The spell causes a holy water font to serve as a scrying device.
Use of the magic missile spell creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target.
When this spell is cast, the wizard imbues the chosen object with an enchanted mouth that suddenly appears and speaks his message when a specified event occurs.
This spell allows a wizard's staff to store one spell level for every three levels of the caster.
By using this spell, the priest can temporarily enchant up to three small pebbles, no larger than sling bullets.
This spell enchants the caster's vestment, providing protection at least the equivalent of chain mail (AC 5).
When this spell is completed, one of the caster's hands (his choice) bursts into light and is surrounded by an aura of flame.
By casting this spell, a wizard can change a corpse's features to make it appear to be someone else.
This spell causes an arm made of compacted soil to rise from the ground.
This spell must be cast on stony ground, such as a manmade stone floor, a natural cavern floor, or a boulder-strewn field.
This cooperative spell requires only one priest to cast it, but can be cast only on another priest of the same faith.
This spell enables the priest to meld his body and possessions into a single block of stone.
By means of this spell, the wizard creates a magical arrow that speeds to its target as if fired from the bow of a fighter of the same level as the wizard.
This spell enables the wizard to cast small globes of fire (one for each experience level he has attained), each of which bursts into a one-foot-diameter sphere upon impact...
This spell allows the priest to read the memory of a single subject.
This nasty spell "disconnects" the subject's short-term and long-term memory.
This spell repairs small breaks or tears in objects.
This spell is similar to the wizard spell domination in that it establishes a telepathic link between the priest and the subject through which the priest can control the subject's bodily movements.
When this spell is cast, the wizard can whisper messages and receive replies with little chance of being overheard.
This spell enables the priest to call upon a tiny (size T) creature of at least animal intelligence to act as his messenger.
A meteor swarm is a very powerful and spectacular spell which is similar to the fireball spell in many aspects.
A mind fog is a physical block of fog that enables the wizard to weaken the mental resistance of his victims.
This spell is a sensitive version of the wizard spell ESP.
The mind tracker is a magically-created creature which exists only on the Ethereal plane.
The priest casting a mindnet spell establishes a telepathic link with as many as 10 other creatures who may be separated from each other by as much as 10 miles.
This spell allows the priest to create one specific form of insanity in the subject.
This spell is similar to the 7th-leveI spell turning, which causes spells cast against the wizard to rebound on the original caster.
When a mirror image spell is invoked, the spellcaster causes from two to eight exact duplicates of himself to come into being around him.
Miscast magic causes the next spell cast by the affected wizard to be chosen randomly from his memorized spells of the same or lower level.
By means of this spell, the wizard misdirects the information from a detection spell
This spell alters the appearance of words written in ink.
This spell enables the caster to reach into the subject's mind and modify up to five minutes of his memory in one of the following ways
Using the arcane mathematics of this spell, the priest can determine the "ideal moment" for any single action in each round that the spell is in effect.
This spell allows the priest to determine the "tenor of the now"...
This spell compels one or more living creatures to serve as mounts for the caster and his companions.
Within one round of casting this spell, the wizard magically conjures 2d4 1st-level monsters.
This spell is much like the 3rd-level monster summoning I spell, except that this spell summons one or two 7th-level monsters that appear one round after the spell is cast...
By means of this spell, the caster is able to cause a beam of soft, pale light to strike downward from overhead and illuminate whatever area he is pointing at.
The priest can cast this spell on any unit within 240 yards in an uninterrupted line of sight.
Mordenkainen's celerity affects spells of levels 1-3 which alter the movement of the wizard such as feather fall, jump, spider climb, levitate, fly, and haste.
When this spell is cast, all magic and magical items within the radius of the spell, except on the person of or being touched by the spellcaster, are disjoined.
By use of this spell, the wizard is able to instantly recall any 1st- through 5th-level spell slot he has used during the past 24 hours.
With this spell, privacy is ensured in a room of up to 1600 square feet (40 feet x 40 feet, or the equivalent).
By means of this spell, the caster conjures a normal animal to serve him as a mount.
This spell allows the caster to attack with a rotting touch similar to that of a mummy.
With this spell, the priest creates tones and harmonies of such unearthly beauty and complexity that they entrance the listener, making it difficult for the listener to attack or otherwise harm the priest.
This spell is one of the few cooperative spells that requires one priest to cast the transfer spell, but another priest to use its effect.
The magic jar spell enables the caster to shift his life force into a special receptacle (a gem or large crystal).
By means of this spell, the wizard changes a normal mirror into a scrying device similar to a crystal ball.
This spell enables the caster to summon warriors from the Para-Elemental Plane of Magma.
Like the minor creation spell, major creation enables the wizard to pull wisps of material from the plane of Shadow to create an item of nonliving, vegetable nature...
This spell envelops the priest in an ashen aura that turns his skin gray and gives his face the horrible appearance of a skull with dull hair and red-rimmed eyes
A mass charm spell affects either persons or monsters just as a charm person spell or a charm monster spell.
This is a more extensive adaptation of the invisibility spell for battlefield use.
The mass suggestion spell enables the wizard to influence the actions of one or more chosen creatures in the same way as the suggestion spell.
When this spell is cast upon willing creatures of man-size or smaller, up to 10 such creatures per level of the caster can be magically altered to appear as trees of any sort.
An extradimensional space is brought into being upon utterance of a maze spell.
This spell transmutes one type of liquid into an equal amount of a different, nonmagical fluid (water, wine, blood, oil, apple cider, etc.).
When the very powerful mind blank spell is cast, the creature is totally protected from all devices and spells that detect, influence, or read emotions or thoughts.
This spell enables the wizard to create an item of non-living, vegetable nature—soft goods, rope, wood, etc.
This spell creates an immobile, faintly shimmering magical sphere around the caster that prevents any 1st-, 2nd-, or 3rd- level spell effects from penetrating...
This spell allows a wizard to adversely affect all the saving throws of his enemies.
The magic of this spell is similar to that of the Vacancy spell, only this is more powerful and elaborate.
When a mislead spell is cast by the wizard, he actually creates an illusory double at the same time that he is cloaked by improved invisibility magic.
This spell is much like the 3rd-Ievel monster summoning I spell, except that this spell summons 1d6 2nd-level monsters.
This spell is much like the 3rd-level monster summoning I spell, except that this spell summons 1d4 3rd-level monsters.
This spell is much like the 3rd-level monster summoning I spell, except that this spell summons 1d3 4th-level monsters.
This spell is much like the 3rd-level monster summoning I spell, except that this spell summons 1d3 5th-level monsters.
This spell is much like the 3rd-level monster summoning I spell, except that it summons 1d3 8th-level monsters.
This spell brings into being a silent, weightless swordlike construct made of moonlight that extends 4 feet straight out from the caster’s hand.
This spell creates an intangible shield of “moonlight” (faintly glowing air) that floats along, accompanying the caster.
This spell creates a crystalline bow the size and strength of a long bow or short bow, as chosen by the caster during the casting.
This spell transforms a shaft of moonlight, whether it be naturally occurring or magically created, into a translucent bridge capable of supporting beings of good alignment.
By means of this spell, the wizard summons up a phantom watchdog that only he can see.
By means of this spell, the wizard conjures up an extradimensional dwelling, entrance to which can be gained only at a single point of space on the plane from which the spell was cast.
Upon casting this spell, the wizard brings into being a shimmering, sword-like plane of force.
This spell creates a trail of shimmering, silvery lights in the direction pointed by the caster.
When cast, the move earth spell moves dirt (clay, loam, sand) and its other components.
By means of this spell the caster conjures 2d6 grayskinned bullywugs and 1d4 gray giant poison toads which appear anywhere within the spells area of effect, as desired by the caster.
Upon casting this spell, a feathery membrane grows under the wizard's arms, extending along his sides all the way to his feet.