Bless: Allies gain +1 on attack rolls and saves against fear.
Bless WaterM: Makes holy water.
Bless Weapon: Weapon strikes true against evil foes.
Create Water: Creates 2 gallons/level of pure water.
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Detect Poison: Detects poison in one creature or small object.
Detect Undead: Reveals undead within 60 ft.
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Endure Elements: Exist comfortably in hot or cold regions.
Magic Weapon: Weapon gains +1 bonus.
Protection from Chaos/Evil: +2 to AC and saves, plus additional protection against selected alignment.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Virtue: Subject gains 1 temporary hp.
Bull's Strength: Subject gains +4 to Str for 1 min./level.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Resist Energy: Ignores 10 or more points of damage per attack from specified energy type.
Shield OtherF: You take half of subject's damage.
Undetectable Alignment: Conceals alignment from magical detection for 24 hours.
Zone of Truth: Subjects within range cannot lie.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max. +10).
Daylight: 60-ft. radius of bright light.
Discern Lies: Reveals deliberate falsehoods.
Dispel Magic: Cancels one magical spell or effect.
Heal Mount: As heal on horse or other special mount.
Magic Circle against Chaos/Evil: As protection from chaos, but 10-ft. radius and 10 min./level.
Magic Weapon, Greater: Weapon gains +1 bonus/four levels (max +5).
Prayer: Allies get +1 bonus on most rolls, enemies –1 penalty.
Remove Blindness/Deafness: Cures normal or magical blindness or deafness.
Remove Curse: Frees object or person from curse.
Break Enchantment: Frees subjects from enchantments, transmutations, and curses.
Cure Serious Wounds: Cures 3d8 damage + 1/level (max +15).
Death Ward: Grants bonuses against death spells and negative energy.
Dispel Chaos: +4 bonus against attacks by chaotic creatures.
Dispel Evil: +4 bonus against attacks by evil creatures.
Holy Sword: Weapon becomes +5, deals +2d6 damage against evil.
Mark of Justice: Designates action that triggers curse on subject.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
RestorationM: Restores level and ability score drains.
Alarm: Wards an area for 2 hours/level.
Animal Messenger: Sends a Tiny animal to a specific place.
Calm Animals: Calms 2d4 + level HD of animals.
Charm Animal: Makes one animal your friend.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Poison: Detects poison in one creature or object.
Detect Snares and Pits: Reveals natural or primitive traps.
Endure Elements: Exist comfortably in hot or cold regions.
Entangle: Plants entangle everyone in 40-ft. radius.
Hide from Animals: Animals can't perceive one subject/level.
Jump: Subject gets bonus on Acrobatics checks.
Longstrider: Your base speed increases by 10 ft.
Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
Pass without Trace: One subject/level leaves no tracks.
Read Magic: Read scrolls and spellbooks.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Speak with Animals: You can communicate with animals.
Summon Nature's Ally I: Summons creature to fight for you.
Barkskin: Grants +2 (or higher) enhancement to natural armor.
Bear's Endurance: Subject gains +4 to Con for 1 min./level.
Cat's Grace: Subject gains +4 to Dex for 1 min./level.
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Hold Animal: Paralyzes one animal for 1 round/level.
Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
Protection from Energy: Absorbs 12 points/level of damage from one kind of energy.
Snare: Creates a magic booby trap.
Speak with Plants: You can talk to plants and plant creatures.
Spike Growth: Creatures in area take 1d4 damage, may be slowed.
Summon Nature's Ally II: Summons creature to fight for you.
Wind Wall: Deflects arrows, smaller creatures, and gases.
Command Plants: Sway the actions of plant creatures.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max. +10).
Darkvision: See 60 ft. in total darkness.
Diminish Plants: Reduces size or blights growth of normal plants.
Magic Fang, Greater: One natural weapon gets + 1/four levels (max. +5).
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Plant Growth: Grows vegetation, improves crops.
Reduce Animal: Shrinks one willing animal.
Remove Disease: Cures all diseases affecting subject.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Summon Nature's Ally III: Summons creature to fight for you.
Tree Shape: You look exactly like a tree for 1 hour/level.
Water Walk: Subject treads on water as if solid.
Animal Growth: One animal doubles in size.
Commune with Nature: Learn about terrain for 1 mile/level.
Cure Serious Wounds: Cures 3d8 damage + 1/level (max +15).
Freedom of Movement: Subject moves normally despite impediments to movement.
NondetectionM: Hides subject from divination, scrying.
Summon Nature's Ally IV: Summons creature to fight for you.
Tree Stride: Step from one tree to another far away.