The Schools of Magic:

There are eight schools of magic. Each represents a different type of effect.
Please note that immunities are based on what school a magic is in. Therefore, as Hold Person is a magic of the Subdual school, a barbarian, immune to subdual effects, is not affected. Stun, on the other hand, is of the Sorcery school, and barbarians would be affected by it.
Control: controls the mind, will, or senses of the target.
Death: an effect whose consequence is death or the withering of a body part.
Flame: produces heat, fire, or lightning.
Neutral: magic that is neutral in terms of its School. They cannot be dispelled.
Protection: causes the target to be protected in some way.
Sorcery: effects that are purely magical in nature or somehow affect magic itself.
Spirit: an effect that has to do with the forces of life. Includes healing.
Subdual: causes the target to be subdued in some manner.

Control Magic

Awe/Fear
Charm
Confusion
Feeblemind
Legend
Lore
Mute
Truth
Yield

Death Magic

Doomsday
Finger of Death
Killing Grounds
Mutual Destruction
Touch of Death
Wounding

Neutral Magic

Advancement
Ambidexterity
Dance
Enhancement
Expertise
Extension
Imbue
Lend
Mimic
Presence
Stack
Visit
Vivify
Voice
Warskill

Protection Magic

Barkskin
Bless
Defend
Imbue Shield
Harden
Protect
Protection from Control
Protection from Death
Protection from Disease
Protection from Flame
Protection from Magic
Protection from Projectiles
Protection from Subdual
Stoneskin

Sorcery Magic

Acid Bolt
Anti-Magic
Berserk
Bladesharp/Bludgeon
Cancel
Circle of Protection
Commune
Confidence
Dispel Magic
Imbue Weapon
Flight
Forcewall
Honor Duel
Liplock
Magic Bolt
Magical Projectile
Mend
Messenger
Plant Door
Release
Shove
Silence
Sphere of Annihilation
Stun
Teleport
Thornwall
Touch of Death
Touch of Paralyzation
Transform
Warp Wood
Wind

Subdual Magic

Entangle
Hold Person
Iceball
Lost
Mass Sleep
Petrify
Sleep
Stun Weapon
Touch of Paralyzation

Spirit Magic

Banish
Cure Disease
Cure Poison
Heal
Heal Extend
Lich
Reanimate
Regeneration
Reincarnate
Resurrect
Sever Spirit
Summon Dead
Swords to Plowshares
Talk to Dead

Flame Magic

Call Lightning
Fireball
Flameblade
Flamewall
Immolation
Heat Weapon
Lightning Bolt
Pyrotechnics

Magic Listing Key:
Type - enchantment (E), fixed enchantment (FE), spell (S), magical ball (B), neutral (N)
Uses - number of times you may cast that magic when you pay for one use. (U means unlimited)
Cost - the number of magic points it costs to buy one use of that magic.
Max - the maximum number of uses of that magic that you may purchase.
School - The School of magic the magic belongs to.

Magic Format Key:
Magic Name (Abbr. for Type, School)
C: Classes who can use the magic, and the level needed to cast them.
I: Incantation and gestures
R: Range (if any)
E: Effect
L: Limitations or Restrictions
N: Notes
Magic Points:

Magic points usable to buy magic at that level
Level 1st 2nd 3rd 4th 5th 6th
1
10
2
10
10
3
10
10
10
4
7
8
7
8
5
6
6
6
6
6
6
5
5
5
5
5
5


Weapon Costs for Magic-Users (from available magic points): Cost per 10 points of magic (multiple weapons must be paid for, even if of the same type)

Weapon Bard Druid Healer Wizard
Dagger
0
0
0
0
Short (3 ft)
3
2
3
2
Long (4 ft)
4
4
5
4
Spear
-
4
-
3
Staff
2
2
3
2
Hinged
-
-
3
-
Shield
3
4
3
-
Bow, Short
-
5
-
-

Weapon to Magic Point Cost per Level (from available magic points)

This table lists how many points you have left after deducting a weapon's cost from your magic points. In the case of multiple weapons, add their costs together and use the chart for their combined cost. For magic-user's levels 1-3, simply deduct the total weapon cost from each level of magic. For example a two point weapon would allow a player eight points of first, eight points of second, and eight points of third level magic. Note: You may carry any number of 'backup' weapons, but may only use the number you have paid for. Example: A player who bought a short sword may carry more than a single short sword, but he may not fight Florentine unless he paid the points for another short sword.

Quick Reference of Deductions for Weapons Based on Cost

Weapon
Cost
Magic
User's
Level
1st
2nd
3rd
4th
5th
6th
1
4
6
7
7
7
5
5
5
6
5
6
6
4
5
4
5
4
5
2
4
6
6
6
6
5
4
5
5
5
5
6
4
4
4
4
4
4
3
4
5
5
5
6
5
4
4
4
4
5
6
3
4
3
4
3
4
4
4
4
5
4
5
5
4
3
4
3
4
6
3
3
3
3
3
3
5
4
3
4
4
4
5
3
3
3
3
3
6
2
3
2
3
2
3
6
4
3
3
3
3
5
2
2
3
2
3
6
2
2
2
2
2
2
7
4
2
2
2
3
5
1
2
2
2
2
6
1
2
1
2
1
2
8
4
1
2
1
2
5
1
1
1
1
2
6
1
1
1
1
1
1
9
4
0
1
1
1
5
1
0
1
0
1
6
0
1
0
1
0
1