
The Feast of Plenty (by W. Sherwood)
Conjuration (Creation)
Level: Clr 1, Drd 2, Soc/Wiz 1
Components: V,S,M
Casting Time: 1 minute
Range: Touch
Area: N/A
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
After the spell is cast, the feast will appear. The feast will consist of food that you would normally find at a meal, all of good quality (meat, bread, fruit, water, etc.). The supply of food is endless. When the spell runs out all uneaten food will disappear.
Material Component: A small piece of food (a pea, bread crumb, etc.)
Hawk's Eye (by: Aranor)
Transmutation
Level: Drd 1, Rgr 1
Components: V,S,F
Casting Time: 1 action
Range: Touch
Target: 1 creature touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
The spell's target gets a bonus on all his spot and search checks, +1/caster level (max. +4) and a +1 on a single ranged attack each turn (as long as he/she can clearly see the target of that attack). These bonuses are for stacking purposes, competence bonuses. Focus: A piece of clear glass or crystal.

The Feast of Plenty (by W. Sherwood)
Conjuration (Creation)
Level: Clr 1, Drd 2, Soc/Wiz 1
Components: V,S,M
Casting Time: 1 minute
Range: Touch
Area: N/A
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
After the spell is cast, the feast will appear. The feast will consist of food that you would normally find at a meal, all of good quality (meat, bread, fruit, water, etc.). The supply of food is endless. When the spell runs out all uneaten food will disappear.
Material Component: A small piece of food (a pea, bread crumb, etc.)
Noxious Body Odour (by Flyun D Brisguy)
Pestilence
Level: Drd 2
Components: V,S
Casting Time: 1 action
Range: 50 ft.
Target: 1 target per 2 caster levels, range touch attack
Duration: 4 rounds + 1 per 2 caster levels
Saving Throw: Will negates
Spell Resistance: Yes
This spell causes those who are affected to begin to sweat profusely all over their bodies, and to pass gas, or their anatomical equivalent. However this is not regular sweat and gas. The spell causes the smell created to be extremely potent. The person must roll a will save to avoid spending an entire turn coughing and sputtering for 1d4 rounds, following that turn, for all other turns the creature must will save or suffer "nausea" for the round in which it fails. Only breathing creatures with some sort of smell receptor can suffer from this spell.
After its completion the smell lingers until washed off, but is no longer potent enough to cause significant combat negatives. Regardless of whether the save was successful or failed, other creatures can smell the target creature up to 120 feet away with the scent feat. The smell produced can have various results. Anyone meeting the criteria of a target who is within 5 feet of a target creature must roll the same saves to avoid suffering from the smell as well, though they will not get stuck with the smell unless through much contact.
Skeleton Fire (by the people at Dungeon Master's Guild)
Level: Clr 2
Components: V, S
Range: 6 feet
Casting time: 1 round
Duration: Instantaneous
Saving throw: None
Area of Effect: One creature
This spell fires a flame-like bolt of blue energy from the fingertips of the cleric, having the same effects on undead as 2 vials of holy water. The flame has no discernable effect on any creature not of the undead variety, but the effect of the spell may be sufficient to cause panic in less intelligent creatures like kobolds or goblins. The cleric must have one hand grasping his holy symbol while casting.
Sleep Deprivation(by Brian McBride)
Transmuation
Level: Clr 2
Components: V,S
Casting Time: 4
Range: Touch
Effect: 1 creature
Duration: Permanent
Saving Throw: None
Spell Resistance: No
This spell allows any creature to feel fully rested (12 hr. of sleep) during the casting time of the spell. The creatures hit points return as they would after 12 hr. of sleep as well as all other things that would rejuvenate after 12 hr. sleep.

Death to the Undead (by: tom)
Ministry of Magic
Level: Clr 3
Components: V,S,
Casting Time: 1 action
Range: 100 ft.
Area of Effect: Special
Duration: 5 minutes
Saving Throw: Negate
Spell Resistance: No
When it is cast, a massive ring forms around the caster. Anyone that touches the ring dies.
Force Bolt (by Jeff)
Evocation
Level: Clr/Soc/Wiz 3
Components: V,S,M
Casting Time: 1 action
Range: medium(100ft.+10ft./level)
Area: 5 ft. radius + 5 ft./level
Duration: Instantaneous
Saving Throw: No additional damage
Spell Resistance: Yes
You unleash a powerful bolt from your palm that on impact explodes into a five foot radius or greater (see area above). Any creature of huge size or smaller is blown backwards 10ft./level. For every ten feet blown backwards the creature takes 1d6+2 points of damage. Part of the damage is hitting the ground after being blown backwards and the additional damage is from the bone breaking force of the force hitting you.
Anybody may make a reflex save to remove the additional damage. Monks may use their falling ability to reduce damage.
Holy Rain (by the people at Dungeon Master's Guild)
Evocation
Level: Clr 3, Good 3
Components: V, S, M, DF
Casting Time: 1 action
Range: Medium (100 ft. + 10ft. level)
Area: 20 ft. radius spread
Duration: 1 round per level
Saving Throw: Reflex half
Spell Resistance: Yes
When this spell is cast, the cleric hurls a flask of holy water (the material component) into the air. With a low roll of thunder, a rain of holy water then comes down over the area designated by the cleric. Any evil creatures in the area of effect takes 1d4 points of damage per two caster levels (maximum 5d4). For undead and evil outsiders, the damage is 1d8 per two levels (maximum 5d8). Creatures wounded by the spell cannot regenerate the damage suffered. Vampires are affected by this spell as if they are immersed in running water. The spell has no effect on non-evil creatures.
Material Component: a flask of holy water.

Healing Bolt (by the people at Dungeon Master's Guild)
Necromancy
Level: Clr 4, Healing 4, Good 4
Components: V, S, M, DF
Casting Time: 1 action
Range: Medium (100 ft. + 10ft./2 level)
Target: One living creature
Duration: Instantaneous
Saving Throw: Special
Spell Resistance: Yes
This spell was created by a Greylord of Zanatose, for use in healing. When cast, it sends out a bolt of positive energy, and when it strikes a person, it heals them for 1d4 HP per level, and will undo negative levels. When hitting living creatures, it can heal them to full hit points, but it can also bestow more hit points than the creatures' current maximum. If this happens then they will continue to absorb the positive energy and their body will began to corrode. For every 2 hit points of healing received in this manner, the skin will darken and cause tumors to grow beneath the skin of the individual. This energy will basically cause cancer if the person is brought over their maximum amount of hit points. To avoid this debilitating and deadly disease they must make a fortitude save to expel the extra energy from their body. If an undead is hit by this spell, they take 1d4 hit points of damage per level of the Grey Lord and loses 1d4 hit dice, temporarily.
Polymorph Into Animal (by Brian McBride)
Transmutation
Level: Clr 4
Components: V,S,M
Casting Time: 3
Range: Personal
Effect: 1 creature
Duration: 1 hour/level
Saving Throw: Negates
Spell Resistance: Yes
This spell causes one creature to morph into an animal specified by the caster. The creature takes on the same size and shape as the average size and shape of that species. The creature would now adopt all of the abilities of that creature as well. If the creature is not willing to have this spell work on him, then he must make a save vs. spell, if he succeeds then he is not polymorphed into an animal.
The material component of this spell is a piece of fur or skin from the animal that the creature will be turned into.

Raise Spirit (by Brian McBride)
Necromancy
Level: Clr 5
Components: V,S,M
Casting Time: 3 rounds
Range: Close (10 feet / level)
Effect: The remains of one dead creature
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
This spell is similar to Find Familiar in that the spell will conjure an animal in spirit. To conjure this spirit the remains of a dead animal must be within the range. Only one animal spirit can be called at one time. The creature must have less that 10 intelligence. The spirit can only be seen by the caster. The animal can do all that it could while it was alive (e.g. if the animal is a horse the caster can ride the horse and travel like he could on a normal horse). The animal also has the new ability in that it can mentally communicate with the caster for up to 100 km away. Also it can enter the body of a living creature and control it (see animate) and it can maintain the creature with a 90% animate or until the spell wears off. See Find Familiar to see how the spirit interacts with the cleric.
Transmute Soil to Water (by Kurtis Swekla)
Transmutation
Level: Clr 5, Drd 5, Soc/Wiz 5
Components: V,S,M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: Up to two 10-ft. cubes/level
Duration: Permanent
Saving Throw: See text
Spell Resistance: Yes
This spell permanently turns any type of soil (sand, dirt, clay, etc.), excluding rocks, into pure, drinkable water. Magical or enchanted soil is unaffected by this spell. Creatures caught in the water will drown as normal, that is as if they were caught in any other type of water. Any creatures in the soil receive a reflex saving throw to escape. Any creature that is made of soil and has spell resistance receives spell resistance for this spell.
Transmute soil to water counters and dispels transmute water to soil.
Material Components: Acid and a smoking match.
Transmute Water to Soil (by Kurtis Swekla)
Transmutation
Level: Clr 5, Drd 5, Soc/Wiz 5
Components: V,S,M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: Up to two 10-ft. cubes/level
Duration: Permanent
Saving Throw: See text
Spell Resistance: Yes
This spell permanently turns water (fresh or salt water) into soil (the type of soil is chosen by the caster), such as sand, clay, dirt, etc.. Magical or enchanted water is unaffected by this spell and magical or enchanted soil cannot be created. Creatures buried in the soil will drown as normal, that is as if they were buried in any other type of soil. Any creatures in the water at receive a reflex saving throw to escape. Any creature that is made of water and has spell resistance receives spell resistance for this spell.
Transmute water to soil counters and dispels transmute soil to water.
Material Components: A piece of rock and fire.

Forest to Army (by Brian McBride)
Transmutation
Level: Clr 6
Components: V,S,M
Casting Time: 3 rounds
Range: Close (10 feet / level)
Effect: 1 forested area (containing more than 1 tree)
Duration: Special
Saving Throw: None
Spell Resistance: No
This spell allows the cleric to change a forested area into an army of soldiers. The spell causes each tree in the area to form one solider equipped with a short sword and plate mail. The soldiers obey every thought of the cleric and act without being told. Every solider has the following statistics. Int: 16 Wis: 11, Str: 16, Dex: 16 Locks, traps, move, climb, hear, hide, pockets, and sight are all at 60%. All of the soldiers have the same hit points which are found by rolling 1D30. They also all have 10 for all saving throws.
Purge (by Brian McBride)
Level: Clr 6
Components: V,S
Casting Time: Special
Range: Touch
Effect: One creature or item
Duration: Permanent
Saving Throw: None
Spell Resistance: No
This spell is a combination of spells: Dispel Magic, Remove Curse, Neutralize Poison. This spell affects other spells or items in the same fashion as Dispel Magic, Remove Curse, or Neutralize Poison. The character chooses any or all of these spells to take effect. The casting time is 3 for each spell used.

Divine Intervention (by Anthony Shipley)
Divination
Level: Clr 7
Components: V,S,M
Casting Time: 6 rounds
Range: Personal
Effect: See text
Duration: Permanent
Saving Throw: None
Spell Resistance:
This is the most powerful of all healing spells. It heals the caster and one person/5 levels the caster has attained. The spell heals all harmful effects that are on the spell's recipients ( damage, magical aging, disease, death, etc.). By doing this the caster has called upon the power of the gods themselves and the gods require something in return. The caster ages 3 years per recipient. This aging can never be reversed (not even by another Divine Intervention). The spell must be given to him/her by his Diety, and not chosen.
To earn this spell, the spellcaster must be given a quest by his diety and he must not know he is to recieve the spell. If the priest does something very extraordinary (like killing the high priest of an opposing god) and not have even heard of this spell. The reason for not knowing of the spell is because the quest would be for the spell and not for the diety. The spell may only be cast during the rising or setting of the sun. The spell may only be cast once per day/10 levels.
Heal Wounds (by Brian McBride)
Conjuration (Healing)
Level: Clr 7
Components: V,S
Casting Time: 7
Range: Touch
Effect: 1 creature
Duration: Special
Saving Throw: None
Spell Resistance: No
This spell will heal one creature's wounds by 4d8+5 points of damage. This spell will also neutralize poison and remove curse according to the spell descriptions of those two spells (the casting is still only 7 though).

Avatar Likeness (by Dragonrider)
Abjuration
Level: Clr 9
Components: V,S,M,F,XP
Casting Time: 3 rounds
Range: Personal
Effect: Personal
Duration: 1 round/level
Saving Throw: Will (Harmless)
Spell Resistance: Yes (Harmless)
You infuel yourself with large quantities of divine energy. You become the closest thing possible to your deity's avatar. First of all you gain damage reduction 25/+5. Next, all your attack and damage rolls get +5 bonus to damage and attacks rolls. (If you are fighting unarmed this damage is normal damage). Also, all those of opposite alignment of you, (Good-Evil, Lawful-Chaotic) if you so choose, incur a -2 penalty to attack and damage rolls. You can regenerate 15 points of damage each round, and you gain Fire, Cold, and Acid resistance 20. Your type changes to outsider, which makes you vulnerable to certain attacks that only affects outsiders. (But not banishing spells).
Material Components: Nine silver bars each worth 100 g.p.
Divine Focus: Symbol of your deity
X.P. Cost: 200
Bigby's Crushing Tactical Nuke (by Will Smith)
War, Strength
Level: Pal 9
Components: V,S
Casting Time: 5 rounds
Range: 1000 ft.
Area: 500 ft.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Ok, ok. So technically a paladin can't cast 9th level spells. I just saw this in a Dork Tower comic and thought that it would be a funny thing to add to my campaigns. So far, I have been lucky and none of my players have used this to upset the balance of the cosmos. Bigby's Crushing Tactical Nuke, or BCTN, is an awesome spell. It wipes an area of 500 ft. clean of all life, no saving throw. Also, any non-natural buildings are instantly flattened.
Full Cure (by: Lucielle)
Healing
Level: Clr 9, Good 9, Healing 9
Components: V,S,DF
Casting Time: 1 round
Range: Touch
Target: 1 creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Grasping her holy symbol, the Priest may recover a single ally to full health with just a touch of her hand, as a bonus all bad effects are removed, such as Disease, Paralysis, Blindness/deafness and even energy drain as well as recovering the creature hit points to full.
This spell requires the Preist grasp her Holy Symbol.
Nature's Wrath (by Lugona Windspear)
Abjuration
Level: Drd 9
Components: V,S,M
Casting Time: 1-5 rounds (see text)
Range: N/A
Area: 20 ft. radius
Duration: 1d10 rounds
Saving Throw: None
Spell Resistance: No
This spell summons the creatures of the wild to aid you in combat or other activities.
On the first and second full round of casting, you summon forth 1d3 of each of the following: bears, wolves, and hawks.
On the third full round, you summon 1d3 of each of the following: dire bears, dire wolves, and dire hawks.
On the fourth full round, you summon one of each: legendary bear, legendary wolf, legendary hawk.
On the fifth (and final) full round, you summon one unicorn.
You may stop casting after the first round, or cast for all five rounds. The creatures obey you for 1d10 rounds, then act on their own free will (each creature is under your control for 1d10 rounds after they first come into play). You may cast other spells on them to control them further (such as animal friendship).
The creatures appear randomly within a 20 ft. radius centered on you.
Material Component: Any natural item (e.g. twig, leaf, stone, etc.)