The inhabitants of Lostspace are no strangers to magic: fully one in a hundred makes at least a cursory effort at learning the Art; though most never advance beyond the most rudimentary levels (1st-4th level). Over the course of its long history, virtually every sort of magic known has been practiced on these worlds: the arts of Alteration and Necromacy, Illusion and Abjuration, the magic of Shadow: all these and many more have had their practicioners. But magic is also a fallen art here: while once more than a thousand spells were known to the inhabitants of this world, all but a hundred or so have been lost; and while many varieties of magic are still practiced here, those practicing some varieties are very few indeed.
The following list includes the `hundred known spells'; it must be noted that this is a general term, not a precise one. Furthermore, many of the `thousand lost spells' (also a general term) are not completely lost; more than a few can be found in the grimories of present day wizards, generally as closely guarded secrets.
1st level: 2nd Level:
1. Alarm 1. Alter Self
2. Armor 2. Bind
3. Audible Glamour 3. Continual Light
4. Burning Hands 4. Darkness 15'r
5. Cantrip 5. Detect Life
6. Change Self 6. ESP
7. Chromatic Orb 7. Fog Cloud
8. Color Spray (cw) 8. Forget
9. Comprehend Languages 9. Hypnotic Pattern
10. Dancing Lights 10. Improved Phantasmal
11. Detect Magic Force
12. Detect Undead 11. Knock
13. Divining Rod (cw) 12. Know Alignment
14. Enlarge 13. Levitate
15. Feather Fall 14. Locate Object
16. Hypnotism 15. Magic Mouth
17. Identify 16. Mirror Image
18. Light 17. Pyrotechnics
19. Mending 18. Ray of Enfeeblement
20. Phantasmal Force 19. Strength
21. Protection From Hunger and 20. Summon Swarm
Thirst 21. Whispering Wind
22. Protection From Magic 22. Wizard Lock
23. Read Magic
24. Shield
25. Sleep
3rd Level 4th Level
1. Clairaudience 1. Confusion
2. Clairvoyance 2. Detect Scrying
3. Delude 3. Dig
4. Dispel Magic 4. Emotion
5. Explosive Runes 5. Enchanted Weapon
6. Fireball 6. Fear
7. Flame Arrow 7. Fire Trap
8. Fly 8. Hallucinatory Terrain
9. Gust of Wind 9. Illusionary Wall
10. Haste 10. Improved Invisibility
11. Hold Person 11. Minor Globe of
12. Hold Undead Invulnerability
13. Lightning Bolt 12. Monster Summoning II
14. Monster Summoning I 13. Polymorph Other
15. Non-Detection 14. Polymorph Self
16. Protection From Evil 10'R 15. Remove Curse
17. Slow
18. Suggestion
19. Tongues
20. Water Breathing
5th level 6th Level
1. Advanced Illusion 1. Anti Magic Shell
2. Animal Growth 2. Control Weather
3. Animate Dead 3. Death Spell
4. Contact Other Plane 4. Disintegrate
5. Conjure Elemental 5. Enchant an Item
6. Domination 6. Geas
7. Dream 7. Globe of Invulnerability
8. False Vision 8. Legend Lore
9. Feeblemind 9. Monster Summoning IV
10. Monster Summoning III 10. Permanent Illusion
11. Telekinesis 11. Programmed Illusion
12. True Seeing
7th level 8th level
1. Banishment 1. Binding
2. Prismatic Spray 2. Clone
3. Monster Summoning V 3. Monster Summoning VI
4. Spell Turning 4. Permanency
5. Prismatic Wall
6. Symbol
9th level
1. Foresight
2. Gate
3. Monster Summoning VII
4. Prismatic Sphere
In the past, there were literally hundreds, if not thousands of magical guilds, societies, and organizations in this sphere, and here and there one still finds wizards who profess to belong one or another such surviving branch of magery. Most of these groups are small, with only a half dozen members (if that many), further, most such bands have only an echo of the power and knowledge they possessed in their long ago prime. More than a few of these ancient sounding groups are frauds, created either for financial gain or to increase the prestige of this or that mageling. Few of these groups are engaged in any signifigant activities.
Three wizardly groups, however, are large enough, widespread enough, and have enough in the way of powerfull members to be of great influence on the sphere.