|
Bless: (Enchantment (Compulsion)) [Mind-Affecting] Allies gain +1 on attack rolls and saves against fear. Bless counters and dispels Bane.
Bless Water: (Transmutation) [Good] Imbues a flask of water with positive energy, turning it into holy water, which is directly summoned into your inventory. Material Component: Five pounds of powdered silver (worth 25 gp).
Cure Light Wounds: (Conjuration (Healing)) Cures 1d8 points of damage +1 point/level (maximum +5). Deals damage to undead creatures.
Detect Undead: (Divination) Reveals undead within 60 ft.
Divine Favor: (Evocation) The subject gains +1 per three levels on attack and damage rolls.
Endure Elements: (Abjuration) Grants limited protection (based on your choice) from acid, cold, electricity, fire or sonic damage.
Magic Weapon: (Transmutation) Gives a weapon a +1 enhancement bonus on attack and damage rolls. You can't cast this spell on a natural weapon.
Protection from Chaos: (Abjuration) [Lawful] Subject gains +2 to AC and saves against chaotic creatures, counter mind control, hedge out elementals and outsiders.
Protection from Evil: (Abjuration) [Good] Subject gains +2 to AC and saves against evil creatures, counter mind control, hedge out elementals and outsiders.
Read Magic: (Divination) Decipher magical inscriptions on scrolls that would otherwise be unintelligible.
Resistance: (Abjuration) Imbue the subject with magical energy, granting it a +1 resistance bonus on saves.
Restoration, Lesser: (Conjuration (Healing)) Dispels any magical effects reducing one of the subject's ability scores or cures 1d4 points of temporary ability damage to one of the subject's ability scores.
Virtue: (Transmutation) The subject gains one temporary hit point.
|
|
|