Spell Research


1. Determination of Spell Level
2. Cost of Research
3. Length of Research
4. Conditions Under Which Spell Research is Possible
5. Research Materials
6. Chance of Success
7. Determination of Success
-
8. Confidentiality of New Spells
9. Additional Notes
Magical Research
-
-
-
DMG

Whether from the desire to create a new spell or from dissatisfaction with a lack of power,
it is certain that the magic-users in your campaign will eventually get around to inquiring about the procedures necessary to research and create a spell.
Whether the spell is new or a listed spell which the character has been unable to locate during the course of his or her adventuring,
the process is nearly the same.
<>

First, you must determine two salient facts:
Is the character of sufficient intelligence to "know" another spell of that level?
Is the desired spell of a level which the character's ability allows?
Success demands positive replies to both questions.
However, regardless of any negative responses, information will not be passed to the inquirer,
for he or she should be able to discover such obstacles without recourse to the DM,
and failure to do so indicates a lack of good judgment on the character's part which will be evidenced by lack of success only after fruitless research.

1. Determination Of Spell Level: New spells might pose a small problem, as
it will require some study on your part, but most of the burden can be
shifted to the player. When desire to research a new spell is stated, inform
the player that his or her character must carefully draft the details of the
spell, i.e., you must have a typed copy of the spell in the same format as
used in the PH. Only when this is in your hands should
you consider the power of the spell. Meanwhile do not discuss the matter
with the player - at least as DM to player; it might be necessary to take
the part of a sage and discuss the spell with the player character, for
example, but that i s entirely different. Once you have the details of the
spell, compare and contrast it with and to existing spells in order to
determine its level and any modifications and additions you find
necessary in order to have i t conform to "known" magic principles. Any
super-powerful, absolute killer, or like spell must be thrown out immediately.
Be certain to consider all of the ramifications of a spell and all
of the descriptive wording, to weed out spells which give the user some
extraordinary, undeserved, and/or unwarranted power. Anything better
than the9th level spells (7th level with respect to clerics) is in the category
of impossible. Allow research, but it will always be useless.

Check the range, duration, area of effect, and saving throw in particular to
see that the spell has limits and restrictions. You might well wish to place
more rigid restrictions than are shown. similarly you might add
components and/or lengthen casting time. After analysis of the spell and
adjustment of its parameters, you will be in a position to assign it a level. If
the spell is a variation of an existing spell, with only minor differences, improvements,
or extended effects, it will probably be only one level higher.
If it is superior in two categories, place it two levels higher, and so forth. If
it is a spell which is markedly different from all others, find the spell or
spells which most closely resemble it, and then set its level according to
the relative power of those covered in the book compared to the new
spell. Spells with combination functions are at least equal in level to the
sum of the spell functions plus a level, i.e., a spell which combined
audible glamer with phantasmal force would be 6th level (a 2nd level plus
a 3rd level plus 1 level for combining spells).

2. Cost Of Research: The basic cost for spell research is only 200 GP
per spell level per week. Note, however, that this assumes that the researcher
has a laboratory (or shrine in the case of a cleric) and library at
hand (built up in gaining levels of experience and whatever other reasons
are applicable). To the base cost must be added a weekly variable of 100
to 400 gold pieces per level of the spell, the variable accounting far odditianol
materials needed. If no library of materials i s owned by the
researcher, the base cost increases by a factor of 10 (2,000 gold pieces per
spell level per week), the researcher being assumed to be acquiring
arcane texts and scrolls, thus creating a library. The player must establish
the amount to be spent, based on his or her appraisal of the level, without
assistance from the DM!

Length Of Research: Initial preparations and research will consume a
number of weeks equal to the level of the spell being researched. After
this initial period, there exists a chance to achieve success, the chance
being given weekly. Research therefore will always extend to a number of
weeks equal to the level of the spell being researched plus 1, i.e., a 1st
level spell will take a minimum of 2 weeks research. Research expense
accrues each and every week. There i s no limit to the extension of research,
although practically, even minimal expenditure will result in
successful research after the basic period plus 6 or so weeks on the
average.

Conditions Under Which Spell Research Is Possible: It is absolutely
mandatory for the researcher to be of sound mind && body and to have
privacy and seclusion free from interruption during the course of his or her
spell study. This necessity precludes any adventuring or general interaction
during the period of research. It requires about 8 hours per day of
work, and only an hour or two per day can be spent doing other things -
instructing underlings, disbursing funds, etc. Any interruption of research
will be a setback. Each day of such hiatus will cause 1 full week of last
time. Also, as noted above, a library must be at hand, and this means that
either the researcher must have his or her own stronghold or highly private
quarters, or obtain them prior to beginning the project. If a personal library
is not possessed, the research must be carried on in or within one day's
journey of a town or city in which the research materials can be obtained.

Research Materials: Acquisition of materials includes not only texts and
scrolls, but also various components for the material needs of the spell.
Written works cover the whole spectrum of knowledge, as the researcher
must be aware of any and all aspects of the magic he or she wishes to use.
Thus, works on history, geography, astrology, alchemy, etc. must be obtained.

Chance Of Success: The base chance of success is 10%, plus the intelligence
score of the researcher (wisdom with respect to clerics), plus the
level of the character researching the spell, minus twice the level of the
spell being researched:

10% + I + L - 2 X spell level = base chance for success.

This base chance is modified upwards in 10% increments by
doubling of maximum base cost per level of the spell (2,000 gold pieces).
Thus, an expenditure of base cost + variable + 2,000 g.p. on a per spell
level basis increases base chance from 10% to 20%, and 4,000 g.p. additional
per spell level increases base chance from 10% to 30%, and so on, to
a maximum base chance of 50% (expenditure of 8,000 gold pieces additional
per spell level). Insufficient expenditure means a 0% success
chance.

Determination Of Success:

After the initial research period (equal to the
level of the spell in weeks), find the base chance, adjust by INT,
character level, and spell level, and secretly roll percentile dice. Any score
greater than the percentage of success chance indicates a negative result.
Continue to check for success each successive game week as long as
research is uninterrupted and proper funding for the work continues.
Remember, if a spell that is impossible for the character is being researched,
this procedure remains constant, but there will NEVER be
success, and the dice roll is simply frosting. (Eventually, even the most determined
and least wise will begin to understand their aim is fruitless.)

Confidentiality Of New Spells: Once a player succeeds in researching a
new spell, it is his or her character’s alone. Only that character has the
proper formula, and no mention of the spell should be made by you.

Additional Notes: There is no way that costs in money or time can be
reduced. Likewise, conditions must be as set forth. Research materials must
be obtained. It is possible to use another’s facilities, but this will most
certainly not reduce costs. Gathering a library assumes that the character is
in a metropolitan area with libraries, booksellers, etc. from which copies
can be obtained. If such is necessary, this must be done prior to the beginning
of actual research, as it will take about one week per spell level to
gather sufficient materials - the greater the level of the spell, the more
esoteric and rare the tomes needed.


<make that full list of spells from the WSC. with some exceptions, all should be avail. to be 1e characters as spells>
<exceptions>
    <no chronomancy>
    <no wild magic>
    <no ninja><ninja spells = wu jen>

* (theory): Chronomancy spells (School, not Sub-school) are only avail. to dual-class MU/Timelords. (Note that Timelord might have to be the first class.)
* (theory): Geometry spells are also avail. to scribes
* (theory): Alchemy spells are also avail. to alchemists
* (theory): Drow spells are only avail. to drow
* (theory): Red Wizard spells are only avil. to red wizards
* (theory): Dragon spells are only avail. to dragons
* (theory): Ninja spells are only avail. to split-class ninja/wu-jen
* (theory): Old Empire spells are only avail. to those who can read/write hieroglyphics
* (theory): Pure divinations are only avail. to Oracles. Access to a sub-school may except this.
* (theory): Bard spells are only avail. to bards
* (theory): Song spells are only avail. to bards
* (theory): Wild magic spells are generally not avail.
* (theory): Hishna and Pluma spells require Religion: Central American
* (theory): Artifice skills require at least one craft skill
* (theory): Elf spells are only avail. to elves
* (theory): Neogi spells are only avail. to those with a connection to arachnids (eg. drow cleric/wizards, ea.)
* (theory): Shadow spells are only avail. to illusionists.
* (theory): Paramander spells are only avail. to dual-class Paramander/MUs.
<refine the dual-class references: one way, or both ways?>

Abi-Dalzim's Horrid Wilting (mu8 - alt, nec: water)
Absorption (mu9 - abj, ev)

Accelerate Animal Growth (chronomancy: rev)
Accelerate Lifeline (chronomancy: rev)
Accelerate Plant Growth (chronomancy: rev)
Accelerate Metabolism (chronomancy)
Acid Bolt (mu4 - ev: alchemy)
Acid Bolt (mu4 - c: drow)
Acid Lash (mu3 - ev)
Acid Rain (mu6 - alt: RW)

Acid Storm (mu7 - ev: alchemy, water)
Adhesion (mu1 - alt: alchemy)
Aerial Acceleration (mu2 - alt)
Afterclap (mu8 - alt: chronomancy)
Age Animal (mu6 - alt)
Age to Destruction (wj3 - alt, nec: ninja)
Agitate Wounds (mu4 - nec: Old Empire)
Agra's Ambush (mu2 - ab: mentalism)
Air Spiral (mu8 - alt, ev: air)
Airball (mu8 - ev: air)
Airboat (mu8 - alt, en: air)
Airbolt (mu3 - alt: air, force, water)
Airsphere (w3 - alt)
Alacrity (w3 - alt: chronomancy)
Alahandra's Questing Call (w3 - d)
Alamanther's Return (w9 - alt, ev)
Alamir's Fundamental Breakdown (w3 - d: air, earth, fire, water, alchemy)
Algarth's Embattlement (w9 - alt)
Allisandro's Binding Curse (w9 - alt, nec: RL)
Alter Beast (w8 - alt: RL)
Alter Dream (w6 - en)
Alter Instrument (w1 - alt: bard)
Alter Normal Winds (w1 - alt: wind, AQ)

Alernate Reality (w3 - alt: wild)
Alustriel's Banner (w2 - i)
Alustriel's Fang (w2 - alt)
Alustriel's Improved Mantle (w7 - ab)
Alustriel's Mantle (w7 - ab)
Alustriel's Sword of Stars (w7 - ev)
Alvira's Stasis Shell (w6 - alt: dimension)
Alyssindra's Summons (w9 - c)
Ambush (w2 - alt, i)
Amorphous Blob (w7 - alt, nec: alchemy)
Amplify (w1 - alt: song)
Analyze Device  (w3 - div: artifice)
Analyze Dweomer (w8 - d: artifice)
Andrui's Baneful Backfire (w5 - ab)

Anesthesia (w5 - nec)
Animal Magnetism (w4 - en)
Animal Nonaggression (w1 - en: bard)
Animal Sanctuary (w1 - ab)
Animate Blood (w6 - n: AQ)
Animate Dread Warrior (w6 - n: RW)
Animate Skeletons (w2 - n)
Animate Zombies (w3 - n)
Anticipation (w7 - d)
Antimagic Aura (w6 - ab: elf)

Arachnophobia (w3 - i: neogi)
Arcane Runes (w4 - alt: geometry)
Argaster's Cloak of Shadows (w4 - i: shadow)
Army (w9 - c: earth, OE)
Arnvid's Unseen Limb (w4 - c)
Arrow of Bone (w6 - n: artifice)
Arrowflight (w1 - alt: pluma)
Articus's Devolutionary Warrior (w5 - chronomancy)
Articus's Melee Manager (w3 - chronomancy)
Aryeric's Cloak of Protection (w4 - ab)
Assist (w3 - c, n: RW)
Attract Ghoul (w2 - n)
Augument Undead (w3 - n: rev, RL)
Augumentation I (w3 - ev)
Augumentation I (w6 - ev)
Aunty's Bath (w1 - c)
Aura Fire (w1 - alt: RW)
Aura of Terror (w2 - i: dragon)
Avert Evil Eye (w1 - alt, universal: rev, AQ)
Avissar's Bane (w9 - ev)
Avissar's Flaming Weapon (w8 - alt: artifice, fire)
Avoidance (w5 - ab, alt, rev: attraction)

Awaken Intelligence (w4 - alt: RL)
Azure Flame (w5 - alt: paramander)

Balance (w1 - ench)
Ball Lightning (w5 - ev)
Ballant's Stonesplit (w6 - ev: earth)
Ballant's Stonestrength (w5 - alt: earth)
Balliard's Rejuvenating Touch (w2 - alt, en)
Bands of Ice (w4 - ev)
Bands of Sirellyn (w3 - c/s)
Banish Dazzle (w2 - div: fire, arabic)
Barrier Reaver (w6 - ab: force)
Basilisk Glare (w7 - alt)
Basket Trick (w3 - alt, arabic)
Battering Ram (w2 - ev: force)
Battlecurse (w3 - en)
Belsham's Mace (w2 - ev, force)
Bendal's Swoop (w2 - alt: air)
Bestow Enchantment (w5 - en)
Bewilder (w3 - en)

1st.
Bigby's bookworm bane +
Bigby's feeling fingers +

2nd.
Bigby's dextrous digits +
Bigby's silencing hand +

3rd.
Bigby's pugnacious pugilist +

4th.
Bigby's battering gauntlet +
Bigby's construction crew +
Bigby's force sculpture +

5th.
Bigby's fantastic fencers +
Bigby's superior force sculpture +
Bigby's strangling grip +

6th.
Bigby's beseiging bolt +

7th.

8th.
Bigby's most excellent force sculpture +

<order and rework the urls for the above>

Bind Undead (w5 - nec)
Blackmantle (w6 - en, nec)
Blacksphere (w4 - ab, ev)
Blackstaff (w8 - alt, ev)
Blacksteel (w1 - alt: shadow)
Blackthorns (w1 - ev)
Blade in the Soul (mu9 - en)
Blade of Doom (mu6 - ev)
Bladeleap (w2 - alt)
Bladethirst (w3 - alt)
Blandness (w2 - alt)
Blastbones (w2 - nec) (allows caster to shatter exposed bones in a violent explosion)
Blending (w6 - alt, i) (as robe of blending)

Block Advancement (w8 - ab, charm)
Blood Lightning (w4 - alt, ev, nec: 7S)
Bloodbridge (dm2 - nec)
Bloodglass (w2 - div, nec) (detect HP)
Bloodstars (w7 - alt: force)
Bloodstone's Frightful Joining (w7 - nec) (dominate undead)
Bloodstone's Spectral Steed (w6 - nec)
Bloom (w1 - c)
Body Link (w8 - nec: Arabic)
Bone Blade (w8 - alt, ev, nec: Beast Cult)
Bone Club (w3 - en, nec: Beast Cult)
Bone Dance (dm3 - nec)
Bone Form (dm4 - nec: RL)
Bone Growth (dm5 - alt, nec: rev) (mends broken bones) (rev: breaks bones)
Bone Javelin (w7 - alt, ev: Beast Cult)
Bone Knit (dm3 - nec)
Bone Seize (dm4 - nec: RL)
Boneiron (w2 - en: Beast Cult)
Bones of the Earth (dm6 - nec: RL)
Bonewood (w2 - alt: Beast Cult)
Brain Spider (w8 - div, en) (allows caster to eavesdrop on the thoughts of up to 8 other beings)

Brainblaze (w9 - alt, ev)
Brainkill (dm4 - nec) (greater forget)
Brannart's Acidic Grip (w3 - in/ev)
Breach Defenses (w6 - alt) (use this on creatures only hit by magical weapons)
Breath of Bewilderment (w2 - ev)
Brightsong (w6 - ab, alt, en: 7S)
Bubble Breath (w4 - ev)
Bubka's Superior Identification (w5 - d)
Bug (w7 - c/s)
Bugman's Mug (w1 - alt) (hangover cure)
Burn Path (w8 - alt, nec)
Burning Sands (w1 - alt: Earth, Arabic) (causes sand to be combustible)

Cache (w3 - c/s: dimension, Paramander)
Cacodemon (w7 - c/s: geometry)
Caddelyn's Catastrophe (w5 - en)
Calder's Starry Sky (w2 - d: Birthright)
Caligarde's Claw (w4 - c/s: force)
Call (w8 - c/s: wj)
Call (w9 - c/s: song, Old Empire)
Call of Despair (w8 - Elven High Magic: elf) (forces a morale check)
Call Society (w2 - alt, phantasm: AQ)
Call Spirit (w7 - div, nec)
Call Undead (w3 - nec)
Callistram's Gondola (w3 - c/s)
Calm (w3 - en: song)
Calm (w2 - alt: dragon)
Calm Water (w5 - ab: song, water, reversible)
Calm Wind (w5 - ab: air, song)
Camouflage (w2 - alt: elf)
Candletrick (w2 - alt: fire, wj)
Cantrip (w1 - all schools: universal)
Capacitator (w6 - alt: artificer)
Cat Charm (w1 - en: Hishna)
Cat's Grace (w2 - alt) (as strength, but for dexterity)
Catapult (w1 - alt)
Cathala's Compulsion (w6 - en) (causes the target to charge the caster)
Cause Blindness or Deafness (w3 - nec: Witch, DM)
Cause Critical Wounds (w5 - nec: Witch, DM)
Cause Disease (w3 - nec: Witch, DM)
Cause Light Wounds (w1 - nec: Witch, DM)
Cause Serious Wounds (w4 - nec: Witch, DM)
Celestial Army (w9 - elven high magic: elf)
Cervate's Summoning (w3 - c/s) (variant of monster summoning: allows caster to choose the creature)
Chain Contingency (w9 - ev)
Chain Lightning (w6 - ev)
Chameleon (wj1 - i)
Change Form (w8 - alt) (transforms target into a living creature from the Prime)
Change Self (w1 - i)
Chant of the Red Wizards (Chant) (w3 - en)
Chaos (w5 - en)
Chaos Shield (w2 - ab: wild)
Charge (w2 - alt, c: artifice) (places an electrical charge in an item)
Charm Animals (w5 - en: song)
Charm Man I (w1 - en: song, r: female, witch)

Charm Man II (w2 - en: song, r: female, witch)
Charm Man III (w8 - en: song, r: female, witch)
Charm Monster (w4 - en: song)
Charm Person (w1 - en: song)
Charm Plants (w7 - en: song)
Charm Undead (w4 - nec: r: necromancer)
Chastise (w3 - en: song, AQ)

Chill Fire (w4 - alt: SJ)
Chill Touch (w1 - nec, shadow)
Choke (w2 - c/s, nec)
Chromatic Blade (w5 - alt)
Chromatic Orb (w1 - alt, i)
Circle (RW1 - ev)
Circle Dance (w2 - div, song: drow, RW)
Circle of Blindness (w8 - ab, alt: witch)
Circle of Flame (w2 - ev, fire)
Clairaudience (w3 - div)
Clairvoyance (w3 - d)
Claws of the Umber Hulk (w6 - alt, earth)
Cleanse Water (w8 - ab, sea, alchemy, rev: AQ)
Cling (w1 - alt: drow)
Cloak From Undead (w2 - alt)
Cloak of Adeamozs (w3 - ab)
Cloak of Insanity (w3 - ab, mentalism: drow)
Cloak of Warding (w3 - ab, force)
Cloak Undead (w2 - nec)
Clone (w8 - n)
Clone Animal (w6 - n)
Close Path (w3 - ab)
Cloud Ladder (wj1 - alt)
Cloud Chariot (wj8 - alt)
Cloudburst (w3 - alt, air, water)
Cloudkill (w5 - ev, air, alchemy)
Cold Curtain (dragon8 - nec)
Collapse Portal (w8 - alt: SJ)
Color (w1 - alt)
Color Blindness (w1 - i)
Color Spray (w1 - alt)
Combine (w9 - i/e: witch) (allows caster to meld together 2 previously memorized spells)
Combust (w2 - ev, fire: RW)
Comfort (w3 - ab, song: witch, song mage, bard)
Command Dragon (w5 - e/c: DL)
Command Element (w7 - alt, flame, sand, sea, wind: AQ) (fire, earth, water, air)

Command Elementals (w4 - e/c: FR10)
Command Undead (w1 - nec)
Command Water Spirits (w6 - ev, sea: water, AQ)
Commune With Greater Spirit (wj7 - div)
Commune With Lesser Spirit (wj3 - div)
Compass (w1 - ev, artifice)
Compose Mind (w2 - ab, mentalism)
Comprehend Languages (w1 - alt, universal, rev)
Conceal Temporal Anomaly (chronomancer6 - chronomancy)
Conduit (elf5 - en, inv)
Cone of Cold (w5 - ev, water)
Confer (w9 - nec: RL)
Conflagaration (w9 - ev, nec, flame: Fire, AQ)

Confusion (w4 - e/c, mentalism)
Conjure Animals (w6 - c/s)
Conjure Cabinet (w4 - c: bard)
Conjure Dream Object (w4 - c/s)

Conjure Elemental (w5 - c/s, air, earth, fire, water, geometry)
Conjure Elemental-Kin (w4 - c/s, air, earth, fire, water, geometry)
Conjure Greater Elemental (w7 - c/s, air, earth, fire, water, geometry, rev)
Conjure Greater Elemental (w7 - c/s, rev: DS)
Conjure Nightmare (w5 - c/s, shadow)
Conjure Sand Lion (w4 - c/s, sand: earth, AQ)
Conjure Spell Component (w1 - c/s)
Conquer Self (w9 - ab, alt)
Construct Undead (gl6 - nec)
Construction (elf6 - alt)
Consume Knowledge (w7 - alt, div)
Contact Archetype (dragon7 - div) (as contact other plane, but contacts either Bahamut or Tiamat)
Contact Other Plane (w5 - div, dimension)
Contagion (w4 - nec)
Contingency (w6 - ev)
Continual Light (w2 - alt)
Control Death Tyrant (beholder4 - charm, nec)
Control Fluid (w4 - alt, alchemy, water: witch)
Control Lycanthrope (w7 - e/c)
Control Undead (w7 - nec)
Control Undead (witch5 - e/c)
Control Vapor (w1 - alt, air, alchemy: witch, alchemist)
Control Weather (w6 - alt)
Control Winds (rw6 - alt, air)

Converse with Sea Creatures (w3 - alt, sea: water, AQ)
Cook (w4 - alt)
Cool (pluma1 - alt)
Cool Strength (w1 - alt, sea: water, AQ) (prevents sunstroke, heat exhaustion, sunburn, etc.)
Copy (w1 - ev: geometry)
Corpse Host (nec6 - nec) (allows the caster to possess a corpse)
Corpse Link (nec1 - alt, nec) (establishes a sensory link with a zombie)
Corpse Visage (nec1 - i, n)
Corpse Whisper (nec4 - n: RL) (allows caster to transmit a message to an undead creature)
Corpselight (w1 - alt, nec)
Corruption (nec2 - nec) (inundates target with an emotional flurry of corruption && greed)

Counterspell Immunity (w4 - ab) (grants immunity to one specific spell)

Create Atmosphere (w8 - alt: SJ)
Create Chosen One (rw5 - alt)
Create Crypt Thing (w7 - nec, rev)
Create Darkenbeast (w4 - alt, shadow)
Create Darkness (w3 - alt, shadow)
Create Death Tyrant (beholder8 - nec)
Create Enchanted Tattoo (w2 - alt, rw, witch doctor)

Create Major Helm (w7 - e/c, artifice: SJ)
Create Minion (w9 - nec: RL) (creates an undead minion equivalent to a wight)
Create Minor Helm (w6 - e/c, artifice: SJ)
Create Mythal (requires 9 wizards of level 41+)
Create Portal (w5 - alt: SJ)
Create Shade (w7 - alt, sand: earth, AQ) (creates a cool, shady area)
Create Shade (w9 - alt, shadow) (transforms a being into a shade)
Create Slipgate (chronomancer5 - chronomancy)
Create Soundstaff (w7 - en, ev, wind, artifice: air, AQ)
Create Spectral Wizard (w8 - nec)
Create Talisman of Hishna (hisha5 - alt, en)
Create Talisman of Plume (pluma5 - alt, en)
Create Tree of Life (w8 - alt, en: DS only)
Create Watchghost (w8 - nec)
Create Water (w2 - c, water, rev)
Create Water (w9 - ev: AQ)
Creeping Darkness (wj5 - ev, shadow)
Crimson Scourge (w5 - nec) (bleeding curse)
Crushing Sphere (w6 - ev: phaerimm)
Crystalbrittle (w9 - alt, alchemy)
Cubehopper (w6 - alt, dimension) (allows travel between any 2 cubes of Acheron)
Curse of Forgetfulness (w7 - e/c, mentalism, rev: witch)

Curse of Lycanthropy (w6 - ab, nec)
Curse of the Gypsies (gypsy3 - e/c)
Curse Tablet (evil3 - nec)
Cursed Image (hishna4 - ev, nec)
Cyclone Chariot (w7 - c, air)

Daltim's Fiery Protector (w5 - en, c/s: fire)
Daltim's Flaming Fist (w4 - ev: fire)
Daltim's Proof Against Fire (w7 - ab, fire)
Damage Mirror (w2 - alt: FR10)
Dance Macabre (w1 - nec) (animates a dead body)
Dancing Blade (wj4 - ev)
Dancing Fire (phaerimm1 - ev)
Dancing Lights (w1 - alt, fire)
Dancing Shadows (w2 - i/p: shadow)
Dancing Weapon (alhoon4 - alt)
Dark Mirror (w2 - ab, alt, shadow)
Dark Wings (drow3 - alt) (creates a pair of bat wings) (base spell for wings of flying, perhaps)
Darkbolt (alhoon5 - ev)
Darkness, 15' Radius (w2 - alt, shadow)
Darkning Bolt (w4 - ev, shadow) (negative lightning bolt)
Darksense (w3 - alt, shadow) (grants echolation)
Darsson's Cooling Breeze (w2 - alt, ev) (gust of wind variant)
Darsson's Eye in the Sky (w4 - alt, air) (levitation variant)
Darsson's Fiery Cube (w2 - ev, fire)
Darsson's Music Box (w5 - en, song)
Darsson's Potion (w4 - en, alchemy)
Dauntra's Cloak (w6 - nec, alchemy) (provides immunity to poison)
Dazzle (w3 - ev: rw) (creates a blinding flash of light)

Dead Man's Eyes (nec6 - nec) (grants the caster a "death gaze")
Deafness (w2 - i/p)
Death Armor (nec2 - ab, nec) (necromantic variant of fire shield)
Death Bump (w5 - nec: AQ, ghul lord) (allows a victim receiving fatal damage in the previous round to return to life)
Death Fog (w6 - alt, ev, air, alchemy)
Death Link (w8 - nec)
Death Recall (div2, nec2 - div, nec, mentalism) (allows the caster to visualize the final moments of a newly-dead corpse)
Death Sight (w3 - nec: RL) (the victim sees everyone around him as a walking corpse)
Death Smoke (w5 - ev, wind: air, AQ)
Death Spell (w6 - nec)
Death Spider (w8 -  alt, nec: drow) (polymorph's one of the victim's limbs into a spider)
Death Talisman (w3 - div, en, nec, artifice: Arabic) (an object becomes corroded and dull if the linked individual dies)
Death Ward (w9 - ab, nec, geometry) (guards a doorway or object with a death spell)
Death's Door (nec4 - nec)
Deathbolt (w8 - nec: FR10) (death or 10d6 on a save)
Deathguard (w5 - ab, nec: FR10) (creates a guardian spirit from the Ethereal that protects against attacks)
Deathmaster's Vial (nec5 - nec) (creates a fluid that can be used as a grenade-like missile)
Deathshroud (w8 - nec) (surrounds the caster with an aura of Negative energy)
Decastave (w2 - ev, force)
Deep Delve (w8 - alt, water) (allows exploration of the deep ocean)
Deepen Shadows (ninja2)
Deeppockets (w2 - alt, en, dimension)
Deflection (alhoon1 - ab)
Defoliate (w8 - nec)
DeGras's Pilfering Fingers (w2 - alt) (increases the % of a thief skill)
Delay Death (nec3 - en, nec)
Delay Image (chronomancer1 - chronomancy: rev)
Delayed Blast Fireball (w7 - ev, fire)
Delayed Light (alhoon2 - alt)
Delayed Magic Missile (w4 - ev)
Delude (w3 - alt)
Demand (w8 - ev, e/c, mentalism)
Demishadow Magic (w6 - i/p, shadow)
Demishadow Monsters (w5 - i/p, shadow)
Deny Cold/Deny Fire (w2 - ab)
Deplete Cinnabryl (w6 - alt: Red Steel)
Depth Warning (w2 - div) (alerts a ship's crew to a sudden change in depth)
Descent Into Madness (w7 - e/c, mentalism)
Desert Fist (w5 - ev, sand: earth, AQ)
Despair (w4 - e/c)

Destroy Major Helm (w9 - alt: SJ)
Destroy Minor Helm (w9 - alt: SJ)
Destroy Undead (w4 - nec: RL only) (disintegrates corporeal undead)
Detect Charm (w3 - div, mentalism, rev: rw)
Detect Disease (oracle1, necromancer1, witch1 - div)
Detect Evil (w2 - div, rev)
Detect Illusion (w1 - div, mentalism)
Detect Invisibility (w2 - d)
Detect Life (w2 - d)

Detect Life (alhoon1 - d)
Detect Lycanthrope (oracle2 - d)
Detect Lycanthrope (gypsy3 - d)
Detect Magic (w1 - d, universal)
Detect Metals and Minerals (w1 - d, sand: earth, AQ) <base spell for wand of metal and mineral detection>
Detect Phase (w1 - d, dimension)
Detect Poison (w2 - d, alchemy)
Detect Psionics (w2 - d, mentalism)
Detect Scrying (w4 - d, mentalism)
Detect Secret Passages and Portals (w1 - d) <one of the base spells for a wand of secret door and trap detection>
Detect Shapechanger (wj3 - d)
Detect Temporal Anomaly (chronomancer1 - chronomancy)
Detect the Living (ninja3 - d)
Detect Thought (phaerimm2 - d)
Detect Undead (w1 - d, n)
Detect Untruth (savant1, sage1 - d, rev)
Detho's Delirium (w1 - e/c, nec)
Devastate (w8 - alt: FR10) (enhances a caster's offensive spells)
Diary (w2 - inv, alt)
Dictation (w1 - i/e, geometry)
Dig (w4 - ev, earth)
Dilation I (w4 - alt) (increases the area of effect of a spell)
Dilation II (w6 - alt)
Dimension Door (w4 - alt, dimension, shadow)
Dimensional Blade (w6 - i/e, artifice, dimension)
Dire Charm (w3 - e/c)
Disable Helm (w6 - ab, alt: SJ)
Disarm (w1 - ev, mentalism)
Discern (w7 - d) (allows one to know if another has the potential to become a wizard)
Discord (elf5 - e/c)
Disfigure (w4 - alt)
Disguise (w4 - i/p)
Disguise (hishna1 - alt, i/p)
Disguise (wj3 - i/p)
Disguise Bloodline (w5 - i/p: BR)
Disguise Undead (w5 - i/p, nec)
Disintegrate (w6 - alt)
Disintegrate Flesh (witch9 - invocation)
Dismissal (w5 - ab, song)
Dispel Enchantment (w8 - ab: witch) (improved dispel magic)
Dispel Exhaustion (i5 - i/p, mentalism)
Dispel Fog (w3 - ab, air, water)
Dispel Illusion (i4, wj4 - ab)
Dispel Magic (w3 - ab, universal)
Dispel Mirage (w3 - ab: Arabian)
Dispel Possession (lost spell)
Dispel Silence (w3 - ab, alt)
Displace Self (w2 - alt, dimension) <base spell for a cloak of displacement>
Disrupt Dominion (w8 - nec: RL only) (wrests control of undead from another)
Disrupt Undead (w4 - nec)
Disruption (w9 - alt, nec)

Dissipate Vapor (w3 - ab, alchemy)

Distance Distortion (w5 - alt, earth, dimension)
Distant Diary (w4 - inv, alt) (improved diary)
Distort (w1 - alt, song) (allows the caster to alter the nature of any sound)
Distort Life I (w4 - nec) (alters one aspect of an unborn creature according to the wizard's will)
Distort Life II (w5 - nec)
Distort Life III (w6 - nec)
Distraction (w3 - e/c)

Divination Enhancement (w4 - ev)
Divining Rod (w1 - d, en, artifice)
Dolent's Helm (w1 - ab, ev, mentalism) (creates a transparent helm that provides protection vs. psionic attacks)
Dolor (w5 - ev)
Domination (w5 - e/c, mentalism)
Doom Legion (w7 - nec) (creates skeletons or zombies from the remains of a defeated army in battle)
Door of Death (dragon7 - nec)
Double Dweomer (w7 - alt) (you can affect 2 targets with an individually targeted spell, instead of just 1)
Double Steel (7s6 - ev) (creates a duplicate of any weapon you have touched or seen)
Double Undead (nec3 - n) (replaces 1 zombie or skeleton with 2 identical undead)
Dragon Breath (w7 - ev, alchemy)
Dragon Fall (dragon knight 3 - alt)
Dragon Message (dragon knight 2 - alt)
Dragon Scales (w6 - ab) (-2 bonus to AC)
Dragon Tongues (dragon knight 1 - alt)
Dragonrage (elf8 - elven high magic) (grants the caster the powers of a metallic dragon)
Dragonshape (w9 - alt) (allows the recipient to take the form of a dragon)
Draincone (phaerimm7 - ev)
Draindoom (phaerimm9 - alt)
Drawmij's Adventurer's Luck (w2 - alt)
Drawmij's Beast of Burden (w1 - alt)
Drawmij's Beneficient Polymorph (w6 - alt)
Drawmij's Breath of Life (w2 - alt)
Drawmij's Flying Feet (w5 - alt, en, artifice)
Drawmij's Handy Timepiece (w4 - c/s)
Drawmij's Instant Exit (w4 - alt, c, dimension)
Drawmij's Instant Summons (w7 - c/s, dimension)
Drawmij's Iron Sack (w3 - alt)
Drawmij's Light Step (w1 - alt, song)
Drawmij's Marvelous Shield (w3 - ev)
Drawmij's Merciful Metamorphosis (w6 - alt)
Drawmij's Protection from Nonmagical Gas (w4 - ab)
Drawmij's Scent Mask (w2 - i/p)
Drawmij's Swift Mount (w2 - alt, song)
Drawmij's Tool Box (w4 - c/s, artifice)
Dread Whisper (w4 - e/c: AQ) (target puts the caster on ignore)
Dream (w5 - inv, i/p, rev)
Dream Globe (w5 - d) (traps the subject inside a sphere of magical energy)
Dream Vision (wj4 - inv, rev)
Drenal's Amok Needles (w3 - e/c, artifice)
Drenal's Annoying Poke (w2 -  e/c)
Drenal's Distraction (w2 - e/c)
Drenal's Dry Ink (w2 - e/c, alchemy, geometry)
Drenal's Eyesore (w3 - e/c) (sends a red-hot needle into the target's eye)
Drenal's Sound Barrier (w3 - e/c, song) (creates a transparent barrier through which no sound can pass)
Drenal's Stone Flame (w2 - e/c, alchemy) (transforms a flame into an orange stone)
Drought (hishna3 - alt)
Drowsy Insects (wj1 - c/s)
Due North (w2 - d, geometry) (determines true North)
Duhlark's Animerge (Duhlark6 - alt, rev: Duhlark's separation) (allows the caster to fuse 2 creatures into 1 unique creature)
Duhlark's Glasstrike (Duhlark6 - alt, rev: Duhlark's glassremove) (turns the target into glass)
Duhlark's Glasstrike Trap (Duhlark6 - alt, rev)
Duhlark's Long Reach (Duhlark4 - alt, c/s)
Dune (w4 - c: FR10)
Duo-Dimension (w7 - alt, dimension, shadow)
Duplicate (w4 - c, artifice) (creates an exact copy of any single item)
Dust Curtain (w2 - ev, sand: earth, AQ)
Dusts of Death (sorcerous society 6 - alt, alchemy: AQ)
Dweomer Vortex (phaerimm3 - ev)
Dweomerdeny (7s8 - e/c)

Elemental Estate

Enervation

Incendiary Entrapment

Maxmillian's earthern grasp

Monster Summoning I (w3 - c/s, song)
Monster Summoning II (w4 - c/s, song)
Monster Summoning III (w5 - c/s, song)
Monster Summoning IV (w6 - c/s, song)
Monster Summoning V (w7 - c/s, song)
Monster Summoning VI (w8 - c/s, song)
Monster Summoning VII (w9 - c/s, song)

Moon Rune (w2 - alt, artifice, geometry)
Mooncloak (7s5 - ab, ev)
Moonglow (w1 - alt, shadow) (conjures a faint radiance around an object)
Moonglow Symbol (w3 - alt, geometry) (P)
Mordenkainen's Celerity (w4 - alt, inv)
Mordenkainen's Defense Against Lycanthropes (w3 - ab)
Mordenkainen's Defense Against Nonmagical Reptiles and Amphibians (w3 - ab)
Mordenkainen's Disjunction (w9 - alt, en)
Mordenkainen's Electric Arc (w4 - ev)
Mordenkainen's Encompassing Vision (w2 - alt)
Mordenkainen's Faithful Hound (w5 - c/s, shadow)
Mordenkainen's Faithful Phantom Defenders (w5 - summoning)
Mordenkainen's Faithful Phantom Guardian (w6 - summoning)
Mordenkainen's Faithful Phantom Shield Maidens (w4 - summoning)
Mordenkainen's Force Missiles (w4 - ev, force)
Mordenkainen's Involuntary Wizardry (w5 - e/c, nec, mentalism)
Mordenkainen's Lucubration (w6 - alt, mentalism)
Mordenkainen's Magnficent Manshion (w7 - alt, c, dimension)
Mordenkainen's Penultimate Cogitation (w7 - alt, mentalism)
Mordenkainen's Private Sanctum (w5 - ab, alt, geometry)
Mordenkainen's Protection From Avians (w1 - ab, air)
Mordenkainen's Protection From Insects and Arachnids (w3 - ab, earth)
Mordenkainen's Protection From Slime (w4 - ab, water)
Mordenkainen's Sword (w7 - ev, force)
Morgannaver's Sting (w5 - nec)
Morphail's Unholy Blessing (w5 - ab, nec) (gives undead a save vs. TURN)
Motion (w5 - alt, artifice) (confers a magical motive force on an object touched by the caster)
Mount (w1 - c/s)
Mouse (w2 - alt) (causes an object to scurry off)
Move Dune (w5 - ev, sand: earth, AQ)
Move Earth (w6 - alt, earth)
Move Object (w2 - alt, mentalism: FR10)
Move Sand (w1 - ev, sand: earth, AQ)
Muirara's Map (w5 - d, geometry) (mental picture of 4 lights: 1. you, 2-3. two places you have visited, 4. a chosen being)
Multi-Lock (w6 - alt, p) (improved wizard lock)
Mummy Creation (w5 - nec: FR10)
Mummy Production (dm5) (variant of above)
Mummy Touch (w3 - nec)
Murdock's Feathery Flyer (w1 - alt, air) (a feathery membrane allows the caster to glide)
Murlynd's Ogre (w4 - c/s, alchemy) (conjures a misty quasi-ogre)
Murlynd's Void (w6 - alt, dimension) (creates a hole to an extra-dimensional space)
Murmuring Masses (w2 - i/p, mentalism) (distracts psionic creatures)
Mycontil's Last Restort (w9 - alt, ev) (base spell for the retributive strike of a staff of the magi)
Mylsibis's Arcane Contention (w9 - en, ev, i/p) (use this to enter into a magical duel with another wizard)
Mystic Rope (witch3 - c/s, artifice) (creates a rope that obeys your orders)
Mystic Shield (phaerimm8 - ab, alt)
Mystic Sphere (phaerimm9 - ab, alt)
Mystic Writing (w2 - alt, geometry: ut)

Nahal's Nonsensical Nullifier (w2 - ab, wild)
Nahal's Reckless Dweomer (w1 - i/e, wild)
Nature Call (witch2 - c/s, song, savage) (summons d10 small animals or 1 larger animal)
Nautical Ball Lightning (w4 - c)
Nautical Ironwood (w3 - alt) (temporarily lends the strength of iron to wood)
Nchaser's Glowing Globe (w3 - alt)
Negate Magical Weapon (rw4 - ab)
Negate Turning (w4) (lost spell)
Negative Plane Protection (w7 - ab, n)
Nemicron's Transference (w5 - alt, alchemy, p) (exchanges 1 physical property between 2 objects)
Nerve Dance (w7 - n) (1 to 3 red streamers cause intense pain to those they hit)
Net (w2 - ev, alchemy) (conjures a heavy, sticky weblike net)
Net (hishna3 - i/e)
Net of Stars (7s8 - ev)
Neutralize Components (w4 - alt) (renders all material components of the target useless for the duration of the spell)
Neutralize Gas (w7 - ab, air, alchemy) (renders gases inert and breathable)
Neverending Nightmares (w4 - en: RL only) (subjects the victim to nightmarish dreams)
Night's Jambiya (w3 - i) (enchants a jambiya)
Nightscar (w3 - i/p)
Nimodes' Major Delousing (w2 - nec) (causes all normal insects to flee the area)
Nimode's Unseen Butler (w2 - c/s) (improved unseen servant)
Nondetection (w3 - ab, shadow)
Normal Aura (w1 - i/p) (conceals the magical aura of a magic item)
Nulathoe's Ninemen (w5 - nec)
Numbness (w3 - i/p) (causes a limb of the target to go numb)
Nybor's Gentle Reminder (rw1 - e/c) (pain spell)
Nybor's Joyful Voyage (rw7 - alt)
Nybor's Mild Admonishment (rw3 - e/c)
Nybor's Stern Reproof (rw7 - e/c)
Nybor's Wrathful Castigation (rw8 - e/c)
Nymph's Aura (elf8 - elven high magic) (grants the caster the beauty of a nymph)
Nystul's Blacklight Burst (w4 - ev)
Nystul's Blackmote (w2 - ev)
Nystul's Blazing Beam (w2 - ev)
Nystul's Crystal Dagger (w2 - c, ev)
Nystul's Crystal Dirk (w3 - c, ev)
Nystul's Dancing Werelight (w1 - alt)
Nystul's Enveloping Darkness (w5 - alt, ev)
Nystul's Expeditious Fire Extinguisher (w3 - ev)
Nystul's Flash (w1 - ev)
Nystul's Golden Revelation (w3 - alt)
Nystul's Grue Conjuration (w4 - c/s)
Nystul's Lightburst (w4 - alt)
Nystul's Magic Aura (w1 - i/p)
Nystul's Radiant Arch (w5 - alt)
Nystul's Radiant Baton (w3 - ev)

Oathbinding (w5 - en: Arabic)

Obedience (wj7 - en, ev)
Obold's Brightness (w6 - ev)
Odeen's Impenetrable Lock (w4 - alt, artifice)
Odeen's Magic Cloud (w2 - ev, air)
Odeen's Magic Tailor (w1 - alt, artifice) (alters the size & shape of a garment or armor to fit the wearer)
Odeen's Secret Word (w3 - alt, i/p, geometry, p) (use this to render writing illegible until a secret word is uttered)
Odeen's Sounding Stick (w2 - alt, d, artifice, mentalism) (might be the base spell for a wand of secret door and trap detection) <location?>
Oilskin (w1 - ab, alchemy, force)
Omen (wj2 - div)
One-Way Lock (w3 - alt, p) (1-way wizard lock)
Ogeldyn's Fist (w7 - ev) (brings into being a shadowy fist)
Open the Living (w5 - d, n) (vivisection spell)
Organic Disruption (w3 - alt, n: Reggelid) (allows the caster to strike against life-shaped creations, and those who use them)
Othnal's Spectral Dagger (w4 - ev, force) (creates a dagger of force)
Otiluke's Acid Cloud (w3 - ev, alchemy)
Otiluke's Boiling Oil Bath (w2 - c, ev, alchemy)
Otiluke's Bubbling Buoyancy (w1 - air, alchemy)
Otiluke's Death Screen (w7 - alt, ev)
Otiluke's Diamond Screen (w6 - ev, dimension)
Otiluke's Dispelling Screen (w4 - ab, ev)
Otiluke's Electrical Screen (w5 - ev)
Otiluke's Excruciating Screen (w6 - ev, dimension)
Otiluke's Fire and Ice (w7 - ev)
Otiluke's Force Umbrella (w3 - ev, force)
Otiluke's Freezing Sphere (w6 - alt, ev, force)
Otiluke's Force Umbrella (w3 - ev, force)
Otiluke's Orb of Containment (w6 - ev, alchemy, artifice, force)
Otiluke's Polar Screen (w5 - ev, water)
Otiluke's Radiant Screen (w5 - ev, dimension)
Otiluke's Resilient Sphere (w4 - alt, ev, force)
Otiluke's Siege Sphere (w7 - ev, alchemy, artifice)
Otiluke's Smoky Sphere (w1 - ev, alchemy)
Otiluke's Steaming Sphere (w4 - ev, alchemy)
Otiluke's Telekinetic Sphere (w8 - alt, ev, force)
Ottar's Mask (w4 - alt) (allows caster to perfectly assume the face and frontal appearance of another being)
Otto's Chime of Release (w1 - alt, artifice, song)
Otto's Crystal Rhythms (w3 - e/c, song)
Otto's Drums of Despair (w4 - e/c, rev: Otto's Rousing Anthem, artifice, song)
Otto's Gong of Isolation (w5 - alt, en, artifice, song)
Otto's Irresistible Dance (w8 - e/c, song)
Otto's Silver Tongue (w4 - e/c, song)
Otto's Soothing Vibrations (w2 - e/c, song)
Otto's Sure-Footed Shuffle (w3 - alt, e/c, song)
Otto's Tin Soldiers (w4 - alt, artifice) (creates 2 soldiers)
Otto's Tonal Attack (w4 - e/c, song)
Otto's Tones of Forgetfulness (w2 - e/c, song)
Otto's Warding Tones (w4 - e/c, song)
Ozone Cloud (w5 - ev, air) (blinds viewers when cast: an invisible cloud of ozone damages oozes thereafter)

Pacify (w2 - e/c, song: witch)
 

Pain (wj6 - inv)
Pain Touch (nec3 - n)
Paradox (chronomancy6 - chronomancy)
Paralyzation (i1, shadow mage1 - i/p, shadow)
Paralyzing Field (witch7 - alt) (originally part of the paralyzing pit spell)
Paralyzing Pit (witch7 - alt)
Paralyzing Touch (w3 - nec)
Part Sand (w6 - alt, sand: earth, AQ)
Part Water (w6 - alt, water)
Passwall (w6 - alt, earth, shadow)
Passweb (drow5 - ab, alt)
Past Life (w2 - div) ("gain a mental image of the deceased's former appearance")
Patternweave (wm1 - d, wild)
Permanency (w8 - alt, universal)
Permanent Illusion (w6 - i/p)
Persistence (w7 - i/e) (related to both the contigency & permanency spells: hold a spell until it is needed)
Persona of Death (nec5 - nec: RL only)
Pestilence (hishna3 - c) (creates a mild form of insect plague)
Petrify Wood (w1 - alt: DS, savage)
Petrifying Gaze (w7 - alt, i/e)
Phantasmagoria (w6 - i/p)
Phantasmal Force (w1 - i/p)
Phantasmal Killer (w4 - i/p, mentalism)
Phantom Armor (w1 - alt, i)
Phantom Blade (7s5 - ev, shadow)
Phantom Light (witch3 - c) (variant of faerie fire)
Phantom Steed (w3 - c, phantasm, shadow)
Phantom Wind (i1 - alt, i)
Phase Door (w7 - alt, dimension, shadow, geometry)
Phase Shift (w4 - alt, dimension: savant) (phase ability as a phase spider)
Phase Trap (w4 - alt, dimension)
Phezult's Sleep of Ages (w9 - alt, rev: Phezult's awakening)
Physical Invisibility (w5 - alt, alchemy) (as dust of disappearance)
Pierce Any Shield (w9 - alt) (greater pierce magic resistance)
Pierce Magic Resistance (w5 - alt)
Pilfer Dweomer (Pick a Petal of Spellflower) (w5 - alt) (rob another wizard of a memorized spell)
Pillar of Sand (w2 - alt, sand: earth, AQ)
Pit (w2 - alt, earth: witch)
Plague (w4 - i/p)
Planar Call (wj9 - c/s)
Planar Door (w7 - c/s, dimension) (opens a door between the caster and a randomly determined Outer Plane)
Plant Death (nec4, bm4 - nec)
Plnat Entrapment (w3 - alt: witch) (greater entangle)
Plant Growth (w4 - alt)
Poison (nec4, evil witch 4 - nec)
Poisonstar (alhoon2 - alt, ev)
Polymorph Any Object (w8 - alt)
Polymorph Other (w4 - alt)
Polymorph Self (w4 - alt)
Portrait (w2 - alt, artifice, per) (captures a scene in a ball or globe of crystal)
Power Word, Banishment (w9 - c/s, dimension)
Power Word, Blind (w8 - c/s, song)
Power Word, Kill (w9 - c/s, song)
Power Word, Liquefy (w9 - c/s, water) (1 or more creatures are turned into water)
Power Word, Silence (w6 - c/s)
Power Word, Sleep (w2 - c/s)
Power Word, Stun (w7 - c/s, mentalism, song)
Precipitation (w1 - alt, water)
Precognitive Sense (chron1 - chron)
Predict Weather (w1 - lost spell: RW) (see weathertell)
Prepare Enchantment (w6 - en, song, rev: destroy enchantment) (use to enchant an item)

Preservation (Preserve Food) (w2 - alt, alchemy)
Preserve (w2 - ab, alchemy, per)
Preserve Dead (nec1 - nec)
Preserve From Decay (chron2 - chron, rev: decay)
Preserve Wood (w3 - ab, artifice, per)
Presper's Double Wizardry (w8 - alt) (allows the casting of 2 spells per round)
Presper's Moonbow (w5 - ev, artifice)
Prestidigitation (wj1 - c, rev: fumble-fingers)
Prismal's Handy Mirror (w4 - c/s, artifice) (creates a floating mirror)
Prismal's Pictograph (w4 - inv, artifice, geometry) (turns target into an image on a surface that the caster is touching)
Prismal's Revenge (Purdue's Revenge) (w7 - alt, nec, alchemy) (inflicts a cursed disease on the victim)
Prismal's Reversal (w7 - alt, chron, per) (enchants a portal so that it takes more time to pass through it)
Prismal's Wormhole (w8 - alt, i, dimension) (allows communication and possibly travel to a remote location)
Prismatic Eye (w6 - alt, ev, artifice)
Prismatic Sphere (w9 - ab, c/s)
Prismatic Spray (w7 - c/s)
Prismatic Wall (w8 - c/s)
Produce Flame (witch5, e.f5 - alt, fire)
Programmed Amnesia (w9 - e/c, mentalism)

Programmed Glamer (w4 - i/p) (improved audible glamer)
Programmed Illusion (w6 - i/p)
Project Image (w6 - alt, i/p)
Projected Magnification (w2 - alt) (the image of an object within 1 mile is projected in full, within 15 feet of you) (possible base spell for eyes of the eagle)
Proof From Teleportation (w3 - ab, dim)
Proofing Versus Combustion (w5 - ab, fire, per)
Prophecy (chron4- chron)
Protection (hishna1 - c/s)
Protection From Acid (w5 - ab)
Protection From Amorphs (w3 - ab, geometry)
Protection From Birds (w2 - ab, air)
Protection From Breath Weapons (see protection from dragon breath)
Protection From Cantrips (w2 - ab, universal)
Protection From Charm (w2, wj2 - ab: savage)
Protection From Cold (w3 - ab)
Protection From Cold, 15' Radius (w5 - ab)
Protection From Dragon Breath (this should not be allowed as a spell)
Protection From Electricity (w4 - ab)
Protection From Electricity, 10' Radius (w6 - ab)
Protection From Elementals, 10' Radius (w4 - ab, air, earth, fire, water, geometry)
Protection From Energy Drain (dm1 - lost spell)
Protection From Evil (w1 - ab, alchemy, geometry, rev: protection from good)
Protection From Evil, 10' Radius (w3 - ab, alchemy, geometry, rev: protection from good, 10' radius)
Protection From Fiends, 10' Radius (w5 - ab, geometry)
Protection From Fire (w3 - ab, fire)
Protection From Fire, 15' Radius (w5 - ab, fire)
Protection From Gas, 5' Radius (w4 - ab, air)
Protection From Hunger and Thirst (w1 - lost knowledge)
Protection From Hunger and Thirst (w7 - ab)
Protection From Illusions (w3 - ab)
Protection From Illusions, 10' Radius (w5 - ab)
Protection From Lycanthropes, 10' Radius (w4 - ab, geometry)
Protection From Magical Blunt Weapons (w3 - ab)
Protection From Magical Edged Weapons (w3 - ab)
Protection From Magical Missiles (w3 - ab)
Protection From Magical Traps (w3 - ab)
Protection From Mechanical Traps (w2 - ab)
Protection From Normal Blunt Weapons (w3 - ab)
Protection From Normal Edged Weapons (w3 - ab)
Protection From Normal Missiles (w3 - ab)
Protection From Notice (w5 - e/c)
Protection From Paralysis (w2 - ab)
Protection From Paralyzation (rw3 - lost spell)
Protection From Petrification, 10' Radius (w5 - ab)
Protection From Plants (w2 - ab)
Protection From Plants, 10' Radius (w4 - ab)
Protection From Poison (w2 - ab)
Protection From (rw2 - ab)
Protection From Possession, 10' Radius (w4 - ab)
Protection From Telekinesis (w3 - ab: FR10)
Protection From The Elements (w3 - ab, flame, sand, sea, wind: fire, earth, water, air, AQ)
Protection From Time (w8 - ab, chron: DS)
Protection From Traps, 5' Radius (w4 - ab)
Protection From Undead, 5' Radius (w4 - ab, nec, geometry)
Protection From Vermin (w1 - ab)
Protection From Water (rw3 - lost spell)
Protective Amulet (w1 - ab, en, artifice) (might be the base spell for a medallion of protection)
Prying Eyes (w5 - d)
Pseudodragon (dragon3 - c/s)
Psionic Dampener (w4 - alt, mentalism: DS)
Psionic Tracer (w4 - d, mentalism)
Psychic Drain (w6 - n, mentalism) (creates an immobile energy that hinders the use of psionics)

Psychic Protection (w4 - ab, mentalism) (+6 on saves vs. mind-affecting spells)
Psychic Reversal (w6 - e/c, mentalism) (use this against someone who is psionically contacting or attacking you)
Push (w1 - c/s, force, mentalism)
Putrefaction (w4 - n)
Pyrotechnics (w2 - alt, fire, alchemy)

Quell (wj4 - e/c)
Question Ball (w5 - alt, c, artifice, dimension: paramander) (creates a question ball, which answers any questions put to it)
Quimby's Enchanting Gourmet (w2 - c/s, force)

Rain of Blood (nec2 - n)
Rain of Terror (w4 - ev: RL) (causes a cursed rain to rain down in a 1-mile diameter area)
Rainbow Shield (7s4 - ab, ev)
Rainfire (w2 - c, fire) (lights a campfire that is immune to wind and rain)
Ramael's Cyclical Light (w4 - alt, artifice, per) (variant of continual light)
Random's Commodious Pocket (w3 - alt, dim) (pocket of holding)
Ranike Cloud (w3 - ev: DS) (creates a cloud of pungent smoke)
Rapid Reflexive Response (w5 - alt) (allows caster to grab missiles and hurl them back)
Rary's Aptitude Appropriator (w2 - alt, div) (caster temporarily gains a NWP)
Rary's Empathic Perception (w1 - d, mentalism)
Rary's Memory Alteration (w4 - e/c, mentalism)
Rary's Mind Scan (w4 - div, mentalism)
Rary's Mind Shield (w5 - alt, mentalism)
Rary's Mnemonic Enhancer (w4 - alt, mentalism)
Rary's Plane Truth (w7 - div)
Rary's Protection from Scrying (w6 - ab, d, mentalism)
Rary's Replay (w5 - d, mentalism)
Rary's Spell Enhancer (w4 - alt)
Rary's Superior Spell Enhancer (w5 - alt)
Rary's Telepathic Bond (w5 - ab, d, mentalism)
Rary's Urgent Utterance (w6 - alt)
Rastor's Mystical Spy (w4 - d, en, artifice)
Ray of Cold (w5 - variant of cone of cold)
Ray of Enfeeblement (w2 - e/c, shadow)
Ray of Fatigue (w1 - n)
Ray of Oblivion (w4 - e/c, mentalism: incantatrix) (causes target to forget magical knowledge)
Ray of Ondovir (w2 - e/c, mentalism)
Ray of Paralysis (w3 - nec)
Raze (w4 - alt: DS) (duplicates the life-draining effects of defiling magic)
Razorfangs (dragon5 - alt)
Read Arcane Runes (w4 - d: SJ)
Read Illusionist Magic (i1 - d)
Read Magic (w1 - d, universal)
Read Object (w5 - d, mentalism)
Read Paramandic Magic (paramander1 - d)
Read Southern Magic (w1 - d: FR10
Reanimation (wj7 - n)
Rebinding (hedge wizard7, savant7, artificer7 - alt, en, i/e, artifice) (mends a broken magic item)
Recharge (w6(w4) - e/c, artifice) (use to recharge a wand, staff, or rod)
Reconnect (w5 - ev)
Reconstruction (w6 - alt, artifice)
Reflected Image (w1 - i/p: witch) (cause any image in your mind to form on a reflective surface)
Reflection (w5 - ab) (reflects 1st to 3rd level spells, and missile weapons, back upon their source)

Reflection (witch9 - ab)
Reflectorum Arcana (w5 - ab, ev) (golden hemisphere attaches to the shield arm of the recipient)
Regenerate (rw8)
Regenerate Self (w1 - n) (bestows HP equal to half the amount the caster does in melee, for 12 hours)
Reincarnation (w6 - n)
Rejuvenate (w5 - alt, earth: DS) (grants to an AREA of ground the ability to support vegetation)
Release Weapon (Remove the Instrument of Death) (w1 - alt) (causes a weapon-wielding creature to DROP it's weapon immed.)
Remove Curse (w4 - ab, rev)
Remove Disease (w2 - n: DL)
Remove Life Level (witch6, evil enchanter6 - en) (temporarily removes 1 level)
Remove Smell (w3 - alt, alchemy)
Repel Undead (w7 - ab, n)
Repulse Metal (w4 - ab, earth)
Repulsion (w6 - ab, force)
Resist Energy Drain (rw3) (as negative plane protection)
Resist Injury (w7 - ab: FR10) (all attacks only do 1/2 damage)
Resist Magic (w7 - ab: BR only)
Resist Turning (nec2 - ab)
Restoration (rw9) (as restoration)
Return to Sand (w7 - alt, sand: earth) (turns a metal, stone, or earth item into sand)
Reveal Invisible (w3 - d, wind: air) (creates a sphere that reveals invisible creatures)
Reveal Magic (w1 - alt, d) (like detect magic, but makes the auras visible to all)
Revelation (w6 - d) (allows the caster to understand the complete meaning of an omen or a portent)
Revelation of Auras (w5 - d)
Revenance (w3 - n) (makes undead immune to turning attempts)
Reverse Flow (wj4 - alt, rev: normal flow)
Reverse Fossilization (w3 - en: DS) (causes stone weapons to be equivalent to bone weapons)
Reverse Gravity (w7 - alt)
Reverse Missile (w6 - ab: FR10) (reverses missile attacks)
Reverse Teleport (w8 - alt, dim) (reverses the teleport spell of another)
Ride the Wind (w2 - alt, air)
Ring of Disintegration (w6 - alt, artifice)
Ring of Swords (w9 - alt)
Ringweave (7s9 - alt, ev)
Rip (w5 - alt, mentalism) (telekinetically rips an object in two)
Rising Colossus (w8 - ev, artifice)

Ritual of Twaining (lost spell)
Ritual Strength (sha'ir3 - alt)
River of Sand (w8 - ev, sand: earth)
Rodbane (w7 - ab) (temporarily prevents the usage of a rod, staff, or wand)
Rope Trick (w2 - alt, dim)
Ruby Ray of Reversal (w7 - alt)
Run (w1 - en)
Run (w2 - alt: FR10)
 

zb


 

Spellweb

zb

Immolation

 
 

Rust

 
 
 
 
 
 
 


1st.
Adhesion (alchemist1 - perhaps used in the creation of sovereign glue) (P)
Catapult (mu1 - alt) (FR)
Conjure spell component (mu1 - c/s) (note that some UA cantrips can be used to conjure spell components) (ToM)
Copy (scribe1) (PHBR4)
Corpselight (mu1, necr - alt, nec) (causes dead or undead to glow with a pale radiance) (FR)
Detect phase (oracle1 - div) (PO:S&M)
Detect secret passages and portals (oracle1 - div) (PO:S&M)
Detho's delirium (necromancer1 - e/c, nec) (FR)
Dictation (scribe1) (PO:S&M)

Expeditious Retreat
Filth's Bane
Fire Burst
Firewater
Fist Of Stone
Gauntlet
Know School
Know Weight
Lasting Breath
Metamorphose Liquids
Moonglow
 

2nd.

4th.
Wall of Water (witch4)


DANGEROUS JOURNEYS: DJ2 MYTHUS MAGICK
 

CANTRIPS, FOOD & POTABLE CARE, PREPARATION, PRESERVATION, & IMPROVEMENT
<with the exception of the 5th level spells, perhaps these should be Chef spells>
Aftertaste
Age
Aromaticize
Bouquet
Blend
Carbonate
Chill
Clean
Cool
Color
Crisp
Crystalize
Curdle
Effervesce
Essences
Extract
Ferment
Fill
Firm
Flake
Flavor
Flavorwaves
Freshen
Grind
Heat
Intensify
Jell
Juice
Knead
Layer
Liquify
Mix
Mold
Multitastes
Piquancy
Pop-Tingle
Powder
Preserve
Press
Puff
Pull
Rise
Roll
Seal
Separate
Set
Sift
Sour
Stir
Sundry
Tang
Tenderize
Twist
Warm
Whip

ASSOCIATED LEVEL 1 SPELLS
Cleanse
Deodorize
Dry
Oil
Polish
Sanitize
Scour
Shine
Wax

ASSOCIATED LEVEL 3 SPELLS
Detoxify
Purify
Repel insects
Repel rodents
Repel worms

MANUFACTURING LEVEL 5 (AND UP) SPELLS
Alloy
Compound
Fuse
Harden
Homogenize
Malleability
Plasticize
Plate
Resiliency
Tensile Strength

MAGIC-USER, LEVEL 1
Armor, Physical (armor)
Avoid Deadly Attack (allows an automatic save)
Bounce
Detect Heka (detect magic)
Disembodied Voice (audible glamer)
Disjunction (dispel magic)
Lock
Lock-Open (knock)
Magick Lock (wizard lock)
Quicken (haste)
Reflections (reflecting pool)
Shutfast (hold portal)
Spiderwalk (spider climb)
Summon Mascot (find familiar)
Tangle/Untangle (bind?)
Trigger Effect (1. makes an area contingency, used to create magical traps) (2. triggers a contingent spell bound to an area)
Trudge (slow)
Understanding of Ur (comprehend languages)
Vranx's Annoying Itch (irritation)
Wickaflame (firefinger)

MAGIC-USER, LEVEL 2
Armor, mental
Buttress (protects a spell against dispel magic)
Circle of magick (used to create a protective circle)
Directed force (push)
Easyspeak (tongues)
Forcedart (magic missile)
Halefellow (friends)
Heka trap (as fire trap, but includes other elements/energies)
Hold effects (compare to delayed blast fireball. this delays the effect of a spell)
Levitate
Maximus (enlarge)
Minimus (reduce)
Prolongation (increases the duration of a spell)
Ritual of the heart (binds a mascot or object to the caster: compare to find familiar)
Slow gravity (feather fall)
Translate (comprehend languages)

MAGIC-USER, LEVEL 3
Alert (alarm) (immunity to surprise, perhaps)
Armor, spiritual
Avoid heka attack (grants or enhances saves vs. magic)
Dispel invisibility
Flight (fly)
Heka darts (magic missile)
Implant (allows the caster to memorize info from scrolls, books, maps, etc.)
Magick trail (compare to find the path)
Multilingual (tonuges)
Resist temperatures (endure heat/endure cold)
Ritual of the archer (1. use to create a Spell Resevoir) (2. enchanted weapon, for ammunition)
Untie

MAGIC-USER, LEVEL 4
Attractive force (minor TK)
Armor, heka (reduces damage from spell attacks)
Barrier (damaging sphere of force, centered on the caster)
Bedlam (confusion)
Detect heka sources (like detect magic: compare to a certain spell of the Seven Sisters)
Literate (comprehend languages)
Mask heka (hides the magical aura of an item)
Parascopy (X-ray vision)
Thought Message (message)
Wound, Mental (mimics the effects of a psionic attack)

MAGIC-USER, LEVEL 5
Armor, full persona heka (absorbs damage from spell attacks)
Cloud of magick (confuses detect magic spells)
Heka bolt (attack spell)
Invisible alert (centered on caster, grants immunity to surprise)
Invisible chains (binds the target to a square)
Object teleportation (vanish)
Pythagoras' non-dimension formula
Weapon of defense (summons any one weapon to the caster's grasp)

MAGIC-USER, LEVEL 6
Aethereal travel (etherealness)
Arcane lore (allows one to understand scrolls and spellbooks)
Double barrier (greater Barrier)
Heka blast (attack spell: blast of concussive energy)
Heka shield (as shield, and absorbs damage as well)
Phase shifting (phase spider)
Pythagoras' extra-dimensional door (dimension door)
Quickcast of Inhetep (reduces the casting time of the next spell you cast)
Sphere of secrecy (non-detection)

MAGIC-USER, LEVEL 7
Doublecast (allows you to combine to spells into one)
Escape hatch (limited teleportation)
Forcewall (wall of force)
Heka shell (anti-magic shell)
Juxtaposition (limited teleportation)
Mind mask (serten's spell immunity)
Returning charm (allows caster to return to any place that they have visited in the last 24 hours)
Scrambletongue (opposite of tongues)
Spirit alert (greater alarm: provides immunity to surprise, vs. anything)
Teleport

MAGIC-USER, LEVEL 8
Aura of spell failure (a variant of dispel magic/anti-magic shell, with a duration)
Heka beam (attack spell)
Merlin's tower (a variant of Mordenkainen's magnificent manshion)
Needed things (summons an item)
Object transformation (polymorph any object)
Pitfall (creates a non-mobile portable hole: ie. a pit)
Point of joss (grants a luck point / recipient automatically makes next save)
Poisonous (poisons a weapon or natural attack form)
Triple barrier (see Barrier, above)

MAGIC-USER, LEVEL 9
Create portal (creates a gate) (compare to worldwalk)
Full alert (compare to the alert spells, above)
Heka absorb (rod of absorption)
Heka binding (stores magical energy in a creature or object: gives a creature or object spell points, in theory)
Heka redirection (gives the ability to transfer magic from one creature/object to another)
Magick resistance
Setne's reverse casting (greater Reverse attack)
 

BLACK MAGIC (Only avail. to Black Magicians)

LEVEL 1
Acclumse'd (minor Fumble)
Cause Discord
Fright (compare to Scare)
Paralysis, Physical (compare to Hold person)
Pox (lesser Cause disease)
Vertigo

LEVEL 2
Ambush
Degrade (compare to Purtrefy Food & Water)
Fulldark (Darkness, 15' Radius)
Pilfer (compare to Pick Pockets)
Ringer (creates a duplicate of a small object or object group)
Treacherous Blow

LEVEL 3
Badfeelings
Blindness
Body Control
Malediction
Memory Drain
Weakness

LEVEL 4
Disfigure
Field of Hysteria
Missile Trap
Netherblight
Petrifying Gaze
Venomcloud

LEVEL 5
Adderguards
Badwill
Derange
Mind Numb
Paralysis, Mental
Wound, Spiritual

LEVEL 6
Bane
Blackwhips
Mind Control
Soulstone (Trap the Soul)
Strength Drain (greater Ray of Enfeeblement)
Willpower Drain

LEVEL 7
Darkplague
Destruction
Ebonclaws
Evil Reflections
Lycanthropy
Ratpack

LEVEL 8
Circe's Transformation
Death Hound
False Witness
Mind Transfer
Wyrmform

LEVEL 9
Curse, Mundane
Death Magick
Heka Drain
Hex
Oppressive Ebon
 

ELEMENTAL SCHOOL (perhaps, limit these to Wu Jen, taking into consideration the element that the Wu Jen has chosen)

LEVEL 1
Airbubbles
Commune with Inanimate
Diffusion/Cohesion
Elemental Shield
Fireknives
Frost
Icearrows
Hotmetal (cf. Heat Metal)
Slingstones
Thermology (increases or decreases temperature of an object)

LEVEL 2
Acidspray
Alter Gravity
Aurora
Cold Ray
Elemental Armor
Elemental Force
Know Element
Magnetic Field
Aerth Lore
Water Spider (cf. Water Walk)

LEVEL 3
Absorb Element
Elemental Augury
Fireflash
Icewall (cf. Wall of Ice)
Quagmire
Summon Elementary (elementaries might be 4, 2, or 1 HD elementals)
Stonebarrier
Vaporization
Windblast
Zephyrgo

LEVEL 4
Dissipate
Electrify
Elemental Hands (cf. Burning Hands)
Firebarrier (cf. Wall of Fire)
Fireflies
Moletunnel
Pyrokinesis
Shatter (cf. Shatter)
Summon Elemental Aid (cf. Conjure Elemental)
Wizardwind (greater Gust of Wind)

LEVEL 5
Elemental Glob (cf. Fireball)
Elemental Pathyway
Energy Transfer
Globelight
Lavahome
Quicklime
Shockbolt
Solidification
Thales' Elemental Cloak
Vortex

LEVEL 6
Abram's Elemental Manipulation
Cagliostro's Sheet Lightning
Elemental Storm
Elemental Walk
Lightningbugs
Pass Through Stone

LEVEL 7
Cloudkin
Energy Drain
Repel Elemental Force
Scorpionfire
Stoning
Triton

LEVEL 8
Aristotle's Matter Alteration
dePayne's Disintegration
Fallingstar
Lightning Walk
Resist Disintegration
Work Base Element

LEVEL 9
Deluge

Elementalform
Newton's Negative Gravity
Pythagoras' Heka Diversion

GRAY SCHOOL (These should only be avail. to Illusionists)

LEVEL 1
Audial Trickery
Bedazzling Lights
Dimlights
Distraction
Illusory Image
Penumbrate Armor
Phantom Coachman
Shadowing
Sound Effects
Umbrage

LEVEL 2
Blinding Flash
Disguise
Fleeting Shadow
Intoxicating Gaze
Moonglow
Shadowface
Shadowscript
Thickshadows
Tricks
Well Tenebroused Blade

LEVEL 3
Illusory Scene
Imaginary Things
Leave No Trail
Mimic Physical
Moonbeams
Revel Illusion
Shadowboxer
Shadow Forms
Sonic Blast
Ventriloquist Mastery

LEVEL 4
Chameleon
Duplicate Self
Illuminate Enemy
Palpable Shade
Perfect Mimicry
Shadowcloak
Transparency

LEVEL 5
Erase Runes
Hallucination
Misdetection <note: the misdirection spell in UA should be renamed to this>
Phantasms
Sensory OVerload
Sleepshadows

LEVEL 6
Doppleganger
Miranda's Magick Maze
Runic Symbol
Shadow Self
Shadow Warriors
Sonic Barrage

LEVEL 7
Bacon's Invisibility
Louhi's Shadowtouch
Negative Illusion
Physical Illusion
Reflective Circle
Tenebrous Assassin

LEVEL 8
Aura of Invisibility
Illusory Terrain
Pale Shadow
Planar Barriers
Shadowdoors
Shadow Weaving

LEVEL 9
Joss Reversal
Mass Invisibility
Plato's Grandeception
Socrate's Instant Illusion
Shadowplate

zb
GREEN SCHOOL (In theory, these spells should only be avail. to multi-classed Druid/Magic-Users)

LEVEL 1
Animal Mimicry
Birdflock
Call Fog
Commune with Nature Spirits
Elements Shield
Environmeld
Locate Flora
Protection from Insects
Protection from Plants
Sense Weather Change

LEVEL 2
Animal Service
Beeline
Blending
Finneyscale
Hornet's Nest
Protection from Animals
Sense Weather Magick
Spiderfly
Stillness
Temperature Shift
Thornspear
Weathercast

LEVEL 3
Call Breezes
Fogsight
Locate Fauna
Spiderscreeping
Tanglebriars
Wolf-Stag

LEVEL 4
Animalfriends
Call Rainstorm
Fauna Telempathy
Hawk-Owl
Poisongrowths
Slithernear

LEVEL 5
Adaptation
Predators
Prospero's Full Storm
Treemeld
Venomvine
Weatherlord

LEVEL 6
Call Up Nature Spirits
Fungirot
Hiddenpassage
Plant Telempathy
Snares, Pits, & Deadfalls
Swancloak

LEVEL 7
Bearfeet
Direct Lightnings
Hostilefauna
Tentacleroots
Thunderclap
Treedoors

LEVEL 8
Aging/Ageless
Hostileland
Isolation by Weather
Natureremedy
Onenature Revenge

LEVEL 9
Phaereedoor
Plagueswarm
Rejuvenate
Riotgrow
Vegetate

WHITE SCHOOL (Only avail. to White Magicians)

LEVEL 1
Aid
Balm
Comfort
Comprehend
Endurance
Firesglow
Harmony
Magical Marker
Pleasant Dreams
Preservation

LEVEL 2
Convey
Daylight
Fortitude
Helping Hand
Hospice
Purify
Repair
Silver Spears
Strength
Tutelage

LEVEL 3
Clearsight
Dispel Evils
Intensification
Lift Fear
Parakinesis
Skywalk
Sunbeam
Sustenance
Telempathize
Truespeak

LEVEL 4
Circle of Accord
Communicate
Memory Restoration
Possess Knowledge/Skill
Reverse Petrification
Zoroaster's Noonsblaze

LEVEL 5
Astral Eyes
Auspices
Beastame
Lift Curse
Psychokinesis
Sphere of Influence

LEVEL 6
Heka Giving
Inner Beauty
Lightspectrum
Positive Heka
Soaring Intellect
Suneagle

LEVEL 7
Empyreal Guards
Celestial Chime
Da Vinci's Temporal Distortion
Da Vinci's Temporary Portal
Destroy Evil Spirit
Reduplication

LEVEL 8
Expanded Spectrum
Galileo's Sphereshuffle
Good Fortune
Mass Telepathic Command
Stasis
Telepathy

LEVEL 9
Celestial Chorus
Egar's Sixth Sense
Planar Walk
Vanish
Vox Populi
 

CLERIC SPELLS

LEVEL 1
Rites

LEVEL 2
Blessing, Minor

LEVEL 3
Consecration

LEVEL 4
Blessing, Major

LEVEL 5
Guidance

LEVEL 6
Excommunicate

LEVEL 7
Enter Sanctum

LEVEL 8
Anathema

LEVEL 9
Enter Deital Realm

http://www.google.ca/url?sa=i&rct=j&q=&esrc=s&source=images&cd=&cad=rja&docid=W2Av2gA3aeQcaM&tbnid=NvPFWiKI3X8NXM:&ved=&url=http%3A%2F%2Fwww.thewhitegoddess.co.uk%2Fdivination%2Findex.asp&ei=SPdkUY_oE6Xj2QWLvoHgCg&bvm=bv.44990110,d.b2I&psig=AFQjCNGMwHOUSkXlznP5c-I2MZ8Og92IFQ&ust=1365657800650843
 

http://amoderndruid.files.wordpress.com/2012/04/divination1.jpg

http://www.google.ca/url?sa=i&rct=j&q=&esrc=s&source=images&cd=&cad=rja&docid=BV6-095PL0hLiM&tbnid=oxZVlrwvQz8IkM:&ved=&url=http%3A%2F%2Fnecromantic.tumblr.com%2F&ei=E_hkUfW3A8uE2QWN04CQDw&bvm=bv.44990110,d.b2I&psig=AFQjCNFhvIFO0jVKTZ32KmbuxpZ0PGEwMQ&ust=1365657995125123
 
 

http://www.google.ca/url?sa=i&rct=j&q=&esrc=s&source=images&cd=&cad=rja&docid=dsTqXCbSnnklMM&tbnid=6x7JGk3qMzFd3M:&ved=&url=http%3A%2F%2Ftechnoccult.net%2Farchives%2F2008%2F04%2F22%2Fdemon-summoning-for-dummies%2F&ei=kfZkUd2NDeng2AXdq4CoDw&bvm=bv.44990110,d.b2I&psig=AFQjCNEn5_yvuEQyRZNu5rxzwdUpkSFKAw&ust=1365657593920322
 


dcs wrote:
Gary,

How difficult would it be to use LA spells in an AD&D or similar (C&C) game? I assume that Very Minimal activations could be used as Cantrips and Extreme as 9th-level spells?


I can't say from experience, but i should suppose a conversion of LA Powers to AD&D spells would be fairly easy--with some adjustments for the differences in time frame and damage potential between the two systems. while Power Grade is a guideline for spell level, i think Gm judgement would have to be applied on a case-by-case basis.

Cheers.
Gary
 
 

Quote:
Originally posted by optimizer
Similarly, how did you go about introdicing new spells into your campaign?

Thanks!!

Mike
 


Same way i handled new monsters--mainly in campaign play, then in modules, finally in books such as FF, MMIImand UA. <the new monsters in UA would be the lesser golems>
A while back I found some spells I'd not gotten into print, and those were posted on the old Unearthed Arcania website about three or so years back. <find the archive for this>
Some were 1oth level mage psells, as I recall. I've lost the material now...

Welcome, of course!

Cheers,
Gary