Acid Splash: Orb deals 1d3 acid damage. {PH}
Disrupt Undead: Deals 1d6 damage to one undead. {PH}
Ray of Frost: Ray deals 1d3 cold damage. {PH}
Touch of Fatigue: Touch attack fatigues target. {PH}
Blade of Blood: Weapon deals +1d6 damage, or +3d6 if you take 5 points of damage. {PH2}
Burning Hands: 1d4/level fire damage (max 5d4). {PH}
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds. {PH}
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage. {PH}
Color Spray: Knocks unconscious, blinds, and/or stuns 1d6 weak creatures. {PH}
Deflect, Lesser: Gain a deflection bonus of +1/3 levels (min +1; max +5) against one attack. {PH2}
Fire Bolt: 1d6 fire damage/level (max 5d6), partially ignore SR. ﴾Kelgore’s fire bolt﴿ {PH2}
Expeditious Retreat, Swift: Your speed increases by 30 ft. for 1 round. {SC}
Jump: Subject gets bonus on Jump checks. {PH}
Magic Weapon: Weapon gains +1 bonus. {PH}
Obscuring Mist: Fog surrounds you. {PH}
Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage. {PH}
Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type. {PH}
Rouse: Awakens creatures in area. {PH2}
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6). {PH}
Stand: Subject stands up from prone. {PH2}
Tripping Hand: Hand trips subject. ﴾Bigby’s tripping hand﴿ {PH2}
True Strike: +20 on your next attack roll. {PH}
Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.﴾Melf’s acid arrow﴿ {PH}
Animalistic Power: Subject gains +2 bonus to Str, Dex, and Con. {PH2}
Bear’s Endurance: Subject gains +4 to Con for 1 minute/level. {PH}
Bull’s Strength: Subject gains +4 to Str for 1 minute/level. {PH}
Cat’s Grace: Subject gains +4 to Dex for 1 minute/level. {PH}
Darkvision: See 60 ft. in total darkness. {PH}
Deflect: Gain bonus to AC for one attack. {PH2}
Dimension Hop: Teleport subject short distance. {PH2}
Fly, Swift: Gain fly speed of 60 ft. for 1 round. {SC}
Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened. {PH}
Invisibility, Swift: You are invisible for 1 round or until you attack. {SC}
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels beyond 3rd (max 3). {PH}
See Invisibility: Reveals invisible creatures or objects. {PH}
Seeking Ray: Ray deals 4d6 electricity damage, ignores concealment and cover; you gain +4 on attacks with rays against the subject. {PH2}
Spider Climb: Grants ability to walk on walls and ceilings. {PH}
Stretch Weapon: Melee weapon gains 5 ft. of reach for one attack. {PH2}
Striking Fist: Hand deals 1d6 nonlethal damage/2 levels (max 5d6) and knocks subject back. ﴾Bigby’s striking fist﴿ {PH2}
Sure Strike: Gain +1 bonus/3 levels on next attack. {PH2}
Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage. {PH}
Crown of Might: Gain +2 Strength, discharge to gain +8 bonus for 1 round. {PH2}
Crown of Protection: +1 deflection bonus to AC, +1 resistance bonus on saves; discharge to gain +4 for 1 round. {PH2}
Dispelling Touch: Dispel one magical effect on touched subject. {PH2}
Doom Scarabs: Scarab swarm deals 1d6/2 levels, gives you temporary hit points. {PH2}
Energy Aegis: Subject gains resistance 20 against one energy type for one attack. {PH2}
Energy Surge: One attack deals an extra 2d6 energy damage. {PH2}
Halt: Subject’s feet become stuck to ground. {PH2}
Keen Edge: Doubles normal weapon’s threat range. {PH}
Magic Weapon, Greater: +1/four levels (max. +5). {PH}
Protection from Energy: Absorb 12 points/level of damage from one kind of energy. {PH}
Ray of Exhaustion: Ray makes subject exhausted. {PH}
Regroup: Teleports nearby allies to your side. {PH2}
Vampiric Touch: Touch deals 1d6 points of damage/two levels; caster gains damage as hp. {PH}
Channeled Pyroburst: Deal fire damage, amount and radius based on casting time. {PH2}
Dimension Door: Teleports you short distance. {PH}
Dispel Magic: Cancels magical spells and effects. {PH}
Enervation: Subject gains 1d4 negative levels. {PH}
Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold. {PH}
Interposing Hand: Hand provides cover against one opponent. ﴾Bigby’s interposing hand﴿ {PH}
Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 points of damage. {PH}
Shout: Deafens all within cone and deals 5d6 sonic damage. {PH}
Toxic Weapon: Coats weapon with poison. {PH2}
Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage. {PH}
Clenched Fist: Large hand provides cover, pushes, or attacks your foes. ﴾Bigby’s clenched fist﴿ {PH}
Disintegrate: Makes one creature or object vanish. {PH}
Hold Monster: As hold person, but any creature. {PH}
Polar Ray: Ranged touch attack deals 1d6/level cold damage. {PH}
Slashing Dispel: As dispel magic, but creatures take damage for spells dispelled. {PH2}
Sonic Shield: +4 deflection bonus to AC; 1d8 sonic damage and push back creatures that hit you in melee. {PH2}
Waves of Fatigue: Several targets become fatigued. {PH}