Land of stability protects the area of effect and all creatures and objects within it from the fol- lowing natural disasters...
This spell increases the amount of time a character can hold his breath.
This spell can be cast in one of two variations.
Similar to the 1st level wizard spell jump, this spell empowers the individual touched when the spell is cast to leap twice per round for the duration of the spell.
A priest casting this spell forces the victim of the spell to follow one specific law.
The legend lore spell is used to determine legendary information regarding a known person, place, or thing.
This devious spell distracts the subject creatures by drawing them into an absorbing discussion on topics of interest to them.
This spell enables a specially constructed chest to be hidden deep within the Ethereal plane, to be summoned using a small model of the chest.
This spell enables the wizard to magically call into being a sturdy cottage or lodge, made of material that is common in the area where the spell is cast — stone, timber, or (at worst) sod.
When this spell is cast, the wizard creates an unmoving, opaque sphere of force of any desired color around his person.
This false trap is designed to fool a thief or other character attempting to pilfer the spellcaster's goods.
When a levitate spell is cast, the wizard can place it upon his person, upon an object, or upon a single creature, subject to a maximum weight limit of 100 pounds per level of experience
By casting this spell and touching another individual, a priest may fortify another's life force at the expense of a victim.
This spell permanently switches the life forces of two creatures (one of which may be the caster).
Upon completion of this long and highly-versatile incantation, the caster permanently transfers a creature's life force (even his or her own) into a specially fabricated item, a magical receptacle, or the body of another individual.
This spell allows the priest to drain the vital force of a humanoid creature and use the energy personally.
This spell causes a luminous glow within 20 feet of the spell's center.
This spell creates a luminous glow, equal to torchlight, within a fixed radius of the spell's center.
This spell reduces the weight of equipment, supplies, and other objects by 50%.
Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the spellcaster to each creature within its area of effect.
The limited wish is a very potent but difficult spell.
This cooperative spell requires at least two priests to cast the spell simultaneously.
This spell enables the caster to charm a healthy oak tree (or other type if the DM allows) to cause it to serve as a protector.
With this spell, a wizard establishes a sensory link between him- or herself and any living creature within range.
The locate animal follower spell helps the ranger find such lost creatures.
The caster can find the direction and distance of any one type of animal or plant he desires.
This spell is similar to the 2nd-level locate object spell.
This spell is a modification of the Locate Object spell.
This spell helps locate a known or familiar object.
This spell aids in locating a known or familiar object.
This spell attunes the caster to the physical remains of dead beings in the area of effect.
This spell increases the amount of time that a wooden object will burn before being consumed.
By casting this spell the priest forces all bonds in the area of effect to expand slightly so that those trapped can free themselves.
This spell causes the wizard's shadow to elongate, stretching away from his body at a rate of 15 yards per round.
When this spell is cast, the illusionist transforms one creature or a specified amount of non-living material into shadow, making it insubstantial.
Using this spell, a wizard may attempt to reduce the magic resistance of a target creature.
The lower water spell causes water or similar fluid in the area of effect to sink away to a minimum depth of one inch.
A wizard casting a lower water spell causes water or similar fluid in the area of effect to sink away.
This spell creates a temporary luckstone.