p213 summon [outsider]: summon a specific creature from a summon monster spell one level higher, requires constant concentration.
p215 summon undead [#]: summons undead...
1
p011 aligned water(holy water), 25 gp
p031 blessed aim: +2 morale to ranged attacks made within 50ft
p053 conviction: +2 +1*level(18)/6 to saves
p077 ebon eyes: see in magic darkness
p087 faith healing: maximised cure light wounds, only works on someone who shares your deity
p099 foundation of stone: cheap imitation of defensive stance
p111 healthful rest: double natural healing, includes ability damage...
p149 omen of peril: 70%+level(20)% chance of knowing if you just had a stupid idea
p174 resurgence, also mass resurgence at level 3: reroll a failed save
p189 sign: +4 initiative
p229 lesser vigour: fast healing 1, 10+level rounds(15), also level 3 mass lesser vigour, fast heal 1 for max 25 rounds, and vigorous circle, FH3 for (40)
2
p027 binding winds: target cannot move, concentration
p048 close wounds: heals 1d4+level(5) hp at any time, can save someone who is reduced to <= 10 HP
p058 dark way: builds a bridge, for crossing things...
p070 divine insight: +5+level(10) to one skill check
p070 divine protection: +1 morale to AC and saves, 20ft burst, 1 minute*level
p100 fuse limbs: lose attacks, gain strength
p102 ghost touch armour, 1 minute/level
p134 living undeath: -4 charisma, immunity to critical hit+sneak attack
p164 quick march: +30 foot move speed for 1 round for entire party, swift action to cast
p189 shroud of undeath: become undead enough that they won't feel like eating you, no accounting for taste though...
p204 stabilise: cure 1 HP to everyone
3
p009 align weapon, mass: align weapon, 1*level/2 within 30ft
p011
anarchic[aligned] storm: 20ft cylinder, fixed at casting location, -4 search, spot, listen ranged, douse flames, damage to opposing alignment. requires aligned water(holy water for holy)
p014 antidragon aura: luck bonus versus dragons to AC+saves. 25gp
p021 awaken sin: 1d6*level(10) nonlethal damage, 1 round stun, (1d6 wis damage). will negates
p032 blindsight: touch, 30ft blindsight
p047 cloak of bravery: +level(10) to saves versus fear, 10minute per level, 60ft emanation
p049 clutch of orcus: 1round per level, requires concentration, paralysis and 1d12 damage/round, harvests organ.
p053 mass conviction: as conviction(level1) but multiple targets
p056 curse of ill fortune+mass: -3 to attack, save, skill, ability checks
p072 downdraft: flyers fall, grounders proned
p089 favourable sacrifice: damage reduction[5,10,20]/magic, energy resistance [10,15,20], SR [0,5,10]+level, [250,1000,10000]gp, 1 hour*level
p090 fell the greatest foe: +1d6 damage per size category greater than your own.
p106 girallon's blessing: +2 arms, 1d4 claw on all arms, 2d4 two handed rend
p109 hamatula barbs: 1d8 damage to anyone that hits the target
p174 resist energy, mass: resist energy for everyone!
p188 shield of warding: +1+level(20)/5 AC and ref saves, sacred bonus
p191 skull watch: skull watches something for you, can deafen
p196 sonorous hum: concentrates upon spells so that you don't have to
p203 spikes: makes a wooden weapon better, the complete divine version is better...
p234 wall of light: block line of sight for everyone but the caster
4
p017 assay spell resistance: +10 to beat target's spell resist
p063 delay death: temporary immunity to death from lost hit points
p106 glowing orb: controllable, permanent lightsource
p109 hand of the faithful: kind of weak, but convinces the party to wear your holy symbol...
p118 hypothermia: 1d6*level(15) damage+fatigue
p143 moon bolt: (level/3)(5)d4 strength damage, instead renders undead helpless for 1d4 rounds
p143 moon lust: fascinate on a failed wills save, dazzled on a success, 5gp
p152 panacea: cure long list of conditions.
p159 lesser planar exchange: temporarily play as a creature from the summon monster V list, if it dies you come back as you were, level 6 and 8 versions of the spell are also desired
p170 recitation: +2 AC, saves, attack rlls, +3 if same deity
p174 greater resistance: cast a spell instead of wearing a +3 cloak of resistance
p175 revenance: play with corpses
p188 mass shield of faith: I mock your puny AC!
p196 sound lance: drill a hole through an owlbear!
p200 spell vulnerability: -level(15) spell resistance, bypasses SR
p226 undeadbane weapon: 1hour per level, weapon gains undeadbane property, is also considered good-aligned
p235 wall of sand: foolhardy opponents will suffocate
5
p015 arc of lightning: 1d6*level(15) electricity damage along line between two targets.
p033 blistering radiance: 50ft spread, long range, 1*level rounds, dazzles sighted creatures, 2d6 fire damage per round, fortitude to half damage
p042 call [inevitable]: level 5, 7, 9 spells, calls inevitable to do its thing...
p069 divine agility: +10 dexterity
p073 dragon breath: gain a breath weapon
p075 earth reaver: 7d6 damage(no save) and prone(reflex) in an area
p176 revivify: true ress if you get to them really fast, and don't expect any hit points, 1000gp
p177 righteous wrath of the faithful: 1 extra attack(doesn't stack with haste), +3 morale to attack and damage
p224 triadspell: cast a 3rd or lower level spell, and memorise it twice
p244 zone of revelation: when invisibility purge fails...
6
p024 barghest's feats: stop a recurring villain from recurring.
p050 cometfall: 1d6*level(15) area damage, creates rough terrain
p080 energy immunity: read leetspeak without suffering, 24 hours
p103 ghost trap: corporeality emanation
p119 Ice flowers: level(15)d6 area damage + rough terrain
p150 opalescent glare: gaze attack that fears evil and kills <= 5 HD evil
p172 rejection: push nobles into magma
p174 superior resistance: cast a spell instead of wearing a +6 cloak of resistance, wait a minute...
p175 revive outsider: use this when outsiders are immune to raise dead, 5000gp
p201 spider plague: summon 5 large celestial or fiendish spiders
7
p033 blood to water: 2d6 con damage, 5 targets, fort half
p060 death dragon: gain AC and at-will cone of fear and inflict critical wounds.
p080 energy ebb: 1 negative level every round
p085 evil glare: at will [fear] paralysis
p099 fortunate fate: contingent Heal, when the target would have died.
p115 holy star: little friend helps you out
p164 radiant assault 1d6*level(15d6) damage and dazed for 1d6 rounds
p172 renewal pact: contingent Panacea, 500 gp
p174 mass restoration: no two of which are more than 30ft apart
p192 slime wave: create vast quantities of
green slime, see DMG p76, lots of constitution damage, reflex negates
p199 mass spell resistance: the tin, it speaks!
p218 symphonic nioghtmare: target cannot sleep
8
p060 death pact: lose 2 con, get a true ress if it comes up...
p061 mass death ward: death ward for the whole family
p091 fierce pride of the beastlands: long duration summon celestial lions.
p112 heat drain: roguicide
p229 veil of undeath: I think that immunity to death is a typo, they surely meant death effects... grants you most of the perks of being undead with almost none of the penalties.
9
p113 heavenly host,hellish horde: long duration archon,devil summon
p116 hunters of hades: "
p007 abyssal army: "
p226 undeath's eternal foe: party no longer fears undead
p229 vile death: because the world need fienish undead
p231 greater visage of the deity: vast mess of abilities, mostly defensive, mostly mild, apparently untyped bonus to wisdom and charisma is the drawcard
p239 greater whirlwind: better look this one up, it is on a domain that I intend to get