Create Water: Creates 2 gallons/level of pure water. {PH}
Cure Minor Wounds: Cures 1 point of damage. {PH}
Deathwatch: Reveals how near death subjects within 30 ft. are. {PH}
Detect Magic: Detects spells and magic items within 60 ft. {PH}
Detect Poison: Detects poison in one creature or object. {PH}
Light: Object shines like a torch. {PH}
Mending: Makes minor repairs on an object. {PH}
Purify Food and Drink: Purifies 1 cu. ft./level of food or water. {PH}
Read Magic: Read scrolls and spellbooks. {PH}
Bless WaterM: Makes holy water. {PH}
Cure Light Wounds: Cures 1d8 damage +1/level (max +5). {PH}
Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours). {PH}
Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. {PH}
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels. {PH}
Remove Paralysis: Frees one or more creatures from paralysis or slow effect. {PH}
Sanctuary: Opponents can’t attack you, and you can’t attack. {PH}
Speak with Animals: You can communicate with animals. {PH}
Calm Emotions: Calms creatures, negating emotion effects. {PH}
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10). {PH}
Delay Poison: Stops poison from harming subject for 1 hour/level. {PH}
Gentle Repose: Preserves one corpse. {PH}
Remove Blindness/Deafness: Cures normal or magical conditions. {PH}
Remove Disease: Cures all diseases affecting subject. {PH}
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage. {PH}
Close Wounds: Cure 1d4 damage +1/level, even on another’s turn. {SC}
Create Food and Water: Feeds three humans (or one horse)/level. {PH}
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject. {PH}
Remove Curse: Frees object or person from curse. {PH}
RestorationM: Restores level and ability score drains. {PH}
Status: Monitors condition, position of allies. {PH}
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20). {PH}
Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures. {PH}
Death Ward: Grants immunity to death spells and negative energy effects. {PH}
Freedom of Movement: Subject moves normally despite impediments. {PH}
Panacea: Removes most afflictions. {SC}
AtonementFX: Removes burden of misdeeds from subject. {PH}
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification. {PH}
Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures. {PH}
Raise DeadM: Restores life to subject who died as long as one day/level ago. {PH}
RevivifyM: Restore recently dead to life with no level loss. {SC}
Stone to Flesh: Restores petrified creature. {PH}
True SeeingM: Lets you see all things as they really are. {PH}
Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures. {PH}
Heal: Cures 10 points/level of damage, all diseases and mental conditions. {PH}
Heroes’ Feast: Food for one creature/level cures and grants combat bonuses. {PH}
Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35). {PH}
Restoration, GreaterX: As restoration, plus restores all levels and ability scores. {PH}
Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures. {PH}
Repulsion: Creatures can’t approach you. {PH}
ResurrectionM: Fully restore dead subject. {PH}
Discern Location: Reveals exact location of creature or object. {PH}
Holy AuraF: +4 to AC, +4 resistance, and SR 25 against evil spells. {PH}
Heal, Mass: As heal, but with several subjects. {PH}
Foresight: “Sixth sense” warns of impending danger. {PH}
GateX: Connects two planes for travel or summoning. {PH}
True ResurrectionM: As resurrection, plus remains aren’t needed. {PH}