Here are the spell lists for the classes in 3.old. We’ve brought back reversible spells, which increases the versatility of spellcasters somewhat, and removed a lot of the 3.x baggage. Also, much to my delight, some classic spells have been reinstated (and renamed spells have had their classic names back). Spell descriptions may also change, based on the principles under which the game is being designed, but it’s too cumbersome to put them here before putting them into the document.
Feel free to discuss problems you see or suggestions in the comments.
Reversible spells are marked with an (*).
Cleric Spells
0-Level Cleric Spells (Orisons)
Create Water: Creates 2 gallons/level of pure water.
Cure Minor Wounds*: Cures 1 point of damage.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food and Drink*: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Virtue: Subject gains 1 temporary hp.
1st-Level Cleric Spells
Bless*: Allies gain +1 on attack rolls and saves against fear.
Bless Water*: Makes holy water.
Command: One subject obeys selected command for 1 round.
Comprehend Languages: You understand all spoken and written languages.
Cure Light Wounds*: Cures 1d8 damage +1/level (max +5).
Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
Detect Undead: Reveals undead within 60 ft.
Endure Elements: Exist comfortably in hot or cold environments.
Hide from Undead: Undead can’t perceive one subject/level.
Obscuring Mist: Fog surrounds you.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Remove Fear*: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Sanctuary: Opponents can’t attack you, and you can’t attack.
2nd-Level Cleric Spells
Augury: Learns whether an action will be good or bad.
Bear’s Endurance: Subject can perform a feat of endurance.
Bless Weapon: Weapon ignores the damage reduction of outsiders.
Bull’s Strength: Subject can perform a feat of strength.
Calm Emotions: Calms creatures, negating emotion effects.
Cat’s Grace: Subject can perform a feat of agility.
Chant: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Consecrate*: Fills area with positive energy, making undead weaker.
Detect Charm: Detects subjects under effect of charm effects.
Eagle’s Splendor: Subject can perform a feat of personal will or social grace.
Find Traps: Notice traps as a rogue does.
Fox’s Cunning: Subject figures out a puzzle, trick, or riddle.
Hold Person: Paralyzes one humanoid for 1 round/level.
Make Whole: Repairs an object.
Owl’s Wisdom: Subject gains great insight into a problem.
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Shatter: Sonic vibration damages objects or crystalline creatures.
Shield Other: You take half of subject’s damage.
Silence 15′ Radius: Negates sound in 15-ft. radius.
Slow Poison: Stops poison from harming subject for 1 hour/level.
Snake Charm: Charm snakes.
Speak With Animals: Caster can speak with animals.
Spiritual Weapon: Magic weapon attacks on its own.
Undetectable Alignment: Conceals alignment for 24 hours.
Zone of Truth: Subjects within range cannot lie.
3rd-Level Cleric Spells
Animate Dead: Creates undead skeletons and zombies.
Blindness/Deafness: Makes subject blinded or deafened.
Continual Light: Makes a permanent, heatless torch.
Create Food and Water: Feeds three humans (or one horse)/level.
Cure Blindness/Deafness*: Cures normal or magical conditions.
Cure Disease*: Cures all diseases affecting subject.
Cure Serious Wounds*: Cures 3d8 damage +1/level (max +15).
Darkness*: 20-ft. radius of supernatural shadow.
Dispel Magic: Cancels spells and magical effects.
Feign Death: Caster appears dead to all normal observation.
Glyph of Warding: Inscription harms those who pass it.
Invisibility Purge: Dispels invisibility within 5 ft./level.
Locate Object: Senses direction toward object (specific or type).
Magic Vestment: Armor or shield gains +1 enhancement per four levels.
Meld into Stone: You and your gear merge with stone.
Obscure Object: Masks object against scrying.
Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Protection from Evil, 10′ Radius: As protection spells, but 10-ft. radius and 10 min./level.
Remove Curse*: Frees object or person from curse.
Speak with Dead: Corpse answers one question/two levels.
Stone Shape: Sculpts stone into any shape.
Water Walk: Subject treads on water as if solid.
Magic User Spells
0-Level Spells
Conj
Acid Splash: Orb deals 1d3 acid damage.
Div
Detect Poison: Detects poison in one creature or small object.
Detect Magic: Detects spells and magic items within 60 ft.
Read Magic: Read scrolls and spellbooks.
Ench
Daze: Humanoid creature of 4 HD or less loses next action.
Evoc
Dancing Lights: Creates torches or other lights.
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.
Illus
Ghost Sound: Figment sounds.
Necro
Disrupt Undead: Deals 1d6 damage to one undead.
Touch of Fatigue: Touch attack fatigues target.
Trans
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things.
Univ
Arcane Mark: Inscribes a personal rune (visible or invisible).
Prestidigitation: Performs minor tricks.
1st-Level Sorcerer/Wizard Spells
Abjur
Alarm: Wards an area for 2 hours/level.
Hold Portal: Holds door shut.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Conj
Affect Normal Fires: Increase or decrease intensity of non-magical fires.
Grease: Makes 10-ft. square or one object slippery.
Mage Armor: Gives subject +4 armor bonus.
Obscuring Mist: Fog surrounds you.
Unseen Servant: Invisible force obeys your commands.
Div
Comprehend Languages: You understand all spoken and written languages.
Identify: Determines properties of magic item.
Ench
Charm Person: Makes one person your friend.
Hypnotism: Fascinates 2d4 HD of creatures.
Sleep: Puts 4 HD of creatures into magical slumber.
Evoc
Burning Hands: 1d4/level fire damage (max 5d4).
Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
Illus
Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
Disguise Self: Changes your appearance.
Magic Aura: Alters object’s magic aura.
Silent Image: Creates minor illusion of your design.
Ventriloquism: Throws voice for 1 min./level.
Necro
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.
Trans
Animate Rope: Makes a rope move at your command.
Enlarge Person*: Humanoid creature doubles in size.
Erase: Mundane or magical writing vanishes.
Feather Fall: Objects or creatures fall slowly.
Jump: Subject gets bonus on Jump checks.
Spider Climb: Grants ability to walk on walls and ceilings.
Write: Caster can write a spell he can’t yet cast.
2nd-Level Sorcerer/Wizard Spells
Abjur
Protection from Arrows: Subject immune to most ranged attacks.
Wizard Lock: Magically locks a portal or chest.
Conj
Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
Fog Cloud: Fog obscures vision.
Glitterdust: Blinds creatures, outlines invisible creatures.
Web: Fills 20-ft.-radius spread with sticky spiderwebs.
Div
Detect Invisibility: Reveals invisible creatures or objects.
ESP: Allows “listening” to surface thoughts.
Locate Object*: Senses direction toward object (specific or type).
Ench
Daze Monster: Living creature of 6 HD or less loses next action.
Forget: Subject forgets recent past.
Hideous Laughter: Subject loses actions for 1 round/level.
Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.
Evoc
Continual Light: Makes a permanent, heatless torch.
Darkness 15′ Radius*: 15-ft. radius of supernatural shadow.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Gust of Wind: Blows away or knocks down smaller creatures.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Shatter: Sonic vibration damages objects or crystalline creatures.
Illus
Blur: Attacks miss subject 20% of the time.
False Trap: Object appears trapped.
Fool’s Gold: Temporarily transform copper or brass into gold.
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Magic Mouth M: Speaks once when triggered.
Minor Image: As silent image, plus some sound.
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Misdirection: Misleads divinations for one creature or object.
Phantom Trap: Makes item seem trapped.
Necro
Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
Scare: Panics creatures of less than 6 HD.
Trans
Bear’s Endurance: Subject can perform a feat of endurance.
Bull’s Strength: Subject can perform a feat of strength.
Cat’s Grace: Subject can perform a feat of agility.
Eagle’s Splendor: Subject can perform a feat of personal will or social grace.
Fox’s Cunning: Subject figures out a puzzle, trick, or riddle.
Knock: Opens locked or magically sealed door.
Levitate: Subject moves up and down at your direction.
Owl’s Wisdom: Subject gains insight into a problem.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Rope Trick: As many as eight creatures hide in extradimensional space.
Whispering Wind: Sends a short message 1 mile/level.
3rd-Level Sorcerer/Wizard Spells
Abjur
Dispel Magic: Cancels magical spells and effects.
Explosive Runes: Deals 6d6 damage when read.
Protection from Evil 10′ Radius: As protection spells, but 10-ft. radius and 10 min./level.
Nondetection M: Hides subject from divination, scrying.
Conj
Sepia Snake Sigil: Creates text symbol that immobilizes reader.
Stinking Cloud: Nauseating vapors, 1 round/level.
Summon Monster: Calls creature to fight for you.
Div
Arcane Sight: Magical auras become visible to you.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Tongues: Speak any language.
Ench
Hold Person: Paralyzes one humanoid for 1 round/level.
Suggestion: Compels subject to follow stated course of action.
Evoc
Fireball: 1d6 damage per level, 20-ft. radius.
Lightning Bolt: Electricity deals 1d6/level damage.
Tiny Hut: Creates shelter for ten creatures.
Wind Wall: Deflects arrows, smaller creatures, and gases.
Illus
Illusory Script: Only intended reader can decipher.
Invisibility 10′ Radius: Makes everyone within 10 ft. invisible.
Phantasmal Force: As silent image, plus sound, smell and thermal effects.
Necro
Ray of Exhaustion: Ray makes subject exhausted.
Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.
Trans
Blink: You randomly vanish and reappear for 1 round/level.
Feign Death: Caster appears dead to all normal observation.
Flame Arrow: Arrows deal +1d6 fire damage.
Fly: Subject flies at speed of 60 ft.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Infravision: Gain 60 ft. infravision.
Secret Page: Changes one page to hide its real content.
Shrink Item: Object shrinks to one-sixteenth size.
Slow: One subject/level takes only one action/round, -1 to AC, reflex saves, and attack rolls.
Water Breathing: Subjects can breathe underwater.