This spell transforms a living, sentient, intelligent creature touched by the caster (successful attack roll required) into a normal halfling with no character class abilities provided the creature fails a saving throw vs.
This spell evaporates moisture from the bodies of every living creature within the area of effect, inflicting 1d8 points of damage per level of the caster.
By means of this spell, the priest may enhance one or more of his physical abilities by temporarily suppressing another physical ability.
This spell can send an extraplanar creature back to its own plane of existence.
By casting an abundance spell, the priest quickens the ripening of a harvest or the growth of woodland.
This spell enables the affected creature to experience natural healing at twice the normal rate for 1-4 days.
This deadly spell unleashes a downpour of magical, gelatinous acid droplets.
This spell can be cast in two different ways. The first is appropriate for battlefield use...
The addition spell allows a priest to add a new mathematical term to the equation of the moment.
This spell summons an invisible aerial servant to find and bring back an object or creature described to it by the priest.
This spell enables the wizard to cause nonmagical fires to reduce in size and brightness...
This spell ages the targeted creature one year per level of the caster.
This spell allows the caster to cause any dragon to temporarily gain or lose one age level per five levels of the caster.
With this spell, the caster can cause an amount of nonliving, nonmagical matter to age dramatically.
This spell enables the caster to affect the aging of any plant, seed, or tree.
The recipient of this spell gains the benefit of a bless spell and a special bonus of additional hit points for the duration of the spell.
This spell enables a creature, which can be as large as the largest giant, to tread upon air just as if it were solid ground.
This spell must be cast under a cloudy sky. The caster points at a cloud, which immediately descends toward him.
The use of an alacrity spell allows the wizard to speed up the casting of spells of 5th level and lower.
By casting this spell, the wizard learns what ingredients and formulas were used to create a chemical mixture or magical item.
When an alarm spell is cast, the wizard causes a selected area to react to the presence of any creature larger than a normal rat...
The alter reality spell is potent but difficult to use well.
When this spell is cast, the wizard can alter his appearance and form—including clothing and equipment—to appear taller or shorter...
With this spell, the caster creates a small variation in probabilities.
This spell allows a priest to sense how far a character. creature, object, or area is from a condition of balance...
By means of this spell, the caster is able to show any animal of animal intelligence to semi-intelligence that he desires friendship.
When this spell is cast, the caster causes all animals, up to a maximum of eight, within a 20-foot-square area to grow to twice their normal size.
This potent spell summons a number of animals to the priest.
By means of this spell, the caster calls up to eight animals that have 4 Hit Dice or less, of whatever sort the caster names when the summoning is made.
By means of this spell, the caster calls up to six animals that have 8 Hit Dice or less, or 12 animals of 4 Hit Dice or less, of whatever sort the caster names.
This spell is the same in duration and effect as the 4th-level animal summoning I spell...
This spell creates the lowest of the undead monsters—skeletons or zombies—usually from the bones or bodies of dead humans, demihumans, or humanoids.
This spell creates undead skeletons and zombies from the bones and bodies of dead animals, specifi- cally vertebrates (fish, amphibians, reptiles, birds, and mammals).
This powerful spell enables the priest casting it to imbue inanimate objects with mobility and a semblance of life.
By employing an animate rock spell, the caster causes a stone object of up to the indicated size to move
This spell causes all creatures within the area of effect that fail their save vs. spell (adjusted for Wisdom) to become furious and argumentative.
By casting this spell, the caster brings into being a hemispherical force field that prevents the entrance of any sort of living creature that is wholly or partially animal (not magical or extraplanar).
The anti-plant shell spell creates an invisible, mobile barrier that keeps out all creatures or missiles of living vegetable material.
With this spell, the caster creates an invisible force field that repels nonmagical insects, rodents, spiders, snakes, worms, and similar vermin of less than 1 Hit Die.
By means of this spell, the wizard creates a magical field of force that serves as if it were scale mail armor (AC 6).
By means of this spell the Hound of Hell may create 1d6 magical red arrows.
This spell asphyxiates individuals (chosen by the priest) who fail a saving throw vs. death magic
By means of the astral spell, a priest is able to project his astral body into the Astral plane, leaving his physical body and material possessions behind on the Prime Material plane.
By means of the astral spell, a wizard can project his astral body into the Astral plane, leaving his physical body and material possessions behind in the Prime Material plane.
When this spell is cast, a "window" appears in the air before the priest, through which he (and any others present) can see into the Astral plane.
This spell is used by the priest to remove the burden of unwilling or unknown deeds from the person who is the subject of the atonement.
When the audible glamer spell is cast, the wizard causes a volume of sound to arise, at whatever distance he desires (within range)...
This spell combines magic with the act of creation to enhance the artistry of any work created by the recipient of this spell.
This spell augments the damage inflicted by any spell of levels 1-3.
This spell functions exactly like the 3rd-level augmentation I spell except that five spells of levels 1-3 may be affected.
The priest casting an augury spell seeks to divine whether an action in the immediate future (within one-half hour) will be for the benefit of, or harmful to, the party.
When this spell is cast, a faintly shimmering aura surrounds the recipient.
This spell is essentially a spectral force spell that operates through a program determined by the caster.
The airy water spell turns normal liquid, such as water or water-based solutions, into a less dense, breathable substance.
This spell causes characters entering the affected area to suffer extreme allergic reactions.
By using this spell, the caster can transform one musical instrument into another of similar size and equal value.
When cast, this spell generates its own ink and animate a quill pen as if it were in an invisible scribe’s hand...
This spell facilitates the quick analysis of a single opponent by the spellcaster.
By using this spell, the caster can temporarily see through the eyes of any animal.
When this spell is cast, the wizard causes all designated animals, up to a maximum of eight, within a 20-foot-square area to grow to twice their normal size.
This spell enables the caster to share the animal's senses--see through the animal's eyes, hear with its ears, smell with its nose, and so on.
This spell temporarily enables any animal to perform a trick it normally doesn't know or lacks the intelligence to execute.
This spell creates the lowest of the undead monsters, skeletons or zombies, usually from the bones or bodies of dead humans, demihumans, or humanoids.
By means of this spell, the wizard surrounds himself with an invisible barrier that moves with him.
This spell allows the wizard to set certain vibrations to emanate from an object or location that tend to either repel or attract a specific type of intelligent creature or characters of a particular alignment.
By means of this spell, the priest sparks disagreements and inflames tensions and resentments among all creatures within the area of effect that fail a saving throw vs. spell.
By means of this spell, the caster sets up a natural repulsion between the affected object and all other living things except himself.