Pain touch enables the caster to touch an opponent in such a way as to induce extreme pain.
By employing a part water spell, the priest is able to cause water or similar liquid to move apart, thus forming a trough.
By using this spell, the caster is able to enter a tree and move from inside it to inside another tree of the same type that lies in approximately the direction desired by the spell user and is within range...
When this spell is cast, the recipient can move through any type of terrain—mud, snow, dust, etc.—and leave neither footprints nor scent.
By touching the remains of a dead creature, this spell allows a caster to gain a mental image of the deceased's former appearance.
This spell allows the priest to mathematically analyze personal information about one human or demihuman character and learn valuable facts about that character.
This spell creates the illusion of any object, creature, or force...
When this spell is cast, the wizard creates a quasi-real, horse-like creature.
This spell causes a localized folding of space.
By means of this spell, a necromancer bestows a powerful curse on a person or object which becomes a carrier for plague and contagion.
By joining hands with as many as 12 companions and casting this spell, the priest transports his party to any other plane of existence.
When the plane shift spell is cast, the priest moves himself or some other creature to another plane of existence.
The plant door spell opens a magical portal or passageway through undergrowth, thickets, or any similar growth—even growth of a magical nature.
The plant growth spell enables the caster to choose either of two different uses.
When a power word, kill spell is uttered, one or more creatures of any type within the spell range and area of effect are slain.
By means of the prayer spell, the priest brings special favor upon himself and his party and causes harm to his enemies.
This spell creates a powerful set of protective wards that operate on a single fortified building, temple complex, tower, or similar structure.
This spell enables the wizard to conjure up an immobile, opaque globe of shimmering, multi-colored light to surround him, giving protection from all forms of attack.
This spell enables the wizard to conjure up a vertical, opaque wall—a shimmering, multi-colored plane of light that gives him protection from all forms of attack.
This spell allows the priest to increase or decrease by a small margin the probability of success for one action.
By means of this spell, the caster causes a common fire of up to 12 feet per side in area.
A bright flame, equal in brightness to a torch, springs forth from the caster's palm when he casts a produce flame spell.
By casting this spell, the wizard receives immunity to the effects of Cantrips cast by other wizards, apprentices, or creatures that use the cantrip spell.
When this is cast, it creates a magical barrier around the recipient at a distance of one foot.
When this spell is cast, it creates a magical barrier around the recipient at a distance of one foot.
The globe of protection of this spell is identical in all respects to that of a protection from evil spell, except that it encompasses a much larger area and its duration is greater.
The globe of protection of this spell is identical in all respects to a Protection from Evil spell, except that it encompasses a much larger area and its duration is greater.
The effect of a protection from fire spell differs according to the recipient of the magic—either the caster or some other creature.
The effect of a protection from lightning spell changes depending on who is the recipient of the magic—the caster or some other creature.
By means of this spell, the wizard bestows total invulnerability to hurled and projected missiles such as arrows, axes, bolts, javelins, small stones, and spears.
The recipient of this spell receives total immunity to magical paralysis.
When cast, this spell makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking.
A pyrotechnics spell draws on an existing fire source to produce either of two effects, at the option of the caster.
By employing a part water spell, the wizard is able to cause water or similar liquid to move apart, thus forming a 20-foot-wide trough.
Identical in function to pass without trace, pass without trace, 10' radius affects everyone within 10 feet of the caster.
A passwall spell enables the spellcaster to open a passage through wooden, plaster, or stone walls, but not other materials.
Patternweave allows the caster to make sense of apparent chaos.
This spell, a traditional part of funeral services for the clergy of Wee Jas and those who pay for it, grants the soul of the departed a certain amount of protection from disturbance.
This spell affects the duration of certain other spells, making the duration permanent.
When this spell is cast, the wizard creates an illusion with visual, auditory, olfactory, and thermal elements.
When this spell is cast, the wizard creates the illusion of the most fearsome thing imaginable to the victim, simply by forming the fears of the victim's subconscious mind into something that its conscious mind can visualize—the most horrible beast.
When this spell is cast, the wizard attunes his body, and a section of wall is affected as if by a Passwall spell.
This spell creates a single handful of fine powder that can coat all creatures within a 10-foot radius. making them invisible.
This spell inflicts a virulent, infectious disease on any single creature (if a saving throw versus spell is failed).
When a plant growth spell is cast, the wizard causes normal vegetation to grow, entwine, and entangle to form a thicket or jungle...
This spell changes one object or creature into another.
The polymorph other spell is a powerful magic that completely alters the form and ability, and possibly the personality and mentality, of the recipient.
This spell enables a ranger to transform any single plant, including a fungus or mold, into any other type of plant of the ranger's choice.
When this spell is cast, the wizard is able to assume the form of any creature, save those that are noncorporeal, from as small as a wren to as large as a hippopotamus.
When a power word, blind spell is cast, one or more creatures within the area of effect become sightless.
When a power word, stun spell is uttered, any creature of the mage's choice is stunned—reeling and unable to think coherently or to act—for a duration dependent on its current hit points.
This spell can be cast only at night when the moon is visible in the sky.
When this spell is cast, the wizard causes seven shimmering, multi-colored rays of light to flash from his hand.
This spell creates a spectral force that activates upon command or when specific condition occurs.
By means of this spell, the wizard creates a nonmaterial duplicate of himself, projecting it to any spot within spell range.
When protection from hunger and thirst is cast, the recipient requires no food, water, or nourishment of any kind for the duration of the spell.
By casting this spell, the priest seeks to protect himself from misfortune.
A character who casts puffball on a normal mushroom, truffle, or toadstool (up to 6 inches in diameter) transforms the fungus into a magical puffball...
Upon pronouncing the syllables of this spell, the magic-user causes an invisible force to strike against whatever object he or she is pointing at.