Master Earth (src: Spell Compendium)
Caster Level(s): Druid 7
Innate Level: 7
School: Transmutation
Component(s): Verbal, Somatic, Material
Range: Self
Area of Effect / Target: Personal
Duration: Instantaneous
Save: Harmless
Spel Resistance: No
The ground below your feet suddenly seems insubstantial, and you sink below the surface, moving through dirt and stone as easily as if you were flying through the air.
You travel straight through the earth itself to a destination you choose.
The movement is instantaneous and has no distance limitations (though the location must be on the same world). You need only think of where you want to go. If you don’t think of an exact location, the earth carries you to the periphery of the general area you imagine.
The earth never leaves you stranded inside it. It always puts you back to the surface even if it cannot deliver you to your chosen destination. It takes you as far as it can. Underground, creature-built structures don’t hinder you as long as you can move around them.
This spell functions only on the Material Plane. Traveling to and from the depths of the Underdark can be dangerous, due to changes in the earth's density as the caster descends or ascends through it.
Material Component
850 gp worth of animal fossils, which dissolve to dust after the spell is cast.
Master Earth functions as wizard teleport in terms of mechanics and cost, but only works on the caster.
If Tree Stride/Travel by Plant can't be fixed to work cross-server, Master Earth can be expanded to work on multiple characters as it will serve the function of being the druid/shaman cross-server teleport (while TS and TbP are local teleports). If they can be fixed, then ME instead serves the purpose of being a non-material-locked single-person teleport for high-level druids/shamans, (while Tree Stride remains in use by rangers, and Travel by Plant is still needed for group travel).
Healing Touch (src: Book of Exalted Deeds, Magic of Faerûn)
Caster Level(s): Sorcerer / Wizard 3
Innate Level: 3
School: Necromancy [Good]
Descriptor(s): Negative
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instantaneous
Save: None
Spel Resistance: No
The skin of your hands turns translucent, showing the muscle and bone beneath. You touch your badly injured ally and feel your own vitality leave your body and enter their damaged form.
You transfer some of your life essence to the subject of the spell, healing it. You can heal up to 1d6 points of damage per two caster levels (maximum 15d6). You take damage equal to half the amount your subject was healed. This spell cannot heal a subject of more damage than your current hit points +10, which is enough to kill you.
Functionally the inverse of Vampiric Touch, Healing Touch gives arcane spellcasters a limited means to serve a healing role, which they currently can only do pre-emptively via Stoneskin. It also helps expand the number of white necromancy spells (and Good spells in general), which are pretty lacking.
Greater Glyph of Warding
Caster Level(s): Cleric 6, Rune 7
Innate Level: 6
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Casting Time: 3 castings
Range: Short
Area of Effect / Target: Large
Duration: 60 seconds / 2 Level
Save: Reflex 1/2
Spell Resistance: Yes
This is a more powerful version of Glyph of Warding. Greater Glyph of Warding deals 1d8 points of damage per two caster levels to the intruder and to all within 5 feet of him or her. This damage is divine, sonic, or negative, based on the alignment of the caster. Each creature affected can attempt a Reflex save to take half damage. Spell resistance applies against this effect.
Normal Glyph of Warding has also had its damage dice cap raised from 5 to 10.
Hindsight (src: Spell Compendium)
Caster Level(s): Bard 6, Sorcerer / Wizard 9, Knowledge 9
Innate Level: 6
School: Divination
Casting Time: 10 castings
Component(s): Verbal, Somatic
Range: Self
Area of Effect / Target: Personal
Duration: 1 minute / level
Save: Harmless
You can see and hear into the past, getting a look at events that happened previously at your current location. The level of detail you see and hear by means of this spell depends on the span of time you wish to observe; concentrating on a span of days renders a more detailed perspective than, say, a span of centuries. Casting this spell has the practical effect of conferring a +10 bonus to Lore: History checks, increasing by +1 per 2 caster levels.
Gaining knowledge with this spell beyond the bonus to Lore: History checks generally requires supervision by a DM.
Another divination RP spell.
Animal Shapes (src: PHB)
Caster Level(s): Druid 7, Animal 6, Scalykind 8
Innate Level: 7
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: One creature
Duration: 1 Hour / level
Save: None
Spell Resistance: No
You transform yourself or another character into an animal. The spell has no effect on unwilling creatures.
Polymorph for druids and animal/scaly domain clerics. For now just uses polymorph blueprints (but none of the humanoid forms), but will eventually be upgraded to use more powerful forms better fit for a 7th level spell.
Freedom (src: PHB)
Caster Level(s): Wizard / Sorcerer 9, Healing 9, Renewal 9
Innate Level: 9
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: One creature
Duration: 6 seconds / level
Save: None
Spell Resistance: No
The subject is freed from spells and effects that restrict its movement and mental state, including entangle, grappling, solipsism, paralysis, petrification, sleep, slow, stunning, and web.
Freedom of Movement + Mind Blank + Stone to Flesh, single target only.
Disjoin Magic (src: PHB, as Mordenkainen's Disjunction)
Caster Level(s): Magic 9
Innate Level: 9
School: Abjuration
Descriptor(s):
Component(s): Verbal
Range: Medium
Area of Effect / Target: Single or Large
Duration: Instantaneous
Save: Will negates (object)
Spell Resistance: No
All magical effects within the radius of the spell are disjoined. That is, spells and spell-like effects are separated into their individual components (ending the effect as a dispel magic spell does). Disjoin Magic can also target a group of creatures, attempting to remove all area effects from the creatures in the group, as well as the most powerful magic effect on each target. To remove an effect, you make a dispel check of 1d20 +1 per caster level (to a maximum of +30) against a DC of 11 + the spell effect's caster level.
This spell can also be used to destroy magical items. A disjoined magic item must make a successful Will save or be turned into a normal item. An item in a creature’s possession uses its own Will save bonus or its possessor’s Will save bonus, whichever is higher. Destroying magical items with this spell generally requires supervision by a DM, and it is subject to pvp rules. For the purpose of pvp rules, disjoining an item is considered a form of perma-death (for the item) and thus requires the consent of the player whose item is to be destroyed.
Even artifacts are subject to disjunction, though there is a very low chance of actually affecting such powerful items. Additionally, if an artifact is destroyed, you must make a DC 25 Will save. Failure on the save can impose harsh consequences, up to the possibility of permanently lose all spellcasting abilities. (Abilities so lost cannot be recovered by mortal magic, not even miracle or wish.) Destroying artifacts is a dangerous business, and it is very likely to attract the attention of some powerful being who has an interest in or connection with the device. Destroying artifacts always requires supervision by a DM.
Slightly downtuned Mords for Magic domain clerics, with more focus on its IC RP uses. Has dispel effect but not the breach or SR reduction of wizard mord.
In addition, Elemental Swarm will now adjust which four elementals you get depending on your domain. Druids will continue to get a balance set of all four elements, while Air, Water, and Earth/Dwarf clerics will get only four elementals of their element (or two of each, if you take two separate elemental domains). Fire would have this function, too, but I'm pretty sure no one would want me to drop Meteor Swarm for Elemental Swarm.
Cold domain does not get Elemental Swarm, but will hijack the Elemental Swarm provided by Air or Water to summon only ice elementals if an Auril cleric has both.