CLERIC SPELLS
0-LEVEL CLERIC SPELLS

Amanuensis: Copy nonmagical text.
Spell Compendium 9

Create Water: Creates 2 gallons/level of pure water.
Player's Handbook 215

Cure Minor Wounds: Cures 1 point of damage.
Player's Handbook 216

Detect Magic: Detects spells and magic items within 60 ft.
Player's Handbook 219

Detect Poison: Detects poison in one creature or object.
Player's Handbook 219

Guidance: +1 on one attack roll, saving throw, or skill check.
Player's Handbook 238

Inflict Minor Wounds: Touch attack, 1 point of damage.
Player's Handbook 244

Light M: Object shines like a torch.
Player's Handbook 248

Mending: Makes minor repairs on an object.
Player's Handbook 253

Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Player's Handbook 267

Read Magic: Read scrolls and spellbooks.
Player's Handbook 269

Resistance M: Subject gains +1 on saving throws.
Player's Handbook 272

Summon Holy Symbol: Wooden holy symbol appears in your hand.
Complete Champion 128

Virtue: Subject gains 1 temporary hp.
Player's Handbook 298
1ST-LEVEL CLERIC SPELLS

Anarchic Water M: Makes chaotic-aligned anarchic water.
Spell Compendium 11

Axiomatic Water M: Makes lawful-aligned axiomatic water.
Spell Compendium 22

Bane: Enemies take 1 on attack rolls and saves against fear.
Player's Handbook 203

Bless: Allies gain +1 on attack rolls and saves against fear.
Player's Handbook 205

Bless Water M: Makes holy water.
Player's Handbook 205

Blessed Aim: +2 bonus for allies’ ranged attacks.
Spell Compendium 31

Blood Wind: Subject uses natural weapon at range.
Spell Compendium 33

Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Player's Handbook 208

Cold Fire: Fire becomes blue and white, emits cold.
Spell Compendium 50

Command: One subject obeys selected command for 1 round.
Player's Handbook 211

Comprehend Languages M: You understand all spoken and written languages.
Player's Handbook 212

Conviction M: Subject gains +2 or higher save bonus.
Spell Compendium 52

Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Player's Handbook 215

Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Player's Handbook 215

Curse Water M: Makes unholy water.
Player's Handbook 216

Death Watch: Reveals how near death subjects within 30 ft. are.
Player's Handbook 217

Delay Disease: Ravages of disease staved off for a day.
Spell Compendium 63

Detect Chaos: Reveals creatures, spells, or objects of selected alignment.
Player's Handbook 218

Detect Evil: Reveals creatures, spells, or objects of selected alignment.
Player's Handbook 218

Detect Good: Reveals creatures, spells, or objects of selected alignment.
Player's Handbook 219

Detect Law: Reveals creatures, spells, or objects of selected alignment.
Player's Handbook 219

Detect Taint: Reveals creatures or objects with taint.
Heroes of Horror 128

Detect Undead M: Reveals undead within 60 ft.
Player's Handbook 220

Detect Weaponry: Reveals weapons within 60 feet.
Cityscape 66

Disk of Solar Vengeance: Gain resistance to cold 5; attackers may take fire damage.
Champions of Valor 54

Dispel Ward: As dispel magic, but affects only wards.
Spell Compendium 67

Divine Favor: You gain +1 per three levels on attack and damage rolls.
Player's Handbook 224

Doom: One subject takes 2 on attack rolls, damage rolls, saves, and checks.
Player's Handbook 225

Ebon Eyes M: Subject can see through magical darkness.
Spell Compendium 77

Endure Elements: Exist comfortably in hot or cold environments.
Player's Handbook 226

Entropic Shield: Ranged attacks against you have 20% miss chance.
Player's Handbook 227

Faith Healing: Cures 8 hp +1/level (max +5) to worshiper of your deity.
Spell Compendium 87

Foundation of Stone: +2 AC, +4 bonus to resist bull rush and trip attacks.
Spell Compendium 99

Grave Strike: You can sneak attack undead for 1 round.
Spell Compendium 107

Guiding Light: +2 on ranged attacks against creatures in illuminated area.
Spell Compendium 108

Healer's Vision: Gain +5 bonus on Heal checks, and +2 attack and damage on sneak attacks.
Complete Scoundrel 100

Healthful Rest: Subjects heal at twice the normal rate.
Spell Compendium 111

Hide from Undead: Undead cant perceive one subject/level.
Player's Handbook 241

Ice Gauntlet: A spiked gauntlet of ice forms around your fist.
Spell Compendium 119

Impede: Subject is locked in place and takes a -1 penalty on melee attack rolls and a -2 penalty on Reflex saves.
Complete Champion 122

Incite: Subjects can’t ready actions or delay.
Spell Compendium 121

Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
Player's Handbook 244

Inhibit: Subject delays until next round.
Spell Compendium 123

Invest Light Protection: Heal 1d4 damage + 1/2 levels, grant DR 1/evil.
Player's Handbook II 115

Ironguts M: Subject gains +5 bonus on saving throws against poison.
Spell Compendium 126

Light of Lunia: You radiate silvery light, which you can expend as 2 bolts that deal 1d6 damage.
Spell Compendium 132

Love Bite: Deliver touch-based spell from a distance.
Champions of Valor 56

Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
Player's Handbook 251

Magic Weapon: Weapon gains +1 bonus.
Player's Handbook 251

Moon Lust: Subject obsesses about moon, is fascinated or dazzled.
Spell Compendium 143

Necrotic Awareness: Sense encysted subjects.
Libris Mortis 67

Nightshield: You gain resistance bonus on saves, and spell absorbs magic missile damage.
Spell Compendium 148

Nimbus of Light: Light illuminates you until released as an attack.
Spell Compendium 148

Obscuring Mist: Fog surrounds you.
Player's Handbook 258

Omen of Peril: You know how dangerous the future will be.
Spell Compendium 149

Peacebond: Weapon is impossible to draw.
Cityscape 67

Portal Beacon: You grant others knowledge of a magic portal’s location.
Spell Compendium 161

Protection from Chaos M: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Player's Handbook 266

Protection from Evil M: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Player's Handbook 266

Protection from Evil M: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Player's Handbook 266

Protection from Good M: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Player's Handbook 266

Protection from Law M: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Player's Handbook 266

Reaving Aura: All creatures below 0 hit points within 10 feet of you take 1 point of damage.
Complete Mage 114

Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Player's Handbook 271

Resist Planar Alignment: Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane.
Spell Compendium 174

Resurgence: You grant subject a second chance at a saving throw.
Spell Compendium 174

Sanctuary: Opponents cant attack you, and you cant attack.
Player's Handbook 274

Shield of Faith M: Aura grants +2 or higher deflection bonus.
Player's Handbook 278

Sign M: You gain +4 bonus on next initiative check.
Spell Compendium 189

Snowshoes: Subject walks easily on ice and snow.
Spell Compendium 194

Spell Flower: Hold the charge on one touch spell per forelimb.
Spell Compendium 198

Summon Monster I: Calls extraplanar creature to fight for you.
Player's Handbook 285

Summon Undead I: Summons undead to fight for you.
Spell Compendium 215

Updraft M: Column of wind lifts you aloft.
Spell Compendium 228

Vigor, Lesser: Creature heals 1 hp/round (max 15 rounds).
Spell Compendium 229

Vision of Glory: Subject gains morale bonus equal to your Cha modifier to one saving throw.
Spell Compendium 231

Wings of the Sea M: +30 ft. to subject’s swim speed.
Spell Compendium 240

SORCERER SPELLS
0-LEVEL SORCERER SPELLS
Spells Per Day 5 ooooo
Evoc
Flare: Dazzles one creature (1 on attack rolls).
Player's Handbook 232
Evoc
Ray of Frost: Ray deals 1d3 cold damage.
Player's Handbook 269
Necro
Disrupt Undead: Deals 1d6 damage to one undead.
Player's Handbook 223
Univ
Arcane Mark: Inscribes a personal rune (visible or invisible).
Player's Handbook 201
1ST-LEVEL SORCERER SPELLS
Spells Per Day 4 oooo
Div
Identify M: Determines properties of magic item.
Player's Handbook 243
Evoc
Burning Hands: 1d4/level fire damage (max 5d4).
Player's Handbook 207

WIZARD SPELLS
0-LEVEL WIZARD SPELLS
Abjur
ooooo Resistance M: Subject gains +1 on saving throws.
Player's Handbook 272
Conj
ooooo Acid Splash: Orb deals 1d3 acid damage.
Player's Handbook 196
Conj
ooooo Caltrops: Creates caltrops in 5-ft.-by-5-ft. square, + 5-ft. square/2 levels beyond 1st (max 5).
Spell Compendium 42
Div
ooooo Detect Magic: Detects spells and magic items within 60 ft.
Player's Handbook 219
Div
ooooo Detect Poison: Detects poison in one creature or object.
Player's Handbook 219
Div
ooooo Read Magic: Read scrolls and spellbooks.
Player's Handbook 269
Ench
ooooo Daze M: Humanoid creature of 4 HD or less loses next action.
Player's Handbook 217
Evoc
ooooo Dancing Lights: Creates torches or other lights.
Player's Handbook 216
Evoc
ooooo Electric Jolt: Ranged touch attack deals 1d3 electricity damage.
Spell Compendium 78
Evoc
ooooo Flare: Dazzles one creature (1 on attack rolls).
Player's Handbook 232
Evoc
ooooo Light M: Object shines like a torch.
Player's Handbook 248
Evoc
ooooo Ray of Frost: Ray deals 1d3 cold damage.
Player's Handbook 269
Evoc
ooooo Sonic Snap: Subject takes 1 point of sonic damage and is deafened 1 round.
Spell Compendium 195
Illus
ooooo Ghost Sound M: Figment sounds.
Player's Handbook 235
Illus
ooooo Silent Portal: Negates sound from door or window.
Spell Compendium 190
Necro
ooooo Disrupt Undead: Deals 1d6 damage to one undead.
Player's Handbook 223
Necro
ooooo Touch of Fatigue M: Touch attack fatigues target.
Player's Handbook 294
Trans
ooooo Amanuensis: Copy nonmagical text.
Spell Compendium 9
Trans
ooooo Launch Bolt M: Launches a crossbow bolt up to 80 ft.
Spell Compendium 130
Trans
ooooo Launch Item: Hurls Fine item up to Medium range.
Spell Compendium 130
Trans
ooooo Mage Hand: 5-pound telekinesis.
Player's Handbook 249
Trans
ooooo Mending: Makes minor repairs on an object.
Player's Handbook 253
Trans
ooooo Message: Whispered conversation at distance.
Player's Handbook 253
Trans
ooooo Open/Close: Opens or closes small or light things.
Player's Handbook 258
Trans
ooooo Repair Minor Damage: Repairs 1 point of damage to any construct.
Spell Compendium 173
Trans
ooooo Stick M: Glues an object weighing 5 pounds or less to another object.
Spell Compendium 206
Univ
ooooo Arcane Mark: Inscribes a personal rune (visible or invisible).
Player's Handbook 201
Univ
ooooo Prestidigitation: Performs minor tricks.
Player's Handbook 264
1ST-LEVEL WIZARD SPELLS
Abjur
ooooo Hold Portal: Holds door shut.
Player's Handbook 241
Div
ooooo Targeting Ray: You and allies are +1 to hit/3 levels against subject.
Spell Compendium 219
Evoc
ooooo Ice Dagger M: Grenadelike weapon deals subject 1d4/level cold damage, plus area damage.
Spell Compendium 118
Evoc
ooooo Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Player's Handbook 251
Illus
ooooo Disguise Self: Changes your appearance.
Player's Handbook 222
Trans
ooooo Ebon Eyes M: Subject can see through magical darkness.
Spell Compendium 77
Trans
ooooo Enlarge Person M: Humanoid creature doubles in size.
Player's Handbook 226

PSION POWERS
1ST-LEVEL PSION POWERS

Charm, Psionic: Makes one person your friend.
System Reference Document 3.5 

Hammer: Melee touch attack deals 1d8/round.
System Reference Document 3.5 

Mindlink: You forge a limited mental bond with another creature.
System Reference Document 3.5 

PSYCHIC WARRIOR POWERS
1ST-LEVEL PSYCHIC WARRIOR POWERS

Biofeedback: Gain damage reduction 2/–.
System Reference Document 3.5