Spell Summary


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Conjurations/Summonings Invocations/Evocations Enchantments/Charms Alterations Necromantics
Divinations Illusions/Phantasms - Abjurations
Deities & Demigods - - - Manual of the Planes

In the following spell lists, the first entry is a somewhat abbreviated version of the spell name, the entry is the level and magical type of the spell (C = Cleric, D = Druid, I = Illusionist,
M = Magic-User). Combination spells have parenthetical third entries that list the other spell type involved, as follows: A = Alteration; Ab = Abjuration; C = Conjuration; Ch = Charm;
D = Divination; E = Evocation; En = Enchantment; I = Invocation; Il = Illusion; N = Necromantic; P = Phantasm; S = Summoning. RC, UC, PAC, etc. denote cantrips.

Conjurations/Summonings


 
Bless 1C -
Aid 2C (N)
Chant 2C -
Dust Devil 2C -
Holy Symbol 2C -
Prayer 3C -
Implore 4C reversed abjure
Insect Plague 5C -
Aerial Servant 6C -
Conjure Animals 6C -
Gate 7C -
Holy Word 7C -
Symbol 7C -
Summon Insects 3D -
Animal Summoning I 4D -
Call Woodland Beings 4D -
Animal Summoning II 5D -
Animal Summoning III 6D -
Conjure Fire Elemental 6D -
Fire Seeds 6D (C only)
Wall of Thorns 6D -
Weather Summoning 6D -
Conjure Earth Elemental 7D -
Creeping Doom 7D -
Bee PC (S only)
Bluelight PC (C only)
Bug PC (S only)
Gnats PC (S only)
Mouse PC (S only)
Spider PC (S only)
Tweak PC (C only)
Unlock PC (C only)
Armor 1M (C only)
Find Familiar 1M -
Mount 1M -
Push 1M -
Unseen Servant 1M -
Flame Arrow 3M  -
Material 3M (C & E)
Monster Summoning I 3M -
Sepia Snake Sigil 3M -
Evard's Black Tentacles 4M -
Monster Summoning II 4M -
Conjure Elemental 


 

5M -
Beckon 5M reversed avoidance
Leomund's Secret Chest 5M (Ab)
Magic Jar 5M listed as possession
Monster Summoning III 5M -
Mordenkainen's Hound 5M -
Death Spell 6M -
Enchant An Item 6M -
Ensnarement 6M -
Invisible Stalker 6M -
Monster Summoning IV 6M -
Cacodemon 7M -
Drawmij's Instant Summons 7M -
Limited Wish 7M -
Monster Summoning V 7M -
Modenkainen's Manshion 7M -
Power Word Stun 7M -
Maze 8M -
Monster Summoning VI 8M -
Power Word Blind 8M -
Symbol 8M -
Trap the Soul 8M -
Gate 9M -
Monster Summoning VII 9M -
Power Word Kill 9M -
Prismatic Sphere 9M (Ab)
Wish 9M -
Maze 5I -
Summon Shadow 5I -
Conjure Animals 6I -
Alter Reality 7I (I/P)
Prismatic Spray 7I (Ab)
Prismatic Wall 7I (Ab)
-

 

Invocations/Evocations
Ceremony 1C (I)
Combine 1C -
Spiritual Hammer 2C (I)
Wyvern Watch 2C -
Glyph of Warding 3C (Ab)
Flame Strike 5C -
Rainbow 5C (A)
Blade Barrier 6C -
Heroes' Feast 6C -
Exaction 7C (A)
Ceremony 1D (I)
Flame Blade 2D -
Goodberry 2D (A)
Reflecting Pool 2D (D)
Starshine 3D (Il)
Moonbeam 5D (A)
Wall of Fire 5D -
Changestaff 7D (En)
Chariot of Sustarre 7D -
Fire Storm 7D -
Sunray 7D (A)
Chill UC -
Color UC -
Dampen UC -
Salt UC -
Spice UC -
Sweeten UC -
Warm UC -
Dirty RC -
Dusty RC -
Sour RC -
Belch PAC -
Blink PAC -
Cough PAC -
Nod PAC -
Scratch PAC -
Sneeze PAC -
Twitch PAC -
Yawn PAC -
Alarm 1M -
Grease 1M -
Magic Missile 1M -
Shield 1M -
Write 1M -
Flaming Sphere 2M -
Melf's Acid Arrow 2M -
Stinking Cloud 2M -
Tasha's Uncontrollable Hideous Laughter 2M -
Web 2M -
Whip 2M -
Zephyr 2M -
Fireball 3M -
Lightning Bolt 3M -
Material 3M (C & E)
Dig 4M -
Fire Shield 4M (A)
Fire Trap 4M -
Ice Storm 4M -
Otiluke's Resilient Sphere 4M (A)
Shout 4M -
Wall of Fire 4M -
Wall of Ice 4M -
Bigby's Interposing Hand 5M -
Cloudkill 5M -
Cone of Cold 5M -
Leomund's Lamentable Belabourment 5M (En)
Sending 5M -
Wall of Force 5M -
Wall of Iron 5M -
Wall of Stone 5M -
Bigby's Forceful Hand 6M -
Chain Lightning 6M -
Contingency 6M -
Guards & Wards 6M (A & En/Ch)
Otiluke's Freezing Sphere 6M (A)
Spiritwrack 6M (Ab)
Tenser's Transformation 6M (A)
Banishment 7M (Ab)
Bigby's Grasping Hand 7M -
Delayed Blast Fireball 7M -
Forcecage 7M -
Mordenkainen's Sword 7M -
Torment 7M (A)
Bigby's Clenched Fist 8M -
Binding 8M (En)
Demand 8M (E & En/Ch)
Incendiary Cloud 8M (A)
Otiluke's Telekinetic Sphere 8M (A)
Astral Spell 9M -
Bigby's Crushing Hand 9M -
Energy Drain 9M -
Meteor Swarm 9M -
Chromatic Orb 1I (A)
Death Fog 6I (A)
Weird 7I (I/P)

Enchantments/Charms


 
Command 1C -
Enthrall 2C -
Hold Person 2C -
Messenger 2C -
Snake Charm 2C -
Imbue with Spell Ability 4C (En & A)
Spike Stones 4C (En & A)
Golem 5C -
Quest 5C -
Spike Growth 5C (En & A)
Succor 7C (En & A)
Animal Friendship 1D -
Pass Without Trace 1D -
Charm Person or Mammal 2D -
Fire Trap 2D (En)
Trip 2D -
Hold Animal 3D -
Snare 3D -
Spike Growth 3D (En & A)
Hold Plant 4D -
Feeblemind 6D -
Liveoak 6D (En only)
Changestaff 7D (En & E)
Confusion 7D -
Finger of Death 7D -
Flavor UC -
Freshen UC -
Curdle RC -
Wilt RC -
Distract LC -
Wink PAC -
Smokepuff PC -
Creak HC -
Tap HC -
Whistle HC -
Charm Person 1M -
Friends 1M -
Run 1M (En only)
Sleep 1M -
Taunt 1M (En only)
Bind 2M (En & A)
Deeppockets 2M (En & A)
Forget 2M -
Ray of Enfeeblement 2M -
Scare 2M -
Hold Person 3M -
Suggestion 3M -
Charm Monster 4M -
Confusion 4M -
Fire Charm 4M -
Fumble 4M -
Leomund's Secure Shelter 4M (En & A)
Magic Mirror 4M (En & C)
Dolor 5M -
Fabricate 5M (En & A)
Feeblemind 5M -
Hold Monster 5M -
Leomund's Lamentable Belabourment 5M (E)
Eyebite 6M (En/Ch & I/P)
Geas 6M -
Guards & Wards 6M (En/Ch & A, E)
Charm Plants 7M -
Truename 7M (En & A)
Antipathy/Sympathy 8M -
Binding 8M (En & E)
Demand 8M (En/Ch & E)
Mass Charm 8M -
Otto's Irresistible Dance 8M -
Sink 8M (En & A)
Mordenkainen's Disjunction 9M (En & A)
Succor 9M (En & A)
Hypnotism 1I -
Suggestion 3I -
Confusion 4I -
Emotion 4I -
Chaos 5I -
Magic Mirror 5I (En & D)
Mass Suggestion 6I -
Shadow Walk 7I (En & Il)

Alterations
Create Water 1C -
Endure Cold/Heat 1C -
Light 1C -
Magic Stone 1C -
Precipitation 1C -
Purify Food/Drink 1C -
Resist Cold 1C -
Resist Fire 2C -
Silence 15' Radius 2C -
Speak With Animals 2C -
Withdraw 2C -
Cloudburst 3C -
Continual Light 3C -
Create Food && Water 3C -
Flame Walk 3C -
Meld Into Stone 3C -
Water Walk 3C -
Giant Insect 4C -
Imbue With Spell Ability 4C (En)
Lower Water 4C -
Neutralize Poison 4C -
Speak with Plants 4C -
Spike Stones 4C (En)
Sticks to Snakes 4C -
Tongues 4C -
Air Walk 5C -
Plane Shift 5C -
Rainbow 5C (E)
Spike Growth 5C (En)
Animate Object 6C -
Part Water 6C -
Speak with Monsters 6C -
Word of Recall 6C -
Astral Spell 7C -
Control Weather 7C -
Earthquake 7C -
Exaction 7C (E)
Succor 7C (En)
Wind Walk 7C -
Entangle 1D -
Faerie Fire 1D -
Invisibility to Animals 1D -
Precipitation 1D -
Purify Water 1D -
Shillelagh 1D -
Speak with Animals 1D -
Barkskin 2D -
Create Water 2D -
Goodberry 2D (E)
Heat Metal 2D -
Obscurement 2D -
Produce Flame 2D -
Warp Wood 2D -
Call Lightning 3D -
Cloudburst 3D -
Neutralize Poison 3D -
Plant Growth 3D -
Pyrotechnics 3D -
Stone Shape 3D -
Tree 3D -
Water Breathing 3D -
Control Temperature, 10' Radius 4D -
Plant Door 4D -
Produce Fire 4D -
Repel Insects 4D -
Speak with Plants 4D -
Animal Growth 5D -
Control Winds 5D -
Moonbeam 5D (E)
Pass Plant 5D -
Spike Stones 5D (En)
Sticks to Snakes 5D -
Transmute Rock to Mud 5D -
Transmute Water to Dust 6D -
Transport Via Plants 6D -
Turn Wood 6D -
Animate Rock 7D -
Control Weather 7D -
Sunray 7D (E)
Transmute Metal to Wood 7D (E)
Gather UC -
Polish UC -
Shine UC -
Sprout UC -
Stitch UC -
Tie UC -
Wrap UC -
Hairy RC -
Knot RC -
Ravel RC -
Spill RC -
Tangle RC -
Tarnish RC -
Untie RC -
Change LC -
Mute LC -
Present LC -
Firefinger PC -
Affect Normal Fires 1M -
Burning Hands 1M -
Comprehend Languages 1M -
Dancing Lights 1M -
Enlarge 1M -
Erase 1M -
Feather Fall 1M -
Firewater 1M -
Hold Portal 1M -
Jump 1M -
Light 1M -
Melt 1M -
Mending 1M -
Message 1M -
Precipitation 1M -
Shocking Grasp 1M -
Spider Climb 1M -
Wizard Mark 1M -
Bind 2M (En)
Continual Light 2M -
Darkness, 15' Radius 2M -
Deeppockets 2M (En)
Flaming Sphere 2M (E)
Fool's Gold 2M -
Irritation 2M -
Knock 2M -
Levitate 2M -
Magic Mouth 2M -
Pyrotechnics 2M -
Rope Trick 2M -
Shatter 2M -
Strength 2M -
Vocalize 2M -
Wizard Lock 2M -
Blink 3M -
Cloudburst 3M -
Explosive Runes 3M -
Fly 3M -
Gust of Wind 3M -
Haste 3M -
Infravision 3M -
Item 3M -
Leomund's Tiny Hut 3M -
Melf's Minute Meteors 3M (E)
Secret Page 3M -
Slow 3M -
Tongues 3M -
Water Breathing 3M -
Wind Wall 3M -
Dimension Door 4M -
Enchanted Weapon 4M -
Extension I 4M -
Fire Shield 4M (E)
Leomund's Secure Shelter 4M (En)
Otiluke's Resilient Sphere 4M (E)
Plant Growth 4M -
Polymorph Other 4M -
Polymorph Self 4M -
Rary's Mnemonic Enhancer 4M -
Stoneskin 4M -
Ultravision 4M -
Wizard Eye 4M -
Airy Water 5M -
Animal Growth 5M -
Avoidance 5M (Ab)
Distance Distortion 5M -
Extension II 5M -
Fabricate 5M (En)
Leomund's Secret Chest 5M (C/S)
Passwall 5M -
Stone Shape 5M -
Telekinesis 5M -
Teleport 5M -
Transmute Rock to Mud 5M -
Control Weather 6M -
Disintegrate 6M -
Extension III 6M -
Glassee 6M -
Guards & Wards 6M (E & En/Ch)
Lower Water 6M -
Move Earth 6M -
Otiluke's Freezing Sphere 6M (E)
Part Water 6M -
Project Image 6M (I/P)
Stone to Flesh 6M -
Tenser's Transformation 6M (E)
Transmute Water to Dust 6M -
Duo-Dimension 7M -
Mordenkainen's Magnificent Manshion 7M (C)
Phase Door 7M -
Reverse Gravity 7M -
Statue 7M -
Truename 7M (En)
Vanish 7M -
Glassteel 8M -
Incendiary Cloud 8M (E)
Otiluke's Telekinetic Sphere 8M (E)
Permanency 8M -
Polymorph Any Object 8M -
Serten's Spell Immunity 8M -
Sink 8M (En)
Crystalbrittle 9M -
Mordenkainen's Disjunction 9M (En)
Shape Change 9M -
Succor 9M (En)
Temporal Stasis 9M -
Time Stop 9M -
Colored Lights MIC -
Dim MIC -
Haze MIC -
Rainbow MIC -
Chromatic Orb 1I (E)
Color Spray 1I -
Dancing Lights 1I -
Darkness 1I -
Gaze Reflection 1I -
Light 1I -
Phantom Armor 1I (Il)
Wall of Fog 1I -
Fog Cloud 2I -
Magic Mouth 2I -
Ultravision 2I -
Whispering Wind 2I (P)
Continual Darkness 3I -
Continual Light 3I -
Delude 3I -
Phantom Wind 3I (P)
Rope Trick 3I -
Wraithform 3I (Il)
Minor Creation 4I -
Rainbow Pattern 4I (P)
Solid Fog 4I -
Vacancy 4I (P)
Dream 5I (I/P)
Major Creation 5I -
Projected Image 5I (I/P)
Death Fog 6I (E)

Necromantics
Cure Light Wounds 1C -
Aid 2C (C)
Slow Poison 2C -
Animate Dead 3C -
Feign Death 3C -
Speak with Dead 3C -
Cure Serious Wounds 4C -
Animate Dead Monsters 5C -
Cure Critical Wounds 5C -
Raise Dead 5C -
Heal 6C -
Regenerate 7C -
Restoration 7C -
Resurrection 7C -
Cure Light Wounds 2D -
Feign Death 2D -
Slow Poison 2D -
Cure Disease 3D - <>
Cure Serious Wounds 4D -
Cure Critical Wounds 4D - <>
Reincarnate 7D -
Feign Death 3M -
Animate Dead 5M -
Reincarnation 6M -
Clone 8M -

Divinations


-
Detect Evil 1C -
Detect Magic 1C -
Penetrate Disguise 1C -
Portent 1C -
Augury 2C -
Detect Charm 2C -
Detect Life 2C -
Find Traps 2C -
Know Alignment 2C -
Locate Object 3C -
Detect Lie 4C -
Divination 4C -
Commune 5C -
Magic Font 5C -
True Seeing 5C -
Find the Path 6C -
Stone Tell 6C -
Detect Balance 1D -
Detect Magic 1D -
Detect Snares & Pits 1D -
Locate Animals 1D -
Predict Weather 1D -
Locate Plants 2D -
Reflecting Pool 2D (E)
Know Alignment 3D -
Commune with Nature 5D -
Detect Magic 1M -
Identify 1M -
Read Magic 1M -
Detect Evil 2M -
Detect Invisibility 2M -
ESP 2M -
Know Alignment 2M -
Locate Object 2M -
Clairaudience 3M -
Clairvoyance 3M -
Detect Illusion 3M -
Contact Other Plane 5M -
Legend Lore 6M -
Detect Illusion 1I -
Detect Invisibility 1I -
Read Illusionist Magic 1I -
Detect Magic 2I -
True Sight 6I -
Vision 7I -

Illusions/Phantasms
Invisibility to Undead 1C -
Cloak of Fear 4C -
Starshine 3D (E)
Hallucinatory Forest 4D -
Hide LC (Il only)
Palm LC (Il only)
Footfall LC (Il only)
Groan LC (Il only)
Moan LC (Il only)
Rattle LC (Il only)
Thump LC (Il only)
Nystul's Magic Aura 1M -
Ventriloquism 1M -
Audible Glamer 2M -
Invisibility 2M -
Leomund's Trap 2M -
Mirror Image 2M -
Invisibility, 10' Radius 3M -
Phantasmal Force 3M -
Fear 4M -
Hallucinatory Terrain 4M -
Massmorph 4M -
Eyebite 6M (En/Ch)
Project Image 6M (A)
Mass Invisibility 7M -
Sequester 7M (Ab)
Simulacrum 7M -
Mask MIC (Il only)
Mirage MIC (Il only)
Noise MIC (Il only)
Two-D'lusion MIC (Il only)
Audible Glamer 1I -
Change Self 1I -
Phantasmal Force 1I -
Phantom Armor 1I (Il only (A)
Spook 1I -
Alter Self 2I (Il only & A)
Blindness 2I -
Blur 2I -
Deafness 2I -
Fascinate 2I -
Hypnotic Pattern 2I -
Improved Phantasmal Force 2I -
Invisibility 2I -
Mirror Image 2I -
Misdirection 2I -
Ventriloquism 2I -
Whispering Wind 2I (P & A)
Fear 3I -
Hallucinatory Terrain 3I -
Illusionary Script 3I -
Invisibility, 10' Radius 3I -
Paralyzation 3I -
Phantom Steed 3I (P & C)
Phantom Wind 3I (P & A)
Spectral Force 3I -
Wraithform 3I (Il & A)
Dispel Exhaustion 4I -
Improved Invisibility 4I -
Massmorph 4I -
Phantasmal Killer 4I -
Rainbow Pattern 4I (P & A)
Shadow Monsters 4I -
Vacancy 4I (P & A)
Advanced Illusion 5I -
Demi-Shadow Monsters 5I -
Dream 5I (A)
Projected Image 5I (A)
Shadow Door 5I -
Shadow Magic 5I -
Tempus Fugit 5I -
Demi-Shadow Magic 6I -
Mirage Arcane 6I -
Mislead 6I -
Permanent Illusion 6I -
Phantasmagoria 6I -
Programmed Illusion 6I -
Shades 6I -
Veil 6I -
Alter Reality 7I (C/S)
Shadow Walk 7I (Il & En)
Weird 7I (E)

Abjurations
Protection from Evil 1C -
Remove Fear 1C -
Sanctuary 1C -
Cure Blindness 3C -
Cure Disease 3C -
Dispel Magic 3C -
Glyph of Warding 3C (E)
Negative Plane Protection 3C -
Remove Curse 3C -
Remove Paralysis 3C -
Abjure 4C -
Exorcise 4C -
Protection from Evil, 10' Radius 4C -
Spell Immunity 4C -
Atonement 5C -
Dispel Evil 5C -
Forbiddance 6C -
Protection from Fire 3D -
Dispel Magic 4D -
Protection from Lightning 4D -
Repel Insects 4D (A)
Anti-Plant Shell 10' Radius 5D -
Anti-Animal Shell 6D -
Clean UC -
Dry UC -
Dust UC -
Exterminate UC -
Protection from Evil 1M -
Preserve 2M -
Protection from Cantrips 2M -
Dispel Magic 3M -
Protection from Evil, 10' Radius 3M -
Protection from Normal Missiles 3M -
Dispel Illusion 4M -
Minor Globe of Invulnerability 4M -
Remove Curse 4M -
Avoidance 5M (A)
Dismissal 5M -
Anti-Magic Shell 6M -
Globe of Invulnerability 6M -
Repulsion 6M -
Spiritwrack 6M (E)
Banishment 7M (E)
Sequester 7M (I/P)
Volley 7M -
Mind Blank 8M -
Imprisonment 9M -
Prismatic Sphere 9M -
Dispel Illusion 3I -
Non-detection 3I -
Dispel Magic 4I -
Prismatic Spray 7I (C/S)
Prismatic Wall 7I (C/S)


Quote:
Originally Posted by JohnRTroy
Hi Gary,

I had a question, which the answer would benefit the members of ENWorld, so I'll ask it here.

With 4e potentially removing the "schools" of magic, I had a question. In 1e you established for spells the "school"--alteration, abjuration, conjuring/summoning, etc. The schools were interesting but in terms of the game, they never really seemed to be more than flavor text--outside of what detect magic would detect. In Unearthed Arcana, you started indicating what auras surrounded the new magic items, and you started mixing the schools a bit. (In the PHB there were 9 schools--mostly 8 and 1 called possession, in UA you started mixing elements of the two for certain spells).

Now, after you left, Wizards decided to do something with this classification--the Illusionist spell list was merged, some spells redefined and a few added, --possession being removed and "universal" being added for critical things like read magic. And then there were 8 "specialist" wizards, 1 for each school, so you had Enchanters and Evokers and Transmutists who were restricted to opposing schools.

But what was your original intent for the schools. Were you planning something in the expansion to deal with these classifications? Maybe something involving spell creation or negation or specialization? Schools in 1e didn't really have that much effect on the game, so I was wondering if you had any master plan for it that never saw the light of day.


Howdy JRT!

Yes, I did intend to have schools of magic based on the types of spells as you note above.
The m-u would begin with one specialization, but at verious points along the level progression ladder he could opt to add a new field or intensify his capacity in the original one.
This was meant to make m-us interesting beyond the point where they could use 9th level spells, any diversion from specialization delaying the advanced spell level possession but adding new lower level spells of a new school.

No, I never began to work out the tables for such school of magic progression.
They would depend in part on how I prolonged the progression of the other classes of characters.

I did employ some of the thinking behind this concept in the DJ Mythus magic system.

Ciao,
Gary



 
 






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