| 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. |