
Bring down favor from the gods, giving the target character a +1 to hit and on damage.

Inflicts 1d8 hits upon any one enemy.

Heals 1d8 hits of damage on any one party member.

Sheds a magical light that enables you to see further in the maze, and also improves your chances at spotting secret doors.
Beware, however. This spell makes it easier for monsters to find you.

Automatically maps dungeon level 1 while the party explores it, for as long as the spell remains active.
Casting a higher-numbered Map spell extends the automap to that level too, but casting a lower-numbered one never reduces how deep the party can already automap. When the spell's duration runs out, the automap vanishes until it is recast.

Improve the caster's armor by one point.
Note that this spell can be stacked with similar spells.

Removes any magically-induced fear from a single party member.

Awakens any party member in a magically-induced sleep.

Summon a lesser acolyte to fight alongside the caster.

Works like Light above, except that it essentially lasts forever.

Cures any one poisoned party member.

Destroys any one undead foe unless it makes its saving throw.

Reveals the precise location of the party, including how many levels below Kyrn it is located.
This spell is especially useful when combined with the Teleport spell.

Automatically maps dungeon levels 1 through 2 while the party explores them, for as long as the spell remains active.

Inflicts 2d8 hits upon any one enemy.

Unerringly reveals the trap on a chest, if there is one.

Heals 2d8 hits of damage on any one party member.

Causes the party to blend in with its surrounding, making it less noticable by wandering monsters. The chance of an encounter with such wandering foes is reduced by half.

Automatically maps dungeon levels 1 through 3 while the party explores them, for as long as the spell remains active.

Inflicts 3d8 hits upon any one enemy.

Constructs a simulacrum of a living being and imbues in it a semblance of the divine spark of life. The golem will fight loyally alongside the caster until it is destroyed or the spell expires.

Cures paralysis on any one party member.

Heals 3d8 hits of damage on any one party member.

Automatically maps dungeon levels 1 through 4 while the party explores them, for as long as the spell remains active.

Restores a dead character to life, but he or she will be weak and only have one hit point until healed.

Silences all monsters in the targeted group if they fail their saving throws.
Note that this prevents spell-casting opponents from using their spells.
Note also that the spell targets the location of a monster and not the monster itself; if two monsters switch places, the silence remains with the spot, not the monster.

Inflicts damage upon every member of a monster group.

Inflicts 4d8 hits upon any one enemy.

Displays a compass at the top of the screen.

Heals 4d8 hits of damage on any one party member.

Inflicts significant damage upon every member of a monster group.

Enables the entire party to float above the ground at will, rendering it immune to pits and chutes.

Automatically maps dungeon levels 1 through 5 while the party explores them, for as long as the spell remains active.

Restores a petrified party member back to flesh.

Blesses the party so that they may completely disregard one plus of immunity to non-magical weapons.

Reveals special areas of the Maze, such as secret doors and other unusual attributes.

Brings a great blessing unto the party, improving the armor of each member by five points.
Note that this spell can be stacked with similar spells.

Strips all but a few hits from a single opponent, leaving it highly-vulnerable.

Fully restore a living party member to total health.

Inflicts great damage upon every member of a monster group.

Automatically maps dungeon levels 1 through 6 while the party explores them, for as long as the spell remains active.

Banishes any single demon or multi-planar creature if it does not make its saving throw.

Slays a single opponent instantly unless it makes its saving throw. Even then, the raw power of the divine unleashed by this spell causes it to take significant damage.

Automatically maps dungeon levels 1 through 7 while the party explores them, for as long as the spell remains active.

Heals half of lost hits for each member of the party.

Brings a slain party member back to life with all his or her wounds healed, and at full vitality.

Blesses the party so that they may completely disregard two plusses of immunity to non-magical weapons.

Immediately teleports the entire party safely back to Kyrn.

Inflicts massive damage upon every member of every monster group.

Automatically maps dungeon levels 1 through 8 while the party explores them, for as long as the spell remains active.

Slays a monster in a randomly-chosen monster group unless it makes its saving throw, or resists with magic resistance.

Entreats the gods to send down a powerful guardian to fight for the caster and his or her party.

Fully heals the wounds of every party member.

Kills a monster in a monster group of the caster's choosing, unless it makes its saving throw, or resists with magic resistance. This spell's focused casting cuts through magic resistance more effectively than Random Death, giving it a bonus against resistant creatures.

Causes … something to happen. Perhaps it will help the party; perhaps it will hurt it. But when times are truly desperate, a cleric of great power and wisdom can call upon the gods to signficantly alter the situation.

Automatically maps every dungeon level while the party explores them, for as long as the spell remains active.

Blesses the party so that they may completely disregard three plusses of immunity to non-magical weapons.