Random Urban City-Add to at will [Archive] - Wizards Community

Post/Author/DateTimePost
Narris

04-01-07, 01:59 AM
Weapons

Weapons must be licensed. Drawing up a license costs 10gp per weapon.

Spell Legality

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 can be used under most circumstances.

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.

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.

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
Blade Barrier Clr 6, Good 6, War 6 ML
Blasphemy Clr 7, Evil 7 Banned
Bless Clr 1, Pal 1 Legal
Bless Water Clr 1, Pal 1 Legal
Bless Weapon Pal 1 CL
Blight Drd 4, Sor/Wiz 5 PL
Blindness/Deafness Brd 2, Clr 3, Sor/Wiz 2 PL
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
Burning Hands Fire 1, Sor/Wiz 1 PL

C
Call Lightning Drd 3 ML
Call Lightning Storm Drd 5 ML
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
Changestaff Drd 7 ML
Chaos Hammer Chaos 4 ML
Charm Animal Drd 1, Rgr 1 CL
Charm Monster Brd 3, Sor/Wiz 4 ML
Charm Monster, Mass Brd 6, Sor/Wiz 8 ML
Charm Person Brd 1, Sor/Wiz 1 ML
Chill Metal Drd 2 PL
Chill Touch Sor/Wiz 1 PL
Circle of Death Sor/Wiz 6 ML
Clairaudience/Clairvoyance Brd 3, Knowledge 3, Sor/Wiz 3 ML
Clenched Fist Sor/Wiz 8, Strength 8 ML
Cloak of Chaos Chaos 8, Clr 8 ML
Clone Sor/Wiz 8 PL
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
Commune Clr 5 Legal
Commune with Nature Animal 5, Drd 5, Rgr 4 CL
Comprehend Languages Brd 1, Clr 1, Sor/Wiz 1 Legal
Cone of Cold Sor/Wiz 5, Water 6 ML
Confusion Brd 3, Sor/Wiz 4, Trickery 4 ML
Confusion, Lesser Brd 1 ML
Consecrate Clr 2 Legal
Contact Other Plane Sor/Wiz 5 Legal
Contagion Clr 3, Destruction 3, Drd 3, Sor/Wiz 4 Banned
Contingency Sor/Wiz 6 PL
Continual Flame Clr 3, Sor/Wiz 2 CL
Control Plants Drd 8, Plant 8 PL
Control Undead Sor/Wiz 7 PL
Control Water Clr 4, Drd 4, Sor/Wiz 6, Water 4 PL
Control Weather Air 7, Clr 7, Drd 7, Sor/Wiz 7 PL
Control Winds Air 5, Drd 5 ML
Create Food and Water Clr 3 Legal
Create Greater Undead Clr 8, Death 8, Sor/Wiz 8 Banned
Create Undead Clr 6, Death 6, Evil 6, Sor/Wiz 6 Banned
Create Water Clr 0, Drd 0, Pal 1 Legal
Creeping Doom Drd 7 ML
Crushing Despair Brd 3, Sor/Wiz 4 ML
Crushing Hand Sor/Wiz 9, Strength 9 ML
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

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
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
Detect Scrying Brd 4, Sor/Wiz 4 Legal
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