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

ORGANIZATION

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.

The Wizards Guild:
Centered in Vanmar in the Alliance, this organization dates almost from the founding of Vanmar itself, and has since spread to cover most of the planet. Its chapter houses acts as archives, laboratorys, debating forums, and temporary lodgings for most of this worlds most powerfull wizards (including several archimages). This group is infiltrated and partly controlled by the Invaders, who decided they would be better off with this worlds wizards collected into one place, as allies of sorts, rather than embark on a very costly crackdown. Hence, the Invaders, despite their degree of partial control, tend to ignore or overlook even repeated minor rules violations they would not tolorate from others.
The Lightbringers:
Much smaller and more secretive than the Wizards Guild, this group spans the entire sphere. Its stated goal is to reignite the Sun. The Invaders know of the group, though they do not control it. Their attitude is `if they fail, it costs us nothing. If they succeed, then this is one more sphere we will be able to settle our own people in.' Some members of the Wizards Guild are secretly members of the Lightbringers.
The Cauldron:
Until a few decades ago, this sinister globe spanning group was a major front for the tanar'ri and undead infesting this world, a means by which they could affect other societies. This group was almost obliterated by the Green Legion, with only a dozen or so of its several hundred members still at large.