By means of this spell the caster conjures 2d10 grayskinned bullywugs and 1d8 gray giant poison toads which appear anywhere within the spells area of effect, as desired by the caster.
When this spell is cast, a hallucinatory forest comes into existence.
By means of this spell, the wizard causes an illusion that hides the actual terrain within the area of effect.
Halo of eyes creates a halo of functional eyeballs that sits atop the caster's head, enabling the caster to see in all directions at the same time.
By use of this spell the caster causes the immediate growth of two new pairs of arms, allowing him or her the opportunity to launch a great many attacks on an opponent.
When this spell is cast, each affected creature functions at double its normal movement and attack rates.
When a wizard wishes to create the magical item known as the philosopher's stone, he must first discover its alchemical formula, which tells him the necessary ingredients and the method of preparing them.
The very potent heal spell enables the priest to wipe away disease and injury in the creature who receives the benefits of the spell.
Health blessing provides a number of human, demi-human, or humanoid creatures with protection against ill health; it also enables subjects to heal others.
For the duration of this spell, a priest becomes completely deaf to all normal sounds and may hear only the noise of other creatures' beating hearts.
With this spell, an evil necromancer priest may exert his or her dark will on the still-beating heart of any living victim, provided the target remains in clear view (line of sight) and within the spell's range.
By means of the heat metal spell, the caster is able to make ferrous metal (iron, iron alloys, steel) extremely hot.
This spell creates a wall of heat that moves away from the priest at a rate of 10 feet per round.
When a priest is trapped or otherwise endangered, this spell can summon help.
This spell enables the priest to bring forth a great feast that serves as many creatures as the priest has levels of experience.
Creatures affected by this spell hesitate before executing their intended actions.
When this spell is employed, the caster (or other subject) grows in height, weight, and strength, while at the same time gaining a temporary boost in Strength and Constitution scores.
The highway spell creates a shimmering plane of force that acts as a magical conveyor for the priest.
By means of this spell, the caster holds one to four animals rigid.
This spell immobilizes from one to four creatures of any type within spell range and in sight of the spellcaster.
This spell holds 1d4 humans, demihumans, or humanoid creatures rigidly immobile and in place for five or more rounds.
This spell holds 1d4 humans, demihumans, or humanoid creatures rigidly immobile for five or more rounds.
The hold plant spell affects vegetable matter...
This spell magically bars a door, gate, or valve of wood, metal, or stone.
When cast, this spell renders immobile 1d3 undead creatures whose total Hit Dice are equal to or less than the caster's level.
Uttering a holy word spell creates magic of tremendous power.
By creating a homunculus shield, the wizard separates a portion of his mind in the form of an exteriorized magical homunculus.
This spell temporarily transforms a hollowed out horn into a magical cornucopia.
This spell partially surrounds the recipient in a shimmering, hemispherical field of force.
The spell provides a wizard with an instant and highly accurate estimate of the number of persons or objects in a group.
With the utterance of a few words, this spell can hurl a creature to a random plane and leave him there.
The great Hornung, having been blasted more than once by his own wild surges, devised a method of improving the results of wild magic and, not incidentally, his own chances of survival.
This spell enables the caster to create a magical 10-foot-wide road extending 10 feet in front of him.
This spell creates a glowing human skull with sharp fangs.
Those affected by hunger no longer gain sustenance from food.
This aptly named and insidious spell is known to few outside of the faith of Wastri, and is useable only by the highest-level priests of that faith.
When this spell is cast, the wizard creates a weaving, twisting pattern of subtle colors in the air.
The gestures of the wizard, along with his droning incantation, 1d6 creatures within the area to become susceptible to a suggestion...