APPENDIX 1: DEMIHUMAN PRIESTS
============================

The basic classes of the priest group in use in the FORGOTTEN REALMS
campaign setting, aside from the specifically defined specialty priests
detailed in the entries for each deity discussed in the bulk of this
book, are detailed in Faiths & Avatars. (Most of these classes are also
discussed in the Player's Handbook and/or PLAYER'S OPTION: Spells &
Magic.) Note that the crusader class referenced in this work is not the
crusader class described in Warriors and Priests of the Realms. The
crusader class found in Warriors and Priests of the Realms has been
renamed the holy crusader to differentiate it from this class.

Nonhuman Shamans: In the Realms the demihuman civilizations (even that
of the jungle dwarves) have matured past the point that their religions
use shamans; their faiths are much too civilized and traditionbound.
This is not to say that only humans in the Realms are shamans, but the
other races who have shamans tend to be humanoids with less
sophisticated cultures, such as the kobolds, goblins, trolls, etc.

Racial Level Limitations and Slow Advancement: In general, the
FORGOTTEN REALMS setting allows a few more races to belong to certain
classes than the core rules for the AD&DR game would permit. It also is
strongly suggested that DMs pursue the optional Slow Advancement rule
in the Racial Level Restrictions section of "Chapter 2: Player
Character Races" in the DUNGEON MASTER Guide to allow demihumans
unlimited level advancement in the FORGOTTEN REALMS campaign setting.
Specifically, it is recommended that demihumans be allowed to rise
normally to their racial maximum level and then be required to earn
triple normal experience points to advance beyond that point. It is not
recommended that the optional Exceeding Level Limits rule for extremely
high ability scores be used.  Specialty priests of any race in the
Realms are technically unlimited in the maximum level they may obtain.
If they are not human, however, they are always required to earn triple
normal experience points to advance beyond the listed level limits.

Racial Class and Level Limits

                  Human  Drow  Dwarf  Elf  Gnome  Half-elf  Halfling
Cleric              U     12    10    12     9       14        8
Crusader            U     12    13    12     -       12*       -
Druid               U     12*    -    12*    -        9        -
Monk                U     -      -     -     -        -        -
Mystic              U     12     -    12     -       14       13
Shaman              U     -      -     -     -        -        -
Specialty Priest    U     16    14    16    13       18       12

*Character race and class combinations normally not allowed in the AD&D
game rules. These changes are recommended specifically for the
FORGOTTEN REALMS campaign setting; however, Dungeon Masters are free to
exclude these races from the given classes.

Multiclassed Characters in the Realms: How multiclassed characters
function has been subject to considerable debate. These rules explain
exactly how to assign hit points, proficiencies, class abilities, and
armor to multiclassed characters in the Realms:

* For hit points, roll all the character's Hit Dice, adjust each die
for Constitution, and note the total somewhere. A character's hit point
rating is the average of all the dice (the total divided by the
character's number of classes). Drop all fractions, but do not discard
the total; it will be used to help determine the character's hit points
as she or he gains levels. Each time the character gains a level, roll
the appropriate hit die, adjust for Constitution, and add it to the
recorded total. Recalculate the character's hit points by dividing the
new total by the character's number of classes, again dropping any
fractions.

* Multiclassed characters get all the abilities from their classes
(except armor and weapon use, see below). A character can use only one
ability at a time, however, and cannot combine abilities as part of a
single action. A fighter/mage, for example cannot make a melee attack
while casting a spell, though she or he could use his or her fighter
THACO when targeting spells that require attack rolls.  A thief making
a backstab attack must use his or her thief THACO to get his or her
attack and damage bonuses (selecting just the right spot to hit puts a
crimp on her overall fighting ability).

* Except as noted above, a multiclassed character uses the best THACO
from his or her classes.

* A multiclassed character always uses the best available saving throw
from all his or her classes.

* To assign proficiencies to a multiclassed character, choose the
highest number of initial proficiencies from among all the character's
classes. Thereafter assign a new proficiency whenever the character
would normally earn them for each class.

* Multiclassed characters generally must abide by the worst armor
restrictions among their classes. Multiclassed elf and half-elf mages
can wear elven chain mail if one of their other classes is normally
allowed to use chain mail. Multiclassed thieves suffer penalties to
their abilities if they wear armor better that leather. Elven chain
mail, padded armor, and leather armor impose the penalties noted on
Table 29: Thieving Skill Armor Adjustments in the Player's Handbook.
Other types of armor negate all thief abilities except open locks and
detect noise. (These abilities still suffer the penalties from the
"Padded or Studded Leather" column on Table 29.) Note that The Complete
Thief's Handbook extends Table 29 to cover most types of armor.

* Multiclassed characters generally enjoy the best weapon selection
from among all their classes, except for priests, who remain bound by
their priest class's weapon restrictions. The sole exception to this
exception is priests who multiclass with the ranger class, as in the
ranger/cleric combination. These priests are allowed to use the
ranger's weapon selection to supplement their allowed weapon selection.

Demihuman Racial Spell-like Abilities: Unless otherwise noted, racial
spell-like abilities function at a casting level equal to their user's
level or Hit Dice.

Optional Experience Point Progression Table: The specialty priest
column of the Expanded Priest Experience Levels table in "Appendix 1:
Priest Classes" in Faiths & Avatars exhibits most of the
characteristics of the druid experience point table. Specialty priests
using this table experience relatively rapid advancement at low to
mid-range levels and relatively slow advancement at high levels when
compared to clerics and other classes. The following optional table
follows the pattern of the cleric experience point table, but with a
higher base value. If the DM so desires, nondruid specialty priests may
use it in lieu of the table given in Faiths & Avatars. Note that if the
DM decides to use the optional table given here, the mystic class
should not use it, but should use either the specialty priest column of
the Expanded Priest Experience Levels in Faiths & Avatars (preferred)
or the cleric experience point progression table.

Optional Specialty Priest Experience Levels

Specialty Priest Level  Experience Points     Hit Dice (d8)
     1                           0                  1
     2                       2,000                  2
     3                       4,000                  3
     4                       8,000                  4
     5                      17,000                  5
     6                      35,500                  6
     7                      71,000                  7
     8                     142,000                  8
     9                     289,000                  9
     10                    578,000                9+2
     11                    867,000                9+4
     12                  1,156,000                9+6
     13                  1,445,000                9+8
     14                  1,734,000               9+10
     15                  2,023,000               9+12
     16                  2,312,000               9+14
     17                  2,601,000               9+16
     18                  2,890,000               9+18
     19                  3,179,000               9+20
     20                  3,468,000               9+22

Specialty Priests: Specialty priests gain an additional level for every
289,000 experience points above 3,468,000. They gain an additional 2
hit points for every level after 20. They gain additional spells as
shown on the Extended Priest Progression Table in the "Pantheons of the
Realms" chapter of this work.

Drow Priests

Drow priests may be clerics, crusaders, druids, mystics, and specialty
priests, although no member of the drow pantheon accepts druids openly
into his or her service. Rumors hold that perhaps a smattering of gray
druids who formerly served Ibrandul may be unknowingly serving Lolth,
but in general the only drow druids would be neutral drow who have
renounced the life below and have joined some of the Faerunian human
faiths under special circumstances.

Drow cannot be shamans. Drow priests may not normally multiclass,
although Ghaunadaur, Lolth, and Selvetarm permit fighter/clerics, and
Vhaeraun permits cleric/thieves. Drow clerics, crusaders, druids, and
mystics are limited in level to 12th level. Specialty priests are
limited to 16th level before they must earn triple normal experience to
advance in level, and most drow deities have not allowed their
specialty priests to exceed 22nd level in any case.

All drow receive the modern languages (low drow) nonweapon proficiency,
which is essentially the same as the modern languages (Undercommon)
nonweapon proficiency, and the modern languages (drow silent speech)
nonweapon proficiency.

Nonplayer Characters: As discussed in Drow of the Underdark and the
MONSTROUS MANUAL tome, all drow have innate base powers usable once per
day that fade with time on the surface world, including the ability to
evoke dancing lights, faerie fire, and darkness. Drow of 4th level or
greater gain mature powers also usable once per day, including
levitate, know alignment, and aetect magic. These powers also fade with
time on the surface world.

All drow priests and priests receive additional spell-like powers
through divine favor, in addition to their spells, that do not fade
with time on the surface world, including clairvoyance, detect lie,
suggestion, and dispel magic. At the DM's option, these can be extended
to such abilities as detect un-dead, ESP (other drow only, 20-foot
maximum range), and invisibility to un-dead. It is suggested that drow
priests and priests have a 20% chance of improving an existing power
and a 10% chance of gaining a new power for each new level attained;
augment these chances to simulate deities rewarding truly exceptional
service.

Drow of noble blood or name typically gain the ability to use all of
their base, mature, and priestly powers more than once a day. An
additional daily use is gained at the end of each decade of life. All
drow with Intelligent scores of 16 or higher and of 6th or greater
level can wield a natural spell like power and a spell simultaneously
(for example, casting a spell while levitating) or employ a maximum of
two natural spell-like powers simulta-neously (for example, levitating
while launching darkness to enshroud the head of an opponent).

The presence of strong light hampers drow concentration. All drow
priests are considered to have received at least some training for such
occurrences. Noble drow and drow priests must succeed at a saving throw
vs. spell to launch any spell or spell-like power (already active ones
are automatically retained), and all drow are reduced to the use of one
spell or spell-like power at a time; no combinations are possible.

All adult drow, including drow priests, have a base magic resistance of
50% that increases by 2% for every level of advancement above 1st.
(Multiclassed drow gain this bonus from the class in which they have
the highest level, not from both or all three classes.) All drow
receive a +2 bonus to all magical attack saving throws-that is, both
against spells that overcome their natural resistance, and against the
effects of magical items wielded against them. Both magic resistance
and the saving throw bonus fade with time on the surface world.

Player Characters: According to the 2nd edition AD&D game rules, player
character drow (dark elves) receive exactly the same racial abilities
as elves. (See the Elves section in "Chapter 2: Races" in the Player's
Handbook.) The FORGOTTEN REALMS campaign setting follows this rule.
Optionally, the DM may allow player character drow to retain some drow
abilities and penalties. The player and the DM must then carefully
track the loss of those powers when the PC is out of the Underdark (and
their gradual reappearance when reentering the Underdark) and
consistently apply the drow light sensitivity penalties. In no case is
it recommended that player character drow have magic resistance. If the
DM really wants to allow a player character to have racial magic
resistance, then a stiff experience point penalty of at least doubling
the amount of experience required to gain each level would be a first
recommended step toward balancing this huge benefit.

Dwarven Priests

Dwarven priests are individuals who feel a special affinity for a
particular deity, usually from birth. They must want to further the
aims of the deity and feel a love and kinship for the god, and they
often hear the god speak, feel the deity's emotions, or (by vision) see
the god act in their minds. There is a particular look about the eyes
and face of a dwarven priest that is readily discernible (in good light
and within 20 feet) to another dwarf of the same race, but never to
strangers or nondwarves. This is a subtle look of devotion, not a
flashing sign that proclaims a priest's level and deity.

Dwarven priests try to hide their class from nondwarves. When they must
cast spells, they try to do so from hiding or from a distance. They
have generally succeeded in keeping the understanding of their spells
or even recognition of their existence secret from most nondwarves in
Faerun. This is particularly true in the North, where dwarves walk more
softly and more often live among nondwarves. Dwarven priests may dress
and act as nonclerical dwarves do and often try to keep worship and
rituals hidden from nondwarven eyes.

Dwarven priests may be clerics, crusaders, fighter/clerics, and
specialty priests. Normally the only multiclass combination permitted
to dwarven priests is that of fighter/cleric, although Abbathor and
Vergadain permit cleric/thieves, Clangeddin Silverbeard and Haela
Brightaxe permit fighter/specialty priests, and not all powers permit
fighter/clerics or even crusaders. Dwarven clerics are limited in level
to 10th, dwarven crusaders are limited in level to 13th, and dwarven
specialty priests are technically unlimited in the maximum level they
may obtain, but only a handful have ever risen above 14th level. Due to
long-standing tradition, dwarven priests of most dwarven deities before
the Time of Troubles had to be of the same gender as their deity. Since
the Time of Troubles, this stricture is not longer the absolute that is
was, and all dwarven faiths now accept priests of either
gender-reluctantly. Priests of the gender opposite their deity are
likely to be treated gingerly or with slight resentment by their
same-gender fellows and to be called upon to prove their commitment to
their vocation often.  Dwarven culture is very slow to adopt new
customs.

Half-dwarves are treated as dwarves of the appropriate subrace. There
ire no sundered dwarves or deep dwarves (both of which appear in The
Complete Book of Dwarves) in the Realms.

Dwarven priests cast spells as priests of other races do, with one
important difference: spell energies are always channeled through a
stone or metal holy symbol worn next to the skin or grasped by the
priest. Without this stabilizing focus, dwarven priest spells are 40%
likely to go wild when cast.  (The only exception to this rule are the
priests of Thard Harr; the Disentangler's priests must be in physical
contact with the earth or a plant firmly rooted in the earth to avoid
any chance of their spells going wild.) This instability is also the
reason most dwarven priest spells involve material components,
fragments of the Prime not subject to any innate magical resistance.
Note that spell-like granted powers never go wild. All dwarven priests
are allowed to use all magical items not specifically denied to
priests, but the usual chances for malfunctions, as described in the
Player's Handbook, apply.

To determine the effect of wild spell energies, the DM should consult
the wand of wonder effects, using the table of suggested results given
in the DUNGEON MASTER Guide and devising new ones. It is not unheard-of
for a wild spell to duplicate the effects of chain lightning, reverse
gravity, Mordenkainen's disjunction, and dancing lights all at once.
They have also been known to cause other upheavals of nature that are
just as dramatic and deadly. Wild spells may be even more deadly
attacks than the standard spells they started out as. They are not
deliberately caused by priests more often simply because they can be as
deadly to friend as to foe, having unpredictable side-effects.
Moreover, most dwarven deities think such behavior reckless and
disrespectful of their grace (in granting the spells in the first
place) and of the safety of the dwarven people. A dwarven priest casts
spells without a stone or metal holy symbol only unwittingly or when
desperate.  An attack that damages or removes a holy symbol during
casting does not ruin the spellcasting but always causes the spell to
go wild. Most dwarven priests carry spare holy symbols with them at all
times to prevent their magic becoming ungovernable due to loss or theft
of a holy symbol.

Dwarven clerics (as well as multiclassed clerics) differ somewhat from
clerics of other races. They cannot turn undead before 7th level, but
they always strike at +2 on all attack and damage rolls against undead
creatures.

At 7th level and above, dwarven clerics can turn undead as other
clerics do, but as a cleric of four levels less than their current
level. These modifications apply only to the cleric class and not to
crusaders or specialty priests, unless specifically noted. Dwarven
clerics of Abbathor, Clangeddin, Gorm, Haela, and Thard are allowed the
use of any type of weapon.

Dwarven priests of 7th level or greater are collectively known as High
Old Ones, although each individual faith has its own title for members
of this elite group. The High Old Ones are the most respected elders of
the Stout Folk, especially in the North, where clan power and the pride
and prosperity of young dwarves is weakest, and they often function as
direct servants and speakers of their deities. Dwarves of all races and
faiths (including gray dwarves, wild dwarves, and those who follow evil
powers such as Abbathor, Laduguer, and Deep Duerra) respect High Old
Ones. Unless mentally controlled or unable to identify such a dwarf,
they never willingly attack a High Old One, whatever the situation.
High Old Ones are also the only dwarven priests capable of employing
dwarven rune magic.

Gray Dwarves (Duergar)

Gray dwarven priests are considered to be dwarven priests, with all of
the abilities and limitations thereof, as described above. In addition,
duergar priests have the abilities and weaknesses common to their race
including enlargement, invisibility, surprise bonuses, susceptibility
to bright light, and immunities to poison, paralysis, and
illusion/phantasm spells, as detailed in the MONSTROUS MANUAL tome. The
enlargement racial ability of duergar is used at a level equal to their
hit point total, to a maximum of 10th level.  If the Invisible Art
(psionics) is permitted in the campaign, many duergar have psionic
abilities as well. While most gray dwarven priests can be considered
multiclassed priest/psionicists, at the very least they are all wild
talents, as discussed in the Complete Psionics Handbook and PLAYER'S
OPTION: Skills & Powers supplement. If the DM desires to use psionics
in his or her campaign, the use of the PLAYER'S OPTION: Skills & Powers
system is recommended over the somewhat dated version found in the
Complete Psionics Handbook.

Elven Priests

Elven priests may be clerics, crusaders, druids, mystics, and specialty
priests. Normally no multiclass combinations are permitted to elven
priests, al-though Corellon Larethian permits fighter/clerics, Erevan
Ilesere permits cleric/thieves, fighter/cleric/thieves, and specialty
priest/thieves, Solonor Thelandira permits cleric/rangers, and not all
powers permit clerics, crusaders, druids, and/or mystics. Elven clerics
are limited in level to 12th, elven crusaders are limited in level to
12th, elven druids are limited in level to 12th, and elven mystics are
limited in level to 12th. Elven specialty priests are limited to 16th
level before they must earn triple normal experience to advance in
level, and only a handful have ever risen above 16th level.

Gnome Priests

Gnome priests may be clerics and specialty priests. Although gnome
specialty priests can never multiclass, all gnome powers allow gnome
fighter/clerics, cleric/illusionists, and cleric/thieves as members of
their clergies. Gnome clerics are limited in level to 9th. Gnome
specialty priests are limited to 13th level before they must earn
triple normal experience to advance in level, and only a handful have
ever risen above 13th level.

Deep Gnomes (Svirfneblin)

Deep gnome priests are considered to be gnome priests, with all of the
abilities and limitations thereof, as described above. In addition,
svirfneblin priests have the abilities and weaknesses common to their
race including casting blindness, blur, and change self once per day
each; radiating nondetec-tion; surprise bonuses; immunities to
illusions, phantasms, and hallucinations; base magic resistance of 20%
plus 5% per level above 3rd; saving throw bonuses; and if they are at
least 6th level and are not illusionists or cleric/illusionists, the
ability to summon an earth elemental once per day as detailed in the
MONSTROUS MANUAL tome.

Forest Gnomes

Forest gnome priests are considered to be gnome priests, with all of
the abilities and limitations thereof, as described above. Forest
gnomes have the potential to know the languages of treants, elves, and
the simple common speech of forest animals (rather than burrowing
mammals) rather than the common rock gnome tongues listed in the
Player's Handbook and the description of the gnome race. Forest gnome
priests have the abilities and weaknesses common to their race,
including the innate ability to pass with-out trace and to hide in the
woodlands (90% chance of being undetected);
an Armor Class bonus when they are fighting larger opponents; an attack
bonus against orcs, lizard men, troglodytes, and any creature they have
directly observed damaging woodlands; and normal gnome saving throw
bonuses based on their Constitutions, as detailed in the MONSTROUS
MANUAL tome and The Complete Book of Gnomes & Halflings.

Spriggans

Spriggan priests are considered to be gnome priests, with all of the
abilities and limitations thereof, as described above. In addition,
spriggan priests have the abilities and weaknesses common to their race
including casting affect normal fires, shatter, and an enhanced variant
of scare at will when small, and changing to giant or normal size at
will, as detailed in the MONSTROUS MANUAL tome. Most spriggan priests
can be considered multiclassed priest/thieves.

Half-elven Priests

Half-elven priests may be clerics, crusaders, druids, mystics, and
specialty priests. Generally the only multiclass combinations permitted
to half-elven priests are fighter/cleric, fighter/druid, cleric/ranger,
cleric/mage, druid/mage, fighter/mage/cleric, and fighter/mage/druid,
although not every power allows every multiclass combination.
Half-elven druid/rangers are only found in the clergy of the human
deity Mielikki, detailed in Faiths & Avatars. Half-elven clerics are
limited to 14th level, half-elven crusaders are limited to 12th level,
half-elven druids are limited to 9th level, and half-elven mystics are
limited to 14th level. Half-elven specialty priests are limited to 18th
level before they must earn triple normal experience to advance in
level, and only a handful have ever risen above 18th level. Half-elves
are welcome in the faiths of most of the elven deities if they have
been raised in elven society; if raised in human society, they feel
more of an affinity for the human powers. Most human powers detailed in
Faiths & Avatars and Powers & Pantheons accept half-elves into their
clergy unless their descriptions seem to explicitly or implicitly state
otherwise, so long as the half-elf was raised in human society.

Halfling Priests

Halfling priests may be clerics, mystics, and specialty priests, and
Sheela Peryroyl allows druids as one of her two types of specialty
priests.  Normally no multiclass combinations are permitted to halfling
priests, although Ar-voreen permits fighter/clerics and
fighter/specialty priests and Brandobaris permits cleric/thieves and
specialty priest/thieves. Not all halfling powers permit mystics,
though many do. Halfling clerics are limited in level to 8th, and
halfling mystics are limited in level to 13th.  Halfling specialty
priests (including Sheela's druids) are limited to 12th level before
they must earn triple normal experience to advance in level, and only a
handful have ever risen above 12th level.

Nonweapon Proficiencies

A number of the specialty priest classes make use of some special
nonweapon proficiencies. The alertness proficiency originally appeared
in The Complete Ranger's Handbook. The necrology and netherworld
knowledge proficiencies originally appeared in The Complete Book of
Necromancers.  The sea lore nonweapon proficiency originally appeared
in Night of the Shark.

Alertness: A character with this proficiency is exceptionally attuned
to his or her surroundings and is able to detect disturbances and
notice discrepancies. A successful proficiency check reduces his or her
chance of being surprised by 1. (This replaces the description of this
proficiency in The Complete Thief's Handbook.)

Proficiency             Group          No. of Slots   Relevant   Check
                                       Required       Ability    Modifier

Alertness               General           1           Wisdom        +1
Necrology               Priest, Wizard    1           Wisdom         0
Netherworld knowledge   Priest, Wizard    1           Wisdom        -3
Sea lore                General           1           Intelligence  -1

Necrology:

A character with this skill is well versed in necrology, the lore of
undead creatures. This proficiency may be used to help determine the
probable lairs, dining habits, and history of such creatures (no
ability check needed). Whenever a character with this skill confronts
an undead creature, she or he may be able to specifically identify the
creature (discerning between a ghast and a common ghoul, for instance)
with a successful ability check. In addition, provided the character
makes another successful ability check, she or he recalls the
creature's specific weaknesses and natural defenses or immunities. At
the DM's discretion a failed ability check (in either of these cases)
reveals misleading or even completely erroneous information that may
actually strengthen or otherwise benefit the undead creature.

Netherworld Knowledge: With this proficiency, a character learns about
the cosmology and organization of the AD&D game multiverse, focusing
primarily on the ultimate destination of spirits after death: the Outer
Planes. In addition, the character learns about the behavior of the
dangerous creatures that inhabit the nether regions, including such
fiends as tanar'ri and baatezu. As with necrology (which applies
exclusively to undead creatures), netherworld knowledge can reveal the
specific weaknesses and natural immunities of beings from the Outer
Planes. Netherworld knowledge can also be used to classify the exact
type of extraplanar creature encountered. Both of these abilities
require a successful ability check, however.  Sea Lore: This skill
gives a basic understanding of the sea and its denizens; someone with
sea lore can identify various species of fish and plant life, as well
as predict tides, currents, and even storms. When making a sea tore
proficiency check, a character normally rolls an ability check against
his or her Intelligence score with a -1 penalty (-6 when attempting to
predict storms).

Limited Thieving Skills

A number of specialty priest classes have some thieving skills.
Specialty priests defined in Demihuman Deities who have limited
thieving skills noted in their bullet point list of special abilities
have the thieving skill base scores as set out in the Player's Handbook
(including Dexterity, race, and armor adjustments) but gain no initial
discretionary points. Each time a such a specialty priest gains a
level, 20 points may be applied to thieving skills. No more than 15
points may be assigned to a single skill. Such specialty priests cannot
backstab as thieves, nor do they ever gain the ability to use magical
scrolls that a thief does.

Limited Wizard Spellcasting

A number of specialty priest classes defined in Demihuman Deities are
allowed to cast some wizard spells. In addition to priest spells, such
specialty priests can cast wizard spells from the wizard school or
school that is indicated in their bullet point list of special
abilities. These spells are cast as if the specialty priest were a mage
of the same level. For example, a 3rd-level specialty priest casts
wizard spells as a 3rd-level mage. Specialty priests with this special
ability pray for their wizard spells instead of studying to memorize
them, and chosen wizard spells replace priest spells potentially
available for use that day. (In other words, the wizard spell occupies
a priest spell slot.) These specialty priests gain access to 8th-level
wizard spells at 16th level and 9th-level wizard spells at 18th level.
A specialty priest with this special ability must have a Wisdom of 18
or higher and an Intelligence of 16 to gain access to the 8th-level
spells, and a Wisdom of 18 or higher and an Intelligence of 18 to gain
access to the 9th-level spells. If a specialty priest with this special
ability is able to gain highlevel wizard spells, every 8th-level spell
prayed for occupies a 6th-level priest spell slot and every 9th-level
spell prayed for occupies a 7th-level priest spell slot. Such specialty
priests are always able to read spells of the school designated in
their special ability on scrolls or in wizard spellbooks as if they
knew 'read magic', but studying spells from a spellbook is useless to
them. No more than three-quarters of the total number of spells
available (round down) to a specialty priest with this special ability
can be taken as wizard spells.

APPENDIX 2: SPELL INDEX
=======================

The following abbreviations are used here:

"Pr"=priest spell;
"Wiz"=wizard spell;
"DD" - found in Demihuman Deities;
"F&A"-found in Faiths & Avatars;
"FD&D"-found in For Duty & Deity;
"HHK"-found in Halls of the High King;
"P&P"-found in Powers & Pantheons;
"PFTF"- found in Prayers From the Faithful;
"PFTM"-found in Pages From the Mages;
"VGtATM"-found in Volo's Guide to All Things Magical.

A deity's name in the spell name indicates the religion a spell is
associated with; most of these are religion-specific spells, with the
exception of starharp, which is also available to Harpers, and certain
wizard spells originally derived from Pages From the Mages.  Spells
with no deity name (or group of deities, in the case of the Emerald
Enclave spells) listed with them are broadly available if prayed for or
otherwise acquired.  Duplicate source codes indicate the spell is found
in two sources; with such spells, Faiths & Avatars and Powers &
Pantheons take precedence over earlier sources. Italicized spells are
reversible. The reverse name follows the slash. An asterisk (*)
indicates a cooperative magic spell.

A

A day in the life (Yondalla; Pr 5, Law, Combat).................. DD 182
Abbathor's greed (Abbathor; Pr 3, Divination) ................... DD 46
Abeyance (any; Pr 5, All) ....................................... VGtATM 27
Acorn barrage (Rillifane Rallathil; Pr 2, Combat, Plant). ....... DD 124
Advanced sunshine (Amaunator; Pr 4, Sun)......................... F&A 29
Akadi's vortex (Akadi; Pr 7, Elemental Air) ..................... F&A 26
Alert allies (Gorm Gulthyn, Gaerdal Ironhand; Pr 2, Thought) .... DD 67
Alert vigil (Torm; Pr 1, Charm, Necromantic)..................... PFTF 107
Alicorn lance (Lurue; Pr3, Animal).. ............................ P&P 40
All-seeing crystal ball (Savras; Pr 6, Divination) .............. P&P 51
Amanuensis (Deneir; Pr 3, Creation). ............................ F&A 56
Amaunator's uncertainty (Amaunator; Pr 2, Law). ................. F&A 29
Amber prison (Rillifane Rallathil; Pr 4, Plant). ................ DD 124
Amorphous form (Ghaunadaur; Pr 5, Animal). ...................... DD 22
Analyze contraption (Nebelun/Gond; Pr 3, Divination) ............ DD 154
Analyze opponent (Red Knight; Pr 1, Divination). ................ P&P 46
Animal sight (Malar; Pr 4, Animal)............................... F&A 107
Animal transfer (Malar; Pr 6, Animal). .......................... F&A 108
Animal vision (Osiris; Pr 4, Animal) ............................ P&P 124
Animate stalactite
(Callarduran Smoothhands; Pr 1, Elemental Earth)................. DD 145
Anyspell (Mystra; Pr 4, Charm, Creation)......................... F&A 130
Arboreal scamper (Baervan Wildwanderer; Pr 2, Plant) ............ DD 140
Archer's redoubt (Solonor Thelandira; Pr 3, Protection).......... DD 135
Arm hammers (Geb; Pr 2, Combat) ................................. P&P 101
Armor of darkness (Shar; Pr 3, Protection, Sun).................. F&A 142
Assess value (Nephthys; Pr 1, Divination) ....................... P&P 119
Assume undead form (Velsharoon; Pr 4, Necromantic)............... P&P 78
Astaroth's augmentation (Pr 3, All) ............................. P&P 25
Attraction/disdain (Bhaal; Pr 2, Charm).......................... F&A 47
Augment artistry (Corellon Larethian; Pr 1, Creation) ........... DD 103
Augment psionics (Deep Duerra; Pr 2, Thought).................... DD 56
Awaken magical item (any; Pr 7, All, Creation). ................. VGtATM 30
Awakening; renamed "Awaken magical item"
(any; Pr 7, All, Creation). ..................................... VGtATM 30
Awakening (Lathander; Pr 4, Protection).......................... PFTF 99
Axe storm of Clangeddin
(Clangeddin Silverbeard; Pr 4, Combat)........................... DD 53
Azuth's alteration mantle (Azuth; Pr 6, Protection).............. PFTF 112
Azuth's exalted triad (Azuth; Pr 5, Thought; Wiz 5, Alteration) . F&A 36
Azuth's fedensor (Azuth; Pr 4, Thought; Wiz 4, Alteration)....... F&A 36
Azuth's firing frenzy (Azuth; Pr 6, Combat) ..................... PFTF 112
Azuth's immobility (Azuth; Pr 5, Charm).......................... PFTF 111
Azuth's spell shield
(Azuth; Pr 7, Protection; Wiz 7, Abjuration)..................... F&A 36

B

Badger form (Yondalla; Pr 4, Animal). ........................... DD 182
Bane of Beshaba (Beshaba; Pr 2, Combat).......................... F&A 44
Bane/reverse bane (Horus-Re; Pr 7, Protection)................... P&P 114
Banish blight (Mielikki, Rillifane Rallathil; Pr 2, Plant)....... F&A 115
Banish flame (Kossuth;Pr 1, Elemental Fire) ..................... F&A 90
Battle song (Milii; Pr 2, Charm, Combat) ........................ F&A 118
Battle trident (Umberlee; Pr 4, Combat). ........................ PFTF 70
Battletide (lyachtu Xvim; Pr 5, Combat).......................... F&A 84
Beast claw (Malar; Pr 2, Combat, Necromantic).................... F&A 107
Beast tattoo (Fenmarel Mestarine; Pr 1, All) .................... DD 113
Beckon (Osiris; Pr 1, Animal).................................... P&P 123
Berronar's favor (Berronar Truesilver; Pr 5, Summoning).......... DD 49
Beshaba's darkfire (Beshaba; Pr 2, Combat, Necromantic).......... PFTF 13
Bird of prey (Anhur; Pr 3, Combat) .............................. P&P 99
Biting shadow (Mask; Pr 7, Combat, Protection) .................. PFTF 58
Black talon (Cyric; Pr 2, Necromantic) .......................... F&A 53
Blacklight (Ibrandul; Pr 3, Combat, Sun) ........................ F&A 74
Bladebless (Tempus; Pr 7, Combat) ............................... F&A 162
Bladedance (Eilistraee; Pr 3, Combat) ........................... DD 17
Blaenther's bowls (any; Pr 5, Summoning) ........................ VGtATM 77
Blast of pain (Ilmater; Pr 5, Combat, Necromantic) .............. F&A 77
Blazing sword (Arvoreen; Pr 4, Combat) .......................... DD 165
Blessed craftsmanship (Laduguer; Pr 3, Creation)................. DD 74
Blessed watchfulness
(Gorm Gulthyn, Gaerdal Ironhand; Pr 1, Guardian) ................ DD 66
Blessing ofVhaeraun (Vhaeraun; Pr 2, Combat) .................... DD 40
Bliss (Lliira; Pr 2, Charm)...................................... F&A 100
Blood link (any; Pr 7, Necromantic).............................. VGtATM 30
Blood lust (Malar; Pr 2, Charm) ................................. PFTF 16
Blood mantle (Garagos; Pr 4, Protection, Necromantic) ........... P&P 21
Blood rage (Garagos; Pr 4, Combat) .............................. P&'P 21
Body blades (Loviatar; Pr 2, Combat) ............................ PFTF 47
Bolt of glory (Torm; Pr 6, Combat, Summoning). .................. F&A 166
Bone bite (Myrkul; Pr 2, Combat, Necromantic). .................. F&A 127
Boon of fortune (Tymora; Pr 3, Combat). ......................... PFTF 28
Boon of Lathander (Lathander; Pr 4, Combat) ..................... F&A 93
Boon of the god (Tyr; Pr 4, Combat, Healing) .................... PFTF 10
Break limb (Pr 6, Necromantic, Healing) ......................... PFTF 126
Briartangle (Silvanus; Pr 4, Plant) ............................. F&A 147
Brightmantle (Dugmaren Brightmantle; Pr 2, Protection)........... DD 59
Burrow (Segojan Earthcaller, Urdlen; Pr 2, Elemental Earth) ..... DD 157

C

Calrn (Ilmater; Pr 4, Elemental Earth) .......................... PFTF 104
Call dinosaurs (Ubtao; Pr 5, Summoning, Animal) ................. P&P 93
Call hounds (Urogalan; Pr 4, Animal, Summoning) ................. DD 179
Call stone guardian
(Segojan Earthcaller; Pr 7, Elemental Earth) .................... DD 158
Call upon Gargauth (Pr 7, Summoning)............................. P&P 26
Calm winds (Aerdrie Faenya, Akadi; Pr 4, Elemental Air).......... F&A 26
Candle of calm (Lliira; Pr 5, Charm, Protection). ............... F&A 100
Censure (Pr 4, All)......................................... PFTF 124, PFTM 16
Cetacean form (Deep Sashelas; Pr 7, Combat)...................... DD 108
Chain creation (Lathander; Pr 5, Creation) ...................... PFTF 99
Chant of fangs (Malar; Pr 3, Combat)............................. PFTF 16
Charm of Brandobaris (Brandobaris; Pr 2, Travelers).............. DD 169
Charm of Isis (Isis; Pr 3, Protection)........................... P&P 117
Chill (Osiris; Pr 3, Combat) .................................... P&P 123
Chilling scythe (Kelemvor; Pr 2, Combat, Necromantic) ........... F&A 87
Claws of Thard Harr (Thard Harr; Pr 1, Combat) .................. DD 88
Claws of Velsharoon (Velsharoon; Pr 1, Necromantic) ............. P&P 78
Clear air (Akadi; Pr 4, Elemental Air)........................... F&A 26
Cloak of dark power (Lolth; Pr 1, Necromantic) .................. DD 31
Cloak of Gaer (Lolth; Pr 7, Healing) ............................ DD 33
Cloud of pestilence (Talona; Pr 4, Combat, Elemental Air) ....... F&A 154
Cloudburst (Istishia; Pr 3, Elemental Water)..................... F&A 81
Cold hand (Auril; Pr 5, Combat, Elemental Water)................. PFTF 88
Comforts of home (Cyrrollalee; Pr 1, Travelers).................. DD 171
Compel (Torm; Pr 3, Charm) ...................................... F&A 165
Conceal item (Lolth, Vhaeraun; Pr 3, Protection)................. DD 32
Conceal riches (Abbathor; Pr 4, Charm) .......................... DD 46
Conjure air elemental/dismiss air elemental
(Aerdrie Faenya, Akadi; Pr 7, Elemental Air, Summoning) ......... F&A 26
Conjure aurumvorax
(Garl Glittergold; Pr 5, Animal, Summoning) ..................... DD 154
Conjure nature elemental/dismiss nature elemental
(Chauntea, Rillifane Rallathil; Pr 7, Elemental Air, Elemental Earth,
Elemental Fire, Elemental Water, Plant, Summoning). ............. F&A 51
Conjure water elemental/dismiss water elemental
(Istishia, Deep Sashelas; Pr 6, Elemental Water, Summoning) ..... F&A 81
Continual faerie fire (Pr 3, Weather)............................ PFTF 122
Continual shadow (Eshowdow; Pr 3, Sun) .......................... P&P 83
Contract of Nephthys (Nephthys; Pr 4, Charm) .................... P&P 119
Control giant insect (Pr 4, Animal) ............................. PFTF 122
Control vapor (Eldath; Pr 5, Elemental Air, Elemental Water) .... F&A 60
Corrupt (Myrkul; Pr 4, Necromantic) ............................. F&A 127
Crawling darkness (Shar; Pr 6, Protection)....................... PFTF 35
Create ancient dead (Set; Pr 6, Necromantic) .................... P&P 129
Create Baneguard (Bane; Pr 6, Necromantic) ...................... F&A 40
Create direguard (Cyric; Pr 7, Necromantic)...................... F&A 54
Create ibrandlin (Ibrandul; Pr 6, Guardian). .................... F&A 75
Create treant (Mielikki, Rillifane Rallathil; Pr 7, Plant)....... F&A 116
Create undead minion (Pr 7, Necromantic) ........................ PFTF 126
Creature of darkness (Shar; Pr 4, Sun)........................... F&A 142
Crocodile tears (Sebek; Pr 2, Charm)............................. P&P 126
Crypt ward/remove crypt ward (Dumathoin; Pr 4, Guardian)......... DD 63
Crystallomancy (Corellon Larethian; Pr 5, Divination)............ DD 104
Cure scurvy/inflict scurvy (Valkur; Pr 2, Necromantic) .......... P&P 75
Curse of the everbleeding wounds (Urdlen; Pr 6, Necromantic) .... DD 160
Curse of the Revenancer (Kiaransalee; Pr 6, Necromantic) ........ DD 26
Curse of Yondalla (Yondalla; Pr 7, Time) ........................ DD 182

D

Dance of life* (Hathor; Pr 6, Healing) .......................... P&P 109
Dance of pain (Loviatar; Pr 3, Combat, Necromantic) ............. F&A 104
Dance of the fallen (Tempus; Pr 6, Guardian, Necromantic) ....... F&A 162
Dance of the unicorns (Lurue; Pr 5, Combat) ..................... P&P 40
Dark aura (Cyric; Pr 4, Combat) ................................. F&A 53
Dark embrace (Vhaeraun; Pr 4, Combat) ........................... DD 40
Dark path (Ibrandul; Pr 1, Sun, Travelers) ...................... F&A 74
Dark promise (Bane; Pr 5, Charm, Necromantic) ................... F&A 40
Dark road (Shar; Pr 6, Elemental Earth) ......................... PFTF 35
Dark way (Mask; Pr 6, Creation) ................................. PFTF 57
Darkbolt (Shar; Pr 4, Combat) ................................... F&A 142
Darkfire; renamed "Beshaba's darkfire"
(Beshaba; Pr 2, Combat, Necromantic) ............................ PFTF 13
Darkfire (Lolth, drow; Pr 2, Elemental Fire) .................... DD 31
Daydream (Brandobaris; Pr 1, Creation) .......................... DD 168
Dead magic shield (Shaundakul; Pr 5, Protection) ................ F&A 145
Dead march (Kelemvor; Pr 4, Necromantic) ........................ F&A 87
Deadly dance (Lliira; Pr 4, Combat) ............................. F&A 100
Deafening clang (Gaerdal Ironhand; Pr 1, Combat) ................ DD 150
Death chariot (Silvanus; Pr 7, Elemental Fire) .................. F&A 149
Death dragon (Kelemvor; Pr 6, Necromantic) ...................... PFTF 92
Death symbol of Bane (Bane; Pr 7, Guardian) ..................... F&A 41
Decay (Bhaal; Pr 3, Time) ....................................... F&A 47
Deceive prying (Vhaeraun; Pr 6, All) ............................ DD 40
Deflect psionics (Deep Duerra; Pr 4, Thought) ................... DD 57
Deny death (Kelemvor; Pr 5, Necromantic) ........................ F&A 87
Depress resistance
(Callarduran Smoothhands, Shevarash; Pr 3, Combat) .............. DD 132
Destroy magedoom (Azuth; Pr 7, Summoning, Protection;
Wiz 7, Conjuration/Summoning) ................................... F&A 36
Detect ambush (Anhur; Pr 3, Divination) ......................... P&P 99
Detect curse (Thoth; Pr 3, Divination) .......................... P&P 132
Detect dwarves (Sharindlar; Pr 1, Divination) ................... DD 85
Detect enemies (Vergadain; Pr 2, Divination) .................... DD 91
Detect living (Jergal; Pr 1, Divination, Necromantic). .......... P&P 34
Detect metals & minerals
(Callarduran Smoothhands, Dumathoin,
Flandal Steelskin, Geb; Pr 1, Divination, Elemental Earth) ...... P&P 101
Detect spirits (Sehanine Moonbow; Pr 3, Divination).............. DD 129
Detect weapons (Haela Brightaxe; Pr 1, Divination)............... DD 70
Determine final rest (Jergal; Pr 3, Divination) ................. P&P 34
Disentangle (Thard Harr; Pr 2, Protection) ...................... DD 88
Dispel silence (Finder Wyvernspur & Milil; Pr 3, Combat;
Wiz 3, Abjuration, Alteration)................... F&A 118, P&P 17, PFTM 24
Dispel ward (Set; Pr 2, Wards)................................... P&P 129
Divine bloodline (Siamorphe; Pr 1, Divination) .................. P&P 61
Divine investiture (Siamorphe; Pr 5, Law, Time).................. P&P 61
Divine purpose (Gond; Pr 3, Divination) ......................... PFTF 7
Divine romantic interest (Hanali Celanil; Pr 1, Divination)...... DD 116
Dolorous decay (Myrkul; Pr 6, Combat, Necromantic) .............. F&A 128
Doom of Bane, The (Bane; Pr 4, Necromantic)...................... F&A 40
Doomhound (Urogalan; Pr 3, Necromantic) ......................... DD 179
Doomride (Beshaba; Pr 4, Combat, Guardian) ...................... PFTF 13
Doublecoin (Waukeen; Pr 4, Creation) ............................ F&A 180
Dragon scales (Tiamat; Pr 4, Protection) ........................ P&P 137
Dumathoin's rest (Dumathoin; Pr 2, Necromantic, Wards) .......... DD 63
Duplicate (Oghma; Pr 4, Creation) ............................... F&A 134
Dust shield (Geb; Pr 3, Elemental Earth) ........................ P&P 101
Dweomer divination (any; Pr 7, Divination) ...................... VGtATM 30
Dweomerflow (any; Pr 4, All) .................................... VGtATM 27
Dying curse (Horus-Re; Pr 6, Protection) ........................ P&P 114

E

Earth anchor (Urogalan; Pr 2, Elemental Earth) .................. DD 179
Earth walk (Dumathoin; Pr 6, Elemental Earth).................... DD 64
Earthenair (Grumbar; Pr 3, Elemental Earth) ..................... F&A 68
Earthenporr (Grumbar; Pr 5, Elemental Earth) .................... F&A 68
Earthshake* (Geb; Pr 5, Elemental Earth) ........................ P&P 102
Ease labor/inflict labor (Shiallia; Pr 3, Healing) .............. P&P 57
Edge of Arumdina (Garl Glittergold; Pr 5, Combat) ............... DD 154
Eilistraee's moonfire (Eilistraee; Pr 2, Sun).................... DD 17
Elder eye (Ghaunadaur; Pr 5, Necromantic)........................ DD 22
Elsewhere chant (Milil; Pr 7, Summoning)......................... PFTF 116
Embattlement (Ilmater; Pr 3, Protection) ........................ PFTF 104
Enchant phylactery (Mystra; Pr 5, Guardian, Protection) ......... PFTF 81
Enchanted hammer (Laduguer; Pr 3, Creation) ..................... DD 74
Endless dance (Shiallia; Pr 6, Charm). .......................... P&P 58
Endurance of Ilmater (Ilmater; Pr 4, Necromantic, Protection) ... F&A 77
Enduring ward (Nephthys; Pr 6, Wards) ........................... P&P 120
Eternal flame (any; Pr 5, All, Elemental Fire, Necromantic) ..... VGtATM 28
Everchanging self (Mask; Pr 6, Chaos, Protection)................ PFTF 57
Everfull quiver (Solonor Thelandira; Pr 3, Combat) .............. DD 135
Exaltation (Helm; Pr 3, Combat, Healing) ........................ F&A 70
Excessive indulgence (Sharess; Pr 1, Charm) ..................... P&P 54
Eye of fire (Horus-Re; Pr 3, Combat, Sun) ....................... P&P 113

F

Faerie form (Erevan Ilesere; Pr 7, Animal) ...................... DD 111
Faith armor (Helm; Pr 5, Protection) ............................ PFTF 39
Faith magic zone (Emerald Enclave; Pr 4, Protection, Wards) ..... PFTF 127
Faithful mount (Malar; Pr 7, Animal, Charm) ..................... F&A 108
Falling wall (Silvanus; Pr 6, Elemental Earth, Weather) ......... PFTF 53
False dawn (Lathander; Pr 6, Sun) ............................... F&A 93
Fangs of retribution (Ilmater; Pr 2, Combat) .................... PFTF 104
Fantastic machine (Gond; Pr 6, Creation)......................... F&A 65
Favor of Ilmater (Ilmater; Pr 3, Necromantic, Protection) ....... F&A 77
Favor of Shaundakul (Shaundakul; Pr 2, Travelers)................ F&A 144
Favor of the goddess (Chauntea; Pr 2, Plant)..................... F&A 50
Favor of Tymora (Tymora; Pr 2, Protection). ..................... F&A 168
Favor of Valkur (Valkur; Pr 5, Charm. Elemental Water) .......... P&P 75
Favor of Yathaghera (Lurue; Pr 3, Animal)........................ P&P 40
Feat (Tymora; Pr 4, All) ........................................ F&A 168
Feline form (Nobanion; Pr 7, Combat)............................. P&P 44
Fertility (Shiallia; Pr 4, Creation)............................. P&P 58
Find companion (Malar; Pr 4, Animal) ............................ F&A 108
Find drinkable water (Mielikki; Pr 1, Divination) ............... PFTF 119
Find sustenance (Fenmarel Mestarine; Pr 3, Divination)........... DD 113
Fire eyes of Gorm (Gorm Gulthyn; Pr 4, Combat)................... DD 67
Fire of justice (Tyr; Pr 5, Combat).............................. PFTF 11
Fireward (Silvanus; Pr 5, Elemental Fire) ....................... F&A 148
Fist of faith (Helm; Pr 2, Combat)............................... PFTF 39
Fist of Gond (Gond; Pr 6, Combat)................................ PFTF 8
Flame shield (Eldath; Pr 3, Elemental Fire) ..................... F&A 60
Flight of Remnis (Aerdrie Faenya; Pr 4, Animal, Summoning)....... DD 97
Float (Pr 5, Creation)........................................... PFTF 124
Flock of birds (Thoth; Pr 4, Animal, Summoning). ................ P&P 132
Flowstone (Sharindlar; Pr 5, Elemental Earth).................... DD 85
Focal stone (any; Pr 5, All, Elemental Earth) ................... VGtATM 28
Foesight (Any; Pr 4, Divination)................................. FD&D 16
Forceward (Helm; Pr 3, Wards) ................................... F&A 70
Foresight (Savras; Pr 1, Combat, Divination)..................... P&P 51
Forgotten melody (MiliL; Pr 5, Charm, Combat).................... F&A 119
Fortitude (Selvetarm; Pr 2, Necromantic) ........... DD 36 Fortitude of Uthgar
(Uthgar; Pr 1, Charm). .......................................... P&P 71
Fortunate fate (Tymora; Pr 7, Healing, Protection). ............. PFTF 28
Free will (Ubtao; Pr 2, Charm) .................................. P&P 93
Frost breath (Auril; Pr 2, Combat, Elemental Water). ............ PFTF 87
Frost fingers (Auril; Pr 1, Combat, Weather)..................... F&A 33
Frost whip (Auril; Pr 2, Combat, Weather) ....................... P&A 33

G

Gaseous form (Velsharoon; Pr 5, Necromantic, Elemental Air) .,... P&P 79 Gate
of doom (Jergal; Pr 7, Summoning) ............................... P&P 35
Gauntlet of winds (Shaundakul; Pr 4, Elemental Air, Weather)..... F&A 145
Gembomb (Garl Glittergold; Pr 3, Combat). ....................... DD 153
Ghost knight (Kelemvor; Pr 4, Summoning) ........................ PFTF 90
Ghost pipes (Finder Wyvernspur; Pr 3, Charm;
Wiz 3, Alteration, Illusion/Phantasm) ........................ P&P 17, PFTM 73
Giantsize (Arvoreen; Pr 5, Combat)............................... DD 166
Glowglory (Marthammor Duin; Pr 3, Combat, Creation) ............. DD 77
Glyph of revealing (Deneir; Pr 2, Divination).................... F&A 56
Glyph of warding: Telatha (Pr 3, Guardian) ...................... PFTF 122
Goad of misfortune (Beshaba; Pr 6, Combat) ...................... PFTF 14
Greater creature of darkness (Shar; Pr 6, Sun) .................. PFTF 36
Greater mantle of Mystra (Mystra; Pr 6, Protection) .......... PFTF 83 Greater
shield of Lathander (Lathander; Pr 7, Guardian) ............... F&A 93 Greater
touchsickle (Eldath; Pr 5, Combat, Plant) ....................... F&A 60
Greenwood (Eldath; Pr 3, Plant) ................................. F&A 60
Ground trace (Mielikki; Pr 4, Divination) ....................... PFTF 120
Guardian hammer (Berronar Truesilver; Pr 4, Guardian)............ DD 49
Guardian mantle (Dugmaren Brightmantle; Pr 7, Protection),....... DD 60
Gull (Baravar Cloakshadow; Pr 2, Charm).......................... DD 143

H

Haela's battle blessing (Haela Brightaxe; Pr 2, Combat) ......... DD 70
Hamatree (Hanali Celanil; Pr 5, Plant) .......................... DD116
Hammer of justice (Tyr; Pr 5, Divination) ....................... F&A 171
Hand of Hoar (Hoar; Pr4, Law). .................................. P&P 31
Hand of Torm (Torm; Pr 4, Guardian) ............................. F&A 165
Handcandle (Oghma; Pr 3, Elemental Fire) ........................ PFTF 43
Handfang (Moander; Pr 2, Combat, Necromantic).................... F&A 122
Handfire (Sune; Pr 1, Combat) ................................... PFTF 75
Hard water (Pr 5, Elemental Water) .............................. PFTF 125
Harp of war (Milii; Pr 7, Combat) ............................... F&A119
Haunted reverie (Kiaransalee; Pr 5, Necromantic). ............... DD 25
Haunted visions (Savras; Pr 3, Divination). ..................... P&P 51
Healing hand (Ilmater; Pr 4, Healing). .......................... PFTF 105
Heart of ice (Auril; Pr 7, Combat, Necromantic) ................. F&A 33
Higher consecration (any; Pr 6, All)............................. VGtATM 29
Histach'ii brew (Sseth; Pr 4, Animal, Creation) ................. P&P 87
Hold metal (Pr 4, Charm) ........................................ PFTF 123
Hoar's revenance (Hoar; Pr 6, Necromantic) ...................... P&P31
Holy flail (Tempus; Pr 3, Combat, Creation)...................... F&A 160
Holy might (any; Pr 6, All, Creation)............................ VGtATM 29
Holy star (Mystra; Pr 6, Combat, Protection) .................... PFTF 83
Holy vesting (any; Pr 6, All, Creation).......................... VGtATM 29
Home port (Valkur; Pr 3, All).................................... P&P 75
Horn of plenty (Yondalla; Pr 4, Creation) ....................... DD 182
Horns of Hathor (Hathor, Pr 2, Combat, Animal)................... P&P 108
Humansize (Arvoreen; Pr 3, Combat). ............................. DD 165
Hurl rock/rock shield (Haela Brightaxe; Pr 2, Combat) ............ DD 70
Hurl thunderbolt (Gilgeam; Pr 4, Combat, Weather) ................ P&P 106

I

Ice blade (Auril; Pr 4, Combat, Weather) ......................... F&A 33
Ice spikes (Auril; Pr 3, Combat, Elemental Water). ............... PFTF 87
Ice walk (Ulutiu; Pr 1, Elemental Water) ......................... P&P 66
Illumination (Amaunator; Pr 5, Sun, Thought). .................... F&A 29
Ilmater's fist (Ilmater; Pr 4, Combat)............................ PFTF 105
Impart knowledge (Oghma; Pr 2, Thought)........................... F&A 134
Impenetrable falsehood (Leira; Pr 2, Divination) ................. F&A 95
Improved sanctuary (Cyrrollaee; Pr 4, Protection)................. DD 171
Incarnation of evil (Set; Pr 5, Animal, Combat) .................. P&P 129
Infrainvisible (Shevarash; Pr 2, Sun) ............................ DD 132
Inscribe speech (Thoth; Pr 2, All). .............................. P&P 132
Intensify sensation/deaden sensation (Sharess; Pr 3, Charm)....... P&P 54
Iron vigil (Gorm Gulthyn, Gaerdal Ironhand; Pr 2, Guardian)....... DD 67
Istishia's port (Istishia; Pr 7, Elemental Water) ................ F&A 81

J

Jaws of the wolf (Silvanus; Pr 2, Combat)......................... PFTF 52
Jergal's mind probe (Jergal; Pr 5, Divination, Necromantic) ...... P&P 34

K

Karsus's avatar (Karsus; Wiz 12, Mentalism
(Invocation/Evocation, Enchantment/Charm))........................ P&P 36
Keen eye (Solonor Thelandira; Pr 2, Combat)....................... DD 135
Kelemvor's grace (Kelemvor; Pr 5, Protection)..................... PFTF 91
Kiss of Sharess (Sharess; Pr 5, Charm) ........................... P&P 54
Kiss of torment (Loviatar; Pr 4, Combat, Necromantic) ............ F&A 105
Knight's move (Red Knight; Pr 3, Combat) ......................... P&P 47

L

Laughing water (Eldath; Pr 3, Necromantic, Protection)............ PFTF 24
Leaf into dagger (Chauntea; Pr 1, Combat, Plant) ................. PFTF 30
Lesser guardian hammer (Thard Harr; Pr 3, Guardian) .............. DD 88
Lesser spellsong (Eilistraee; Pr 3, Creation) .................... DD 18
Lightning lance (Talos; Pr 4, Combat) ............................ PFTF 20
Lionheart (Nobanion; Pr 2, Charm)................................. P&P 43
Listening shadow (Mask; Pr 3, Divination) ........................ F&A 111
Love bite (Sune; Pr 2, Combat) ................................... F&A 151
Loviatar's caress (Loviatar; Pr 2, Combat) ....................... F&A 104
Loving pain (Loviatar; Pr 5, Healing) ............................ PFTF 48
Loyal vassal (Siamorphe; Pr 3, Charm)............................. P&P 61
Luckbolt (Tymora; Pr 6, Combat, Protection) ...................... F&A 168
Lure (Sune; Pr 3, Charm, Necromantic) ............................ PFTF 75

M

Mace of Odo (Helm; Pr 3, Combat).................................. F&A 71
Mace of Xvim (lyachtu Xvim; Pr 2, Combat ......................... F&A 84
Maelstrom (Umberlee; Pr 7, Elemental Water) ...................... F&A 176
Magefire* (Mystra; Pr4, Healing, Necromantic, Protection) ........ F&A 131
Magical tether (Ulutiu; Pr1, Combat). ............................ P&P 66
Major curse (Nephthys; Pr 5, Protection).......................... P&P 120
Make real (Tyr; Pr 7, All). ...................................... PFTF 11
Mantle ofBaravar (Baravar Cloakshadow; Pr 5, Charm)............... DD 143
Mantle of Mystra (Mystra; Pr 4, Protection)....................... PFTF 81
Manythoms (Silvanus; Pr 2, Combat, Protection) ................... PFTF 52
Marthammor's intuition (Marthammor Duin; Pr 2, Divination) ....... DD 77
Marthammor's thunderbolts (Marthammor Duin; Pr 3, Combat) ........ DD 77
Mask of Gargauth (Pr 3, Charm). .................................. P&P 26
Maskstone/reveal stone (Abbathor; Pr 2, Elemental Earth) ......... DD 45
Master rune (Deneir; Pr 7, Combat, Protection). .................. PFTF 62
Meld of Lolth (Lolth; Pr 6, Charm) ............................... DD 32
Melisander's harp (Finder Wyvemspur; Pr 5, Charm, Combat;
Wiz 5, Alteration)........................................... P&P 17, PFTM 59
Mending (Dugmaren Brightmantle; Pr 1, Creation). ................. DD 59
Merchant's glamer (Vergadain; Pr 2, Charm) ....................... DD 91
Merciful touch (Sharindlar; Pr 3, Healing)........................ DD 85
Merge with nature (Sune; Pr 6, Charm, Necromantic, Plant)......... F&A 151
Message mote (Tyr; Pr 2, All) .................................... PFTF 10
Metal shape (Flandal Steelskin; Pr 3, Elemental Earth)............ DD 148
Might of Mystra (Mystra; Pr 5, Charm, Divination)................. PFTF 82
Minor wealthtwist (Waukeen; Pr 5, Healing, Necromantic)........... F&A 181
Mirage (Horus-Re; Pr 4, Sun) ..................................... P&P 114
Mirror vestments (Lathander; Pr 3, Protection) ................... PFTF 98
Misfire (Beshaba; Pr 4, Combat)................................... F&A 44
Misfortune (Beshaba; Pr 5, Combat, Charm)......................... F&A 44
Missing word (Oghma; Pr 7, Divination) ........................... PFTF 43
Mist of the goddess (Eldath; Pr 7, Elemental Water, Healing)...... F&A 61
Mistake (Baravar Cloakshadow; Pr 1, Protection) .................. DD 143
Mists of Ghaunadaur (Ghaunadaur; Pr 3, Elemental Air) ............ DD 22
Mold touch (Eldath; Pr 3, Plant) ................................. F&A 60
Monstrous illusion (Leira; Pr 4, Combat, Necromantic) ............ F&A 96
Moon blade (Selune; Pr 3, Combat, Sun) ........................... F&A 137
Moon path (Selune; Pr 5, Sun, Traveiers) ......................... F&A 138
Moon rising (Selune; Pr 4, Combat) ............................... PFTF 66
Moon shield (Selune; Pr 2, Protection)............................ PFTF 65
Moonbow (Sehanine Moonbow; Pr 4, Sun)............................. DD 129
Moonbridge (Sehanine Moonbow; Pr 4, Sun) ......................... DD 129
Moonfire (Selune; Pr 5, Necromantic) ............................. PFTF 66
Moonveil (Bane; Pr 7, Elemental Water)............................ F&A 41
Moonweb (Selune; Pr 5, Guardian, Sun)............................. F&A 138
Moss skull (Silvanus;
Pr 5, Combat, Elemental Fire, Elemental Water) ................... PFTF 52
Motes of moonlight (Sehanine Moonbow; Pr 1, Sun) ................. DD 128
Mulch (Silvanus; Pr 5, Plant, Necromantic) ....................... F&A 148
Multiple message mote (Tyr; Pr 4, All) ........................... PFTF 11
Mystic lash (Bane; Pr 5, Combat). ................................ F&A 40

N

Natural attunement (Gwaeron Windstrom; Pr 2, Animal, Plant) ...... P&P 28
Nature's eyes (Gaerdal Ironhand; Pr3, Animal, Divination). ....... DD 151
Nurture (Hathor; Pr 2, Animal) ................................... P&P 108
Nymph's beauty (Hanali Celanil; Pr 7, Charm) ..................... DD 117

O

Oakheart (Rillifane Rallathil, Silvanus; Pr 4, Plant)............. F&A 147
Oars to snakes/ snakes to oars (Umberlee; Pr 4, Plant) ........... F&A 175
Omen (Pr 2, All, Divination) ..................................... PFTF 121

P

Permanency prayer (any; Pr 7, All, Creation). .................... VGtATM 31
Permanent lure (Sune; Pr 6, Charm, Necromantic) .................. PFTF 76
Phantom plow (Chauntea; Pr 3, Elemental Earth .................... F&A 50
Pixie dust/revealing dust (Erevan Ilesere; Pr 5, Combat).......... DD 111
Plant lance (Chauntea; Pr 4, Plant) .............................. F&A 50
Plant renewal (Eldath; Pr 2, Plant) .............................. PFTF 24
Poison touch (Talona; Pr 2, Combat, Necromantic) ................. F&A 154
Precipitation (Istishia; Pr 1, Elemental Water) .................. F&A 81
Pride of Nobanion (Nobanion; Pr 4, Animal, Summoning) ............ P&P 44
Probing arm (Gond; Pr 5, Creation). .............................. F&A 65
Protection from aging
(Labelas Enoreth; Pr 2, Protection, Time)......................... DD 119
Protection from cold (Ulutiu;
Pr 3, Protection, Elemental Air, Elemental Water). ............... P&P 66
Purify self (Pr 1, All) .......................................... PFTF 121

Q

Quench the spirit (Myrkul; Pr 6, Necromantic). ................... F&A 128

R

Rage (Malar; Pr 5, Combat) ....................................... F&A 108
Rapture (Sune; Pr 3, Charm) ...................................... F&A 151
Reaving blades (lyachtu Xvim; Pr 4, Combat). ..................... F&A 84
Reed staff (Sheela Peryroyl, Yondalla; Pr 1, Plant)............... DD 174
Renewed youth/weight of years
(Labelas Enoreth; Pr 3, Healing, Time)............................ DD 120
Repair (Gond; Pr 5, Creation)..................................... PFTF 8
Repulsion (Lolth; Pr 7, Guardian). ............................... DD 33
Resist magic (Thoth; Pr 6, Guardian).............................. P&P 133
Resplendence of renewed youth (Tyr;
Pr 7, Necromantic, Healing)....................................... F&A 171
Restore rune (Deneir; Pr 6, Divination, Guardian). ............... PFTF 62
Retarget (Emerald Enclave; Pr 5, Combat, Protection).............. PFTF 127
Revealjconceal (Tempus; Pr 4, Divination) ........................ F&A 160
Revenance; "renamed "Hoar's revenance"
(Hoar; Pr 6, Necromantic) ........................................ P&P 31
Right of might (Gilgeam; Pr 5, Charm, Combat)..................... P&P 106
Ripen plant (Chauntea; Pr 2, Plant) .............................. PFTF 30
Rising rot (Moander; Pr 5, Combat, Necromantic)................... F&A 122
Rites of istishia (Istishia; Pr 3, Elemental Water), ............. F&A 81
Ritual of transference* (any; Pr 7, All Creation) ................ VGtATM 31
Roar of the king (Nobanion; Pr 4, Combat)......................... P&P 43
Rockburst (Clangeddin Silverbeard; Pr 2, Combat).................. DD 53
Roots of the assassin (Moander; Pr 6, Summoning, Plant) .......... F&A 123
Rosemantle (Lathander; Pr 1, Protection) ......................... F&A 92
Roserouch (Lathander; Pr 2, Protection) .......................... F&A 92
Rosewacer (Lathander; Pr 2, Healing).............................. PFTF 98
Royalberry (Sheela Peryroyl; Pr 5, Plant) ........................ DD 175
Ruby axe (Callarduran Smoothhands; Pr 3, Combat) ................. DD 146

S

Sacred link (Tempus; Pr 7, Creation).............................. F&A 162
Sacred strike (Loviatar; Pr 4, Combat, Necromantic)............... PFTF 47
Sacrosanct (any; Pr 7, Guardian). ................................ VGtATM 78
Sanctified marker (Deneir; Pr 4, Creation)........................ PFTF 60
Sanctify crypt (Nephthys; Pr 7, Wards). .......................... P&P 120
Sanctify sacred site (Chauntea; Pr 7, All, Sun, Plant)............ F&A 51
Sanctify spirit host (Osiris; Pr 6, Necromantic) ................. P&P 124
Sap (Rillifane Rallathil; Pr 1, Plant)............................ DD 124
Sarcophagus of death (Set; Pr 4, Necromantic) .................... POT 129
Scent of vengeance (Hoar, Pr 2, Animal)........................... P&P 31
Scouring wind (Talos; Pr 5, Elemental Air). ...................... PFTF 21
Sea legs/land legs (Valkur; Pr 1, Healing) ....................... P&P 74
Seal of Cyrrollalee (Cyrrollalee; Pr 2, Law) ..................... DD 171
Searing song (Milii; Pr 4, Combat) ............................... PFTF 115
Seed of Moander (Moander; Pr 5, Plant) ........................... F&A 123
Seedstorm (Isis; Pr 5, Plant Combat) ............................. P&P 117
Seek eternal rest (Jergal; Pr 4, Necromantic, Time)............... P&P 34
Seeking mote (Chauntea; Pr 1, Sun)................................ PFTF 30
Seeking sword (Helm; Pr 4, Combat)................................ F&A 71
Segojan's armor (Segojan Earthcaller; Pr 1, Plant)................ DD 157
Sentry of Helm/Gorm
(Helm, Gorm Gulthyn; Pr 1, Guardian, Travelers) .................. F&A 70
Shades of Rhondang (Ftandal Steelskin; Pr 4, Elemental Fire) ..... DD 148
Shadow sword (Shaundakul; Pr 3, Combat, Sun) ..................... F&A 145
Shadowcloak (Mask; Pr 3, Sun, Protection). ....................... F&A 111
Shark charm (Deep Sashelas; Pr 2, Animal, Charm) ................. DD 107
Shatter circle (Thoth; Pr 5, Protection) ......................... P&P 132
Sheela's entangle (Sheela Peryroyl; Pr 2, Plant).................. DD 174
Shevarash's infravision (Shevarash; Pr 3, Sun).................... DD 132
Shield of Larhander (Lathander; Pr 5, Guardian) .................. F&A 93
Shield of the god (Helm; Pr 5, Protection) ....................... PFTF 40
Shift glyph (Deneir; Pr 3, Creation, Divination).................. F&A 56
Ship shield (Valkur; Pr 5, Elemental Air)......................... P&P 76
Silver tongue and starry eyes (Lurue; Pr 6, Animal)............... P&P 40
Silverbeard (Clangeddin Silverbeard; Pr 1, Combat)................ DD 53
Singing stone (Milii; Pr 4, Divination, Elemental Earth) ......... F&A 118
Sixth sense (Corellon Larethian; Pr 1, Protection) ............... DD 103
Skulk (Ibrandul; Pr 4, Protection) ............................... F&A 74
Skull of secrets (Cyric; Pr 4, Guardian) ......................... F&A 53
Sleep of dragons (Tiamar; Pr 6, Charm) ........................... P&P 137
Slicing shadow (Mask; Pr 5, Combat)............................... PFTF 56
Slow boon (Ilmater; Pr 3, Healing) ............................... PFTF 104
Smoke ghost (Silvanus; Pr 4, Elemental Fire). ............. F&A 148, PFTM 61
Snake charm (Sseth; Pr 1, Charm) ................................. P&P 87
Snake skin (Sseth; Pr 4, Animal) ................................. P&P 88
Snow boots (Auril; Pr 1, Elemental Water)......................... PFTF 87
Snow snake (Auril; Pr 5, Combat, Elemental Water)................. PFTF 88
Soften earth and stone (Urdlen; Pr 2, Elemental Earth) ........... DD 160
Solitude (Fenmarel Mestarine; Pr 4, Wards)........................ DD 113
Song of compulsion (Milil; Pr 3, Charm, Law) ..................... F&A 118
Song of healing (Milil; Pr 5, Healing)............................ PFTF 116
Soul forge (Moradin; Pr 5, Creation, Law) ........................ DD 82
Soultheft (Vhaeraun; Pr 7, Necromantic). ......................... DD 40
Sparkling sword (Arvoreen; Pr 3, Combat). ........................ DD 165
Spawn of Tiamat (Tiamat; Pr 6, Combat)............................ P&P 137
Speak with ancient dead (Labelas Enoreth; Pr 5, Divination)....... DD 120
Speak with avians (Aerdrie Faenya; Pr 1, Animal, Divination)...... DD 96
Speak with birds (Thoth; Pr 1, Animal Divination)................. P&P 132
Speak with drowned dead (Umberlee;
Pr 3, Elemental Water, Divination) ............................... F&A 174
Spectral manticore (Malar; Pr 4, Summoning)....................... PFTF 17
Spectral stag (Malar; Pr 4, Summoning) ........................... PFTF 17
Speed rot (Moander; Pr 3, Plant) ................................. F&A 122
Speeding trident (Umberlee; Pr 2, Combat)......................... PFTF 70
Spell shield (Mystra; Pr 3, Protection). ......................... PFTF 81
Spell ward (Mystra; Pr 7, Protection)............................. F&A 131
Spellbind (Oghma; Pr 7, Necromantic, Protection) ................. F&A 134
Spellsong (Eilistraee; Pr 6, Creation) ........................... DD 18
Spider bite (Lolth; Pr 6, Combat)................................. DD 33
Spider summoning (Lolth; Pr 5, Animal)............................ DD 32
Spiderform (Lolth; Pr 5, Animal, Necromantic) .................... DD 32
Spirit annihilation (Bane; Pr 6, Necromantic)..................... F&A 40
Spirit mask (Ubtao; Pr 1, Divination). ........................... P&P 93
Spirit quest (Uthgar; Pr 6, Divination)........................... P&P 72
Spirit trap of the Darkbringer (Moander;
Pr 5, Plant, Necromantic)......................................... F&A 123
Spiritual corruption (Gargauth; Pr 6, Charm) ..................... P&P 26
Spring mastery (Eldath; Pr 6, Creation, Elemental Water) ......... F&A 61
Sprite venom (Erevan Ilesere; Pr 3, Combat)....................... DD 110
Stalk (Eilistraee, Mielikki; Pr 2, Animal)........................ F&A 115
Starflight* (Mystra; Pr 3, Elemental Air, Travelers). ............ F&A 130
Starharp (Finder Wyvernspur; Pr 6, Healing, Protection;
Wiz 6, Alteration, Necromancy) ................................ P&P 17, HHK 51
Steal psionic strength (Deep Duerra; Pr 1, Thought)............... DD 56
Stealth of Brandobaris (Brandobaris; Pr 3, Guardian) ............. DD 169
Steelskin (Flandal Steelskin; Pr 1, Protection)................... DD 148
Still waves (Valkur; Pr 4, Elemental Water)....................... P&P 75
Stone form (Callarduran Smoothhands; Pr 4, Elemental Earth) ...... DD 146
Stone seeing (Dumathoin; Pr 5, Divination, Elemental Earth) ...... DD 64
Stone storm/stone quench (Moradin; Pr 7, Elemental Earth) ........ DD 82
Stone trap (Vergadain; Pr 4, Guardian) ........................... DD 91
Stone walk (Bane; Pr 7, Elemental Earth) ......................... F&A 42
Stoneblend (Laduguer; Pr 1, Elemental Earth)...................... DD 74
Stonefall (Dumathoin; Pr 4, Elemental Earth)...................... DD 63
Stonefire (Moradin; Pr 4i Elemental Earth, Elemental Fire) ....... DD 81
Storm cone (Talos; Pr 5, Elemental Air, Weather) ................. F&A 158
Storm shield (Talos; Pr 3, Protection, Weather) .................. F&A 158
Stormcloak (Umberlee; Pr 4, Elemental Water, Protection).......... F&A 175
Stormrage (Talos; Pr 6, Combat)................................... PFTF 21
Stormvoice (Horus-Re; Pr 2, Weather).............................. P&P 113
Strength of stone
(Moradin, Callarduran Smoothhands; Pr 1, Elemental Earth)......... DD 81
Striking shadows (Mask; Pr 6, Guardian)........................... F&A 112
Striking wave (Umberlee; Pr 4, Elemental Water). ................. F&A 175
Stumble (Anhur; Pr 1, Combat) .................................... P&P 99
Succor of Berronar (Berronar Truesilver; Pr 5, Healing) .......... DD 49
Summon ancestor (Uthgar; Pr 3, Necromantic)....................... P&P 71
Summon cetacean
(Deep Sashelas; Pr 3, Elemental Water, Summoning) ................ DD 108
Summon divine minion (Mulhorandi pantheon;
Pr 7, Summoning, All)............................................. P&P 96
Summon earth grue
(Urdlen; Pr 4, Elemental Earth, Summoning). ...................... DD 160
Summon lock lurker (Waukeen; Pr 3, Summoning, Animal) ............ F&A 180
Summon shadow spirit (Eshowdow; Pr 4, Summoning).................. P&P 83
Summon spectator (Helm; Pr 5, Summoning, Protection) ............. F&A 71
Sun scepter (Amaunator; Pr 6, Sun, Law) .......................... F&A 29
Sunrise (Lathander; Pr 3, Sun).................................... F&A 92
Sunstroke (Horus-Re; Pr 3, Elemental Fire, Sun)................... P&P 113
Surface sojourn (Deep Sashelas; Pr 1, Elemental Water) ........... DD 107
Swim (Valkur; Pr 2, Charm) ........................................ P&P 75
Swirling scythes (Osiris; Pr 4, Plant, Combat) .................... P&P 124
Sword and hammer (Tyr; Pr 6, Combat) .............................. F&A 171
Swordward (Term; Pr 6, Protection, Necromantic).................... F&A 166
Sylvan creature form (Corellon Larethian; Pr 4, Animal) ........... DD 104

T

Talona's blessing (Talona; Pr 5, Protection, Necromantic) ......... F&A 155
Teleparhic broadcast (Red Knight; Pr 5, Combat, Thought) .......... P&P 47
Temporal anomaly (Labelas Enoreth; Pr 7, Time)..................... DD 120
Tenfold ironguard (Helm; Pr 6, All) ............................... PFTF 40
Tentacle of withering (Moander; Pr 6, Combat, Necromantic)......... F&A 124
Test of maat (Horus-Re; Pr 1, Divination, Law)..................... P&P 113
Thorn spray (Silvanus; Pr 4, Plant) ............................... F&A 148
Threefold boon (Tymora; Pr 5, Combat, Protection) ................. PFTF 28
Threnody (Kiaransalee; Pr 2, Necromantic, Charm) .................. DD 25
Thunderstroke (Anhur; Pr 4, Combat, Weather)....................... P&P 99
Timewarp (Thoth; Pr 7, Time) ...................................... P&P 133
Touch of the Talontar (Talona; Pr 4, Combat, Necromantic) ......... F&A 155
Touchsickle (Eldath; Pr 2, Combat, Plant). ........................ F&A 59
Treasure scent (Tiamat; Pr 1, Divination).......................... P&P 137
Tree healing (Mielikki, Rillifane Rallathil;
Pr 5, Healing, Necromantic, Plant) ................................ F&A 115
Tree nap (Baervan Wildwanderer; Pr 4, Plant)....................... DD 140
Triple mask (Leira; Pr 5, Necromantic, Protection)................. F&A 96
Truemetal (Waukeen; Pr 1, Divination). ............................ F&A 180
Tsunami (Istishia; Pr 7, Elemental Water) ......................... F&A 82
Tumblethoms (Talos; Pr 2, Plant) .................................. PFTF 19
Tyranny (Gilgeam; Pr 7, Charm). ................................... P&P 106

U

Undead focus (Lolth; Pr 5, Necromantic). .......................... DD 32
Undeath after death (Bane; Pr 6, Necromantic) ..................... F&A 41
Undeath to death (Kelemvor; Pr 7, Necromantic) .................... PFTF 92
Understand device (Gond; Pr 7, Divination) ........................ PFTF 8
Unicorn steed (Mielikki; Pr 3, Animal, Summoning). ................ PFTF 120
Unquestioning obedience (Siamorphe; Pr 2, Charm, Law) ............. P&P 61

V

Veil of Djalice (Sune; Pr 4, Charm) ............................... F&A 151
Velsharoon's death pact (Velsharoon;
Pr 7, Necromantic, Summoning) ..................................... P&P 79
Venom of Varae (Sseth; Pr 3, Necromantic). ........................ P&P 87
Venomous blade (Selvetarm; Pr 4, Necromantic). .................... DD 36
W
Wailing whips (Loviarar; Pr 5, Guardian)........................... PFTF 48
Wailing wind (Eldath; Pr 1, Elemental Air, Weather)................ F&A 59
Wall of moonlight (Selune; Pr 4, Protection, Sun) ................. F&A 138
Wall of shadow (Eshowdow; Pr 5, Sun). ............................. P&P 84
Wall of tentacles (Ghaunadaur; Pr 7, Elemental Earth).............. DD 22
Wandering glyphs (any; Pr 5, Guardian). ........................... VGtATM 11
Ward of light (Lathander; Pr 5, Guardian) ......................... PFTF 99
Warning shout (Arvoreen; Pr 1, Protection) ........................ DD 164
Warp and weave (Mystra; Pr 4, Divination) ......................... PFTF 81
Watching shadow (Mask; Pr 4, Divination)........................... F&A 112
Water of Eldath (Eldath; Pr 5, Elemental Water, Healing) .......... F&A 61
Water serpent (Umberlee; Pr 5, Elemental Water).................... PFTF 72
Water sprint (Sebek; Pr 1, Combat) ................................ P&P 126
Water wyvern (Umberlee; Pr 3, Elemental Water)..................... PFTF 70
Waterspout (Umberlee; Pr 6, Elemental Water) ...................... F&A 175
Waterwall (Istishia; Pr 4, Elemental Water). ...................... F&A 81
Wave of telekinesis (Gaerdal Ironhand; Pr 4, Combat) .............. DD 151
Wealthtwist (Waukeen; Pr 7, Healing, Necromantic).................. F&A 181
Wealthword (Waukeen; Pr 7, Heating, Necromantic)................... F&A 181
Weapon immunity (Isis; Pr 4, Protection). ......................... P&P 117
Weapon shift (Arvoreen; Pr 2, Combat).............................. DD 165
Weathertell (Valkur; Pr 1, Weather, Divination).................... P&P 75
Wheat into blade (Chauntea; Pr 3, Combat, Plant)................... PFTF 31
Wheel of bones (Eldath; Pr 3, Necromantic)......................... F&A 60
Whip of flame (Loviatar; Pr 2, Combat). ........................... F&A 104
Whip of pain (Loviatar; Pr 3, Combat, Necromantic). ............... F&A 104
Whip of Shar (Shar; Pr 3, Necromantic) ............................ F&A 142
Whip of woe (Beshaba; Pr 5, Combat) ............................... PFTF 14
Whirlchain (Ilmarer; Pr 4, Combat) ................................ PFTF 105
Whirlwave (Umberlee; Pr 4, Elemental Water) ....................... PFTF 71
Whirlwind (Aerdrie Faenya, Akadi; Pr 7, Elemental Air)............. F&A 26
Whirlwind of steel (Garagos; Pr 5, Combat)......................... P&P 22
Whisperleaf (Baervan Wildwanderer; Pr 2, Plant) ................... DD 140
Wieldskill (Gond; Pr 2, Charm, Thought)............................ F&A 65
Wind blast (Aerdrie Faenya; Pr 3, Elemental Air) .................. DD 96
Wind lash (Talos; Pr 2, Weather)................................... F&A 157
Windbearer (Akadi; Pr 3, Elemental Air) ........................... F&A 26
Windlance (Emerald Enclave; Pr 5, Elemental Air)................... PFTF 127
Winds of Akadi (Akadi; Pr 4, Elemental Air) ....................... F&A 26
Wither (Myrkul; Pr 5, Necromantic) ................................ F&A 127
Wolfjaws (Tyr; Pr 2, Combat, Necromantic) ......................... F&A 171
Wondrous recall (Mysn-a; Pr 6, Charm, Creation).................... F&A 131
Wood sword (Mielikki; Pr 2, Combat)................................ F&A 115
Word of binding (Oghma; Pr 5, Guardian) ........................... PFTF 43
Wound (Bhaal; Pr 5, Necromantic) .................................. F&A 47
Wrath of Torm (Torm; Pr 6, Combat) ................................ PFTF 107
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