, 2) 10 min/level, you look like and seem undead (healed by negative energy). Being turned ends the spell.
Spectral Stag (Magic of Faerun, 2) 0 feet, 1 round/level. Summon Stag (AC 18, HP 7+1/cl, STR 18, size large) that will bullrush enemies 1/round. 60 feet speed, ride on air as a phantom steed.
Spider Legs (BoVD, 2) 1 minute/level - 30 feet regardless of load. Can climb, etc.
Stone Fist (Races of the Stone, 2) 1 round/level, stone fist, unarmed attacks as if armed. 2d6 damage. (Large 3d6, huge 4d6, Gargantuan 6d6, Colossal 8d6). If Dwarf or Goliath, Cold Iron.
Turn Anathema (2, CC) (Standard) Turn subjects of opposite alignment subtype (10 min/level)
Analyze Touchstone (Planar Handbook, 3) 60 feet, 10 min/level, normal detect.
Anarchic Storm (3, SpC) 1 round/level. 20 foot cylinder. SR no, Save No. -4 listen, spot, search, ranged attacks in, ranged attacks through, ranged attacks out. Extinguish unprotect flames, 50% to extinguish protected flames. 2d6 to all lawful within area (double if outsider), and 5d6 lightning bolt to a random lawful outsider.
Axiomatic Storm (3, SpC) Same as Anarchic Storm, law though.
Aura of Cold Lesser (Frostburn, 3) - 1 round/level - 5 feet - 1d6 cold damage, SR yes, each round.
Battlemagic Perception (HoB, 3) - Personal, 10 min/level - +5 spellcraft to identify, 5 ranks of spellcraft, sense any use of spell or spell like within 100 feet. Spellcraft DC 15+level to identify. Can counterspell as a free action once, but ends the spell.
Blessed Sight (BoED, 3) 120 feet, detect evil as spell. Sucks, yeah
Burrow (Races of Faerun, 3) 1 min/level - Claws deal 1d6 damage, burrow 10 feet.
Channelled Divine Shield (PHB2, 3) - Gain DR as cast - 2/evil if swift, 5 if standard, 8 if full, 10 if 2 full round actions.
Circle of Nausea (BoVD, 3) 1 min/level - Fort or -2 penalty to attack, saves, skills,
Corona of Cold (3, SpC) 1 round/level, 10 feet, SR yes, fort negates. Gain 10 resist fire, and deal 1d12 cold damage/round to all in area. Fort save only negates one round. If damaged, -2 str/dex for as long as they are in the area.
Darkfire (3, SpC) 1d6+1/2 CL max 5, 1 round level. Ranged touch attack 120 feet, or melee touch attack. Invisible to normal vision, visible to darkvision.
Detect Metals and minerals (races of Faerun, 3), 60 foot cone, 10 mins/level, usual detect.
Devil’s Eye (Fiendish Codex 2, 3), Personal, 1 min level - Darkvision 30.
Divine Retaliation (PHB 2, 3) 1 round, swift action - Weapon of Force with BAB = CL + STR or Wis (whichever higher) dealing damage as favoured deities weapon, your size, plus 1.5 times wis or strength (again, your call).
Footsteps of Divine (3, CC) (Standard) Gain: Fly 60 Poor, or 50 Average, or 40 Perfect, or Climb 30 feet, or Burrow 20 Feet, or +50 feet movement (1 round level).
Forceward (Magic of Faerun, 3) 10 feet, will save or can’t approach.
God Speed (Book of Hallowed Might, 3) - 1 min/level - +2 dodge to AC. Movement becomes 60 feet, regardless of size or encumbrance.
Grace (3, SpC) 1 round/level, swift: +10 movement, +2 SACRED BONUS TO DEXTERITY, -20 hide, illuminate to 60 feet, and good alignment against DR.
Holy Storm (3, SpC) Same as Anarchic Storm, but good.
Ice Axe (3, SpC) - 1 round level, SR yes. Gain an ice axe that does 2d12 + ½ levels (max 10). Melee touch attacks, cold damage, no strength mods. If BAB allows, multiple attacks.
Invisibility Purge (PHB, 3) 1 min/level - 5 feet per level, everything loses invisibility.
Mantle of Alignment (3, SpC) - 10 min level - Gives you SR 12+CL (uncapped) against spells cast by person of alignment.
Masochism (BoVD, 3) 1 round/level - +1 attack, save, skills for every 10 damage taken (luck).
Meld into Ice (Frostburn, 3) Like all the other melds, except ice.
Meld into Stone (PHB, 3) 10 min/level 100 pounds of gear, Stone as large as body, can’t be harmed except by select spells.
Moonblade (SpC, 3) (Moon Domain only) 1 min/level - sword deals 1d8+1/2 levels (max 10), undead take 2d8+1/level (max 20). Str mod not added. Caster must make concentration check DC 10+Spell level + damage dealt or lose spell.
Necrotic Claws (Spells and Magic, 3) 2d6 levels +1/round. Claws deal 1d8 and are magic, +5 climb, 8 means enemies take 1 damage/round until healed.
Prayer (PHB, 3) 1 round/level, 40 foot burst: Allies get +1 luck on all, enemies take -1 on all (SR yes, save no).
Ring of Blades (3, Carc) Standard, 1 min/level, blades in all adjacent squares deal 1d6+1/level (max 10).
Sadism (BoVD, 3) 1 round/level - same as masochism, except damage dealt.
Sonorous Hum (SpC, 3) 1 min/level - Maintains concentration of a spell on your behalf.
Soul of the Sand (Sandstorm, 3) Same thing as Meld Into Stone, except sand. Get it?
Suppress Glyph (SpC, 3) 1 min/level, 100 feet - If you make a dispel check against gylphs, they get suppressed for the duration of this spell.
Trove Sacrifice (Spells and Magic, 3) 1 round/level - Absorbs ½ damage, but each point of damage costs 50 gp. 20 damage = 1000 gp. Only affects mundane treasure, not magical.
Vengeful Shield (Book of Hallowed 2, 3) 1 round/level - enemies that attack from melee take 1d6 damage (force).
Vigor, Mass Lesser (3, Cdiv) 10 rounds + 1/level (max 25), 20 feet. 1 creature/2 levels gains lesser vigor.
Visage of the Deity Lesser (3, Cdiv, SpC) +4 Cha, Resist 10 Cold Fire evil, Elect, Acid, cold if good.
Weapon of the Deity (3, Cdiv, SpC) (Becomes touch, not good) (MOF, 4, has good version as well) 1 round/level. Weapon +1 per 3 levels, and a bonus. Neutral: +1 Defending Heavy Mace, Chaos: +1 Shock Battleaxe, Law: +1 flaming longsword. Kord: +1 mighty cleaving greatsword.
Assay Resistance (4, Carc) (Swift) +10 to overcome targets SR, 1 round/level. Persistable, but you have to see target when cast, and only good for 1 target.
Beast Claws (4, Cdiv). Standard, 1 round/level - 1d6, 19/20 crit, add str.
Blessing of the Righteous (PHB2, 4) - 40 feet, all allies attacks deal 1d6 holy damage and are good for overcoming DR.
Chaav’s Laugh (BoED, 4) 40 feet, 1 minute/level, +2 moral to attack/fear, 1d8+1/level (max 20) temp hp, evil will or -2 attacks.
Consumptive Field (4, SpC) Everyone within 30 feet and 0 hp or less fort save, or die. Each death gives 1d8 hp + 2 str and +1 CL (max half original).
Counter Attack (Sorcery and Steam, 4) Personal, 1 round/level - Every time someone attacks you, you may make a counter-attack at full BAB that doesn’t count as an AoO this round.
Divine Power (PHB, 4) 1 round/level, +6 str, 1 temp hp/level, BAB = Character level (Max 20)
Doomtide, (4, Cdiv/SpC), Standard - 8 ten foot squares in 80 feet. 1 round/level. Grants concealment as obscuring mist, to all but me and touched, will save or dazed as long as in cloud.
Extend Tentacles (Savage Species, SpC, 4) 1 round/level, tentacles gain +5 reach.
Freedom of Movement (PHB, 4) - 10 min/level, personal or touch (Questionable). No Grapple.
Glacial Globe of Invulnerability (Frostburn, 4) - 10 feet, 1 round/level - as lesser globe of invulnerability, except against fire spells (immune to level 1-3 fire spells). Concealment (20% miss) against those outside,
Hand of the Faithful (4, SpC) 1 hour/level, 1 minute cast time: Fortitude save or stunned 1 round when approaching. 10 foot radius. Doesn’t affect allied creatures. Once saved, cannot be re-affected.
Hell’s Power (BoVD, 4) 10 min/level - +2 Deflect to AC, Existing DR steps up (DR 10/+1 becomes DR 10/+2...).
Holy Transformation, Lesser (4, SpC) Protectar (Minitures 66) Outsider good, medium, +2 sacred to STR/Con, +2 sacred on saves, speak celestial, fly 60 feet (good), darkvision 60/feet (1 round/level).
Infernal Transformation, Lesser (4, SpC) - 1 round/level - Bearded Devil (Outsider, Evil, Lawful), +2 STR/Con (Profane), Darkvision 60, add beard attack to full attack at highest bonus - 1d8+str + Fortitude DC 10+1/2 Char level + Con or Devil Chills (Dmg 292). Speak Infernal.
Negative Energy Aura (SpC, 4) 10 foot radius. Living within area take 1 damage / 3 levels, max 5, each round. Undead gain 2 hp/round. Doesn’t affect you. No save, no SR.
Planar Tolerance (Planar Handbook, 4) Avoid Planar effects, except 1 hour/level.
Positive Energy Aura (SpC, 4) 10 foot radius: Living within area heal 1 hp/ 3 levels, max 5. Undead take 2 damage/round. Affects you. No Save, no SR.
Precognitive Flashes (Book of Hallowed 2, 4) - 1 min/level - +1 insight to AC, attacks, reflex save.
Recitation (4, Cdiv, SpC) 60 foot burst: allies get +2 luck to attack and saving throws, ac, +3 if same deity. Enemies get will save or -2. 1 round/level.
Repel Vermin (PHB, 4) - 10 min level, 10 feet, vermin with 1/3rd your hit die can’t cross. With more can make a will save, but touching it deals 2d6, so does passing through it.
Spark Shield (DLCS, 4) 1 round/level - strike takes 1d4+1/level damage (max 15), if metal 2d4+2/level max 15. Energy resistance applies. Ranged weapons only if half metal. Illuminate as a torch. Half damage against electric attacks, none if successful save (Greater Evasion).
Stunning Hand (Sorcery and Steam, 4) Personal, 1 round/2 levels - 1 unarmed attack per round DC 10+Casting modifier fortitude save or stunned for 1 round.
Truth’s Wings (Book of Hallowed Might, 4) - 10 min/level - an Eagle that deals fire damage will fight on behalf of you or an ally.
Zone of Respite (SpC, 5) 1 min/level - 20 foot - No interplanar intrusions.
Aura of Evasion (5, SpC) - everyone within 10 feet gains evasion, people with it get +4 ref save, only versus breath weapons. (1 min/level).
Bears Heart (Defenders of the Faith 5) - 20 feet, allies gain +4 enhance to str, 1d4 temp hp/level, 1 round/level.
Crawling Darkness (5, SpC) 1 round/level, +4 on escape, climb, grapple. When struck, strike back with attack of BAB + wis, damage 1d12.
Crown of Flame (BoED, 5) 10 feet - 1 round/level - Evil outsiders/fey/undead take 2d6 damage/round, SR yes.
Dragon Breath (5, Cdiv/SpC). Standard, 1 round level. Dragons breath 1d4 rounds, doing 1d8 per 2 CL, ref half, or sleep, slow, paralysis lasting 1d6 rounds (Will, Will, Fort).
Earth’s Embrace (Book of Hallowed 2, 5) 1 round/level - DR 5/adamanite, plus can command spell to engulf you, giving you 200 hp/hardness 8 of protection, casting spells on yourself from inside.
Halo of Vengeance (Spells and Spellcraft, 5) 60 feet, 1 round level, save = no. All allies get +2 luck to attack, damage, saves, and 3d4 temp hp. All enemies get -2 to attack, damage, saves (SR =yes).
Havrokr’s Blessing (Alderac Undead, 5) 100 feet (including self), 3hd/level, undead only (caster must be undead) 1 min/level - One of these Sacred bonuses + 3 attack/damage, +2 AC/Saves, +4 init, or 1 extra attack at base attack bonus (stacks with haste).
Magical Coalescence (PHB 2, 5) 1 round/level, 20 feet -whenever someone casts spell, they gain a hit point.
Radiance (PHB 2, 5) 1 round/level, 60 feet - Daylight, undead dazzled, and for 1d6 rounds after leaving.
Resonating Resistance (BoVD, 5) 1 min/level - Casters must make check twice to overcome. Only if you have it as an ex ability = not as a spell or item.
Righteous Might (PHB, 5) - 1 round/level - Size +1, +4 Str, +2 con, (size), +2 natural armor, DR 3/good or evil, 12 it becomes 6 good or evil, 15 it becomes 9 good or evil.
Righteous Wrath of the Faithful (5, Cdiv, SpC) - Allies within 30 feet gain Aid, +3 attack/damage, haste. Same Deity temp hp goes to 2d8+CL. Stacks with haste. 1 round/level.
Shield of Light (Book of Hallowed Might, 5) 1 round/level - Daylight, 5 feet. Shield +2 AC, +1 enhance/3 levels (max +5). No ASF/ACP. Evil undead must will save or cower for duration of spell. If save, -4 to attack.
StrongOaks Affinity with Nature (Spells and Spellcraft, 5) personal, 1 hour/level - gain +4 fort save against environment, or burrow 20, swim 30, fly 60 (average)
Telepathic Bond, Lesser (5, Cdiv). 10 min/level, 1 creature within 30 feet. Telepathic bond of any distance, not interplaner.
Wounding Touch (Sorcery and Steam, 5) Personal, 1 round/level - Touch deals 1d6 negative energy, wounding, so bleeds for 1 damage per round, until DC 15 heal. Touch attack.
Anti Life Shell (PHB, 6) - 10 min/level - living creatures can’t approach 10 feet. Defensive use only.
Armored Skin (Hammer and Helm 6) 10 min/level, armor becomes NA, 1 NA/3 levels, ignores original armor. You may don another suit of armor over. No cap.
Cloud of the Achaierai (BoVD, 6) 1 min/level, 20 foot cloud - 2d6 damage/round, fort save or confused.
Crown of Brilliance (BoED, 6) 20 feet, 1 round/level - creatures fort or blinded for 1d4 rounds, dazzled as long as within, sunlight harmed must will save or leave, undead take 1d6/round.
Ghost Trap (Libris Mortis, 6) - Personal, 1 min/level - within 5 feet/level, all incorporeal become corporeal.
Make Manifest, Mass (6, SpC) 1 round/level, 25 foot area - bring creatures from another plane here for duration of the spell.
Spiritual Guardian (6, CC) (Standard) 5 feet. Phantasmal knight gives +6 deflection AC and makes 1 standard attack per round at your BAB +wis, 1d8+1/3 (max 10) CL, force damage. 1 min/level. Or, it fights foes on its own, making full attacks. Move action to change targets (1 round/level).
Stone Body (SpC, 6) 1 min/level - Gain DR 10/adamanite, immune to blind, crits, ability damage, deafness, disease, drowning, poison, stunning, and spells that effect physiology. +4 Enhance Str, -4 dex. ½ speed, transmute rock to mud slows you, transmute mud to rock heals you, and Stone to Flesh ends the spell.
Vigorous Circle (6, Cdiv) 10 rounds + 1 level (max 4) - 3 hp/round.
Visage of the Deity (6, Cdiv, SpC) Smite 1 day (+Cha to attack, CL damage), Darkvision 60, Resist 20 elements as above, SR 20
Aura of Cold Greater (Frostburn, 7) 1 round/level - 10 feet, 2d6 cold damage.
Bastion of Good (BoED, 7) Fast 24 hours, cast, get Magic Circle against evil and double, plus globe of invulnerability (lesser), 1 round/level 20 feet radius.
Chains of Mar-Namora (Hammer and Helm 7) 1 round/level, 20 feet. Chains make a trip attempt (touch attack) using BAB+Wis, then str check (Large creature with STR= your wisdom). 1 attempt per person per round. Then immediately start to grapple (touch attack) (BAB+wis), then opposed grapple with BAB=yours+wis. Each round tries to pin, with +2 as another chain is added. Drag towards 5 feet each round. Counts against weight limit, only 1 creature/4 levels.
Consumptive Field, Greater (7, SpC) Same as Consumptive Field, except HP 9 or less.
Dragon Armor (7, SpC) 1 round/level: +4 NA, +4 Deflect, can’t cast spells, unarmed attacks deal shortsword damage as size, cone of fear or touch to inflict critical wounds.
Ethereal Jaunt (PHB, 7) 1 round/level - sends you to ethereal plane.
Greater of Above (Alderac Undead, 7) 400 feet, all undead receive all those bonuses, will save DC 15 or be destroyed when spell ends.
Holy Star (7, SpC) - 3 rounds - Turn 1d4+3 spell levels, +6 circumstance to AC, ranged touch against targets up to 90 feet away, 1d6/2 levels, max 10d6, fire damage.
Holy Transformation (7, SpC) - Hound Archon - Outsider, Good, Lawful, Medium +4 Sacred STR/Con, +2 sacred saves, -2 to enemies saves, speak celestial, DR 5/evil, darkvision 60.
Infernal Transformation, (7, SpC) - 1 round/level, Bone Devil, Large, +4 profane STR/Con, dr 5/good, Tail attack with full attack for 3d4+str, save (same as above) or 1d6 str, 1 minute, 2d6 str.
Pulse of Hate (PHB 2, 7) 1 round/level, 20 feet - 2d6 unholy damage to all enemies within area each turn.
Righteous Glare (BoED, 7) 1 round/level - gaze attack - evil creatures with 5hd or less will or die. Feared for 2d10 rounds either way, evil with more get fear effect or save.
Shield of the Archons (BoED, 7) 1 round/level - +4 on saves (area), blocks spells, spells have 5% chance per spell level to shatter shield (shatter counts as a success, if no spell level, ½ CL). Blocks 1 attack/round.
Spirit Knife (Spells and Spellcraft, 7) 0 feet, 1 round/5 levels, Fort partial, SR yes - creates a knife, fortitude save or die, if save, 1d6 con damage.
Anti Magic Field (PHB, 8) - 10 feet, 10 min/level - 10 feet of anti magic.
Cloak of Chaos (PHB, 8) 20 feet, 1 round/level, all creatures within 20 feet. Lawful creatures striking become confused for 1 round (will negates), +4 deflect ac, +4 resist on saves on all attacks, not just those from lawful. SR 25 against lawful spells, blocks possession from lawful creatures.
Holy Aura (PHB, 8) Same as Cloak of Chaos, except evil creature blinded, fortitude negates.
Lion’s Roar (8, SpC) 1 min/level, 120 feet - 1d8 sonic per 2 caster levels (10d8 max, fort partial), allies gain aid, (max 1d8+20 temp hp).
Necrotic Empowerment (Libris Mortis, 8) - Personal, 1 round/level - +8 dex, int, wis, natural armor, +5 competence to fort saves, 100 temp hp. Need Mother Cyst feat.
Shield of Law (PHB, 8) Same as Cloak of Chaos, except Chaotic creatures are slowed (Will negates)
Stormrage (8, Cdiv/SpC), Fly 40 feet, Wind Wall (immune to ranged), immune to wind magic, a CL/2 d6 lightning bolt ranged touch (max 10d6) 100 feet, divide down. 1 min/level, 1 per round.
Unholy Aura (PHB, 8) Same as Cloak of Chaos, except Good creatures take 1d6 temp str damage (Fort negates)
Veil of Undeath (SpC, 8) 10 min/level - gain undead immunities, healed by inflicts.
Avatar (Spells and Magic, 9) Gain Effects of : Divine Power, Righteous Might, 1 of Cloak of Chaos or similar spells, +4 Cha/Wis (Unnamed), Immune to fear, allies within 30 feet gain +4 versus fear, Will DC 19+Wis or feared for 1d6 rounds, Fort DC 20 or take 1d10 damage each round. Become very aggressive. Only cast when enemies. 1000gp cost.
Choose Destiny (DESTINY DOMAIN, 9) Swift, 1 round/level - roll everything twice, choose the better.
Divine Retribution (DLCS, 9) 10 min/level Pick an energy element. Any attack to hit you (area, target, etc) is reflected back, and turned into sacred or profane damage (Red dragon example)
End to Strife (BoED, 9) 80 feet, 1 round/level - anyone that makes an attack takes 20d6 damage (no save), SR Yes. Decide lethal or non-lethal when casting.
Infernal Whip (Plot and Poison, 9) 1 min/level - Whip (Proficient) deals 3d6 (force) SR = yes (boo), roll 1d8, 1=nothing, 2=contagion, 3=Bestow curse, 4 = Confusion, 5=poison, 6= emotion (despair), 7=slow, 8=fear.
Moonfire (SpC, 9) (Moon Domain only) 1 round level - 1d8 damage/2 levels (max 10d8) ref half, undead and shapechangers take 1d8/level (max 20d8). All magical auras glow blue. Shape changed creatures must make a will save or return to original form. True form is shown either way. Negates electricity damage unless opponent makes CL check against 10+your CL.
Visage of the Deity Greater (9, Cdiv, SpC) - Fly twice speed with good manoeuvrability, +1 natural armor, low light vision, resist 10 as above, immunity to disease, +4 versus poison, Dr 10 magic, SR 25, and +2 dex/int, +4 STR, CON, CHA, WIS
If evil: Twice speed average maneuverability, 2 claw and bite attacks (1d4/1d6), darkvision 60, 10 resists, immune poison, DR 10magic, SR 25, +4 STR, DEX, INT, +2 Con, Cha.
Variable Level Spells:
Planar Exchange Series (SpC, 4, 6, 8). Trade places with creature (1 round/level, but persistable). Dispel at will. If creature dies, 2d6 damage and returned to home plane.
Wall of Dispel Magic, and Greater (Und, 5, 8) - 10 foot square/level line, 1 min/level. Dispel magic on those who cross. Invisible.