Spell Legality
"Wherefore, this court finds guilty the accused Wilhelm Tannert of unlicenced spellcasting, as defined and penalized in Article 335 (1) (2) of the Praxus Civil Code...[...]Since according to eyewitnesses the target appeared fully healed after the completion of the spell, it is clear that the accused did cast a more powerful spell than a cure minor wounds spell neccessary to stabilize the target...
[...]Since this is a first offence and several citizens of Praxus have vouched for the character of the accused, this court will be lenient and set the fine at only one hundred and fifty gold pieces (150 gp)."
- Court document D-17832 from the case Praxus versus Tannert
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 licenced spellcasters, or even banned outright. While the legality of individual spells can vary widely from city to city, the following table can be used under most circumstances.
The table uses the following abbreviations:
Legal: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 spellcaster himself.
CL: Civilian licence. The spell can be cast by a registered spellcaster for his personal use only. He may not charge money for casting it - that requires a professional licence. Anyone, whether citizen of a city-state or a visitor, may get a civilian licence, though convicted felons are usually denied one. A civilian licence costs 25 gp times the highest spell level squared. So someone who wants a licence to cast up to third-level civilian spells would have to pay 25 gp x 3 x 3=225 gp.
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 licence are lectured on what constitutes "correct usage" and what doesn't).
PL: Professional licence. This is required to charge money for spellcasting services, as well as being allowed to cast professional spells. A civilian licence is required to purchase a professional licence, and professional licence costs 50 gp times the highest spell level squared.
It is also possible to purchase professional licences for single schools of magic. This costs 10 gp times the highest spell level squared. Professional licences for a single spell cost 5 gp times the spell level squared.
Holders of professional licences 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 organisationed spellcasters, 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
ML: Military licence. These spells are usually only legal for military forces, city guards, and similar organisations. In some cases, mercenary company may get licences for their own combat spellcasters, in which case the licence costs then company 50 gp times the highest spell level squared. Private individuals may be able to get military licences if they join a city's reserve forces. In this case, the licence 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 to 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: 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 organisations 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.
All these prices assume a medium-sized city-state (Small Metropolis or Metropolis). Halve prices for smaller communities (down to Small City - smaller independent communities usually don't have any licensing system for spellcasters), and double prices for larger communities (Large Metropolis and Megalopolis). Some organized nations (such as Thenares and the League of Armach) have schemes for licences that apply across the region. Quadruple the price of the licence in this case.
A number of special cases are explained below:
Government employees: Spellcasters who work for the government of a city-state don't usually have to pay for any licences - the government usually gives them the necessary licences for their profession free of charge. However, professional and military licences are usually invalidated once the spellcaster leaves government service.
Licences in other cities: Cities 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 licences for up to three months, and each other's professional licences for up to 30 days. After this, the visitor will have to acquire an additional licence in the new city to continue spellcasting.
Cities will not honor each other's military licences unless they are actively allied.
Magic Items: The production of magic items for sale requires at least a professional licence. If the spell effect created by the item would require a licence, the buyer must usually show proof that he has the appropriate licence 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 licence. Priests of major faiths (usually the two or three most popular or influental faiths, though the exact number can vary considerably) are considered to have the equivalent of a professional licence for all spell levels, while priests of minor faiths are considered to have the equivalent of a professional licence for spells up to spell level four. Priests of faiths without official representation in the city will have to purchase civilian and professional licences like other spellcasters. This also applies to druids, whose faith isn't recognized in most cities and often is, in fact, illegal. Druids who bother with acquiring licences will usually pretend to follow another faith.
Renewing licences: Professional and military licences (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 permissable to use PL spells in self-defense even if the spellcaster does not have a professional license. The spellcaster 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.
These spells have mostly fairly harmless effects, or effects that are solely centered on the spellcaster himself.
CL: Civilian licence. The spell can be cast by a registered spellcaster for his personal use only. He may not charge money for casting it - that requires a professional licence. Anyone, whether citizen of a city-state or a visitor, may get a civilian licence, though convicted felons are usually denied one. A civilian licence costs 25 gp times the highest spell level squared. So someone who wants a licence to cast up to third-level civilian spells would have to pay 25 gp x 3 x 3=225 gp.
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 licence are lectured on what constitutes "correct usage" and what doesn't).
PL: Professional licence. This is required to charge money for spellcasting services, as well as being allowed to cast professional spells. A civilian licence is required to purchase a professional licence, and professional licence costs 50 gp times the highest spell level squared.
It is also possible to purchase professional licences for single schools of magic. This costs 10 gp times the highest spell level squared. Professional licences for a single spell cost 5 gp times the spell level squared.
Holders of professional licences 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 organisationed spellcasters, 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
ML: Military licence. These spells are usually only legal for military forces, city guards, and similar organisations. In some cases, mercenary company may get licences for their own combat spellcasters, in which case the licence costs then company 50 gp times the highest spell level squared. Private individuals may be able to get military licences if they join a city's reserve forces. In this case, the licence 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 to 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: 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 organisations 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.
All these prices assume a medium-sized city-state (Small Metropolis or Metropolis). Halve prices for smaller communities (down to Small City - smaller independent communities usually don't have any licensing system for spellcasters), and double prices for larger communities (Large Metropolis and Megalopolis). Some organized nations (such as Thenares and the League of Armach) have schemes for licences that apply across the region. Quadruple the price of the licence in this case.
A number of special cases are explained below:
Government employees: Spellcasters who work for the government of a city-state don't usually have to pay for any licences - the government usually gives them the necessary licences for their profession free of charge. However, professional and military licences are usually invalidated once the spellcaster leaves government service.
Licences in other cities: Cities 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 licences for up to three months, and each other's professional licences for up to 30 days. After this, the visitor will have to acquire an additional licence in the new city to continue spellcasting.
Cities will not honor each other's military licences unless they are actively allied.
Magic Items: The production of magic items for sale requires at least a professional licence. If the spell effect created by the item would require a licence, the buyer must usually show proof that he has the appropriate licence 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 licence. Priests of major faiths (usually the two or three most popular or influental faiths, though the exact number can vary considerably) are considered to have the equivalent of a professional licence for all spell levels, while priests of minor faiths are considered to have the equivalent of a professional licence for spells up to spell level four. Priests of faiths without official representation in the city will have to purchase civilian and professional licences like other spellcasters. This also applies to druids, whose faith isn't recognized in most cities and often is, in fact, illegal. Druids who bother with acquiring licences will usually pretend to follow another faith.
Renewing licences: Professional and military licences (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 permissable to use PL spells in self-defense even if the spellcaster does not have a professional license. The spellcaster 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.
| Spell | Level | Legality |
|||
|---|---|---|---|---|---|
A |
|||||
| Acid Arrow | Sor/Wiz 2 | CL |
|||
| Acid Fog | Sor/Wiz 6, Water 7 | ML |
|||
| Acid Splash | Sor/Wiz 0 | CL |
|||
| Aid | Clr 2, Good 2, Luck 2 | CL |
|||
| Air Walk | Air 4, Clr 4, Drd 4 | PL |
|||
| Alarm | Brd 1, Rgr 1, Sor/Wiz 1 | Legal |
|||
| Align Weapon | Clr 2 | PL for Good or Lawful weapons, ML for Evil or Chaotic weapons |
|||
| Alter Self | Brd 2, Sor/Wiz 2 | ML |
|||
| Analyze Dweomer | Brd 6, Sor/Wiz 6 | PL |
|||
| Animal Growth | Drd 5, Rgr 4, Sor/Wiz 5 | PL |
|||
| Animal Messenger | Brd 2, Drd 2, Rgr 1 | PL |
|||
| Animal Shapes | Animal 7, Drd 8 | ML |
|||
| Animal Trance | Brd 2, Drd 2 | CL |
|||
| Animate Dead | Clr 3, Death 3, Sor/Wiz 4 | Banned |
|||
| Animate Objects | Brd 6, Chaos 6, Clr 6 | ML |
|||
| Animate Plants | Drd 7, Plant 7 | ML |
|||
| Animate Rope | Brd 1, Sor/Wiz 1 | PL |
|||
| Antilife Shell | Animal 6, Clr 6, Drd 6 | PL |
|||
| Antimagic Field | Clr 8, Magic 6, Protection 6, Sor/Wiz 6 | PL |
|||
| Antipathy | Drd 9, Sor/Wiz 8 | ML for civilized races and good or lawful alignments, PL
otherwise |
|||
| Antiplant Shell | Drd 4 | Legal |
|||
| Arcane Eye | Sor/Wiz 4 | ML |
|||
| Arcane Lock | Sor/Wiz 2 | CL |
|||
| Arcane Mark | Sor/Wiz 0 | CL |
|||
| Arcane Sight | Sor/Wiz 3 | Legal |
|||
| Arcane Sight, Greater | Sor/Wiz 7 | CL |
|||
| Astral Projection | Clr 9, Sor/Wiz 9, Travel 9 | PL |
|||
| Atonement | Clr 5, Drd 5 | Legal |
|||
| Augury | Clr 2 | Legal |
|||
| Awaken | Drd 5 | ML |
|||
B |
|||||
| Baleful Polymorph | Drd 5, Sor/Wiz 5 | Banned |
|||
| Bane | Clr 1 | ML |
|||
| Banishment | Clr 6, Sor/Wiz 7 | Legal |
|||
| Barkskin | Drd 2, Rgr 2, Plant 2 | CL |
|||
| Bear’s Endurance | Clr 2, Drd 2, Rgr 2, Sor/Wiz 2 | Legal |
|||
| Bear’s Endurance, Mass | Clr 6, Drd 6, Sor/Wiz 6 | CL |
|||
| Bestow Curse | Clr 3, Sor/Wiz 4 | ML |
|||
| Binding | Sor/Wiz 8 | PL for elementals or non-civilized sapients, CL for animals,
Banned otherwise |
|||
| Black Tentacles | Sor/Wiz 4 | ML |
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| Blade Barrier | Clr 6, Good 6, War 6 | ML |
|||
| Blasphemy | Clr 7, Evil 7 | Banned |
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| Bless | Clr 1, Pal 1 | Legal |
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| Bless Water | Clr 1, Pal 1 | Legal |
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| Bless Weapon | Pal 1 | CL |
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| Blight | Drd 4, Sor/Wiz 5 | PL |
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| Blindness/Deafness | Brd 2, Clr 3, Sor/Wiz 2 | PL |
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| Blink | Brd 3, Sor/Wiz 3 | PL |
|||
| Blur | Brd 2,Sor/Wiz 2 | PL |
|||
| Break Enchantment | Brd 4, Clr 5, Luck 5, Pal 4, Sor/Wiz 5 | CL |
|||
| Bull’s Strength | Clr 2, Drd 2, Pal 2, Sor/Wiz 2, Strength 2 | CL |
|||
| Bull’s Strength, Mass | Clr 6, Drd 6, Sor/Wiz 6 | PL |
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| Burning Hands | Fire 1, Sor/Wiz 1 | PL |
|||
C |
|||||
| Call Lightning | Drd 3 | ML |
|||
| Call Lightning Storm | Drd 5 | ML |
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| Calm Animals | Animal 1, Drd 1, Rgr 1 | Legal |
|||
| Calm Emotions | Brd 2, Clr 2, Law 2 | PL |
|||
| Cat’s Grace | Brd 2, Drd 2, Rgr 2, Sor/Wiz 2 | CL |
|||
| Cat’s Grace, Mass | Brd 6, Drd 6, Sor/Wiz 6 | PL |
|||
| Cause Fear | Brd 1, Clr 1, Death 1, Sor/Wiz 1 | PL |
|||
| Chain Lightning | Air 6, Sor/Wiz 6 | ML |
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| Changestaff | Drd 7 | ML |
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| Chaos Hammer | Chaos 4 | ML |
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| Charm Animal | Drd 1, Rgr 1 | CL |
|||
| Charm Monster | Brd 3, Sor/Wiz 4 | ML |
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| Charm Monster, Mass | Brd 6, Sor/Wiz 8 | ML |
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| Charm Person | Brd 1, Sor/Wiz 1 | ML |
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| Chill Metal | Drd 2 | PL |
|||
| Chill Touch | Sor/Wiz 1 | PL |
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| Circle of Death | Sor/Wiz 6 | ML |
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| Clairaudience/Clairvoyance | Brd 3, Knowledge 3, Sor/Wiz 3 | ML |
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| Clenched Fist | Sor/Wiz 8, Strength 8 | ML |
|||
| Cloak of Chaos | Chaos 8, Clr 8 | ML |
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| Clone | Sor/Wiz 8 | PL |
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| Cloudkill | Sor/Wiz 5 | ML |
|||
| Color Spray | Sor/Wiz 1 | CL |
|||
| Command | Clr 1 | ML when cast against civilized sapients, CL otherwise |
|||
| Command, Greater | Clr 5 | ML when cast against civilized sapients, PL otherwise | |||
| Command Plants | Drd 4, Plant 4, Rgr 3 | PL |
|||
| Command Undead | Sor/Wiz 2 | ML |
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| Commune | Clr 5 | Legal |
|||
| Commune with Nature | Animal 5, Drd 5, Rgr 4 | CL |
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| Comprehend Languages | Brd 1, Clr 1, Sor/Wiz 1 | Legal |
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| Cone of Cold | Sor/Wiz 5, Water 6 | ML |
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| Confusion | Brd 3, Sor/Wiz 4, Trickery 4 | ML |
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| Confusion, Lesser | Brd 1 | ML |
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| Consecrate | Clr 2 | Legal |
|||
| Contact Other Plane | Sor/Wiz 5 | Legal |
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| Contagion | Clr 3, Destruction 3, Drd 3, Sor/Wiz 4 | Banned |
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| Contingency | Sor/Wiz 6 | PL |
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| Continual Flame | Clr 3, Sor/Wiz 2 | CL |
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| Control Plants | Drd 8, Plant 8 | PL |
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| Control Undead | Sor/Wiz 7 | PL |
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| Control Water | Clr 4, Drd 4, Sor/Wiz 6, Water 4 | PL |
|||
| Control Weather | Air 7, Clr 7, Drd 7, Sor/Wiz 7 | PL |
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| Control Winds | Air 5, Drd 5 | ML |
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| Create Food and Water | Clr 3 | Legal |
|||
| Create Greater Undead | Clr 8, Death 8, Sor/Wiz 8 | Banned |
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| Create Undead | Clr 6, Death 6, Evil 6, Sor/Wiz 6 | Banned |
|||
| Create Water | Clr 0, Drd 0, Pal 1 | Legal |
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| Creeping Doom | Drd 7 | ML |
|||
| Crushing Despair | Brd 3, Sor/Wiz 4 | ML |
|||
| Crushing Hand | Sor/Wiz 9, Strength 9 | ML |
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| Cure Critical Wounds | Brd 4, Clr 4, Drd 5, Healing 4 | CL |
|||
| Cure Critical Wounds, Mass | Clr 8, Drd 9, Healing 8 | PL |
|||
| Cure Light Wounds | Brd 1, Clr 1, Drd 1, Healing 1, Pal 1, Rgr 2 | Legal |
|||
| Cure Light Wounds, Mass | Brd 5, Clr 5, Drd 6, Healing 5 | PL |
|||
| Cure Minor Wounds | Clr 0, Drd 0 | Legal |
|||
| Cure Moderate Wounds | Brd 2, Clr 2, Drd 3, Healing 2, Pal 3, Rgr 3 | CL |
|||
| Cure Moderate Wounds, Mass | Brd 6, Clr 6, Drd 7 | PL |
|||
| Cure Serious Wounds | Brd 3, Clr 3, Drd 4, Pal 4, Rgr 4, Healing 3 | CL |
|||
| Cure Serious Wounds, Mass | Clr 7, Drd 8 | PL |
|||
| Curse Water | Clr 1 | ML |
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D |
|||||
| Dancing Lights | Brd 0, Sor/Wiz 0 | Legal |
|||
| Darkness | Brd 2, Clr 2, Sor/Wiz 2 | PL |
|||
| Darkvision | Rgr 3, Sor/Wiz 2 | Legal |
|||
| Daylight | Brd 3, Clr 3, Drd 3, Pal 3, Sor/Wiz 3 | CL |
|||
| Daze | Brd 0, Sor/Wiz 0 | CL |
|||
| Daze Monster | Brd 2, Sor/Wiz 2 | CL |
|||
| Death Knell | Clr 2, Death 2 | ML |
|||
| Death Ward | Clr 4, Death 4, Drd 5, Pal 4 | Legal |
|||
| Deathwatch | Clr 1 | CL |
|||
| Deep Slumber | Brd 3, Sor/Wiz 3 | PL |
|||
| Deeper Darkness | Clr 3 | PL |
|||
| Delay Poison | Brd 2, Clr 2, Drd 2, Pal 2, Rgr 1 | Legal |
|||
| Delayed Blast Fireball | Sor/Wiz 7 | ML |
|||
| Demand | Sor/Wiz 8 | ML |
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| Desecrate | Clr 2, Evil 2 | Banned |
|||
| Destruction | Clr 7, Death 7 | Banned |
|||
| Detect Animals or Plants | Drd 1, Rgr 1 | Legal |
|||
| Detect Chaos | Clr 1 | Legal |
|||
| Detect Evil | Clr 1 | Legal |
|||
| Detect Good | Clr 1 | Legal |
|||
| Detect Law | Clr 1 | Legal |
|||
| Detect Magic | Brd 0, Clr 0, Drd 0, Sor/Wiz 0 | Legal |
|||
| Detect Poison | Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0 | Legal |
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| Detect Scrying | Brd 4, Sor/Wiz 4 | Legal |
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| Detect Secret Doors | Brd 1, Knowledge 1, Sor/Wiz 1 | PL |
|||
| Detect Snares and Pits | Drd 1, Rgr 1 | CL |
|||
| Detect Thoughts | Brd 2, Knowledge 2, Sor/Wiz 2 | ML |
|||
| Detect Undead | Clr 1, Pal 1, Sor/Wiz 1 | Legal |
|||
| Dictum | Clr 7, Law 7 | ML |
|||
| Dimension Door | Brd 4, Sor/Wiz 4, Travel 4 | ML |
|||
| Dimensional Anchor | Clr 4, Sor/Wiz 4 | CL |
|||
| Dimensional Lock | Clr 8, Sor/Wiz 8 | CL |
|||
| Diminish Plants | Drd 3, Rgr 3 | PL |
|||
| Discern Lies | Clr 4, Pal 3 | PL |
|||
| Discern Location | Clr 8, Knowledge 8, Sor/Wiz 8 | PL |
|||
| Disguise Self | Brd 1, Sor/Wiz 1, Trickery 1 | ML |
|||
| Disintegrate | Destruction 7, Sor/Wiz 6 | ML |
|||
| Dismissal | Clr 4, Sor/Wiz 5 | CL |
|||
| Dispel Chaos | Clr 5, Law 5, Pal 4 | Legal |
|||
| Dispel Evil | Clr 5, Good 5, Pal 4 | Legal |
|||
| Dispel Good | Clr 5, Evil 5 | CL |
|||
| Dispel Law | Chaos 5, Clr 5 | CL |
|||
| Dispel Magic | Brd 3, Clr 3, Drd 4, Magic 3, Pal 3, Sor/Wiz 3 | CL |
|||
| Dispel Magic, Greater | Brd 5, Clr 6, Drd 6, Sor/Wiz 6 | PL |
|||
| Displacement | Brd 3, Sor/Wiz 3 | ML |
|||
| Disrupt Undead | Sor/Wiz 0 | Legal |
|||
| Disrupting Weapon | Clr 5 | Legal |
|||
| Divination | Clr 4, Knowledge 4 | Legal |
|||
| Divine Favor | Clr 1, Pal 1 | PL |
|||
| Divine Power | Clr 4, War 4 | PL |
|||
| Dominate Animal | Animal 3, Drd 3 | PL |
|||
| Dominate Monster | Sor/Wiz 9 | ML |
|||
| Dominate Person | Brd 4, Sor/Wiz 5 | ML |
|||
| Doom | Clr 1 | PL |
|||
| Dream | Brd 5, Sor/Wiz 5 | PL |
|||
E |
|||||
| Eagle’s Splendor | Brd 2, Clr 2, Pal 2, Sor/Wiz 2 | PL |
|||
| Eagle’s Splendor, Mass | Brd 6, Clr 6, Sor/Wiz 6 | PL |
|||
| Earthquake | Clr 8, Destruction 8, Drd 8, Earth 7 | ML |
|||
| Elemental Swarm | Air 9, Drd 9, Earth 9, Fire 9, Water 9 | ML |
|||
| Endure Elements | Clr 1, Drd 1, Pal 1, Rgr 1, Sor/Wiz 1, Sun 1 | Legal |
|||
| Energy Drain | Clr 9, Sor/Wiz 9 | Banned |
|||
| Enervation | Sor/Wiz 4 | ML |
|||
| Enlarge Person | Sor/Wiz 1, Strength 1 | CL |
|||
| Enlarge Person, Mass | Sor/Wiz 4 | PL |
|||
| Entangle | Drd 1, Plant 1, Rgr 1 | PL |
|||
| Enthrall | Brd 2, Clr 2 | ML |
|||
| Entropic Shield | Clr 1, Luck 1 | CL |
|||
| Erase | Brd 1, Sor/Wiz 1 | PL |
|||
| Ethereal Jaunt | Clr 7, Sor/Wiz 7 | ML |
|||
| Etherealness | Clr 9, Sor/Wiz 9 | ML |
|||
| Expeditious Retreat | Brd 1, Sor/Wiz 1 | PL |
|||
| Explosive Runes | Sor/Wiz 3 | ML |
|||
| Eyebite | Brd 6, Sor/Wiz 6 | ML |
|||
F |
|||||
| Fabricate | Sor/Wiz 5 | CL |
|||
| Faerie Fire | Drd 1 | Legal |
|||
| False Life | Sor/Wiz 2 | Legal |
|||
| False Vision | Brd 5, Sor/Wiz 5, Trickery 5 | PL |
|||
| Fear | Brd 3, Sor/Wiz 4 | ML |
|||
| Feather Fall | Brd 1, Sor/Wiz 1 | Legal |
|||
| Feeblemind | Sor/Wiz 5 | ML |
|||
| Find the Path | Brd 6, Clr 6, Drd 6, Knowledge 6, Travel 6 | ML |
|||
| Find Traps | Clr 2 | PL |
|||
| Finger of Death | Drd 8, Sor/Wiz 7 | ML |
|||
| Fire Seeds | Drd 6, Fire 6, Sun 6 | ML |
|||
| Fire Shield | Fire 5, Sor/Wiz 4, Sun 4 | PL |
|||
| Fire Storm | Clr 8, Drd 7, Fire 7 | ML |
|||
| Fire Trap | Drd 2, Sor/Wiz 4 | ML |
|||
| Fireball | Sor/Wiz 3 | ML |
|||
| Flame Arrow | Sor/Wiz 3 | ML |
|||
| Flame Blade | Drd 2 | ML |
|||
| Flame Strike | Clr 5, Drd 4, Sun 5, War 5 | ML |
|||
| Flaming Sphere | Drd 2, Sor/Wiz 2 | ML |
|||
| Flare | Brd 0, Drd 0, Sor/Wiz 0 | CL |
|||
| Flesh to Stone | Sor/Wiz 6 | ML |
|||
| Fly | Sor/Wiz 3, Travel 3 | PL |
|||
| Floating Disk | Sor/Wiz 1 | Legal |
|||
| Fog Cloud | Drd 2, Sor/Wiz 2, Water 2 | CL |
|||
| Forbiddance | Clr 6 | PL |
|||
| Forcecage | Sor/Wiz 7 | ML |
|||
| Forceful Hand | Sor/Wiz 6 | ML |
|||
| Foresight | Drd 9, Knowledge 9, Sor/Wiz 9 | CL |
|||
| Fox’s Cunning | Brd 2, Sor/Wiz 2 | Legal |
|||
| Fox’s Cunning, Mass | Brd 6, Sor/Wiz 6 | PL |
|||
| Freedom | Sor/Wiz 9 | CL |
|||
| Freedom of Movement | Brd 4, Clr 4, Drd 4, Luck 4, Rgr 4 | PL |
|||
| Freezing Sphere | Sor/Wiz 6 | ML |
|||
G |
|||||
| Gaseous Form | Air 3, Brd 3, Sor/Wiz 3 | ML |
|||
| Gate | Clr 9, Sor/Wiz 9 | ML |
|||
| Geas/Quest | Brd 6, Clr 6, Sor/Wiz 6 | ML |
|||
| Geas, Lesser | Brd 3, Sor/Wiz 4 | ML |
|||
| Gentle Repose | Clr 2, Sor/Wiz 3 | Legal |
|||
| Ghost Sound | Brd 0, Sor/Wiz 0 | CL |
|||
| Ghoul Touch | Sor/Wiz 2 | PL |
|||
| Giant Vermin | Clr 4, Drd 4 | ML |
|||
| Glibness | Brd 3 | ML |
|||
| Glitterdust | Brd 2, Sor/Wiz 2 | PL |
|||
| Globe of Invulnerability | Sor/Wiz 6 | PL |
|||
| Globe of Invulnerability, Lesser | Sor/Wiz 4 | PL |
|||
| Glyph of Warding | Clr 3 | ML |
|||
| Glyph of Warding, Greater | Clr 6 | ML |
|||
| Goodberry | Drd 1 | Legal |
|||
| Good Hope | Brd 3 | CL |
|||
| Grasping Hand | Sor/Wiz 7, Strength 7 | PL |
|||
| Grease | Brd 1, Sor/Wiz 1 | PL |
|||
| Guards and Wards | Sor/Wiz 6 | PL |
|||
| Guidance | Clr 0, Drd 0 | Legal |
|||
| Gust of Wind | Drd 2, Sor/Wiz 2 | PL |
|||
H |
|||||
| Hallow | Clr 5, Drd 5 | CL |
|||
| Hallucinatory Terrain | Brd 4, Sor/Wiz 4 | PL |
|||
| Halt Undead | Sor/Wiz 3 | Legal |
|||
| Harm | Clr 6, Destruction 6 | ML |
|||
| Haste | Brd 3, Sor/Wiz 3 | PL |
|||
| Heal | Clr 6, Drd 7, Healing 6 | CL |
|||
| Heal, Mass | Clr 9, Healing 9 | PL |
|||
| Heal Mount | Pal 3 | Legal |
|||
| Heat Metal | Drd 2, Sun 2 | PL |
|||
| Helping Hand | Clr 3 | CL |
|||
| Heroes’ Feast | Brd 6, Clr 6 | Legal |
|||
| Heroism | Brd 2, Sor/Wiz 3 | CL |
|||
| Heroism, Greater | Brd 5, Sor/Wiz 6 | CL |
|||
| Hide from Animals | Drd 1, Rgr 1 | CL |
|||
| Hide from Undead | Clr 1 | Legal |
|||
| Hideous Laughter | Brd 1, Sor/Wiz 2 | PL |
|||
| Hold Animal | Animal 2, Drd 2, Rgr 2 | CL |
|||
| Hold Monster | Brd 4, Law 6, Sor/Wiz 5 | PL |
|||
| Hold Monster, Mass | Sor/Wiz 9 | PL |
|||
| Hold Person | Brd 2, Clr 2, Sor/Wiz 3 | PL |
|||
| Hold Person, Mass | Sor/Wiz 7 | PL |
|||
| Hold Portal | Sor/Wiz 1 | PL |
|||
| Holy Aura | Clr 8, Good 8 | CL |
|||
| Holy Smite | Good 4 | PL |
|||
| Holy Sword | Pal 4 | PL |
|||
| Holy Word | Clr 7, Good 7 | ML |
|||
| Horrid Wilting | Sor/Wiz 8, Water 8 | ML |
|||
| Hypnotic Pattern | Brd 2, Sor/Wiz 2 | ML |
|||
| Hypnotism | Brd 1, Sor/Wiz 1 | ML |
|||
I |
|||||
| Ice Storm | Drd 4, Sor/Wiz 4, Water 5 | ML |
|||
| Identify | Brd 1, Magic 2, Sor/Wiz 1 | Legal |
|||
| Illusory Script | Brd 3, Sor/Wiz 3 | ML |
|||
| Illusory Wall | Sor/Wiz 4 | PL |
|||
| Imbue with Spell Ability | Clr 4, Magic 4 | CL |
|||
| Implosion | Clr 9, Destruction 9 | ML |
|||
| Imprisonment | Sor/Wiz 9 | ML |
|||
| Incendiary Cloud | Fire 8, Sor/Wiz 8 | ML |
|||
| Inflict Critical Wounds | Clr 4, Destruction 4 | PL |
|||
| Inflict Critical Wounds, Mass | Clr 8 | ML |
|||
| Inflict Light Wounds | Clr 1, Destruction 1 | PL |
|||
| Inflict Light Wounds, Mass | Clr 5, Destruction 5 | ML |
|||
| Inflict Minor Wounds | Clr 0 | PL |
|||
| Inflict Moderate Wounds | Clr 2 | PL |
|||
| Inflict Moderate Wounds, Mass | Clr 6 | ML |
|||
| Inflict Serious Wounds | Clr 3 | PL |
|||
| Inflict Serious Wounds, Mass | Clr 7 | ML |
|||
| Insanity | Sor/Wiz 7 | ML |
|||
| Insect Plague | Clr 5, Drd 5 | ML |
|||
| Instant Summons | Sor/Wiz 7 | PL |
|||
| Interposing Hand | Sor/Wiz 5 | PL |
|||
| Invisibility | Brd 2, Sor/Wiz 2, Trickery 2 | ML |
|||
| Invisibility, Greater | Brd 4, Sor/Wiz 4 | ML |
|||
| Invisibility, Mass | Sor/Wiz 7 | ML |
|||
| Invisibility Purge | Clr 3 | Legal |
|||
| Invisibility Sphere | Brd 3, Sor/Wiz 3 | ML |
|||
| Iron Body | Earth 8, Sor/Wiz 8 | PL |
|||
| Ironwood | Drd 6 | CL |
|||
| Irresistible Dance | Brd 6, Sor/Wiz 8 | PL |
|||
J |
|||||
| Jump | Drd 1, Rgr 1, Sor/Wiz 1 | CL |
|||
K |
|||||
| Keen Edge | Sor/Wiz 3 | PL |
|||
| Knock | Sor/Wiz 2 | PL |
|||
| Know Direction | Brd 0, Drd 0 | Legal |
|||
L |
|||||
| Legend Lore | Brd 4, Knowledge 7, Sor/Wiz 6 | PL |
|||
| Levitate | Sor/Wiz 2 | PL |
|||
| Light | Brd 0, Clr 0, Drd 0, Sor/Wiz 0 | Legal |
|||
| Lightning Bolt | Sor/Wiz 3 | ML |
|||
| Limited Wish | Sor/Wiz 7 | ML |
|||
| Liveoak | Drd 6 | ML |
|||
| Locate Creature | Brd 4, Sor/Wiz 4 | PL |
|||
| Locate Object | Brd 2, Clr 3, Sor/Wiz 2, Travel 2 | PL |
|||
| Longstrider | Drd 1, Rgr 1, Travel 1 | CL |
|||
| Lullaby | Brd 0 | PL |
|||
M |
|||||
| Mage Armor | Sor/Wiz 1 | Legal |
|||
| Mage Hand | Brd 0, Sor/Wiz 0 | CL |
|||
| Mage’s Disjunction | Magic 9, Sor/Wiz 9 | PL |
|||
| Mage’s Faithful Hound | Sor/Wiz 5 | PL |
|||
| Mage’s Lucubration | Wiz 6 | Legal |
|||
| Mage’s Magnificent Mansion | Sor/Wiz 7 | ML |
|||
| Mage’s Private Sanctum | Sor/Wiz 5 | PL |
|||
| Mage’s Sword | Sor/Wiz 7 | ML |
|||
| Magic Aura | Brd 1, Magic 1, Sor/Wiz 1 | PL |
|||
| Magic Circle against Chaos | Clr 3, Law 3, Pal 3, Sor/Wiz 3 | CL |
|||
| Magic Circle against Evil | Clr 3, Good 3, Pal 3, Sor/Wiz 3 | CL |
|||
| Magic Circle against Good | Clr 3, Evil 3, Sor/Wiz 3 | PL |
|||
| Magic Circle against Law | Chaos 3, Clr 3, Sor/Wiz 3 | PL |
|||
| Magic Fang | Drd 1, Rgr 1 | PL |
|||
| Magic Fang, Greater | Drd 3, Rgr 3 | PL |
|||
| Magic Jar | Sor/Wiz 5 | Banned |
|||
| Magic Missile | Sor/Wiz 1 | PL |
|||
| Magic Mouth | Brd 1, Sor/Wiz 2 | CL |
|||
| Magic Stone | Clr 1, Drd 1, Earth 1 | PL |
|||
| Magic Vestment | Clr 3, Strength 3, War 3 | CL |
|||
| Magic Weapon | Clr 1, Pal 1, Sor/Wiz 1, War 1 | PL |
|||
| Magic Weapon, Greater | Clr 4, Pal 3, Sor/Wiz 3 | PL |
|||
| Major Creation | Sor/Wiz 5 | PL |
|||
| Major Image | Brd 3, Sor/Wiz 3 | PL |
|||
| Make Whole | Clr 2 | Legal |
|||
| Mark of Justice | Clr 5, Pal 4 | ML |
|||
| Maze | Sor/Wiz 8 | ML |
|||
| Meld into Stone | Clr 3, Drd 3 | ML |
|||
| Mending | Brd 0, Clr 0, Drd 0, Sor/Wiz 0 | Legal |
|||
| Message | Brd 0, Sor/Wiz 0 | CL |
|||
| Meteor Swarm | Sor/Wiz 9 | ML |
|||
| Mind Blank | Protection 8, Sor/Wiz 8 | PL |
|||
| Mind Fog | Brd 5, Sor/Wiz 5 | ML |
|||
| Minor Creation | Sor/Wiz 4 | CL |
|||
| Minor Image | Brd 2, Sor/Wiz 2 | CL |
|||
| Miracle | Clr 9, Luck 9 | ML |
|||
| Mirage Arcana | Brd 5, Sor/Wiz 5 | ML |
|||
| Mirror Image | Brd 2, Sor/Wiz 2 | PL |
|||
| Misdirection | Brd 2, Sor/Wiz 2 | PL |
|||
| Mislead | Brd 5, Luck 6, Sor/Wiz 6, Trickery 6 | ML |
|||
| Mnemonic Enhancer | Wiz 4 | Legal |
|||
| Modify Memory | Brd 4 | ML |
|||
| Moment of Prescience | Luck 8, Sor/Wiz 8 | PL |
|||
| Mount | Sor/Wiz 1 | CL |
|||
| Move Earth | Drd 6, Sor/Wiz 6 | ML |
|||
N |
|||||
| Neutralize Poison | Brd 4, Clr 4, Drd 3, Pal 4, Rgr 3 | Legal |
|||
| Nightmare | Brd 5, Sor/Wiz 5 | ML |
|||
| Nondetection | Rgr 4, Sor/Wiz 3, Trickery 3 | PL |
|||
O |
|||||
| Obscure Object | Brd 1, Clr 3, Sor/Wiz 2 | PL |
|||
| Obscuring Mist | Air 1, Clr 1, Drd 1, Sor/Wiz 1, Water 1 | PL |
|||
| Open/Close | Brd 0, Sor/Wiz 0 | CL |
|||
| Order’s Wrath | Law 4 | PL |
|||
| Overland Flight | Sor/Wiz 5 | PL |
|||
| Owl’s Wisdom | Clr 2, Drd 2, Pal 2, Rgr 2, Sor/Wiz 2 | Legal |
|||
| Owl’s Wisdom, Mass | Clr 6, Drd 6, Sor/Wiz 6 | PL |
|||
P |
|||||
| Passwall | Sor/Wiz 5 | ML |
|||
| Pass without Trace | Drd 1, Rgr 1 | ML |
|||
| Permanency | Sor/Wiz 5 | PL |
|||
| Permanent Image | Brd 6, Sor/Wiz 6 | PL |
|||
| Persistent Image | Brd 5, Sor/Wiz 5 | PL |
|||
| Phantasmal Killer | Sor/Wiz 4 | ML |
|||
| Phantom Steed | Brd 3, Sor/Wiz 3 | CL |
|||
| Phantom Trap | Sor/Wiz 2 | CL |
|||
| Phase Door | Sor/Wiz 7, Travel 8 | ML |
|||
| Planar Ally | Clr 6 | ML |
|||
| Planar Ally, Greater | Clr 8 | ML |
|||
| Planar Ally, Lesser | Clr 4 | ML |
|||
| Planar Binding | Sor/Wiz 6 | ML |
|||
| Planar Binding, Greater | Sor/Wiz 8 | ML |
|||
| Planar Binding, Lesser | Sor/Wiz 5 | ML |
|||
| Plane Shift | Clr 5, Sor/Wiz 7 | PL |
|||
| Plant Growth | Drd 3, Plant 3, Rgr 3 | PL |
|||
| Poison | Clr 4, Drd 3 | ML |
|||
| Polar Ray | Sor/Wiz 8 | PL |
|||
| Polymorph | Sor/Wiz 4 | ML |
|||
| Polymorph Any Object | Sor/Wiz 8, Trickery 8 | ML |
|||
| Power Word Blind | Sor/Wiz 7, War 7 | PL |
|||
| Power Word Kill | Sor/Wiz 9, War 9 | ML |
|||
| Power Word Stun | Sor/Wiz 8, War 8 | PL |
|||
| Prayer | Clr 3, Pal 3 | CL |
|||
| Prestidigitation | Brd 0, Sor/Wiz 0 | Legal |
|||
| Prismatic Sphere | Protection 9, Sor/Wiz 9, Sun 9 | ML |
|||
| Prismatic Spray | Sor/Wiz 7 | ML |
|||
| Prismatic Wall | Sor/Wiz 8 | ML |
|||
| Produce Flame | Drd 1, Fire 2 | PL |
|||
| Programmed Image | Brd 6, Sor/Wiz 6 | PL |
|||
| Project Image | Brd 6, Sor/Wiz 7 | ML |
|||
| Protection from Arrows | Sor/Wiz 2 | CL |
|||
| Protection from Chaos | Clr 1, Law 1, Pal 1, Sor/Wiz 1 | Legal |
|||
| Protection from Energy | Clr 3, Drd 3, Luck 3, Protection 3, Rgr 2, Sor/Wiz 3 | Legal |
|||
| Protection from Evil | Clr 1, Good 1, Pal 1, Sor/Wiz 1 | Legal |
|||
| Protection from Good | Clr 1, Evil 1, Sor/Wiz 1 | PL |
|||
| Protection from Law | Chaos 1, Clr 1, Sor/Wiz 1 | PL |
|||
| Protection from Spells | Magic 8, Sor/Wiz 8 | PL |
|||
| Prying Eyes | Sor/Wiz 5 | ML |
|||
| Prying Eyes, Greater | Sor/Wiz 8 | ML |
|||
| Purify Food and Drink | Clr 0, Drd 0 | Legal |
|||
| Pyrotechnics | Brd 2, Sor/Wiz 2 | CL |
|||
Q |
|||||
| Quench | Drd 3 | Legal |
|||
R |
|||||
| Rage | Brd 2, Sor/Wiz 3 | PL |
|||
| Rainbow Pattern | Brd 4, Sor/Wiz 4 | ML |
|||
| Raise Dead | Clr 5 | PL |
|||
| Ray of Enfeeblement | Sor/Wiz 1 | PL |
|||
| Ray of Exhaustion | Sor/Wiz 3 | PL |
|||
| Ray of Frost | Sor/Wiz 0 | PL |
|||
| Read Magic | Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0 | Legal |
|||
| Reduce Animal | Drd 2, Rgr 3 | CL |
|||
| Reduce Person | Sor/Wiz 1 | PL |
|||
| Reduce Person, Mass | Sor/Wiz 4 | ML |
|||
| Refuge | Clr 7, Sor/Wiz 9 | PL |
|||
| Regenerate | Clr 7, Drd 9, Healing 7 | Legal |
|||
| Reincarnate | Drd 4 | ML |
|||
| Remove Blindness/Deafness | Clr 3, Pal 3 | Legal |
|||
| Remove Curse | Brd 3, Clr 3, Pal 3, Sor/Wiz 4 | Legal |
|||
| Remove Disease | Clr 3, Drd 3, Rgr 3 | Legal |
|||
| Remove Fear | Brd 1, Clr 1 | Legal |
|||
| Remove Paralysis | Clr 2, Pal 2 | Legal |
|||
| Repel Metal or Stone | Drd 8 | PL |
|||
| Repel Vermin | Brd 4, Clr 4, Drd 4, Rgr 3 | Legal |
|||
| Repel Wood | Drd 6, Plant 6 | PL |
|||
| Repulsion | Clr 7, Protection 7, Sor/Wiz 6 | PL |
|||
| Resilient Sphere | Sor/Wiz 4 | ML |
|||
| Resistance | Brd 0, Clr 0, Drd 0, Pal 1, Sor/Wiz 0 | Legal |
|||
| Resist Energy | Clr 2, Drd 2, Fire 3, Pal 2, Rgr 1, Sor/Wiz 2 | Legal |
|||
| Restoration | Clr 4, Pal 4 | Legal |
|||
| Restoration, Greater | Clr 7 | Legal |
|||
| Restoration, Lesser | Clr 2, Drd 2, Pal 1 | Legal |
|||
| Resurrection | Clr 7 | PL |
|||
| Reverse Gravity | Drd 8, Sor/Wiz 7 | ML |
|||
| Righteous Might | Clr 5, Strength 5 | PL |
|||
| Rope Trick | Sor/Wiz 2 | PL |
|||
| Rusting Grasp | Drd 4 | PL |
|||
S |
|||||
| Sanctuary | Clr 1, Protection 1 | PL |
|||
| Scare | Brd 2, Sor/Wiz 2 | PL |
|||
| Scintillating Pattern | Sor/Wiz 8 | PL |
|||
| Scorching Ray | Sor/Wiz 2 | ML |
|||
| Screen | Sor/Wiz 8, Trickery 7 | PL |
|||
| Scrying | Brd 3, Clr 5, Drd 4, Sor/Wiz 4 | ML |
|||
| Scrying, Greater | Brd 6, Clr 7, Drd 7, Sor/Wiz 7 | ML |
|||
| Sculpt Sound | Brd 3 | PL |
|||
| Searing Light | Clr 3, Sun 3 | PL |
|||
| Secret Chest | Sor/Wiz 5 | PL |
|||
| Secret Page | Brd 3, Sor/Wiz 3 | CL |
|||
| Secure Shelter | Brd 4, Sor/Wiz 4 | CL |
|||
| See Invisibility | Brd 3, Sor/Wiz 2 | Legal |
|||
| Seeming | Brd 5, Sor/Wiz 5 | ML |
|||
| Sending | Clr 4, Sor/Wiz 5 | CL |
|||
| Sepia Snake Sigil | Brd 3, Sor/Wiz 3 | PL |
|||
| Sequester | Sor/Wiz 7 | PL |
|||
| Shades | Sor/Wiz 9 | ML |
|||
| Shadow Conjuration | Brd 4, Sor/Wiz 4 | PL |
|||
| Shadow Conjuration, Greater | Sor/Wiz 7 | ML |
|||
| Shadow Evocation | Brd 5, Sor/Wiz 5 | PL |
|||
| Shadow Evocation, Greater | Sor/Wiz 8 | ML |
|||
| Shadow Walk | Brd 5, Sor/Wiz 6 | PL |
|||
| Shambler | Drd 9, Plant 9 | ML |
|||
| Shapechange | Animal 9, Drd 9, Sor/Wiz 9 | ML |
|||
| Shatter | Brd 2, Chaos 2, Clr 2, Destruction 2, Sor/Wiz 2 | PL |
|||
| Shield | Sor/Wiz 1 | CL |
|||
| Shield of Faith | Clr 1 | CL |
|||
| Shield of Law | Clr 8, Law 8 | CL |
|||
| Shield Other | Clr 2, Pal 2, Protection 2 | CL |
|||
| Shillelagh | Drd 1 | PL |
|||
| Shocking Grasp | Sor/Wiz 1 | PL |
|||
| Shout | Brd 4, Sor/Wiz 4 | ML |
|||
| Shout, Greater | Brd 6, Sor/Wiz 8 | ML |
|||
| Shrink Item | Sor/Wiz 3 | CL |
|||
| Silence | Brd 2, Clr 2 | PL |
|||
| Silent Image | Brd 1, Sor/Wiz 1 | PL |
|||
| Simulacrum | Sor/Wiz 7 | PL |
|||
| Slay Living | Clr 5, Death 5 | ML |
|||
| Sleep | Brd 1, Sor/Wiz 1 | PL |
|||
| Sleet Storm | Drd 3, Sor/Wiz 3 | PL |
|||
| Slow | Brd 3, Sor/Wiz 3 | PL |
|||
| Snare | Rgr 2, Drd 3 | PL |
|||
| Soften Earth and Stone | Drd 2, Earth 2 | PL |
|||
| Solid Fog | Sor/Wiz 4 | PL |
|||
| Song of Discord | Brd 5 | ML |
|||
| Soul Bind | Clr 9, Sor/Wiz 9 | Banned |
|||
| Sound Burst | Brd 2, Clr 2 | ML |
|||
| Speak with Animals | Brd 3, Drd 1, Rgr 1 | Legal |
|||
| Speak with Dead | Clr 3 | PL |
|||
| Speak with Plants | Brd 4, Drd 3, Rgr 2 | Legal |
|||
| Spectral Hand | Sor/Wiz 2 | PL |
|||
| Spell Immunity | Clr 4, Protection 4, Strength 4 | CL |
|||
| Spell Immunity, Greater | Clr 8 | CL |
|||
| Spell Resistance | Clr 5, Magic 5, Protection 5 | CL |
|||
| Spellstaff | Drd 6 | Legal |
|||
| Spell Turning | Luck 7, Magic 7, Sor/Wiz 7 | CL |
|||
| Spider Climb | Drd 2, Sor/Wiz 2 | PL |
|||
| Spike Growth | Drd 3, Rgr 2 | ML |
|||
| Spike Stones | Drd 4, Earth 4 | ML |
|||
| Spiritual Weapon | Clr 2, War 2 | PL |
|||
| Statue | Sor/Wiz 7 | PL |
|||
| Status | Clr 2 | Legal |
|||
| Stinking Cloud | Sor/Wiz 3 | PL |
|||
| Stone Shape | Clr 3, Drd 3, Earth 3, Sor/Wiz 5 | PL |
|||
| Stoneskin | Drd 5, Earth 6, Sor/Wiz 4, Strength 6 | CL |
|||
| Stone Tell | Drd 6 | Legal |
|||
| Stone to Flesh | Sor/Wiz 6 | Legal |
|||
| Storm of Vengeance | Drd 9, Clr 9 | ML |
|||
| Suggestion | Brd 2, Sor/Wiz 3 | ML |
|||
| Suggestion, Mass | Brd 5, Sor/Wiz 6 | ML |
|||
| Summon Instrument | Brd 0 | Legal |
|||
| Summon Monster I | Brd 1, Clr 1, Sor/Wiz 1 | ML |
|||
| Summon Monster II | Brd 2, Clr 2, Sor/Wiz 2 | ML |
|||
| Summon Monster III | Brd 3, Clr 3, Sor/Wiz 3 | ML |
|||
| Summon Monster IV | Brd 4, Clr 4, Sor/Wiz 4 | ML |
|||
| Summon Monster V | Brd 5, Clr 5, Sor/Wiz 5 | ML |
|||
| Summon Monster VI | Brd 6, Clr 6, Sor/Wiz 6 | ML |
|||
| Summon Monster VII | Clr 7, Sor/Wiz 7 | ML |
|||
| Summon Monster VIII | Clr 8, Sor/Wiz 8 | ML |
|||
| Summon Monster IX | Chaos 9, Clr 9, Evil 9, Good 9, Law 9, Sor/Wiz 9 | ML |
|||
| Summon Natureā$(1s (BAlly I | Drd 1, Rgr 1 | ML |
|||
| Summon Natureā$(1s (BAlly II | Drd 2, Rgr 2 | ML |
|||
| Summon Natureā$(1s (BAlly III | Drd 3, Rgr 3 | ML |
|||
| Summon Natureā$(1s (BAlly IV | Animal 4, Drd 4, Rgr 4 |
ML |
|||
| Summon Natureā$(1s (BAlly V | Drd 5 | ML |
|||
| Summon Natureā$(1s (BAlly VI | Drd 6 | ML |
|||
| Summon Natureā$(1s (BAlly VII | Drd 7 | ML |
|||
| Summon Natureā$(1s (BAlly VIII | Animal 8, Drd 8 | ML |
|||
| Summon Natureā$(1s (BAlly IX | Drd 9 | ML |
|||
| Summon Swarm | Brd 2, Drd 2, Sor/Wiz 2 | ML |
|||
| Sunbeam | Drd 7, Sun 7 | PL |
|||
| Sunburst | Drd 8, Sor/Wiz 8, Sun 8 | ML |
|||
| Symbol of Death | Clr 8, Sor/Wiz 8 | ML |
|||
| Symbol of Fear | Clr 6, Sor/Wiz 6 | PL |
|||
| Symbol of Insanity | Clr 8, Sor/Wiz 8 | ML |
|||
| Symbol of Pain | Clr 5, Sor/Wiz 5 | PL |
|||
| Symbol of Persuasion | Clr 6, Sor/Wiz 6 | ML |
|||
| Symbol of Sleep | Clr 5, Sor/Wiz 5 | PL |
|||
| Symbol of Stunning | Clr 7, Sor/Wiz 7 | PL |
|||
| Symbol of Weakness | Clr 7, Sor/Wiz 7 | PL |
|||
| Sympathetic Vibration | Brd 6 | PL |
|||
| Sympathy | Drd 9, Sor/Wiz 8 | ML |
|||
T |
|||||
| Telekinesis | Sor/Wiz 5 | PL |
|||
| Telekinetic Sphere | Sor/Wiz 8 | PL |
|||
| Telepathic Bond | Sor/Wiz 5 | CL |
|||
| Teleport | Sor/Wiz 5, Travel 5 | PL |
|||
| Teleport Object | Sor/Wiz 7 | PL |
|||
| Teleport, Greater | Sor/Wiz 7, Travel 7 | PL |
|||
| Teleportation Circle | Sor/Wiz 9 | PL |
|||
| Temporal Stasis | Sor/Wiz 8 | PL |
|||
| Time Stop | Sor/Wiz 9, Trickery 9 | ML |
|||
| Tiny Hut | Brd 3, Sor/Wiz 3 | Legal |
|||
| Tongues | Brd 2, Clr 4, Sor/Wiz 3 | Legal |
|||
| Touch of Fatigue | Sor/Wiz 0 | PL |
|||
| Touch of Idiocy | Sor/Wiz 2 | PL |
|||
| Transformation | Sor/Wiz 6 | PL |
|||
| Transmute Metal to Wood | Drd 7 | PL |
|||
| Transmute Mud to Rock | Drd 5, Sor/Wiz 5 | PL |
|||
| Transmute Rock to Mud | Drd 5, Sor/Wiz 5 | PL |
|||
| Transport via Plants | Drd 6 | PL |
|||
| Trap the Soul | Sor/Wiz 8 | Banned |
|||
| Tree Shape | Drd 2, Rgr 3 | ML |
|||
| Tree Stride | Drd 5, Rgr 4 | PL |
|||
| True Resurrection | Clr 9 | PL |
|||
| True Seeing | Clr 5, Drd 7, Knowledge 5, Sor/Wiz 6 | PL |
|||
| True Strike | Sor/Wiz 1 | PL |
|||
U |
|||||
| Undeath to Death | Clr 6, Sor/Wiz 6 | Legal |
|||
| Undetectable Alignment | Brd 1, Clr 2, Pal 2 | PL |
|||
| Unhallow | Clr 5, Drd 5 | PL |
|||
| Unholy Aura | Clr 8, Evil 8 | PL |
|||
| Unholy Blight | Evil 4 | PL |
|||
| Unseen Servant | Brd 1, Sor/Wiz 1 | PL |
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V |
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| Vampiric Touch | Sor/Wiz 3 | ML |
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| Veil | Brd 6, Sor/Wiz 6 | ML |
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| Ventriloquism | Brd 1, Sor/Wiz 1 | CL |
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| Virtue | Clr 0, Drd 0, Pal 1 | Legal |
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| Vision | Sor/Wiz 7 | PL |
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W |
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| Wail of the Banshee | Death 9, Sor/Wiz 9 | ML |
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| Wall of Fire | Drd 5, Fire 4, Sor/Wiz 4 | ML |
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| Wall of Force | Sor/Wiz 5 | PL |
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| Wall of Ice | Sor/Wiz 4 | ML |
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| Wall of Iron | Sor/Wiz 6 | PL |
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| Wall of Stone | Clr 5, Drd 6, Earth 5, Sor/Wiz 5 | PL |
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| Wall of Thorns | Drd 5, Plant 5 | PL |
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| Warp Wood | Drd 2 | PL |
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| Water Breathing | Clr 3, Drd 3, Sor/Wiz 3, Water 3 | Legal |
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| Water Walk | Clr 3, Rgr 3 | CL |
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| Waves of Exhaustion | Sor/Wiz 7 | PL |
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| Waves of Fatigue | Sor/Wiz 5 | PL |
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| Web | Sor/Wiz 2 | PL |
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| Weird | Sor/Wiz 9 | ML |
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| Whirlwind | Air 8, Drd 8 | ML |
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| Whispering Wind | Brd 2, Sor/Wiz 2 | CL |
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| Wind Walk | Clr 6, Drd 7 | PL |
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| Wind Wall | Air 2, Clr 3, Drd 3, Rgr 2, Sor/Wiz 3 | ML |
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| Wish | Sor/Wiz 9 | Banned |
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| Wood Shape | Drd 2 | PL |
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| Word of Chaos | Chaos 7, Clr 7 | ML |
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| Word of Recall | Clr 6, Drd 8 | PL |
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Z |
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| Zone of Silence | Brd 4 | PL |
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| Zone of Truth | Clr 2, Pal 2 | PL |
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