Detect Magic: Detects spells and magic items within 60 ft. {PH}
Detect Poison: Detects poison in one creature or object. {PH}
Flare: Dazzles one creature (–1 on attack rolls). {PH}
Ghost Sound: Figment sounds. {PH}
Inflict Minor Wounds: Touch attack, 1 point of damage. {PH}
Read Magic: Read scrolls and spellbooks. {PH}
Touch of Fatigue: Touch attack fatigues target. {PH}
Bane: Enemies take –1 on attack rolls and saves against fear. {PH}
Burning Hands: 1d4/level fire damage (max 5d4). {PH}
Curse WaterM: Makes unholy water. {PH}
Decomposition: Wounds deal 3 extra points of damage each round. {SC}
Detect Undead: Reveals undead within 60 ft. {PH}
Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks. {PH}
Endure Elements: Exist comfortably in hot or cold environments. {PH}
Hide from Animals: Animals can’t perceive one subject/level. {PH}
Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5). {PH}
Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage. {PH}
Chill Metal: Cold metal damages those who touch it. {PH}
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage. {PH}
Darkness: 20-ft. radius of supernatural shadow. {PH}
Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level. {PH}
Fire TrapM: Opened object deals 1d4 damage +1/ level. {PH}
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level. {PH}
Heat Metal: Make metal so hot it damages those who touch it. {PH}
Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10). {PH}
Produce Flame: 1d6 damage +1/level, touch or thrown. {PH}
Resist Energy: Ignores 10 or more points of damage/ attack from specified energy type. {PH}
Warp Wood: Bends wood (shaft, handle, door, plank). {PH}
Contagion: Infects subject with chosen disease. {PH}
Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius. {PH}
DesecrateM: Fills area with negative energy, making undead stronger. {PH}
Diminish Plants: Reduces size or blights growth of normal plants. {PH}
Dispel Magic: Cancels magical spells and effects. {PH}
Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15). {PH}
Poison: Touch deals 1d10 Con damage, repeats in 1 minute {PH}
Protection from Energy: Absorb 12 points/level of damage from one kind of energy. {PH}
Stinking Cloud: Nauseating vapors, 1 round/level. {PH}
Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp. {PH}
Animate DeadM: Creates undead skeletons and zombies. {PH}
Antiplant Shell: Keeps animated plants at bay. {PH}
Blight: Withers one plant or deals 1d6/level damage to plant creature. {PH}
Death Ward: Grants immunity to death spells and negative energy effects. {PH}
Flame Strike: Smite foes with divine fire (1d6/level damage). {PH}
Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20). {PH}
Languor: Ray slows subject and diminishes its Strength. {SC}
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away. {PH}
Rusting Grasp: Your touch corrodes iron and alloys. {PH}
Transmute Mud to Rock: Transforms two 10-ft. cubes per level. {PH}
Transmute Rock to Mud: Transforms two 10-ft. cubes per level. {PH}
UnhallowM: Designates location as unholy. {PH}
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level. {PH}
Antilife Shell: 10-ft.-radius field hedges out living creatures. {PH}
Contagious Touch: You infect one creature/round with chosen disease. {SC}
Create UndeadM: Creates ghouls, ghasts, mummies, or mohrgs. {PH}
ForbiddanceM: Blocks planar travel, damages creatures of different alignment. {PH}
Repel Wood: Pushes away wooden objects. {PH}
Waves of Fatigue: Several targets become fatigued. {PH}
Acid Fog: Fog deals acid damage. {PH}
Circle of DeathM: Kills 1d4/level HD of creatures. {PH}
Finger of Death: Kills one subject. {PH}
Fire Seeds: Acorns and berries become grenades and bombs. {PH}
Dispel Magic, Greater: As dispel magic, but up to +20 on check. {PH}
Harm: Deals 10 points/level damage to target. {PH}
Control Undead: Undead don’t attack you while under your command. {PH}
Control Weather: Changes weather in local area. {PH}
Earthquake: Intense tremor shakes 80-ft. radius. {PH}
Fire Storm: Deals 1d6/level fire damage. {PH}
Miasma: Gas fills creature’s mouth, suffocating it. {SC}
Repel Metal or Stone: Pushes away metal and stone. {PH}
Repulsion: Creatures can’t approach you. {PH}
Horrid Wilting: Deals 1d6/level damage within 30 ft. {PH}
Mind Blank: Subject is immune to mental/emotional magic and scrying. {PH}
Shambler: Summons 1d4+2 shambling mounds to fight for you. {PH}
Waves of Exhaustion: Several targets become exhausted. {PH}
Antipathy: Object or location affected by spell repels certain creatures. {PH}
Foresight: “Sixth sense” warns of impending danger. {PH}
Implosion: Kills one creature/round. {PH}
Incendiary Cloud: Cloud deals 4d6 fire damage/ round. {PH}
Storm of Vengeance: Storm rains acid, lightning, and hail. {PH}