When a call lightning spell is cast, there must be a storm of some sort in the area—a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinn or air elemental of 7 Hit Dice or more).
Before attempting a difficult task, the priest may cast call upon faith to aid his performance.
By means of this spell, the caster is able to summon certain woodland creatures to his location.
This spell temporarily calms a chaotic situation involving a group of people.
This spell allows a priest to plant a section of ground with magically created caltrops.
Cantrips are minor spells studied by wizards during their apprenticeship, regardless of school.
This spell drives a victim insane.
Chain contingency allows the caster to designate either two or three spells that will take effect automatically under a specific set of conditions.
Champion's strength bestows one member of a group with attack and damage bonuses from the rest of the group.
This spell enables the wizard to alter the appearance of his form — including clothing and equipment — to appear one foot shorter or taller, thin, fat, or in between...
By means of this spell, the caster is able to change a specially prepared staff into a treant-like creature of the largest size (about 24 feet tall).
By means of the chant spell, the priest brings special favor upon himself and his party, and causes harm to his enemies.
When chaotic combat is cast on a fighter, he is inspired beyond his years of training and is suddenly struck with numerous insights for variations on the standard moves of attack and defense.
Chaotic commands renders a creature immune to magical commands.
After casting this spell, the priest must successfully touch his victim.
When this spell is cast, it brings forth a large, flaming chariot pulled by two fiery horses from the elemental plane of Fire.
This spell affects any single person it is cast upon.
This spell affects any single person or mammal it is cast upon.
When the caster completes this spell, a blue glow encompasses his hand.
In the round immediately following the casting of this spell, the affected creature is allowed two rolls for any normal attack roll, initiative roll, or saving throw.
This spell causes a 4-inch-diameter sphere to appear in the caster's hand.
This spell helps to discourage predators and trespassers from disturbing a campsite.
By casting circle of sunmotes, the priest creates a hemispherical shell filled with sparkling, glowing motes of bright sunlight.
The clairaudience spell enables the wizard to concentrate upon some locale and hear in his mind any noise within a 60-foot radius of the spell's casting point.
The clairvoyance spell empowers the wizard to see in his mind whatever is within sight range from the spell locale chosen.
When this spell is cast, the subject's hands widen and his fingernails thicken and grow, becoming equivalent in size and power to the iron-like claws of an umber hulk.
This spell clears away weeds, stones, and other debris in a 10-foot-wide path extending 10 feet in front of the caster.
The cloak of bravery spell can be cast upon any willing creature.
This spell creates a billowy cloud of magical vapors that moves in the direction of the prevailing wind at a rate of 20 feet per round.
Upon casting this the wizard causes a vivid, fan-shaped spray of clashing colors to spring forth from his hand.
Using this spell, three to five priests combine their abilities so that one of them casts spells and turns undead at an enhanced level.
This spell enables the priest to command another creature with a single word.
By use of a commune spell, the priest is able to contact his divinity—or agents thereof—and request information in the form of questions that can be answered by a simple "yes" or "no."
This spell enables the caster to become one with nature in the area, thus being empowered with knowledge of the surrounding territory.
When this spell is cast, the wizard is able to understand the spoken words of a creature or read an otherwise incomprehensible written message...
The victim of compulsive order is compelled to place everything he encounters into perfect order.
The conformance spell has a simple principle with a profound effect: probable events always manifest.
This spell causes confusion in one or more creatures within the area, creating indecision and the inability to take effective action.
The conjure animals spell enables the priest to magically create one or more mammals to attack his opponents.
A caster who performs a conjure earth elemental spell summons an earth elemental to do his bidding.
There are actually four spells in the conjure elemental spell.
Upon casting a conjure fire elemental spell, the caster opens a special gate to the elemental plane of Fire, and a fire elemental is summoned to the vicinity of the spellcaster.
This spell allows the priest to determine how one recent event fits into the "grand scheme."
This spell is similar to a light spell, except that it is as bright as full daylight and lasts until negated by magical darkness or by a dispel magic spell.
This spell is similar to a light spell. except that it is as bright as full daylight and lasts until negated by magical darkness or by a dispel magic spell.
When this spell is cast, the temperature surrounding the caster can be altered by 10 degrees Fahrenheit, either upward or downward, per level of experience of the spellcaster.
The control weather spell enables a priest to change the weather in the local area.
By means of a control winds spell, the caster is able to alter wind force in the area of effect.
This spell enables an individual touched by the caster to transfer his or her life force to temporarily animate the fresh corpse of a human, demihuman, or humanoid.
With this versatile spell, a wizard establishes a sensory link between him- or herself and a corpse or freshly animated zombie of a human, demihuman, or humanoid within the spell's range.
This spell imbues the target unit with a temporary burst of courage.
With this spell, the caster generates a squadron of tiny invisible servants who create a campsite for the caster and his companions.
When this spell is cast, the priest causes food and water to appear.
When the words of this spell are uttered, a holy symbol appropriate to the priest's deity appears out of thin air.
When the priest casts a create water spell, up to four gallons of water are generated for every experience level of the caster.
When the caster utters the spell of creeping doom, he calls forth a mass of from 500 to 1,000 ([1d6+4] x 100) venomous, biting and stinging arachnids, insects, and myriapods.
This spell enables the caster to enchant a floor, ceiling, or single wall of a room to crush intruders.
The magic of this spell causes metal, whether as soft as gold or as hard as adamantite, to turn to a crystalline substance as brittle and fragile as crystal.
By touching the creature afflicted, the priest employing the spell can permanently cure some forms of blindness or deafness.
The cure critical wounds spell is a very potent version of the cure light wounds spell.
This spell enables the caster to cure most diseases by placing his hand upon the diseased creature.
When casting this spell and laying his hand upon a creature, the priest causes 1d8 points of wound or other injury damage to the creature's body to be healed.
This spell is a more potent version of the cure light wounds spell.
This perilous exercise in dweomercraeft summons up a powerful demon of type IV, V, or VI, depending upon the demon's name being known to the magic-user.
A ranger who has not yet received his full allotment of followers can use this spell in an attempt to summon one.
This spell creates an area in which the air remains perfectly calm.
This spell allows the mage to instantly and completely hide the number of people allowed by the spell, concealing them against even thorough searches.
By means of this spell the caster conjures 2d4 gray-skinned bullywugs and 1d3 gray giant poison toads which appear anywhere within the spells area of effect, as desired by the caster.
This spell brings into existence a visible and opaque hemispherical wall of force similar to a carapace of certain animals, like a turtle or armadillo.
This spell creates an electrical discharge that begins as a single stroke of lightning, 2 1/2 feet wide, commencing from the fingertips of the caster.
This spell allows a priest to create insanity in the mind of a target creature, which then becomes contagious.
This spell is similar to the 4th-level confusion spell...
This spell imbues the wild mage with special protection against the effects of wild surges.
This spell is similar to a Charm Person spell, but it can affect any living creature — or several low-level creatures.
The charm plants spell enables the spellcaster to bring under command vegetable life forms and communicate with them.
This spell enables a ranger to ask a simple question to a tree and receive a spoken response.
By means of choke, the caster causes a pair of ghostly hands to appear around the throat of a single victim.
By casting this spell, the priest summons a flock of huge ravens (or giant ravens as the priest desires), if such birds are within range. The number appearing is 20 + 3d20 huge ravens or 10+2d6 giant ravens.
This spell creates a duplicate of a human, demihuman, or humanoid creature.
This spell creates a billowing cloud of yellowish-green vapors that resembles the effect of a wizard's cloudkill spell
This spell generates a billowing cloud of ghastly yellowish green vapors that is so toxic as to slay any creature...
Cloudscape causes 1,000 cubic feet of cloud per level of the caster to become solid enough to support any weight
This spell gives the cleric limited power over creatures from the Elemental Plane of Earth.
Using this spell, the caster can temporarily enchant five missiles with another spell of a level no higher than 4th
When this spell is cast, it causes a cone-shaped area of extreme cold, originating at the wizard's hand and extending outward in a cone five feet long and one foot in diameter per level of the caster.
A caster who performs this spell summons an air elemental to do his or her bidding.
The conjure animals spell enables the wizard to magically create one or more mammals to attack his opponents.
The conjure aurumvorax spell enables the priest to magically create an aurumvorax to attack his or her opponents.
The bard can cast this spell and the cabinet temporarily teleports to the bard's current location
When this spell is cast, the wizard teleports desired items directly to his hand.
When this spell is cast, the wizard sends his mind to another plane of existence in order to receive advice and information from powers there.
This spell causes a major disease and weakness in a creature.
By means of this spell, the wizard is able to place another spell upon his person so that the latter spell will come into effect under the conditions dictated during the casting of the contingency spell.
This spell enables the wizard to command 1d6 undead creatures for a short period of time.
The control weather spell enable a wizard to change the weather in the local area.
Copy enables the caster to make a perfect copy of a map, letter, or any other written or drawn document.
This spell transforms the caster's face or the face of any creature touched by the caster into the horrifying visage of a rotting corpse.
This spell enables the caster to cause a single dead body to animate and assume the status of a crypt thing.
This spell causes a clear or translucent crystalline gemstone to serve as a scrying device.
The curse of Yondalla is reserved for creatures who have greatly offended Yondalla