| Spell Name |
Brief Description |
| 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 environments. |
| Entangle: |
Plants entangle everyone in 40-ft.-radius circle. |
| Hide from
Animals: |
Animals can’t perceive one subject/level. |
| Jump: |
Subject gets bonus on Jump checks. |
| Longstrider: |
Increases your speed. |
| 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: |
Calls animal to fight for you. |