(Complete Adventurer)
Healthful rest doubles the subjects' natural healing rate. Each affected creature regains twice the hit points it otherwise would have regained during that day, depending on its activity level (see page 76 of the Player's Handbook).
(Complete Divine)
With a touch of your hand, you boost the subject's life energy, granting him or her the fast healing ability for the duration of the spell. The subject heals 1 hit point per round of such damage until the spell ends and is automatically stabilized if he or she begins dying from hit point loss during that time. Lesser vigor does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple vigor spells do not stack; only the highest-level effect applies. Applying a second vigor spell of equal level extends the first spell's duration by the full duration of the second spell.
(Player's Guide to Faerûn)
You spit caustic saliva into your target's eyes with a successful ranged touch attack. A -4 penalty applies to the attack roll. The spittle blinds the target until it can wash its eyes with water or some other rinsing fluid. This spell has no effect on creatures without eyes or creatures that don't depend on eyes for vision.
(Complete Divine)
This spell causes grasses, weeds, bushes, and even trees to grow thorns and then wrap and twist around creatures in or entering the area. Creatures that make their save against this spell are unaffected other than having to move at half speed within the area of affect. If a creature fails its initial saving throw, it has three options: stay perfectly still, attempt to break free from the thorns, or continue to act normally. A creature that fails its save but stands perfectly still is entangled (-2 attack, -4 Dexterity), but experiences no other effect and takes no damage. Anyone entangled in this way loses the entangled condition if they leave the area of the spell.
Each round in which a creature remains in the area, it may spend a full round action extricating themselves from the thorns. Doing so allows for a new saving throw. If successful, the creature is unaffected by the thorns except it may only move at half speed in the area of the spell. Successfully breaking free in this way is the only thing a character can do that does not cause thorn damage to the character. A failed attempt to break free deals the normal 2d6 thorn piercing damage. Those that attempt actions (such as attack, cast a spell with a somatic component, or move) take 2d6 points of piercing damage from the thorns.
A creature that tries to cast a spell must also make a Concentration check (DC 15 + spell level + damage taken) or lose the spell.
The plants provide cover. A creature 5 feet away has cover. Creatures separated by 20 or more feet of briar webs have total cover.
(Player's Handbook II)
You call upon the power of Obad-Hai and conjure forth a great drift of snow, leaves, or smoldering ash. Druids of Obad-Hai routinely evoke the drifts of their lord to delay their enemies, to buy themselves time in the face of a sudden threat, and simply to decorate their groves.
You create drifts of snow, leaves, or ash 3 feet thick. It costs 2 squares of movement to enter a drift-covered square. Additional effects apply based on the type of drift.
(Player's Handbook II)
Two black tentacles sprout from your shoulder blades and arch over your shoulders. The tentacles have 10-foot reach and are animate. Each round as a free action, starting on the turn when you cast the spell, you can direct each tentacle to attack one opponent within reach. The tentacles use your base attack bonus and Strength score, and each deals bludgeoning damage equal to 1d8 points + your Str modifier. The tentacles threaten the area within their reach, and each can make one attack of opportunity per round. The tentacles also grant you a +4 bonus on Climb checks.
Material Component: A piece of octopus, squid, or carrion crawler tentacle.