- School
- Cleric
- Level
- 1
- Spell Points Cost
- 1
Frightens up to 10 monsters, reducing their chance to hit.
- School
- Cleric
- Level
- 1
- Spell Points Cost
- 1
Increases accuracy of all characters for combat.
- School
- Sorcerer
- Level
- 1
- Spell Points Cost
- 1
Reveals magical items and remaining charges.
- School
- Sorcerer
- Level
- 1
- Spell Points Cost
- 1
Inflicts 2-8 fire damage to one monster.
- School
- Sorcerer
- Level
- 1
- Spell Points Cost
- 1
Shows the mapped area and the party's precise position.
- School
- Sorcerer
- Level
- 1
- Spell Points Cost
- 1
Puts 4 monsters +1/caster level to sleep until damaged.
- School
- Cleric
- Level
- 1
- Spell Points Cost
- 1
Destroys some or all undead monsters based on caster level.
- School
- Cleric
- Level
- 2
- Spell Points Cost
- 2
Restores 15 Hit Points to one character.
- School
- Sorcerer
- Level
- 2
Gives a 5x5 overhead view of outdoor terrain and party location.
- School
- Sorcerer
- Level
- 2
- Spell Points Cost
- 2
Inflicts 4-16 damage to one monster unless immune to electricity.
- School
- Cleric
- Level
- 2
- Spell Points Cost
- 2
Temporarily raises a character 6 experience levels for combat.
- School
- Sorcerer
- Level
- 2
- Spell Points Cost
- 2
Reveals the current condition of one monster in combat.
- School
- Sorcerer
- Level
- 2
- Spell Points Cost
- 2
Moves the party 2 squares forward if unobstructed.
- School
- Sorcerer
- Level
- 2
- Spell Points Cost
- 2
Raises characters above ground level for 1 day.
- School
- Sorcerer
- Level
- 2
- Spell Points Cost
- 2
Leaves a beacon to return to instantly on the next cast.
- School
- Cleric
- Level
- 2
- Spell Points Cost
- 2
Opens a portal between two outdoor locations in CRON.
- School
- Cleric
- Level
- 2
- Spell Points Cost
- 2
Inflicts 2-16 damage to one non-undead monster.
- School
- Cleric
- Level
- 2
- Spell Points Cost
- 2
Raises party resistance to fear/cold/fire/poison/acid/electricity for 1 day.
- School
- Cleric
- Level
- 2
- Spell Points Cost
- 2
Prevents 4 monsters +1/level from casting spells.
- School
- Cleric
- Level
- 2
- Spell Points Cost
- 2
Halves physical damage of up to 10 monsters until overcome.
- School
- Sorcerer
- Level
- 3
Inflicts 2-8 damage per caster level to one monster unless immune to acid.
- School
- Cleric
- Level
- 3
- Spell Points Cost
- 3
Inflicts 25 damage to each of 5 monsters not in melee.
- School
- Cleric
- Level
- 3
- Spell Points Cost
- 3
Adds 8 food units to the caster's supply.
- School
- Cleric
- Level
- 3
- Spell Points Cost
- 3
Removes the Poisoned condition from one character.
- School
- Sorcerer
- Level
- 3
- Spell Points Cost
- 3
Cloaks the party in invisibility, reducing monster hit chance.
- School
- Cleric
- Level
- 3
- Spell Points Cost
- 3
Bestows 20 light factors on the party.
- School
- Cleric
- Level
- 3
- Spell Points Cost
- 3
Creates a floating dune the party can walk on for 1 day.
- School
- Sorcerer
- Level
- 3
- Spell Points Cost
- 3
Webs 4 monsters +1/level, preventing them from fighting.
- School
- Cleric
- Level
- 4
- Spell Points Cost
- 4
Inflicts 6-60 damage to 3 monsters unless immune to acid.
- School
- Cleric
- Level
- 4
- Spell Points Cost
- 4
Transforms the party into air to explore the elemental plane of air.
- School
- Sorcerer
- Level
- 4
Inflicts 6 damage per caster level to one monster unless immune to cold.
- School
- Cleric
- Level
- 4
- Spell Points Cost
- 4
Restores full health and removes the diseased condition.
- School
- Sorcerer
- Level
- 4
- Spell Points Cost
- 4
Removes all abilities of 5 monsters for combat.
- School
- Cleric
- Level
- 4
- Spell Points Cost
- 4
Increases party damage by 1 point per 2 caster levels.
- School
- Cleric
- Level
- 4
- Spell Points Cost
- 4
Restores a character's original alignment.
- School
- Sorcerer
- Level
- 4
- Spell Points Cost
- 4
Protects all characters from most missile weapons.
- School
- Cleric
- Level
- 4
- Spell Points Cost
- 4
Transports the party from underground to the surface.
- School
- Sorcerer
- Level
- 4
- Spell Points Cost
- 4
Lets the party retreat safely from most battles.
- School
- Cleric
- Level
- 5
- Spell Points Cost
- 5
Encases one monster in air, 10 damage/round, separating it from battle.
- School
- Cleric
- Level
- 5
- Spell Points Cost
- 5
Inflicts 4-40 damage to each of 10 monsters.
- School
- Sorcerer
- Level
- 5
- Spell Points Cost
- 5
Inflicts 100 damage to one monster not in melee.
- School
- Sorcerer
- Level
- 5
- Spell Points Cost
- 5
Kills 3 non-undead monsters at whom the caster points.
- School
- Cleric
- Level
- 5
- Spell Points Cost
- 5
One character attacks all monsters, then falls unconscious.
- School
- Cleric
- Level
- 5
- Spell Points Cost
- 5
Removes all conditions from one character except dead/stoned/eradicated.
- School
- Sorcerer
- Level
- 5
Inflicts 1-8 damage per caster level to 10 monsters outdoors.
- School
- Sorcerer
- Level
- 5
- Spell Points Cost
- 5
Provides 1 day's rest free of encounters.
- School
- Sorcerer
- Level
- 5
- Spell Points Cost
- 5
Moves the party up to 9 squares in any direction.
- School
- Sorcerer
- Level
- 6
- Spell Points Cost
- 6
Inflicts 50 damage while disintegrating 3 monsters.
- School
- Cleric
- Level
- 6
- Spell Points Cost
- 6
Transforms the party into earth to explore the elemental plane of earth.
- School
- Sorcerer
- Level
- 6
- Spell Points Cost
- 6
Surrounds the battle with a field preventing escape.
- School
- Sorcerer
- Level
- 6
Inflicts 10 cold damage per caster level to 3 monsters.
- School
- Sorcerer
- Level
- 6
- Spell Points Cost
- 6
Restores 1-6 charges to a backpack item; some risk of destroying it.
- School
- Cleric
- Level
- 6
- Spell Points Cost
- 6
Trims 1-10 years off a character's age; some risk of aging.
- School
- Cleric
- Level
- 6
- Spell Points Cost
- 6
Re-animates a character turned to stone.
- School
- Cleric
- Level
- 6
- Spell Points Cost
- 6
Encases one monster in water, 20 damage/round.
- School
- Cleric
- Level
- 6
- Spell Points Cost
- 6
Transforms the party into water to explore the elemental plane of water.
- School
- Sorcerer
- Level
- 7
- Spell Points Cost
- 7
Duplicates one backpack item; small chance of destroying the original.
- School
- Cleric
- Level
- 7
- Spell Points Cost
- 7
Encases one monster in earth, 40 damage/round.
- School
- Sorcerer
- Level
- 7
- Spell Points Cost
- 7
Move 1 square forward through any barrier.
- School
- Cleric
- Level
- 7
- Spell Points Cost
- 7
Strikes one opponent with a flail of fire for 100-400 damage.
- School
- Cleric
- Level
- 7
- Spell Points Cost
- 7
Gives each character 10-100 HP and removes 10-100 from each of 10 monsters.
- School
- Sorcerer
- Level
- 7
- Spell Points Cost
- 7
Unpredictable powerful effects on 10 monsters.
- School
- Cleric
- Level
- 7
- Spell Points Cost
- 7
Brings a dead character back to life; ages caster and recipient 1 year.
- School
- Cleric
- Level
- 8
- Spell Points Cost
- 8
Encases one monster in fire, 80 damage/round.
- School
- Cleric
- Level
- 8
- Spell Points Cost
- 8
Transforms the party into fire to explore the elemental plane of fire.
- School
- Sorcerer
- Level
- 8
Engulfs one monster in fire for 20-40 damage per caster level.
- School
- Cleric
- Level
- 8
- Spell Points Cost
- 8
Increases weight of 2 monsters, halving their hit points.
- School
- Sorcerer
- Level
- 8
Chains electricity through 10 monsters for 4-16 damage per caster level.
- School
- Sorcerer
- Level
- 8
- Spell Points Cost
- 8
Halves damage inflicted on all characters for combat.
- School
- Cleric
- Level
- 8
- Spell Points Cost
- 8
Opens a portal moving the party to any town.
- School
- Cleric
- Level
- 9
- Spell Points Cost
- 10
Restores all HP and removes all conditions except eradicated; ages caster 5 years.
- School
- Cleric
- Level
- 9
- Spell Points Cost
- 10
Destroys all undead monsters; ages caster 1 year.
- School
- Sorcerer
- Level
- 9
- Spell Points Cost
- 10
Creates a hole in space sucking one monster into nothingness.
- School
- Cleric
- Level
- 9
- Spell Points Cost
- 10
Removes the eradicated condition; adds age and -1 endurance; may fail.
- School
- Cleric
- Level
- 9
- Spell Points Cost
- 10
Attempts to remove the curse from a backpack item.