Create Water: Creates 2 gallons/
level of pure water.
Cure Minor Wounds: Cures 1 point of
damage.
Detect Magical Aura: Detects
spells, magic items within 60 ft.
Light: Object shines like a torch.
Read Magic: Read
scrolls and magical writing.
Virtue: Subject gains 1 temporary hp.
Bane: Enemies suffer -1 attack, -1 on saves against
fear.
Bless: Allies gain +1 attack and +1 on saves against
fear.
Cause Fear: One creature flees for 1d4 rounds.
Command: One subject obeys one-word
command for 1 round.
Comprehend Languages: Understand all spoken and written languages.
Inflict Light Wounds: Touch, 1d8 +1/
level damage (max +5).
Magic Weapon: Weapon gains +1 bonus.
Remove Fear: +4 on saves against
fear for one subject + one additional subject/four levels.
Shield of Faith: Aura grants +2 or higher deflection bonus.
Augury: Learn whether an action will be good or bad.
Cure Moderate Wounds: Cures 2d8 +1/
level damage (max +10).
Delay Poison: Stops
poison from harming subject for 1 hour/
level.
Hold Person: Holds one person helpless; 1 round/
level.
Lesser Restoration: Dispels magic ability penalty or repairs 1d4 ability
damage.
Remove Paralysis: Frees one or more creatures from paralysis, hold, or
slow.
Resist Energy: Ignores 10 points of
damage/round from one energy type.
Shatter: Sonic vibration damages objects or crystalline creatures.
Silence: Negates sound in 15-ft: radius.
Spider Climb: Grants ability to travel on walls and ceilings.
Zone of Truth: Subjects within
range cannot lie.
Animate Dead: Creates undead skeletons and zombies.
Bestow Curse: -6 to an ability; -4 on attacks, saves, and checks; or 50% chance of losing each action.
Cure Serious Wounds: Cures 3d8 +1/
level damage (max +10).
Dispel Magic: Cancels magical
spells and effects.
Glyph of Warding: Inscription harms those who pass it.
Locate Object: Senses direction toward object (specific or type).
Prayer: Allies gain +1 on most rolls, and enemies suffer -1.
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.
Searing Light: Ray deals 1d8/two levels, more against undead.
Status: Monitors condition and position of one ally per 3 caster levels.
Water Breathing: Subjects can breathe underwater.
Cure Critical Wounds: Cures 4d8 +1/
level damage (max +10).
Discern Lies: Reveals deliberate falsehoods.
Faith's Fury: Damages and blinds creatures with a specific
allegiance.
Freedom of Movement: Subject moves normally despite impediments.
Greater Magic Weapon: +1 bonus/three levels (max +5).
Neutralize Poison: Detoxifies venom in or on subject.
Tongues: Speak any language.
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Flaming Wrath: Smites foes with fire (1d6/
level).
Insect Plague: Insect horde limits vision, inflicts
damage, and weak creatures flee.
Mass Cure Light Wounds: Cures 1d8 +1/
level damage for many creatures.
Mass Inflict Light Wounds: Deals 1d8 +1/
level damage to many creatures.
Raise Dead: Restores life to subject who died up to 1 day/
level ago.
True Seeing: See all things as they really are.
Wall of Stone: Creates a stone wall that can be shaped: Cures 4d8 +1/
level damage (max +10).