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Wizard Quest Magic Rules - Welcome

The campaign world of Wizard Quest utilizes an optional rule when dealing with arcane and divine spells. It also uses a spell law system for maintaining control of those same spell casters. The various countries in the world embrace spells, but while some my openly allow spell casting of any form, others maintain a strict control over the various forms of spells. This page will detail both the use of the optional rule which comes from the Unearthed Arcana supplement book published by Wizards of the Coast and the Spell Law system taken directly from the Urbis campaign world website.

I had originally created my own spell law system, using a variation of the one put forth in the 3rd edition rules of G.U.R.P.S., but have since decided to alter it to use the Urbis guidelines instead. I've read over what was written on the website and found that I like the direction that was taken for their spell law.

To view the spell point rules, reposted here directly from the PBeMNexus.com System Reference Document, click on the link labeled, View Spell Point Rules, I am not using these rules at the moment because we are using BRP which has it's own power point method. Once you are finished reading those rules, you may click the link a second time and the rules will be hidden once more.

I'm in the process of coming up with my own house rules for integrating Pathfinder Spells into BRP as I like those spells better than the BRP ones. We are currently play testing those rules and I hope to post them once I've got a good working set.

To view the spell laws, reposted here directly from the Urbis website, click on the link labeled, View Spell Laws. Once you have finished reading the spell laws, you may click the link a second time and the laws will be hidden once more.

Further information on how spell laws are handled per country will eventually be added to the section on each country under the World section of the website.

For my current BRP version of the rules, I'm using the GURPS Mana Levels rules as I like how they work, with some adjustment for BRP. The Mana Levels are described below.

  • No Mana - spells can't be cast, magic items don't work.
  • Low Mana - spells cost twice the magic points to cast.
  • Normal Mana - spells cost normal magic points to cast.
  • High Mana - spells cost 2/3 normal magic points to cast.
  • Very High Mana - spells cost 1/2 normal magic points to cast.

View Spell Point Rules

View Spell Laws

The spell laws are based on 3.5 version of DnD, so there might be Pathfinder spells missing.

Unearthed Arcana - Spell Points

The spell point system presented here allows caster to more freely pick and choose which spells they cast each day.

Every spellcaster has a reserve of spell points based on her class and level (see Table: Spell Points Per Day). Characters also gain bonus spell points from a high ability score (just as normal spellcasters would gain bonus spells from a high ability score; see Bonus Spell Points and Bonus Spells, below). These spell points provide the magical power behind the caster's spells: She spends a number of spell points appropriate to the spell's level to cast the spell (see Casting Spells, below). Once spent, spell points are expended until the caster has sufficient time to rest and prepare new spells (see Preparing Spells, below).

Table: Spell Points per Day
Level Bard Cleric, Druid, Wizard Ranger, Paladin Sorcerer
1st 0 2 0 3
2nd 0 4 0 5
3rd 1 7 0 8
4th 5 11 0 14
5th 6 16 0 19
6th 9 24 1 29
7th 14 33 1 37
8th 17 44 1 51
9th 22 56 1 63
10th 29 72 4 81
11th 34 88 4 97
12th 41 104 9 115
13th 50 120 9 131
14th 57 136 10 149
15th 67 152 17 165
16th 81 168 20 183
17th 95 184 25 199
18th 113 200 26 217
19th 133 216 41 233
20th 144 232 48 249

Table: Bonus Spell Points
-Bonus Spell Points (by Maximum Spell Level)-
Score 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
12-13 - 1 1 1 1 1 1 1 1 1
14-15 - 1 4 4 4 4 4 4 4 4
16-17 - 1 4 9 9 9 9 9 9 9
18-19 - 1 4 9 16 16 16 16 16 16
20-21 - 2 5 10 17 26 26 26 26 26
22-23 - 2 8 13 20 29 40 40 40 40
24-25 - 2 8 18 25 34 45 58 58 58
26-27 - 2 8 18 32 41 52 65 80 80
28-29 - 3 9 19 33 51 62 75 90 107
30-31 - 3 12 22 36 54 76 89 104 121
32-33 - 3 12 24 38 56 78 104 119 136
34-35 - 3 12 27 48 66 88 114 144 161
36-37 - 4 13 28 49 76 98 124 154 188
38-39 - 4 16 31 52 77 110 136 166 200
40-41 - 4 16 36 57 84 117 156 186 220
42-43 - 4 16 36 64 91 124 163 208 242
44-45 - 5 17 37 65 101 134 173 218 269
46-47 - 5 20 40 68 104 148 187 232 283
48-49 - 5 20 45 73 109 156 205 250 301
50-51 - 5 20 45 80 116 160 212 272 323
and so on...

PREPARING SPELLS

With this variant, spellcasters still prepare spells as normal (assuming they normally prepare spells). In effect, casters who prepare spells are setting their list of "spells known" for the day. They need not prepare multiple copies of the same spell, since they can cast any combination of their prepared spells each day (up to the limit of their spell points).

For example, a 4th-level wizard with an Intelligence score of 16, when using the spell point system, would prepare four 0-level spells, four 1st-level spells (three plus her bonus spell for high Int) and three 2nd-level spells (two plus her bonus spell for high Int). These spells make up her entire list of spells that she can cast during the day, though she can cast any combination of them, as long as she has sufficient spell points.

Bonus Spell Points and Bonus Spells

Any spellcaster who would normally receive bonus spells for a high ability-score receives bonus spell points instead. In effect, the character can simply cast more of her spells each day.

To determine the number of bonus spell points gained from a high ability score, first find the row for the character's ability score on Table: Bonus Spell Points. Use whichever ability score would normally award bonus spells for the character's class (Wisdom for clerics and druids, Intelligence for wizards, and so forth).

Next, find the coulumn for the highest level of spell the characrer is capable of casting based on her class level (even if she doesn't have a high enough ability score to cast spells of that level). At the point where the row and coulumn intersect, you find the bonus spell points a character gains. This value can change each time her ability score undergoes a permanent change (such as from an ability score increase due to character level or one from a wish spell) and each time her level changes.

For example, the 4th-level wizard with an Intelligence score of 16 is capable of casting 2nd-level spells. The number on Table: Bonus Spell Points at the intersection of the 16-17 row and the 2nd column is 4, so she has 4 extra spell points each day (in addition to the 11 points she gets from being a 4th-level wizard). If her Intelligence were increased to 20 because of fox's cunning spell or a Headband of Intellect +4, she wouldn't gain any additional bonus spell points, since those effects produce temporary changes, not permanent changes. However, when she reaches 5th level, her bonus spell points would increase from 4 to 9 (since she is now capable of casting 3rd-level spells and thus uses that column), and her overall total would increase from 15 to 25.

A character who would normally receive bonus spells from a class feature (such as from wizard specialization or access to a domain) can instead prepare extra spells of the appropriate levels, domains, and/or shcools. The character doesnøt get any extra spell points (and thus can't cast any more spell than normal), but the added flexibility of being able to use the bonus spell more than once per day makes up for that.

For instance, a specialist wizard can prepare one extra spell from the chosen school of each spell level that she can cast. A cleric can prepare one domain spell (chosen from amond his domain spells available) of each spell level that he can cast.

For example, if the previous 4th-level wizard were an evoker, she could prepare one additional spell per level, but that spell would have to be from the evocation school. Once it is prepared, she can use that spell just like any of her other spells, casting it as often as she has spell points.

Another example: At 1st level, a cleric gains a bonus 1st-level spell, which must be selected from one of his two domains. Once it is prepared, he can use that domain spell just like any of his other spells, casting it as often as he has spell points.

For class features that grant bonus spells of a nonfixed spell lecel (such as the dragon disciple's bonus spells), the character instead gains a number of bonus spell points equal to twice the highest spell level he can cast, minus 1 (minimun 1 point) each time he gains a bonus spell. This is a fixed value - it doesn't increase later as the character gains levels - though later rewards may be larger as appropriate to the character's spellcasting ability.

For example, a 4th-level fighter/4th-level sorcerer who gains a level of dragon disciple gets a bonus spell. Since the character is capable of casting 2nd-level spells, she receives 3 bonus spells points (2*2=4, 4-1=3).

Spontaneous Spellcasting

Characters who cast all their spells spontaneously - such as bards and sorcerers - don't have to prepare spells. They can cast any spell they know by spending the requisite number of spell points.

Characters with the ability to cast a limited nimber of spells spontaneously (such as druids, who can spontaneously cast a summon nature's ally spell in place of another spell of the same level) are always treated as having those spells prepared, without spending any spell slots to do so. Thus they can cast such spells any time they have sufficien spell points.

Under this sytem, the Healing domain becomes a relatively poor choice for good-aligned clerics, since they gain less of a benefit for that domain. See Spontaneous Divine Casters for ways to solve that dilemma.

Regaining Spell Points

Spellcasters regain lost spell ponts whenever they could normally regain spells. Doing this requires the same amount of rest and preparation or concentration time as normal for the class. Without this period of rest and mental preparation, the caster's mind isn't ready to regain its power. Spell points are not divorced from the body; they are part of it. Using spell points is mentally tiring, and without the requisite preriod of rest, they do not regenerate. Any spell points spelnt within the last 8 hours count against a character's daily limit and aren't regained.

CASTING SPELLS

Each spell costs a cetain number of spell points to cast. The higher the level of the spell, the more points it costs. Table: Spell Point Costs describes each spell's cost.

Table: Spell Point Costs
Spell Level Spell Point Cost
0 01
1st 1
2nd 3
3rd 5
4th 7
5th 9
6th 11
7th 13
8th 15
9th 17
1 0-level spells cost no spell points to cast. If a spellcaster is capable of casting 0-level spells, she can cast a number of 0-level spells each day equal to three + the number of spell points gained by that class at 1st level.

Spellcasters use their full normal caster level for determining the effect of their spells in this system, with one significant exception. Spells that deal a number of dice of damage based on caster level (such as magic missile, searing light, or lightning bolt) deal damage as if cast by a character of the minimum level of the class capable of casting the spell. Spells whose damage is partially based on caster level, but that don't deal a number of dice of damage based on caster level (such as produce flame or an inflict spell) use the spellcaster's normal caster level to determine damage. Use the character's normal caster level for all other effects, including range and duration.

For example, a fireball deals a number of dice of damage based on the caster's level, so when cast by a wizard using this system, it deals 5d6 points of damage (as if cast by a 5th-level wizard, which is the minimum level of wizard capable of casting fireball). A sorcerer who casts the same spell deals 6d6 points of damage, since the minimum level of sorcerer capable of casting fireball i 6th.

A character can pay additional spell points to increase the dice of damage dealt by a spell. Every 1 extra spell point spent at the time increases the spells effective caster level by 1 for purposes of dealing damage. A character can't increase a damage-dealing spell's caster level above her own caster level, or above the normal maximum allowed by the spell.

For example, even at 7th level, a wizard's lightning bolt deals only 5d6 points of damage (just like a 5th-level wizard) unless she spends extra spell points. If she spends 1 extra spell point (making the lighting bolt cost 6 points rather than 5), the spell deals 6d6 points of damage. A second extra spell point would increase the damage to 7d6 points, but she can't spend more points than this, since her caster level is only 7th. Were she 10th level or higher, she could spend a maximum of 5 extra spell points on this spell, raising the damage up to 10d6, the maximum allowed for a lighting bolt spell.

Similarly, her magic missile spell only shoots one missile unless she spends extra spell points. An extra 2 spell points increases the caster level from 1st to 3rd, granting her one additional missile. She can spend a maximum of 6 additional spell points in this manner, increasing her effective caster level to 7th for damage purposes and granting her a total of four missiles. If she were 9th level or higher, she could spend a maximum of 8 extra spell points, granting her five missiles (just like a 9th-level caster).

METAMAGIC AND SPELL POINTS

In the spell point system, a DM has two options for how to adjudicate metamagic effects. In either case, casters need not specially prepare metamagic versions of their spells - they can simply choose to apply the metamagic effect at the time of casting. Doing this does not increase the spells casting time.

The first option is to apply an additional spell point cost to any spell cast with a metamagic feat. This option allows a character maximum flexibility in her choice of spellcasting. Effectively, the character must pay for the spell as if it were a higher-level spell, based on the adjustment from the metamagic feat. If the metamagic effect(s) would increase the spell's effective level above what she is capable of casting, she can't cast the spell in that way.

For example, a 7th level wizard is capable og casting 4th-level spells. She could empower a 2nd-level spell, or still a 3rd-level spell, or empower and still a 1st-level spell. She couldn't empower a 3rd-level spell or still a 4th-level spell (since doing either of those things would raise either spell's effective spell level to 5th).

The spell's caster level for purposes of damage-dealing effects (see above) doesn't change, even if the metamagic effect increases the minimum caster level of that spell. For instance, a quickened fireball still deals damage as if cast by a 5th-level caster unless the caster chooses to pay additional spell points to increase the caster level.

For example, if a wizard empowered her magic missile it would cost her 5 spell points (as if it were a 3rd-level spell) but would shoot only one missile and deal (1d4+1)*1.5 points of damage. If she spend an additional 6 spell points (for a total of 11), the caster level of the magic missile would increase to 7th, and the spell would shoot four missiles dealing a total of (4d4+4)*1.5 points of damage.

The second option is simpler but less flexible. In this option, each selection of a metamagic feat allows a character to apply the feat's effect three times per day at no additional spell point cost. The normal limit for maximum spell level applies (a 7th-level wizard can't empower a spell higher than 2nd level, for instance).

You could even combine these options, allowing a spellcaster with a metamagic feat to use the feat three times per day for free, but any additional uses in the same day would cost extra spell points. Only choose this combination approach if you're comfortable with characters throwing around a lot of metamagic spells.

MULTICLASS SPELLCASTERS

A character with nonstacking spellcasting ability from multiple classes (such as a cleric/wizard) has a separate pool of spell points for each spellcasting class. Such characters may only spend spell points on spells grated by that class. Bonus spell points from a high ability score apply to each pool separately, even if the same ability score is tied to more than one spellcasting class. In the rare situations when a character has prepared or knows the same spell in two different slots (such as a druid/ranger preparing delay poison as both a 2nd-level druid spell and a 1st-level ranger spell), the character can cast the spell using either pool of spell points, but the spell is treated as being cast by a caster of the level of the class from which the spell points are drawn.

For example, a 5th-level cleric/2nd-level bard has 15 spell points (plus bonus spell points for high Wisdom) for his cleric spells and 0 spell points (plus bonus spell points for high Charisma) for his bard spells. When he casts cure moderate wounds, the points for that spell must be drawn from his pool of cleric spell points. If he knows cure light wounds as a bard spell and has also prepared it as a cleric spell, he may cast it either as a cleric or as a bard. As a cleric spell, the spell is cast at 5th level and heals 1d8+5 points of damage; as a bard spell, it is cast at 2nd level and heals 1d8+2 points of damage.

MISCELLANEOUS ISSUES

When a character would lose a spell slot (such as from gaining a negative level), he instead loses the number of spell points required to cast his highest level spell.

Spells that allow a character to recall or recast a spell don't function in this system. (It doesn't make any sense to have a spell that gives you more spell points, since you're either paying mare than you get, getting nothing, or getting more than you paid.) Items that function similarly can work, but differently - they restore a number of spell points required to cast a spell of that level. A Pearl of Power for 3rd-level spells, for instance, would restore 5 spell points to a character's pool of available points when activated.

BEHIND THE CURTAIN: SPELL POINTS

The spell point system dramatically expands the versality of a spellcaster. Since she's no longer tied to using a specific number of spell slots, she can much more easily adapt to situations. In effect, spell points make all classes work more like the sorcerer, and make the sorcerer (or bard) work even more like the sorcerer. In general, spellcasters become more powerful - though they aren't capable of casting any spell they couldn't cast before, they are now capable of casting more high-level spells per day and more of whichever spells they need. If a 15th-level cleric needs to cast heal a dozen times during an adventure, he can do that (though not much else).

One balancing factor is the cost for casters to increase the damage dealt by their spells. This cost helps to maintain balance between spells of different level. If you didn't have to pay more for a 5d6 lightning bolt (a 3rd-level spell costing 5 spell points), then the 9d6 lightning bolt would cost barely more than half as much as a 9d6 cone of cold (a 5th-level spell costing 9 spell points), even though both spells deal equal damage.

If you use this variant, consider adding other game elements that influence (or are influenced by) spell points. These might include magic items that grant (or cost) spell points, feats that grant bonus spell points (or make certains spells cost fewer spell points to cast), special abilites that drain spell points from casters, and so forth.

Wizard Quest - Magic & The Law

Not all spells are equal in the eye of the law. While some spells can be cast freely by anyone who knows them, others are restricted to licensed spell casters, or even banned outright. While the legality of individual spells can vary widely from country to country, the following list can be used under most circumstances. The use of magic in a wilderness area does not normally fall under the jurisdiction of the law.

The list uses the following abbreviations:

Legal: (L) The spell can be freely cast by anyone who knows it without fear of legal repercussions. These spells have mostly fairly harmless effects, or effects that are solely centered on the spell caster himself.

Civilian Licence: (CL) The spell can be cast by a registered spell caster for his personal use only. He may not charge money for casting it - that requires a professional license. Anyone, whether citizen of a city-state or a visitor, may get a civilian license, though convicted felons are usually denied one. A civilian license costs 25 Wages times the highest spell level squared. So someone who wants a license to cast up to third-level civilian spells would have to pay 25 Wages x 3 x 3 = 225 Wages.

These spells might be used for mischief, but the government trusts responsible citizens to use them correctly (and usually, those who apply for such a license are lectured on what constitutes "correct usage" and what doesn't).

Professional Licence: (PL) This is required to charge money for spellcasting services, as well as being allowed to cast professional spells. A civilian license is required to purchase a professional license, and professional license costs 50 Wages times the highest spell level squared. It is also possible to purchase professional licenses for single schools of magic. This costs 10 Wages times the highest spell level squared. Professional licenses for a single spell cost 5 Wages times the spell level squared.

Holders of professional licenses must usually give a full list of all the spells they are able to cast to the authorities. These spells either hold potential for abuse or are a major money-maker for organized spell casters, and as such are tightly monitored. Also included are a number of offensive spells that bodyguards and other non-military or non-guard professionals might require in their line of work.

Military Licence: (ML) These spells are usually only legal for military forces, city guards, and similar organizations. In some cases, mercenary company may get licenses for their own combat spell casters, in which case the license costs then company 50 Wages times the highest spell level squared. Private individuals may be able to get military licenses if they join a city's reserve forces. In this case, the license doesn't cost them anything, but they must join military exercises (which usually last for a week and take place two times a year on average), and they will be drafted in times of war.

These spells have vast potential for abuse, and are often hard to justify for use in a civilian context. Examples include spells that cause devastation in a large area such as fireball, spells that deny the target its free will, such as charm person, or spells that might help wanted criminals to avoid the authorities, such as alter self.

Banned: (B) These spells are illegal to cast for anyone with the possible exception of trusted government agents (and even then it often must be kept a secret from the general population). In some rare cases private individuals or non-government organizations may be granted permission to cast these spells, but there is no fixed price for this - it usually requires hefty bribes combined with huge favors for those in power.

Banned spells include those that create undead, permanently slay the living (i.e., those that prevent the victims from being raised), and anything that might significantly alter the status quo, such as wish.

A number of special cases are explained below:

Government employees: Spell casters who work for the government of a city-state don't usually have to pay for any licenses - the government usually gives them the necessary licenses for their profession free of charge. However, professional and military licenses are usually invalidated once the spell caster leaves government service.

Licences in other countries: Countries that have established firm diplomatic relations with each other (this usually means that they are within the same region, or within a neighboring region close to the regional border) and aren't hostile to each other will honor each other's civilian licenses for up to three months, and each other's professional licenses for up to 30 days. After this, the visitor will have to acquire an additional license in the new city to continue spellcasting.

Countries will not honor each other's military licenses unless they are actively allied.

Magic Items: The production of magic items for sale requires at least a professional license. If the spell effect created by the item would require a license, the buyer must usually show proof that he has the appropriate license as well.

Priests and spellcasting: Priests of all recognized faiths in a city (i.e., all faiths that have established a permanent and official temple in a city, as opposed to small shrines or hidden temples) are considered to have the equivalent of a civilian license. Priests of major faiths (usually the two or three most popular or influential faiths, though the exact number can vary considerably) are considered to have the equivalent of a professional license for all spell levels, while priests of minor faiths are considered to have the equivalent of a professional license for spells up to spell level four. Priests of faiths without official representation in the city will have to purchase civilian and professional licenses like other spell casters. This also applies to druids, whose faith isn't recognized in most cities and often is, in fact, illegal. Druids who bother with acquiring licenses will usually pretend to follow another faith.

Renewing licences: Professional and military licenses (in the case of mercenaries) must be renewed each year in most cities. This costs 10% of the original price for each year.

Self-defense: It is usually permissible to use PL spells in self-defense even if the spell caster does not have a professional license. The spell caster must have clearly been the victim in this situation, however - casting such a spell when defending himself from thieves breaking into his home is one thing, while casting a spell when running from the city guards is quite another! Casting ML spells is seen less leniently - the caster will be held responsible for any collateral damage, and unless he has very good explanations for his actions, and why he even knows the spell in the first place, he will have to face large fines, exile, or even imprisonment.

A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
Spell School Subschool Descriptor Level Components Legal
Acid Arrow Conjuration Creation Acid Sor/Wiz 2 V, S, M, F CL
Acid Fog Conjuration Creation Acid Sor/Wiz 6, Water 7 V, S, M/DF ML
Acid Splash Conjuration Creation Acid Sor/Wiz 0 V, S CL
Aid Enchantment Compulsion Mind-Affecting Clr 2, Good 2, Luck 2 V, S, DF CL
Air Walk Transmutation None Air Air 4, Clr 4, Drd 4 V, S, DF PL
Alarm Abjuration None None Brd 1, Rgr 1, Sor/Wiz 1 V, S, F/DF L
Align Weapon Transmutation None see text Clr 2 V, S, DF 1
Alter Self Transmutation None None Brd 2, Sor/Wiz 2 V, S ML
Analyze Dweomer Divination None None Brd 6, Sor/Wiz 6 V, S, F PL
Animal Growth Transmutation None None Drd 5, Rgr 4, Sor/Wiz 5 V, S PL
Animal Messenger Enchantment Compulsion Mind-Affecting Brd 2, Drd 2, Rgr 1 V, S, M PL
Animal Shapes Transmutation None None Animal 7, Drd 8 V, S, DF ML
Animal Trance Abjuration Compulsion Mind-Affecting, Sonic Brd 2, Drd 2 V, S CL
Animate Dead Necromancy None Evil Clr 3, Death 3, Sor/Wiz 4 V, S, M B
Animate Objects Transmutation None Brd 6, Chaos 6, Clr 6 V, S ML
Animate Plants Transmutation None Drd 7, Plant 7 V ML
Animate Rope Transmutation None Brd 1, Sor/Wiz 1 V, S PL
Antilife Shell Abjuration None Animal 6, Clr 6, Drd 6 V, S, DF PL
Antimagic Field Abjuration None Clr 8, Magic 6, Protection 6, Sor/Wiz 6 V, S, M/DF PL
Antipathy Enchantment Compulsion Mind-Affecting Drd 9, Sor/Wiz 8 V, S, M/DF 2
Antiplant Shell Abjuration None Drd 4 V, S, DF L
Arcane Eye Divination Scrying Sor/Wiz 4 V, S, M ML
Arcane Lock Abjuration None Sor/Wiz 2 V, S, M CL
Arcane Mark Universal None Sor/Wiz 0 V, S CL
Arcane Sight Divination None Sor/Wiz 3 V, S L
Arcane Sight, Greater Divination None Sor/Wiz 7 CL
Astral Projection Necromancy None Clr 9, Sor/Wiz 9, Travel 9 V, S, M PL
Atonement Abjuration None Clr 5, Drd 5 V, S, M, F, DF, XP L
Augury Divination None Clr 2 V, S, M, F L
Awaken Transmutation None Drd 5 V, S, DF, XP ML
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Spell School Subschool Descriptor Level Components Legal
Baleful Polymorph Transmutation None Drd 5, Sor/Wiz 5 V, S B
Bane Enchantment Compulsion Fear, Mind-Affecting Clr 1 V, S, DF ML
Banishment Abjuration None Clr 6, Sor/Wiz 7 V, S, F L
Barkskin Transmutation None Drd 2, Rgr 2, Plant 2 V, S, DF CL
Bear’s Endurance Transmutation None Clr 2, Drd 2, Rgr 2, Sor/Wiz 2 V, S, DF L
Bear’s Endurance, Mass Transmutation None Clr 6, Drd 6, Sor/Wiz 6 CL
Bestow Curse Necromancy None Clr 3, Sor/Wiz 4 V, S ML
Binding Enchantment Compulsion Mind-Affecting Sor/Wiz 8 V, S, M 3
Black Tentacles Conjuration Creation Sor/Wiz 4 V, S, M ML
Blade Barrier Evocation None Force Clr 6, Good 6, War 6 V, S ML
Blasphemy Evocation None Evil, Sonic Clr 7, Evil 7 V B
Bless Enchantment Compulsion Mind-Affecting Clr 1, Pal 1 V, S, DF L
Bless Water Transmutation None Good Clr 1, Pal 1 V, S, M L
Bless Weapon Transmutation None Pal 1 V, S CL
Blight Necromancy None Drd 4, Sor/Wiz 5 V, S, DF PL
Blindness/Deafness Necromancy None Brd 2, Clr 3, Sor/Wiz 2 V PL
Blink Transmutation None Brd 3, Sor/Wiz 3 V, S PL
Blur Illusion Glamer Brd 2,Sor/Wiz 2 V PL
Break Enchantment Abjuration None Brd 4, Clr 5, Luck 5, Pal 4, Sor/Wiz 5 V, S CL
Bull’s Strength Transmutation None Clr 2, Drd 2, Pal 2, Sor/Wiz 2, Strength 2 V, S, M/DF CL
Bull’s Strength, Mass Transmutation None Clr 6, Drd 6, Sor/Wiz 6 PL
Burning Hands Evocation None Fire Fire 1, Sor/Wiz 1 V, S PL
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Spell School Subschool Descriptor Level Components Legal
Call Lightning Evocation None Electricity Drd 3 V, S ML
Call Lightning Storm Evocation None Electricity Drd 5 ML
Calm Animals Enchantment Compulsion Mind-Affecting Animal 1, Drd 1, Rgr 1 V, S L
Calm Emotions Enchantment Compulsion Mind-Affecting Brd 2, Clr 2, Law 2 V, S, DF PL
Cat’s Grace Transmutation None Brd 2, Drd 2, Rgr 2, Sor/Wiz 2 V, S, M PL
Cat’s Grace, Mass Transmutation None Brd 6, Drd 6, Sor/Wiz 6 PL
Cause Fear Necromancy None Fear, Mind-Affecting Brd 1, Clr 1, Death 1, Sor/Wiz 1 V, S PL
Chain Lightning Evocation None Electricity Air 6, Sor/Wiz 6 V, S, F ML
Changestaff Transmutation None Drd 7 V, S, F ML
Chaos Hammer Evocation None Chaotic Chaos 4 V, S ML
Charm Animal Enchantment Charm Mind-Affecting Drd 1, Rgr 1 CL
Charm Monster Enchantment Charm Mind-Affecting Brd 3, Sor/Wiz 4 ML
Charm Monster, Mass Enchantment Charm Mind-Affecting Brd 6, Sor/Wiz 8 V ML
Charm Person Enchantment Charm Mind-Affecting Brd 1, Sor/Wiz 1 V, S ML
Chill Metal Transmutation None Cold Drd 2 V, S, DF PL
Chill Touch Necromancy None Sor/Wiz 1 V, S PL
Circle of Death Necromancy None Death Sor/Wiz 6 V, S, M ML
Clairaudience/Clairvoyance Divination Scrying Brd 3, Knowledge 3, Sor/Wiz 3 V, S, F/DF ML
Clenched Fist Evocation None Force Sor/Wiz 8, Strength 8 V, S, F/DF ML
Cloak of Chaos Abjuration None Chaotic Chaos 8, Clr 8 V, S, F ML
Clone Necromancy None Sor/Wiz 8 V, S, M, F PL
Cloudkill Conjuration Creation Sor/Wiz 5 V, S ML
Color Spray Illusion Pattern Mind-Affecting Sor/Wiz 1 V, S, M CL
Command Enchantment Compulsion Language-Dependent, Mind-Affecting Clr 1 V 4
Command Plants Transmutation None Drd 4, Plant 4, Rgr 3 V PL
Command Undead Necromancy None Sor/Wiz 2 V, S, M ML
Command, Greater Enchantment Compulsion Language-Dependent, Mind-Affecting Clr 5 5
Commune Divination None Clr 5 V, S, M, DF, XP L
Commune with Nature Divination None Animal 5, Drd 5, Rgr 4 V, S CL
Comprehend Languages Divination None Brd 1, Clr 1, Sor/Wiz 1 V, S, M/DF L
Cone of Cold Evocation None Cold Sor/Wiz 5, Water 6 V, S, M/DF ML
Confusion Enchantment Compulsion Mind-Affecting Brd 3, Sor/Wiz 4, Trickery 4 V, S, M/DF ML
Confusion, Lesser Enchantment Compulsion Mind-Affecting Brd 1 V, S, DF ML
Consecrate Evocation None Good Clr 2 V, S, M, DF L
Contact Other Plane Divination None Sor/Wiz 5 V L
Contagion Necromancy None Evil Clr 3, Destruction 3, Drd 3, Sor/Wiz 4 V, S B
Contingency Evocation None Sor/Wiz 6 V, S, M, F PL
Continual Flame Evocation None Light Clr 3, Sor/Wiz 2 V, S, M CL
Control Plants Transmutation None Drd 8, Plant 8 V, S, DF PL
Control Undead Necromancy None Sor/Wiz 7 V, S, M PL
Control Water Transmutation None Water Clr 4, Drd 4, Sor/Wiz 6, Water 4 V, S, M/DF PL
Control Weather Transmutation None Air 7, Clr 7, Drd 7, Sor/Wiz 7 V, S PL
Control Winds Transmutation None Air Air 5, Drd 5 V, S ML
Create Food and Water Conjuration Creation Clr 3 V, S L
Create Greater Undead Necromancy None Evil Clr 8, Death 8, Sor/Wiz 8 B
Create Undead Necromancy None Evil Clr 6, Death 6, Evil 6, Sor/Wiz 6 V, S, M B
Create Water Conjuration Creation Water Clr 0, Drd 0, Pal 1 V, S L
Creeping Doom Conjuration Summoning Drd 7 V, S ML
Crushing Despair Enchantment Compulsion Mind-Affecting Brd 3, Sor/Wiz 4 V, S, M ML
Crushing Hand Evocation None Force Sor/Wiz 9, Strength 9 V, S, M, F/DF ML
Cure Critical Wounds Conjuration Healing Brd 4, Clr 4, Drd 5, Healing 4 CL
Cure Critical Wounds, Mass Conjuration Healing Clr 8, Drd 9, Healing 8 PL
Cure Light Wounds Conjuration Healing Brd 1, Clr 1, Drd 1, Healing 1, Pal 1, Rgr 2 V, S L
Cure Light Wounds, Mass Conjuration Healing Brd 5, Clr 5, Drd 6, Healing 5 V, S PL
Cure Minor Wounds Conjuration Healing Clr 0, Drd 0 L
Cure Moderate Wounds Conjuration Healing Brd 2, Clr 2, Drd 3, Healing 2, Pal 3, Rgr 3 CL
Cure Moderate Wounds, Mass Conjuration Healing Brd 6, Clr 6, Drd 7 PL
Cure Serious Wounds Conjuration Healing Brd 3, Clr 3, Drd 4, Pal 4, Rgr 4, Healing 3 CL
Cure Serious Wounds, Mass Conjuration Healing Clr 7, Drd 8 PL
Curse Water Necromancy None Evil Clr 1 V, S, M ML
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Spell School Subschool Descriptor Level Components Legal
Dancing Lights Evocation None Light Brd 0, Sor/Wiz 0 V, S L
Darkness Evocation None Darkness Brd 2, Clr 2, Sor/Wiz 2 V, M/DF PL
Darkvision Transmutation None Rgr 3, Sor/Wiz 2 V, S, M L
Daylight Evocation None Light Brd 3, Clr 3, Drd 3, Pal 3, Sor/Wiz 3 V, S CL
Daze Enchantment Compulsion Mind-Affecting Brd 0, Sor/Wiz 0 V, S, M CL
Daze Monster Enchantment Compulsion Mind-Affecting Brd 2, Sor/Wiz 2 CL
Death Knell Necromancy None Death, Evil Clr 2, Death 2 V, S ML
Death Ward Necromancy None Clr 4, Death 4, Drd 5, Pal 4 V, S, DF L
Deathwatch Necromancy None Evil Clr 1 V, S CL
Deep Slumber Enchantment Compulsion Mind-Affecting Brd 3, Sor/Wiz 3 PL
Deeper Darkness Evocation None Darkness Clr 3 PL
Delay Poison Conjuration Healing Brd 2, Clr 2, Drd 2, Pal 2, Rgr 1 V, S, DF L
Delayed Blast Fireball Evocation None Fire Sor/Wiz 7 ML
Demand Enchantment Compulsion Mind-Affecting Sor/Wiz 8 ML
Desecrate Evocation None Evil Clr 2, Evil 2 V, S, M, DF B
Destruction Necromancy None Death Clr 7, Death 7 V, S, F B
Detect Animals or Plants Divination None Drd 1, Rgr 1 V, S L
Detect Chaos Divination None Clr 1 L
Detect Evil Divination None Clr 1 V, S, DF L
Detect Good Divination None Clr 1 L
Detect Law Divination None Clr 1 L
Detect Magic Divination None Brd 0, Clr 0, Drd 0, Sor/Wiz 0 V, S L
Detect Poison Divination None Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0 V, S L
Detect Scrying Divination None Brd 4, Sor/Wiz 4 V, S, M L
Detect Secret Doors Divination None Brd 1, Knowledge 1, Sor/Wiz 1 V, S PL
Detect Snares and Pits Divination None Drd 1, Rgr 1 V, S CL
Detect Thoughts Divination None Mind-Affecting Brd 2, Knowledge 2, Sor/Wiz 2 V, S, F/DF ML
Detect Undead Divination None Clr 1, Pal 1, Sor/Wiz 1 V, S, M/DF L
Dictum Evocation None Lawful, Sonic Clr 7, Law 7 V ML
Dimension Door Conjuration Teleportation Brd 4, Sor/Wiz 4, Travel 4 V ML
Dimensional Anchor Abjuration None Clr 4, Sor/Wiz 4 V, S CL
Dimensional Lock Abjuration None Clr 8, Sor/Wiz 8 V, S CL
Diminish Plants Transmutation None Drd 3, Rgr 3 V, S, DF PL
Discern Lies Divination None Clr 4, Pal 3 V, S, DF PL
Discern Location Abjuration None Clr 8, Knowledge 8, Sor/Wiz 8 V, S, DF PL
Disguise Self Illusion Glamer Brd 1, Sor/Wiz 1, Trickery 1 V, S ML
Disintegrate Transmutation None Destruction 7, Sor/Wiz 6 V, S, M/DF ML
Dismissal Abjuration None Clr 4, Sor/Wiz 5 V, S, DF CL
Dispel Chaos Abjuration None Lawful Clr 5, Law 5, Pal 4 L
Dispel Evil Abjuration None Good Clr 5, Good 5, Pal 4 V, S, DF L
Dispel Good Abjuration None Evil Clr 5, Evil 5 CL
Dispel Law Abjuration None Chaotic Chaos 5, Clr 5 CL
Dispel Magic Abjuration None Brd 3, Clr 3, Drd 4, Magic 3, Pal 3, Sor/Wiz 3 V, S CL
Dispel Magic, Greater Abjuration None Brd 5, Clr 6, Drd 6, Sor/Wiz 6 PL
Displacement Illusion Glamer Brd 3, Sor/Wiz 3 V, M ML
Disrupt Undead Necromancy None Sor/Wiz 0 V, S L
Disrupting Weapon Transmutation None Clr 5 V, S L
Divination Divination None Clr 4, Knowledge 4 V, S, M L
Divine Favor Evocation None Clr 1, Pal 1 V, S, DF PL
Divine Power Evocation None Clr 4, War 4 V, S, DF PL
Dominate Animal Enchantment Compulsion Mind-Affecting Animal 3, Drd 3 V, S PL
Dominate Monster Enchantment Compulsion Mind-Affecting Sor/Wiz 9 ML
Dominate Person Enchantment Compulsion Mind-Affecting Brd 4, Sor/Wiz 5 V, S ML
Doom Necromancy None Fear, Mind-Affecting Clr 1 V, S, DF PL
Dream Illusion Phantasm Mind-Affecting Brd 5, Sor/Wiz 5 V, S PL
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Spell School Subschool Descriptor Level Components Legal
Eagle’s Splendor Transmutation None Brd 2, Clr 2, Pal 2, Sor/Wiz 2 V, S, M/DF PL
Eagle’s Splendor, Mass Transmutation None Brd 6, Clr 6, Sor/Wiz 6 ML
Earthquake Evocation None Earth Clr 8, Destruction 8, Drd 8, Earth 7 V, S, DF ML
Elemental Swarm Conjuration Summoning see text Air 9, Drd 9, Earth 9, Fire 9, Water 9 V, S ML
Endure Elements Abjuration None Clr 1, Drd 1, Pal 1, Rgr 1, Sor/Wiz 1, Sun 1 V, S L
Energy Drain Necromancy None Clr 9, Sor/Wiz 9 B
Enervation Necromancy None Sor/Wiz 4 V, S ML
Enlarge Person Transmutation None Sor/Wiz 1, Strength 1 V, S, M CL
Enlarge Person, Mass Transmutation None Sor/Wiz 4 PL
Entangle Transmutation None Drd 1, Plant 1, Rgr 1 V, S, DF PL
Enthrall Enchantment Charm Language-Dependent, Mind-Affecting, Sonic Brd 2, Clr 2 V, S ML
Entropic Shield Abjuration None Clr 1, Luck 1 V, S CL
Erase Transmutation None Brd 1, Sor/Wiz 1 V, S PL
Ethereal Jaunt Transmutation None Clr 7, Sor/Wiz 7 V, S ML
Etherealness Transmutation None Clr 9, Sor/Wiz 9 ML
Expeditious Retreat Transmutation None Brd 1, Sor/Wiz 1 V, S PL
Explosive Runes Abjuration None Force Sor/Wiz 3 V, S ML
Eyebite Necromancy None Evil Brd 6, Sor/Wiz 6 V, S ML
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Spell School Subschool Descriptor Level Components Legal
Fabricate Transmutation None Sor/Wiz 5 V, S, M CL
Faerie Fire Evocation None Light Drd 1 V, S, DF L
False Life Necromancy None Sor/Wiz 2 V, S, M L
False Vision Illusion Glamer Brd 5, Sor/Wiz 5, Trickery 5 V, S, M L
Fear Necromancy None Fear, Mind-Affecting Brd 3, Sor/Wiz 4 V, S, M ML
Feather Fall Transmutation None Brd 1, Sor/Wiz 1 V L
Feeblemind Enchantment Compulsion Mind-Affecting Sor/Wiz 5 V, S, M ML
Find the Path Divination None Brd 6, Clr 6, Drd 6, Knowledge 6, Travel 6 V, S, F ML
Find Traps Divination None Clr 2 V, S PL
Finger of Death Necromancy None Death Drd 8, Sor/Wiz 7 V, S ML
Fire Seeds Conjuration Creation Fire Drd 6, Fire 6, Sun 6 V, S, M ML
Fire Shield Evocation None Cold, Fire Fire 5, Sor/Wiz 4, Sun 4 V, S, M/DF PL
Fire Storm Evocation None Fire Clr 8, Drd 7, Fire 7 V, S ML
Fire Trap Abjuration None Fire Drd 2, Sor/Wiz 4 V, S, M ML
Fireball Evocation None Fire Sor/Wiz 3 V, S, M ML
Flame Arrow Transmutation None Fire Sor/Wiz 3 V, S, M ML
Flame Blade Evocation None Fire Drd 2 V, S, DF ML
Flame Strike Evocation None Fire Clr 5, Drd 4, Sun 5, War 5 V, S, DF ML
Flaming Sphere Evocation None Fire Drd 2, Sor/Wiz 2 V, S, M/DF ML
Flare Evocation None Light Brd 0, Drd 0, Sor/Wiz 0 V CL
Flesh to Stone Transmutation None Sor/Wiz 6 V, S, M ML
Floating Disk Evocation None Force Sor/Wiz 1 V, S, M L
Fly Transmutation None Sor/Wiz 3, Travel 3 V, S, F/DF PL
Fog Cloud Conjuration Creation Drd 2, Sor/Wiz 2, Water 2 V, S CL
Forbiddance Abjuration None Clr 6 V, S, M, DF PL
Forcecage Evocation None Force Sor/Wiz 7 V, S, M ML
Forceful Hand Evocation None Force Sor/Wiz 6 V, S, F ML
Foresight Divination None Drd 9, Knowledge 9, Sor/Wiz 9 V, S, M/DF CL
Fox’s Cunning Transmutation None Brd 2, Sor/Wiz 2 V, S, M/DF L
Fox’s Cunning, Mass Transmutation None Brd 6, Sor/Wiz 6 PL
Freedom Abjuration None Sor/Wiz 9 V, S CL
Freedom of Movement Abjuration None Brd 4, Clr 4, Drd 4, Luck 4, Rgr 4 V, S, M, DF PL
Freezing Sphere Evocation None Cold Sor/Wiz 6 V, S, F ML
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Spell School Subschool Descriptor Level Components Legal
Gaseous Form Transmutation None Air 3, Brd 3, Sor/Wiz 3 S, M/DF ML
Gate Conjuration Creation Clr 9, Sor/Wiz 9 V, S, XP; see text ML
Geas, Lesser Enchantment Compulsion Language-Dependent, Mind-Affecting Brd 3, Sor/Wiz 4 V ML
Geas/Quest Enchantment Compulsion Language-Dependent, Mind-Affecting Brd 6, Clr 6, Sor/Wiz 6 ML
Gentle Repose Necromancy None Clr 2, Sor/Wiz 3 V, S, M/DF L
Ghost Sound Illusion Figment Brd 0, Sor/Wiz 0 V, S, M CL
Ghoul Touch Necromancy None Sor/Wiz 2 V, S, M PL
Giant Vermin Transmutation None Clr 4, Drd 4 V, S, DF ML
Glibness Transmutation None Brd 3 S ML
Glitterdust Conjuration Creation Brd 2, Sor/Wiz 2 V, S, M PL
Globe of Invulnerability Abjuration None Sor/Wiz 6 PL
Globe of Invulnerability, Lesser Abjuration None Sor/Wiz 4 V, S, M PL
Glyph of Warding Abjuration None Clr 3 V, S, M ML
Glyph of Warding, Greater Abjuration None Clr 6 ML
Good Hope Enchantment Compulsion Mind-Affecting Brd 3 V, S CL
Goodberry Transmutation None Drd 1 V, S, DF L
Grasping Hand Evocation None Force Sor/Wiz 7, Strength 7 V, S, F/DF PL
Grease Conjuration Creation Brd 1, Sor/Wiz 1 V, S, M PL
Guards and Wards Abjuration None Sor/Wiz 6 V, S, M, F PL
Guidance Divination None Clr 0, Drd 0 V, S L
Gust of Wind Evocation None Air Drd 2, Sor/Wiz 2 V, S PL
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Spell School Subschool Descriptor Level Components Legal
Hallow Evocation None Good Clr 5, Drd 5 V, S, M, DF CL
Hallucinatory Terrain Illusion Glamer Brd 4, Sor/Wiz 4 V, S, M PL
Halt Undead Necromancy None Sor/Wiz 3 V, S, M L
Harm Necromancy None Clr 6, Destruction 6 V, S ML
Haste Transmutation None Brd 3, Sor/Wiz 3 V, S, M PL
Heal Conjuration Healing Clr 6, Drd 7, Healing 6 V, S CL
Heal Mount Conjuration Healing Pal 3 V, S L
Heal, Mass Conjuration Healing Clr 9, Healing 9 PL
Heat Metal Transmutation None Fire Drd 2, Sun 2 V, S, DF PL
Helping Hand Evocation None Clr 3 V, S, DF L
Heroes’ Feast Conjuration Creation Brd 6, Clr 6 V, S, DF L
Heroism Enchantment Compulsion Mind-Affecting Brd 2, Sor/Wiz 3 V, S CL
Heroism, Greater Enchantment Compulsion Mind-Affecting Brd 5, Sor/Wiz 6 CL
Hide from Animals Abjuration None Drd 1, Rgr 1 S, DF CL
Hide from Undead Abjuration None Clr 1 V, S, DF L
Hideous Laughter Enchantment Compulsion Mind-Affecting Brd 1, Sor/Wiz 2 V, S, M PL
Hold Animal Enchantment Compulsion Mind-Affecting Animal 2, Drd 2, Rgr 2 V, S CL
Hold Monster Enchantment Compulsion Mind-Affecting Brd 4, Law 6, Sor/Wiz 5 V, S, M/DF PL
Hold Monster, Mass Enchantment Compulsion Mind-Affecting Sor/Wiz 9 PL
Hold Person Enchantment Compulsion Mind-Affecting Brd 2, Clr 2, Sor/Wiz 3 V, S, F/DF PL
Hold Person, Mass Enchantment Compulsion Mind-Affecting Sor/Wiz 7 PL
Hold Portal Abjuration None Sor/Wiz 1 PL
Holy Aura Abjuration None Good Clr 8, Good 8 V, S, F CL
Holy Smite Abjuration None Good Good 4 V, S PL
Holy Sword Evocation None Good Pal 4 V, S PL
Holy Word Enchantment None Good, Sonic Clr 7, Good 7 V ML
Horrid Wilting Necromancy None Sor/Wiz 8, Water 8 V, S, M/DF ML
Hypnotic Pattern Illusion Pattern Mind-Affecting Brd 2, Sor/Wiz 2 V (Brd only), S, M; see text ML
Hypnotism Enchantment Compulsion Mind-Affecting Brd 1, Sor/Wiz 1 V, S ML
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Spell School Subschool Descriptor Level Components Legal
Ice Storm Evocation None Cold Drd 4, Sor/Wiz 4, Water 5 V, S, M/DF ML
Identify Divination None Brd 1, Magic 2, Sor/Wiz 1 V, S, M/DF L
Illusory Script Illusion Phantasm Mind-Affecting Brd 3, Sor/Wiz 3 V, S, M ML
Illusory Wall Illusion Figment Sor/Wiz 4 V, S PL
Imbue with Spell Ability Evocation None Clr 4, Magic 4 V, S, DF CL
Implosion Evocation None Clr 9, Destruction 9 V, S ML
Imprisonment Abjuration None Sor/Wiz 9 V, S ML
Incendiary Cloud Conjuration Creation Fire Fire 8, Sor/Wiz 8 V, S ML
Inflict Critical Wounds Necromancy None Clr 4, Destruction 4 PL
Inflict Critical Wounds, Mass Necromancy None Clr 8 ML
Inflict Light Wounds Necromancy None Clr 1, Destruction 1 V, S PL
Inflict Light Wounds, Mass Necromancy None Clr 5, Destruction 5 V, S ML
Inflict Minor Wounds Necromancy None Clr 0 PL
Inflict Moderate Wounds Necromancy None Clr 2 PL
Inflict Moderate Wounds, Mass Necromancy None Clr 6 ML
Inflict Serious Wounds Necromancy None Clr 3 PL
Inflict Serious Wounds, Mass Necromancy None Clr 7 ML
Insanity Enchantment Compulsion Mind-Affecting Sor/Wiz 7 V, S ML
Insect Plague Conjuration Summoning Clr 5, Drd 5 V, S, DF ML
Instant Summons Conjuration Summoning Sor/Wiz 7 V, S, M PL
Interposing Hand Evocation None Sor/Wiz 5 V, S, F PL
Invisibility Illusion Glamer Brd 2, Sor/Wiz 2, Trickery 2 V, S, M/DF ML
Invisibility Purge Evocation None Clr 3 V, S L
Invisibility Sphere Illusion Glamer Brd 3, Sor/Wiz 3 V, S, M ML
Invisibility, Greater Illusion Glamer Brd 4, Sor/Wiz 4 V, S ML
Invisibility, Mass Illusion Glamer Sor/Wiz 7 V, S, M ML
Iron Body Transmutation None Earth 8, Sor/Wiz 8 V, S, M/DF PL
Ironwood Transmutation None Drd 6 V, S, M CL
Irresistible Dance Enchantment Compulsion Mind-Affecting Brd 6, Sor/Wiz 8 V PL
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Spell School Subschool Descriptor Level Components Legal
Jump Transmutation None Drd 1, Rgr 1, Sor/Wiz 1 V, S, M CL
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Spell School Subschool Descriptor Level Components Legal
Keen Edge Transmutation None Sor/Wiz 3 V, S PL
Knock Transmutation None Sor/Wiz 2 V PL
Know Direction Divination None Brd 0, Drd 0 V, S L
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Spell School Subschool Descriptor Level Components Legal
Legend Lore Divination None Brd 4, Knowledge 7, Sor/Wiz 6 V, S, M, F PL
Levitate Transmutation None Sor/Wiz 2 V, S, F PL
Light Evocation None Light Brd 0, Clr 0, Drd 0, Sor/Wiz 0 V, M/DF L
Lightning Bolt Evocation None Electricity Sor/Wiz 3 V, S, M ML
Limited Wish Universal None Sor/Wiz 7 V, S, XP ML
Liveoak Transmutation None Drd 6 V, S ML
Locate Creature Divination None Brd 4, Sor/Wiz 4 V, S, M PL
Locate Object Divination None Brd 2, Clr 3, Sor/Wiz 2, Travel 2 V, S, F/DF PL
Longstrider Transmutation None Drd 1, Rgr 1, Travel 1 V, S, M CL
Lullaby Enchantment Compulsion Mind-Affecting Brd 0 V, S PL
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Spell School Subschool Descriptor Level Components Legal
Mage Armor Conjuration Creation Force Sor/Wiz 1 V, S, F L
Mage Hand Transmutation None Brd 0, Sor/Wiz 0 V, S CL
Mage’s Disjunction Abjuration None Magic 9, Sor/Wiz 9 V PL
Mage’s Faithful Hound Conjuration Creation Sor/Wiz 5 V, S, M PL
Mage’s Lucubration Transmutation None Wiz 6 V, S L
Mage’s Magnificent Mansion Conjuration Creation Sor/Wiz 7 V, S, F ML
Mage’s Private Sanctum Abjuration None Sor/Wiz 5 V, S, M PL
Mage’s Sword Evocation None Force Sor/Wiz 7 V, S, F ML
Magic Aura Illusion Glamer Brd 1, Magic 1, Sor/Wiz 1 V, S, F PL
Magic Circle against Chaos Abjuration None Lawful Clr 3, Law 3, Pal 3, Sor/Wiz 3 CL
Magic Circle against Evil Abjuration None Good Clr 3, Good 3, Pal 3, Sor/Wiz 3 V, S, M/DF CL
Magic Circle against Good Abjuration None Evil Clr 3, Evil 3, Sor/Wiz 3 PL
Magic Circle against Law Abjuration None Chaotic Chaos 3, Clr 3, Sor/Wiz 3 PL
Magic Fang Transmutation None Drd 1, Rgr 1 V, S, DF PL
Magic Fang, Greater Transmutation None Drd 3, Rgr 3 PL
Magic Jar Necromancy None Sor/Wiz 5 V, S, F B
Magic Missile Evocation None Force Sor/Wiz 1 V, S PL
Magic Mouth Illusion Glamer Brd 1, Sor/Wiz 2 V, S, M CL
Magic Stone Transmutation None Clr 1, Drd 1, Earth 1 V, S, DF PL
Magic Vestment Transmutation None Clr 3, Strength 3, War 3 V, S, DF CL
Magic Weapon Transmutation None Clr 1, Pal 1, Sor/Wiz 1, War 1 V, S, DF PL
Magic Weapon, Greater Transmutation None Clr 4, Pal 3, Sor/Wiz 3 V, S, M/DF PL
Major Creation Conjuration Creation Sor/Wiz 5 PL
Major Image Illusion Figment Brd 3, Sor/Wiz 3 PL
Make Whole Transmutation None Clr 2 L
Mark of Justice Necromancy None Clr 5, Pal 4 V, S, DF ML
Maze Conjuration Teleportation Sor/Wiz 8 V, S ML
Meld into Stone Transmutation None Earth Clr 3, Drd 3 V, S, DF L
Mending Abjuration None Brd 0, Clr 0, Drd 0, Sor/Wiz 0 V, S L
Message Transmutation None Language-Dependent Brd 0, Sor/Wiz 0 V, S, F CL
Meteor Swarm Evocation None Fire Sor/Wiz 9 V, S ML
Mind Blank Abjuration None Protection 8, Sor/Wiz 8 V, S PL
Mind Fog Enchantment Compulsion Mind-Affecting Brd 5, Sor/Wiz 5 V, S ML
Minor Creation Conjuration Creation Sor/Wiz 4 V, S, M CL
Minor Image Illusion Figment Brd 2, Sor/Wiz 2 CL
Miracle Evocation None Clr 9, Luck 9 V, S, XP; see text ML
Mirage Arcana Illusion Glamer Brd 5, Sor/Wiz 5 V, S ML
Mirror Image Illusion Figment Brd 2, Sor/Wiz 2 V, S PL
Misdirection Illusion Glamer Brd 2, Sor/Wiz 2 V, S PL
Mislead Illusion Figment Brd 5, Luck 6, Sor/Wiz 6, Trickery 6 S ML
Mnemonic Enhancer Transmutation None Wiz 4 V, S, M, F L
Modify Memory Enchantment Compulsion Mind-Affecting Brd 4 V, S ML
Moment of Prescience Divination None Luck 8, Sor/Wiz 8 V, S PL
Mount Conjuration Summoning Sor/Wiz 1 V, S, M CL
Move Earth Transmutation None Earth Drd 6, Sor/Wiz 6 V, S, M ML
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Spell School Subschool Descriptor Level Components Legal
Neutralize Poison Conjuration Healing Brd 4, Clr 4, Drd 3, Pal 4, Rgr 3 V, S, M/DF L
Nightmare Illusion Phantasm Evil, Mind-Affecting Brd 5, Sor/Wiz 5 V, S ML
Nondetection Abjuration None Rgr 4, Sor/Wiz 3, Trickery 3 V, S, M PL
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Spell School Subschool Descriptor Level Components Legal
Obscure Object Abjuration None Brd 1, Clr 3, Sor/Wiz 2 V, S, M/DF PL
Obscuring Mist Conjuration Creation Air 1, Clr 1, Drd 1, Sor/Wiz 1, Water 1 V, S PL
Open/Close Transmutation None Brd 0, Sor/Wiz 0 V, S, F CL
Order’s Wrath Enchantment None Lawful Law 4 V, S PL
Overland Flight Transmutation None Sor/Wiz 5 V, S CL
Owl’s Wisdom Transmutation None Clr 2, Drd 2, Pal 2, Rgr 2, Sor/Wiz 2 V, S, M/DF L
Owl’s Wisdom, Mass Transmutation None Clr 6, Drd 6, Sor/Wiz 6 PL
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Spell School Subschool Descriptor Level Components Legal
Pass without Trace Transmutation None Drd 1, Rgr 1 V, S, DF ML
Passwall Transmutation None Sor/Wiz 5 V, S, M ML
Permanency Universal None Sor/Wiz 5 V, S, XP PL
Permanent Image Illusion Figment Brd 6, Sor/Wiz 6 PL
Persistent Image Illusion Figment Brd 5, Sor/Wiz 5 PL
Phantasmal Killer Illusion Phantasm Fear, Mind-Affecting Sor/Wiz 4 V, S ML
Phantom Steed Conjuration Creation Brd 3, Sor/Wiz 3 V, S CL
Phantom Trap Illusion Glamer Sor/Wiz 2 V, S, M CL
Phase Door Conjuration Creation Sor/Wiz 7, Travel 8 V ML
Planar Ally Conjuration Calling see text Clr 6 ML
Planar Ally, Greater Conjuration Calling see text Clr 8 ML
Planar Ally, Lesser Conjuration Calling see text Clr 4 V, S, DF, XP ML
Planar Binding Conjuration Calling see text Sor/Wiz 6 V, S ML
Planar Binding, Greater Conjuration Calling see text Sor/Wiz 8 V, S ML
Planar Binding, Lesser Conjuration Calling see text Sor/Wiz 5 V, S ML
Plane Shift Conjuration Teleportation Clr 5, Sor/Wiz 7 V, S, F PL
Plant Growth Transmutation None Drd 3, Plant 3, Rgr 3 V, S, DF PL
Poison Necromancy None Clr 4, Drd 3 V, S, DF ML
Polar Ray Evocation None Cold Sor/Wiz 8 V, S, F PL
Polymorph Transmutation None Sor/Wiz 4 V, S, M ML
Polymorph Any Object Transmutation None Sor/Wiz 8, Trickery 8 V, S, M/DF ML
Power Word Blind Enchantment Compulsion Mind-Affecting Sor/Wiz 7, War 7 V PL
Power Word Kill Enchantment Compulsion Death, Mind-Affecting Sor/Wiz 9, War 9 V ML
Power Word Stun Enchantment Compulsion Mind-Affecting Sor/Wiz 8, War 8 V PL
Prayer Enchantment Compulsion Mind-Affecting Clr 3, Pal 3 V, S, DF CL
Prestidigitation Universal None Brd 0, Sor/Wiz 0 V, S L
Prismatic Sphere Abjuration None Protection 9, Sor/Wiz 9, Sun 9 V ML
Prismatic Spray Evocation None Sor/Wiz 7 V, S ML
Prismatic Wall Abjuration None Sor/Wiz 8 V, S ML
Produce Flame Abjuration None Fire Drd 1, Fire 2 V, S PL
Programmed Image Illusion Figment Brd 6, Sor/Wiz 6 PL
Project Image Illusion Shadow Brd 6, Sor/Wiz 7 V, S, M ML
Protection from Arrows Abjuration None Sor/Wiz 2 V, S, F CL
Protection from Chaos Abjuration None Lawful Clr 1, Law 1, Pal 1, Sor/Wiz 1 L
Protection from Energy Abjuration None Clr 3, Drd 3, Luck 3, Protection 3, Rgr 2, Sor/Wiz 3 V, S, DF L
Protection from Evil Abjuration None Good Clr 1, Good 1, Pal 1, Sor/Wiz 1 V, S, M/DF L
Protection from Good Abjuration None Evil Clr 1, Evil 1, Sor/Wiz 1 PL
Protection from Law Abjuration None Chaotic Chaos 1, Clr 1, Sor/Wiz 1 PL
Protection from Spells Abjuration None Magic 8, Sor/Wiz 8 V, S, M, F PL
Prying Eyes Divination None Sor/Wiz 5 V, S, M ML
Prying Eyes, Greater Divination None Sor/Wiz 8 ML
Purify Food and Drink Transmutation None Clr 0, Drd 0 V, S L
Pyrotechnics Transmutation None Brd 2, Sor/Wiz 2 V, S, M CL
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Spell School Subschool Descriptor Level Components Legal
Quench Transmutation None Drd 3 V, S, DF L
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Spell School Subschool Descriptor Level Components Legal
Rage Enchantment Compulsion Mind-Affecting Brd 2, Sor/Wiz 3 V, S PL
Rainbow Pattern Illusion Pattern Mind-Affecting Brd 4, Sor/Wiz 4 V (Brd only), S, M, F; see text ML
Raise Dead Conjuration Healing Clr 5 V, S, M, DF PL
Ray of Enfeeblement Necromancy None Sor/Wiz 1 V, S PL
Ray of Exhaustion Necromancy None Sor/Wiz 3 V, S, M PL
Ray of Frost Evocation None Cold Sor/Wiz 0 V, S PL
Read Magic Divination None Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0 V, S, F L
Reduce Animal Transmutation None Drd 2, Rgr 3 V, S CL
Reduce Person Transmutation None Sor/Wiz 1 V, S, M PL
Reduce Person, Mass Transmutation None Sor/Wiz 4 ML
Refuge Conjuration Teleportation Clr 7, Sor/Wiz 9 V, S, M PL
Regenerate Conjuration Healing Clr 7, Drd 9, Healing 7 V, S, DF L
Reincarnate Transmutation None Drd 4 V, S, M, DF ML
Remove Blindness/Deafness Conjuration Healing Clr 3, Pal 3 V, S L
Remove Curse Abjuration None Brd 3, Clr 3, Pal 3, Sor/Wiz 4 V, S L
Remove Disease Conjuration Healing Clr 3, Drd 3, Rgr 3 V, S L
Remove Fear Abjuration None Brd 1, Clr 1 V, S L
Remove Paralysis Conjuration Healing Clr 2, Pal 2 V, S L
Repel Metal or Stone Abjuration None Earth Drd 8 V, S PL
Repel Vermin Abjuration None Brd 4, Clr 4, Drd 4, Rgr 3 V, S, DF L
Repel Wood Transmutation None Drd 6, Plant 6 V, S PL
Repulsion Abjuration None Clr 7, Protection 7, Sor/Wiz 6 V, S, F/DF PL
Resilient Sphere Evocation None Force Sor/Wiz 4 V, S, M ML
Resist Energy Abjuration None Clr 2, Drd 2, Fire 3, Pal 2, Rgr 1, Sor/Wiz 2 V, S, DF L
Resistance Abjuration None Brd 0, Clr 0, Drd 0, Pal 1, Sor/Wiz 0 V, S, M/DF L
Restoration Conjuration Healing Clr 4, Pal 4 V, S, M L
Restoration, Greater Conjuration Healing Clr 7 V, S, XP L
Restoration, Lesser Conjuration Healing Clr 2, Drd 2, Pal 1 V, S L
Resurrection Conjuration Healing Clr 7 PL
Reverse Gravity Transmutation None Drd 8, Sor/Wiz 7 V, S, M/DF ML
Righteous Might Transmutation None Clr 5, Strength 5 V, S, DF PL
Rope Trick Transmutation None Sor/Wiz 2 V, S, M PL
Rusting Grasp Transmutation None Drd 4 V, S, DF PL
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Spell School Subschool Descriptor Level Components Legal
Sanctuary Abjuration None Clr 1, Protection 1 V, S, DF PL
Scare Necromancy None Fear, Mind-Affecting Brd 2, Sor/Wiz 2 V, S, M PL
Scintillating Pattern Illusion Pattern Mind-Affecting Sor/Wiz 8 V, S, M PL
Scorching Ray Evocation None Fire Sor/Wiz 2 V, S ML
Screen Illusion Glamer Sor/Wiz 8, Trickery 7 V, S PL
Scrying Divination Scrying Brd 3, Clr 5, Drd 4, Sor/Wiz 4 V, S, M/DF, F ML
Scrying, Greater Divination Scrying Brd 6, Clr 7, Drd 7, Sor/Wiz 7 V, S ML
Sculpt Sound Transmutation None Brd 3 V, S PL
Searing Light Evocation None Clr 3, Sun 3 V, S PL
Secret Chest Conjuration Summoning Sor/Wiz 5 V, S, F PL
Secret Page Transmutation None Brd 3, Sor/Wiz 3 V, S, M CL
Secure Shelter Conjuration Creation Brd 4, Sor/Wiz 4 V, S, M, F; see text CL
See Invisibility Divination None Brd 3, Sor/Wiz 2 V, S, M L
Seeming Illusion Glamer Brd 5, Sor/Wiz 5 V, S ML
Sending Evocation None Clr 4, Sor/Wiz 5 V, S, M/DF CL
Sepia Snake Sigil Conjuration Creation Force Brd 3, Sor/Wiz 3 V, S, M PL
Sequester Abjuration None Sor/Wiz 7 V, S, M PL
Shades Illusion Shadow Sor/Wiz 9 ML
Shadow Conjuration Illusion Shadow Brd 4, Sor/Wiz 4 V, S PL
Shadow Conjuration, Greater Illusion Shadow Sor/Wiz 7 ML
Shadow Evocation Illusion Shadow Brd 5, Sor/Wiz 5 V, S PL
Shadow Evocation, Greater Illusion Shadow Sor/Wiz 8 ML
Shadow Walk Illusion Shadow Brd 5, Sor/Wiz 6 V, S PL
Shambler Conjuration Creation Drd 9, Plant 9 V, S ML
Shapechange Transmutation None Animal 9, Drd 9, Sor/Wiz 9 V, S, F ML
Shatter Evocation None Sonic Brd 2, Chaos 2, Clr 2, Destruction 2, Sor/Wiz 2 V, S, M/DF PL
Shield Abjuration None Force Sor/Wiz 1 V, S CL
Shield of Faith Abjuration None Clr 1 V, S, M CL
Shield of Law Abjuration None Lawful Clr 8, Law 8 V, S, F CL
Shield Other Abjuration None Clr 2, Pal 2, Protection 2 V, S, F CL
Shillelagh Transmutation None Drd 1 V, S, DF PL
Shocking Grasp Evocation None Electricity Sor/Wiz 1 V, S PL
Shout Evocation None Sonic Brd 4, Sor/Wiz 4 V ML
Shout, Greater Evocation None Sonic Brd 6, Sor/Wiz 8 V, S, F PL
Shrink Item Transmutation None Sor/Wiz 3 V, S CL
Silence Illusion Glamer Brd 2, Clr 2 V, S PL
Silent Image Illusion Figment Brd 1, Sor/Wiz 1 V, S, F PL
Simulacrum Illusion Shadow Sor/Wiz 7 V, S, M, XP PL
Slay Living Necromancy None Death Clr 5, Death 5 V, S ML
Sleep Enchantment Compulsion Mind-Affecting Brd 1, Sor/Wiz 1 V, S, M PL
Sleet Storm Conjuration Creation Cold Drd 3, Sor/Wiz 3 V, S, M/DF PL
Slow Transmutation None Brd 3, Sor/Wiz 3 V, S, M PL
Snare Transmutation None Rgr 2, Drd 3 V, S, DF PL
Soften Earth and Stone Transmutation None Earth Drd 2, Earth 2 V, S, DF PL
Solid Fog Conjuration Compulsion Sor/Wiz 4 V, S, M PL
Song of Discord Enchantment Compulsion Mind-Affecting, Sonic Brd 5 V, S ML
Soul Bind Necromancy None Clr 9, Sor/Wiz 9 V, S, F B
Sound Burst Evocation None Sonic Brd 2, Clr 2 V, S, F/DF ML
Speak with Animals Divination None Brd 3, Drd 1, Rgr 1 V, S L
Speak with Dead Necromancy None Language-Dependent Clr 3 V, S, DF PL
Speak with Plants Divination None Brd 4, Drd 3, Rgr 2 V, S L
Spectral Hand Necromancy None Sor/Wiz 2 V, S PL
Spell Immunity Abjuration None Clr 4, Protection 4, Strength 4 V, S, DF CL
Spell Immunity, Greater Abjuration None Clr 8 CL
Spell Resistance Abjuration None Clr 5, Magic 5, Protection 5 V, S, DF CL
Spell Turning Abjuration None Luck 7, Magic 7, Sor/Wiz 7 V, S, M/DF CL
Spellstaff Transmutation None Drd 6 V, S, F L
Spider Climb Transmutation None Drd 2, Sor/Wiz 2 V, S, M PL
Spike Growth Transmutation None Drd 3, Rgr 2 V, S, DF ML
Spike Stones Transmutation None Earth Drd 4, Earth 4 V, S, DF ML
Spiritual Weapon Evocation None Force Clr 2, War 2 V, S, DF PL
Statue Transmutation None Sor/Wiz 7 V, S, M PL
Status Divination None Clr 2 V, S L
Stinking Cloud Conjuration Creation Sor/Wiz 3 V, S, M PL
Stone Shape Transmutation None Earth Clr 3, Drd 3, Earth 3, Sor/Wiz 5 V, S, M/DF PL
Stone Tell Divination None Drd 6 V, S, DF L
Stone to Flesh Transmutation None Sor/Wiz 6 V, S, M L
Stoneskin Abjuration None Drd 5, Earth 6, Sor/Wiz 4, Strength 6 V, S, M CL
Suggestion Enchantment Compulsion Language-Dependent, Mind-Affecting Brd 2, Sor/Wiz 3 V, M ML
Suggestion, Mass Enchantment Compulsion Language-Dependent, Mind-Affecting Brd 5, Sor/Wiz 6 ML
Summon Instrument Conjuration Summoning Brd 0 V, S L
Summon Monster I Conjuration Summoning see text Brd 1, Clr 1, Sor/Wiz 1 V, S, F/DF ML
Summon Monster II Conjuration Summoning see text for summon monster I Brd 2, Clr 2, Sor/Wiz 2 ML
Summon Monster III Conjuration Summoning see text for summon monster I Brd 3, Clr 3, Sor/Wiz 3 ML
Summon Monster IV Conjuration Summoning see text for summon monster I Brd 4, Clr 4, Sor/Wiz 4 ML
Summon Monster IX Conjuration Summoning see text for summon monster I Chaos 9, Clr 9, Evil 9, Good 9, Law 9, Sor/Wiz 9 ML
Summon Monster V Conjuration Summoning text for summon monster I Brd 5, Clr 5, Sor/Wiz 5 ML
Summon Monster VI Conjuration Summoning see text for summon monster I Brd 6, Clr 6, Sor/Wiz 6 ML
Summon Monster VII Conjuration Summoning see text for summon monster I Clr 7, Sor/Wiz ML
Summon Monster VIII Conjuration Summoning see text for summon monster I Clr 8, Sor/Wiz 8 ML
Summon Nature’s Ally I Conjuration Summoning Drd 1, Rgr 1 V, S, DF ML
Summon Nature’s Ally II Conjuration Summoning Drd 2, Rgr 2 ML
Summon Nature’s Ally III Conjuration Summoning see text Drd 3, Rgr 3 ML
Summon Nature’s Ally IV Conjuration Summoning ML
Summon Nature’s Ally IX Conjuration Summoning see text Drd 9 ML
Summon Nature’s Ally V Conjuration Summoning see text Drd 5 ML
Summon Nature’s Ally VI Conjuration Summoning see text Drd 6 ML
Summon Nature’s Ally VII Abjuration None see text Drd 7 ML
Summon Nature’s Ally VIII Conjuration Summoning see text Animal 8, Drd 8 ML
Summon Swarm Conjuration Summoning Brd 2, Drd 2, Sor/Wiz 2 V, S, M/DF ML
Sunbeam Evocation None Light Drd 7, Sun 7 V, S, DF L
Sunburst Evocation None Light Drd 8, Sor/Wiz 8, Sun 8 V, S, M/DF ML
Symbol of Death Necromancy None Death Clr 8, Sor/Wiz 8 V, S, M ML
Symbol of Fear Necromancy None Fear, Mind-Affecting Clr 6, Sor/Wiz 6 PL
Symbol of Insanity Enchantment Compulsion Mind-Affecting Clr 8, Sor/Wiz 8 ML
Symbol of Pain Necromancy None Evil Clr 5, Sor/Wiz 5 PL
Symbol of Persuasion Enchantment Charm Mind-Affecting Clr 6, Sor/Wiz 6 ML
Symbol of Sleep Enchantment Compulsion Mind-Affecting Clr 5, Sor/Wiz 5 PL
Symbol of Stunning Enchantment Compulsion Mind-Affecting Clr 7, Sor/Wiz 7 PL
Symbol of Weakness Necromancy None Clr 7, Sor/Wiz 7 PL
Sympathetic Vibration Evocation None Sonic Brd 6 V, S, F PL
Sympathy Enchantment Compulsion Mind-Affecting Drd 9, Sor/Wiz 8 V, S, M ML
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Spell School Subschool Descriptor Level Components Legal
Telekinesis Transmutation None Sor/Wiz 5 V, S PL
Telekinetic Sphere Evocation None Force Sor/Wiz 8 V, S, M PL
Telepathic Bond Divination None Sor/Wiz 5 V, S, M CL
Teleport Conjuration Teleportation Sor/Wiz 5, Travel 5 V PL
Teleport Object Conjuration Teleportation Sor/Wiz 7 PL
Teleport, Greater Conjuration Teleportation Sor/Wiz 7, Travel 7 PL
Teleportation Circle Conjuration Teleportation Sor/Wiz 9 V, M PL
Temporal Stasis Transmutation None Sor/Wiz 8 V, S, M PL
Time Stop Transmutation None Sor/Wiz 9, Trickery 9 V ML
Tiny Hut Evocation None Force Brd 3, Sor/Wiz 3 V, S, M L
Tongues Divination None Brd 2, Clr 4, Sor/Wiz 3 V, M/DF L
Touch of Fatigue Necromancy None Sor/Wiz 0 V, S, M PL
Touch of Idiocy Enchantment Compulsion Mind-Affecting Sor/Wiz 2 V, S PL
Transformation Transmutation None Sor/Wiz 6 V, S, M PL
Transmute Metal to Wood Transmutation None Drd 7 V, S, DF PL
Transmute Mud to Rock Transmutation None Earth Drd 5, Sor/Wiz 5 V, S, M/DF PL
Transmute Rock to Mud Transmutation None Earth Drd 5, Sor/Wiz 5 V, S, M/DF PL
Transport via Plants Conjuration Teleportation Drd 6 V, S PL
Trap the Soul Conjuration Summoning Sor/Wiz 8 V, S, M, (F); see text B
Tree Shape Transmutation None Drd 2, Rgr 3 V, S, DF ML
Tree Stride Conjuration Teleportation Drd 5, Rgr 4 V, S, DF PL
True Resurrection Conjuration Healing Clr 9 PL
True Seeing Divination None Clr 5, Drd 7, Knowledge 5, Sor/Wiz 6 V, S, M PL
True Strike Divination None Sor/Wiz 1 V, F PL
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Spell School Subschool Descriptor Level Components Legal
Undeath to Death Necromancy None Clr 6, Sor/Wiz 6 V, S, M/DF L
Undetectable Alignment Abjuration None Brd 1, Clr 2, Pal 2 V, S PL
Unhallow Evocation None Evil Clr 5, Drd 5 V, S, M PL
Unholy Aura Abjuration None Evil Clr 8, Evil 8 V, S, F PL
Unholy Blight Evocation None Evil Evil 4 V, S PL
Unseen Servant Conjuration Creation Brd 1, Sor/Wiz 1 V, S, M PL
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Spell School Subschool Descriptor Level Components Legal
Vampiric Touch Necromancy None Sor/Wiz 3 V, S ML
Veil Illusion Glamer Brd 6, Sor/Wiz 6 V, S ML
Ventriloquism Illusion Figment Brd 1, Sor/Wiz 1 V, F CL
Virtue Transmutation None Clr 0, Drd 0, Pal 1 V, S, DF L
Vision Divination None Sor/Wiz 7 V, S, M, XP PL
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Spell School Subschool Descriptor Level Components Legal
Wail of the Banshee Necromancy None Death, Sonic Death 9, Sor/Wiz 9 V ML
Wall of Fire Evocation None Fire Drd 5, Fire 4, Sor/Wiz 4 V, S, M/DF ML
Wall of Force Evocation None Force Sor/Wiz 5 V, S, M PL
Wall of Ice Evocation None Cold Sor/Wiz 4 V, S, M ML
Wall of Iron Conjuration Creation Sor/Wiz 6 V, S, M PL
Wall of Stone Conjuration Creation Earth Clr 5, Drd 6, Earth 5, Sor/Wiz 5 V, S, M/DF PL
Wall of Thorns Conjuration Creation Drd 5, Plant 5 V, S PL
Warp Wood Transmutation None Drd 2 V, S PL
Water Breathing Transmutation None Clr 3, Drd 3, Sor/Wiz 3, Water 3 V, S, M/DF L
Water Walk Transmutation None Water Clr 3, Rgr 3 V, S, DF CL
Waves of Exhaustion Necromancy None Sor/Wiz 7 V, S PL
Waves of Fatigue Necromancy None Sor/Wiz 5 V, S PL
Web Conjuration Creation Sor/Wiz 2 V, S, M PL
Weird Illusion Phantasm Fear, Mind-Affecting Sor/Wiz 9 ML
Whirlwind Evocation None Air Air 8, Drd 8 V, S, DF ML
Whispering Wind Transmutation None Air Brd 2, Sor/Wiz 2 V, S CL
Wind Walk Transmutation None Air Clr 6, Drd 7 V, S, DF PL
Wind Wall Evocation None Air Air 2, Clr 3, Drd 3, Rgr 2, Sor/Wiz 3 V, S, M/DF ML
Wish Universal None Sor/Wiz 9 V, XP B
Wood Shape Transmutation None Drd 2 V, S, DF PL
Word of Chaos Evocation None Chaotic, Sonic Chaos 7, Clr 7 V ML
Word of Recall Conjuration Teleportation Clr 6, Drd 8 V PL
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Spell School Subschool Descriptor Level Components Legal
Zone of Silence Illusion Glamer Brd 4 V, S PL
Zone of Truth Enchantment Compulsion Mind-Affecting Clr 2, Pal 2 V, S, DF PL
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1 - PL for Good or Lawful weapons, ML for Evil or Chaotic weapons.
2 - ML for civilized races and good or lawful alignments, PL otherwise.
3 - PL for elementals or non-civilized sapients, CL for animals, Banned otherwise.
4 - ML when cast against civilized sapients, CL otherwise.
5 - ML when cast against civilized sapients, PL otherwise.

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©2001-2019 John E. Gunter, johnprime.com
Page last modified: 01/15/2009 12:13:13 PM

The material presented here is my original creation, intended for use with either
Dungeons and Dragons 3.5 edition from Wizards of the Coast or dX Tri-Stat system from Guardians Of Order.
This material is not official and is not endorsed by either Wizards of the Coast or Guardians Of Order.