Daze: Humanoid creature of 4 HD or less loses next action. {PH}
Ghost Sound: Figment sounds. {PH}
Guidance: +1 on one attack roll, saving throw, or skill check. {PH}
Know Direction: You discern north. {PH}
Mage Hand: 5-pound telekinesis. {PH}
Mending: Makes minor repairs on an object. {PH}
Resistance: Subject gains +1 on saving throws. {PH}
Virtue: Subject gains 1 temporary hp. {PH}
Dancing Lights: Creates torches or other lights. {PH}
Disrupt Undead: Deals 1d6 damage to one undead. {PH}
Flare: Dazzles one creature (–1 on attack rolls). {PH}
Light: Object shines like a torch. {PH}
Create Water: Creates 2 gallons/level of pure water. {PH}
Cure Minor Wounds: Cures 1 point of damage. {PH}
Detect Poison: Detects poison in one creature or small object. {PH}
Purify Food and Drink: Purifies 1 cu. ft./level of food or water. {PH}
Detect Magic: Detects spells and magic items within 60 ft. {PH}
Read Magic: Read scrolls and spellbooks. {PH}
Detect Snares and Pits: Reveals natural or primitive traps. {PH}
Disguise Self: Changes your appearance. {PH}
Expeditious Retreat, Swift: Your speed increases by 30 ft. for 1 round. {SC}
Feather Fall: Objects or creatures fall slowly. {PH}
Silent Image: Creates minor illusion of your design. {PH}
Sleep: Puts 4 HD of creatures into magical slumber. {PH}
Magic Stone: Three stones gain +1 on attack rolls, deal 1d6+1 damage. {PH}
Magic Weapon: Weapon gains +1 bonus. {PH}
Pass without Trace: One subject/level leaves no tracks. {PH}
Sanctuary: Opponents can’t attack you, and you can’t attack. {PH}
Shield of Faith: Aura grants +2 or higher deflection bonus. {PH}
Burning Hands: 1d4/level fire damage (max 5d4). {PH}
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds. {PH}
Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like. {PH}
Hypnotism: Fascinates 2d4 HD of creatures. {PH}
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6). {PH}
Speak with Animals: You can communicate with animals. {PH}
Bless: Allies gain +1 on attack rolls and +1 on saves against fear. {PH}
Cure Light Wounds: Cures 1d8 damage +1/level (max +5). {PH}
Obscuring Mist: Fog surrounds you. {PH}
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels. {PH}
Endure Elements: Exist comfortably in hot or cold environments. {PH}
Color Spray: Knocks unconscious, blinds, and/or stuns 1d6 weak creatures. {PH}
Detect Thoughts: Allows “listening” of surface thoughts. {PH}
Levitate: Subject moves up and down at your direction. {PH}
Minor Image: As silent image, plus some sound. {PH}
Silence: Negates sound in 20-ft. radius. {PH}
Barkskin: Grants +2 (or higher) enhancement to natural armor. {PH}
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}
Glitterdust: Blinds creatures, outlines invisible creatures. {PH}
Hold Person: Paralyzes one humanoid for 1 round/level. {PH}
Make Whole: Repairs an object. {PH}
Cat’s Grace: Subject gains +4 to Dex for 1 minute/ level. {PH}
Flame Blade: Touch attack deals 1d8 +1/two levels damage. {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}
Produce Flame: 1d6 damage +1/level, touch or thrown. {PH}
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10). {PH}
Delay Poison: Stops poison from harming subject for 1 hour/ level. {PH}
Fog Cloud: Fog obscures vision. {PH}
Locate Object: Senses direction toward object (specific or type). {PH}
Remove Paralysis: Frees one or more creatures from paralysis or slow effect. {PH}
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage. {PH}
Resist Energy: Ignores 10 or more points of damage/ attack from specified energy type. {PH}
Clairaudience/Clairvoyance: Hear or see at a distance for 1 minute/level. {PH}
Gust of Wind: Blows away or knocks down smaller crea- tures. {PH}
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves. {PH}
Invisibility: Subject is invisible for 1 minute/level or until it attacks. {PH}
Major Image: As silent image, plus sound, smell and thermal effects. {PH}
Wind Wall: Deflects arrows, smaller creatures, and gases. {PH}
Wingblast: Create wings that can transform into a gust of wind or obscuring mist. {DrM}
Magic Weapon, Greater: +1/four levels (max +5). {PH}
Meld into Stone: You and your gear merge with stone. {PH}
Plant Growth: Grows vegetation, improves crops. {PH}
Prayer: Allies +1 bonus on most rolls, enemies –1 penalty. {PH}
Stone Shape: Sculpts stone into any shape. {PH}
Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky. {PH}
Daylight: 60-ft. radius of bright light. {PH}
Fire Wings: Your arms become flaming wings capable of flight and dealing +2d6 fire damage on unarmed attacks. {SC}
Keen Edge: Doubles normal weapon’s threat range. {PH}
Searing Light: Ray deals 1d8/two levels damage, more against undead. {PH}
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15). {PH}
Remove Blindness/Deafness: Cures normal or magical conditions. {PH}
Remove Curse: Frees object or person from curse. {PH}
Remove Disease: Cures all diseases affecting subject. {PH}
Water Breathing: Subjects can breathe underwater. {PH}
Water Walk: Subject treads on water as if solid. {PH}
Dispel Magic: Cancels magical spells and effects. {PH}
Glyph of WardingM: Inscription harms those who pass it. {PH}
Protection from Energy: Absorb 12 points/level of damage from one kind of energy. {PH}
Summon Nature’s Ally III: Calls creature (Small elemental only) to fight. {PH}
Air Walk: Subject treads on air as if solid (climb at 45-degree angle). {PH}
Detect Scrying: Alerts you of magical eavesdropping. {PH}
Discern Lies: Reveals deliberate falsehoods. {PH}
Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like). {PH}
Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through. {PH}
Death Ward: Grants immunity to death spells and negative energy effects. {PH}
Dismissal: Forces a creature to return to native plane. {PH}
Spell Immunity: Subject is immune to one spell per four levels. {PH}
Spike Stones: Creatures in area take 1d8 damage, may be slowed. {PH}
Dimensional Anchor: Bars extradimensional movement. {PH}
Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold. {PH}
Flame Arrow: Arrows deal +1d6 fire damage. {PH}
Lightning Bolt: Electricity deals 1d6/level damage. {PH}
Quench: Extinguishes nonmagical fires or one magic item. {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}
Control Water: Raises or lowers bodies of water. {PH}
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20). {PH}
Locate Creature: Indicates direction to familiar creature. {PH}
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject. {PH}
RestorationM: Restores level and ability score drains. {PH}
Control Winds: Change wind direction and speed. {PH}
Dimension Door: Teleports you short distance. {PH}
Invisibility, Greater: As invisibility, but subject can attack and stay invisible. {PH}
Lord of the Sky: Gain flight and one use of lightning bolt; slow airborne creatures. {DrM}
Mirage Arcana: As hallucinatory terrain, plus structures. {PH}
Persistent Image: As major image, but no concentration required. {PH}
Passwall: Creates passage through wood or stone wall. {PH}
Spell Resistance: Subject gains SR 12 + level. {PH}
Wall of IronM: 30 hp/four levels, can topple onto foes. {PH}
Wall of Stone: Creates a stone wall that can be shaped. {PH}
Energy Vortex: Fire only. Burst of energy centered on you damages nearby creatures. {SC}
Confusion: Subjects behave oddly for 1 round/level. {PH}
Feeblemind: Subject’s Int and Cha drop to 1. {PH}
Dragon Breath: Red or gold only. You choose a dragon type and mimic its breath weapon. {SC}
Flame Strike: Smite foes with divine fire (1d6/level damage). {PH}
AtonementFX: Removes burden of misdeeds from subject. {PH}
Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures. {PH}
Righteous Might: Your size increases, and you gain combat bonuses. {PH}
ScryingF: Spies on subject from a distance. {PH}
Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside. {PH}
Commune with Nature: Learn about terrain for 1 mile/level. {PH}
Summon Nature’s Ally V: Calls creature (Medium elemental only) to fight. {PH}
Cloudkill: Kills 3 HD or less; 4–6 HD save or die; 6+ HD take Con damage. {PH}
Permanent ImageM: Includes sight, sound, and smell. {PH}
Teleport: Instantly transports you as far as 100 miles/level. {PH}
Veil: Changes appearance of group of creatures. {PH}
Wind Walk: You and your allies turn vaporous and travel fast. {PH}
Antimagic Field: Negates magic within 10 ft. {PH}
Banishment: Banishes 2 HD/level of extraplanar creatures. {PH}
Move Earth: Digs trenches and builds hills. {PH}
Stone Tell: Talk to natural or worked stone. {PH}
StoneskinM: Ignore 10 points of damage per attack. {PH}
Anger of the Noonday Sun: Blinds creatures within 20 ft., damages undead. {SC}
Fire Seeds: Acorns and berries become grenades and bombs. {PH}
Fires of Purity: Subject bursts into magical flame, becoming a dangerous weapon. {SC}
Glyph of Warding, Greater: As glyph of warding, but up to 10d8 damage or 6th-level spell. {PH}
ContingencyF: Sets trigger condition for another spell. {PH}
Control Weather: Changes weather in local area. {PH}
Heal: Cures 10 points/level of damage, all diseases and mental conditions. {PH}
Tidal Surge: Wave of water deals 1d6/level damage and bull rushes. ﴾Master of the rolling river, rogue wave﴿ {SC}
True SeeingM: Lets you see all things as they really are. {PH}
Dispel Magic, Greater: As dispel magic, but up to +20 on check. {PH}
Summon Nature’s Ally VI: Calls creature (Large elemental only) to fight. {PH}
Invisibility, Mass: As invisibility, but affects all in range. {PH}
Mislead: Turns you invisible and creates illusory double. {PH}
Programmed ImageM: As major image, plus triggered by event. {PH}
Teleport Object: As teleport, but affects a touched object. {PH}
Disintegrate: Makes one creature or object vanish. {PH}
Spell Turning: Reflect 1d4+6 spell levels back at caster. {PH}
Statue: Subject can become a statue at will. {PH}
Flesh to Stone: Turns subject creature into statue. {PH}
Chain Lightning: 1d6/level damage; 1 secondary bolt/ level each deals half damage. {PH}
Fire Storm: Deals 1d6/level fire damage. {PH}
Sunbeam: Beam blinds and deals 4d6 damage. {PH}
Restoration, GreaterX: As restoration, plus restores all levels and ability scores. {PH}
Scrying, GreaterF: As scrying, but faster and longer. {PH}
ResurrectionM: Fully restore dead subject. {PH}
Creeping Cold, GreaterF: As creeping cold, but longer duration and more damage. {SC}
Summon Nature’s Ally VII: Calls creature (Huge elemental only) to fight. {PH}
Screen: Illusion hides area from vision, scrying. {PH}
Teleport, Greater: As teleport, but no range limit and no off-target arrival. {PH}
Whirlwind: Cyclone deals damage and can pick up creatures. {PH}
BindingM: Utilizes an array of techniques to imprison a creature. {PH}
Earthquake: Intense tremor shakes 80-ft. radius. {PH}
Protection from SpellsMF: Confers +8 resistance bonus. {PH}
Incendiary Cloud: Cloud deals 4d6 fire damage/round. {PH}
Power Word Blind: Blinds creature with 200 hp or less. {PH}
Sunburst: Blinds all within 10 ft., deals 6d6 damage. {PH}
Discern Location: Reveals exact location of creature or object. {PH}
Heal, Mass: As heal, but with several subjects. {PH}
Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35). {PH}
Summon Nature’s Ally VIII: Calls creature (greater elemental only) to fight. {PH}
Teleportation CircleM: Circle teleports any creature inside to designated spot. {PH}
Etherealness: Travel to Ethereal Plane with companions. {PH}
Antipathy: Object or location affected by spell repels certain creatures. {PH}
Imprisonment: Entombs subject beneath the earth. {PH}
Meteor Swarm: Four exploding spheres each deal 6d6 fire damage. {PH}
Implosion: Kills one creature/round. {PH}
True ResurrectionM: As resurrection, plus remains aren’t needed. {PH}
Storm of Vengeance: Storm rains acid, lightning, and hail. {PH}
Elemental Swarm: Summons multiple elementals. {PH}
Summon Nature’s Ally IX: Calls creature (elder elemental only) to fight. {PH}