| Calm Animals | Calms (2d4 + level) HD of animals |
| Charm Animal | Makes one animal your friend |
| Cure Light Wounds | Cures 1d8 damage +1/level (max +5) |
| Detect Animals or Plants | Detects kinds of animals or plants |
| 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 |
| Faerie Fire | Outlines subjects with light, canceling blur, concealment, and the like |
| Goodberry | 2d4 berries each cure 1 HP (max 8 HP/24 hours) |
| Hide from Animals | Animals can’t perceive one subject/level |
| Jump | Subject gets bonus on Jump checks |
| Longstrider | Your speed increases by 10 ft. |
| Magic Fang | One natural weapon of subject creature gets +1 on attack and damage rolls |
| Magic Stone | Three stones gain +1 on attack rolls, deal 1d6+1 damage |
| Obscuring Mist | Fog surrounds you |
| Pass without Trace | One subject/level leaves no tracks |
| Produce Flame | 1d6 damage +1/level, touch or thrown |
| Shillelagh | Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 min./level |
| Speak with Animals | You can communicate with animals |
| Summon Nature’s Ally I | Calls creature to fight |