Possible spoilers here for people who like to discover new spells on their own (which is why this list was not printed in the User's Manual).
I am most following BW's formatting for the Book I spell list, and my own Book II spell list (I've just changed the Tier 2 spell color from Yellow to Orange, as it's more readable with the more recent forums format…):
- Spells listed in Green represent Tier 1 (easy) spells - costs: 120-300 GP.
To cast Tier 1 spells from Levels 1-6 you need Divination or Elemental Magicks at Levels 1/3/5/7/9/11. - Spells listed in Orange represent Tier 2 (moderate) spells - costs: 300-600 GP.
To cast Tier 2 spells from Levels 1-6 you need Divination or Elemental Magicks at Levels 5/8/11/14/17/20. - Spells listed in Red represent Tier 3 (difficult) spells - costs: 700-900 GP.
To cast Tier 3 spells from Levels 1-6 you need Divination or Elemental Magicks at Levels 11/15/19/23/27/31.
Additional information about the number of spells that can be "learned", based on INT or WIS score (note: the mechanics of this are slightly different than Book II's!), can be found here.
The needed INT/WIS scores for spell-scroll reading for Tiers 1-3 spells can be found here (for Book II, but the same as for Book III - note: in the first post, replace the word "cast" in your mind with the word "read").
Divination Magick spells are listed first, followed by Elemental Magick spells.
DIVINATION SPELLS:
Tier 1 Divination Spells:
Bless (cost: 120 GP)
This incantation bestows upon the caster a divine blessing, increasing the caster's ToHit and Maximum Damage. The effect of blessing is +1 ToHit probability and +1 Damage per casting level, lasting 100 rounds.
Cat's Eyes (cost: 120 GP)
Gives the caster cat-like vision in low light. While it can be used as the sole method of visual aid, [it's] real power comes from how it enhances other light sources. Under the effects of Cat's Eyes, a common torch seems to produce almost as much light as daylight. Duration of spell is 50 rounds per Casting Level.
Detox (cost: 180 GP)
Draws poisons and toxins from the bloodstream of the caster. The higher the casting level, the more powerful the detoxification effect is.
Divine Heal (cost: 120 GP)
Upon casting, you are bathed in divine light which binds your external physical wounds. Heals 3-6 Hit Points for every casting level. The spell does not heal the fibre of the body which may be infected with disease, or remove poisons which may course through the blood.
Entangle (cost: 120 GP)
Causes vines and tanglebrush to rise from the ground, ensnaring a target. Spell duration is 4 rounds per Casting Level. Large or very strong creatures may cut the spell's duration in half [or resist its effects entirely].
Fleshboil (cost: 120 GP)
A ranged spell which bathes a single target with divine energy, causing blisters and lesions upon exposed flesh. Effect is 2-4 hit points of Magick damage per casting level.
Guiding Light (cost: 160 GP) (NEW! to Book III!)
The spell casts a magickal blue orb that floats above the caster's head, illuminating the darkness around him [or her]. The duration of the spell is 70 rounds per casting level.
Leatherskin (cost: 180 GP)
Causes the skin of the caster to become thick and leathery, increasing the caster's Armor Rating by +5 points. The spell's duration is 20 rounds per casting level.
Lore (cost: 120 GP)
Used to identify unknown items. Effectiveness of the spell is determined by the casting level.
Malachi's Gruel (cost: 160 GP) (revised between Book II and Book III!)
Malachi was a cleric who wandered the lands of Eschalon during the [F]irst [A]ge. He carried no supplies on his travels, and devoted himself to mastering this spells which bares his name. It draws on the organic elements around the caster[ ]- the tiny insects, moss, fungi, seeds and spores[ ]- which combine together into a sticky, lumpy paste. This gruel can be eaten to keep the caster alive when no other food is available. [The casting level determines the amount of gruel created.]
Tier 2 Divination Spells:
Charm (cost: 300 GP)
Charms a single creature, causing it to turn and fight any other creature attacking the caster. The duration of the charm is 60 rounds. The charmed creature will not follow the caster around, but as long as the charm is active it will attack any other creature nearby that is aggressive towards the caster. The casting level determines the level of creature that can be charmed. [However, the most powerful creatures may completely resist the Charm spell.]
Cure Ailments (cost: 400 GP)
Ailments are afflictions such as diseases, broken bones or insanity- essentially any injury or condition that cannot be corrected by restoring Hit Points. The spell does not return lost Hit Points, remove poisons from the bloodstream, or address hunger or thirst. The severity and number of ailments determines the casting level that the spell must be cast at in order to have a curing effect.
Enchanted Weapon (cost: 400 GP)
This spell temporarily enchants any weapon placed in the caster's hand, or the caster's hands themselves if no weapon is equipped. Enchanted weapons deliver a guaranteed additional 2 points of physical damage upon striking a target. As well, this enchantment makes common weapons effective against ethereal or supernatural creatures. The spell's duration is 10 rounds per casting level.
Haste (cost: 400 GP)
Causes the caster to move at increased speed, allowing him or her to perform an extra action per round. The duration is 4 rounds per casting level.
Nimbleness (cost: 400 GP)
Temporarily increases the Dexterity of the caster, improving any stat affected by Dexterity such as combat accuracy or base Armor Rating. The effect is +4 Dexterity points per casting level, the duration is 160 rounds.
Ogre Strength (cost: 500 GP)
Temporarily increases the Strength of the caster, improving any stat affected by Strength such as combat damage or encumbrance limit. The effect is +4 Strength points per casting level, the duration is 160 rounds.
Protection From Curses (cost: 550 GP)
The spell shields the caster from the effects of cursing by surrounding him [or her] with a divine aura. The duration of the spell is 10 rounds per casting level.
Sunder Flesh (cost: 400 GP)
Casting upon an enemy causes its flesh to rip apart, inflicting 8-12 points of physical damage per casting level.
Stoneskin (cost: 600 GP)
Causes the skin of the caster to become hard like stone, greatly increasing the caster's Armor Rating by +10 points and reducing the effects of physical damage. The duration of the effect is 15 rounds per casting level.
Turn Undead (cost: 400 GP) (revised between Book II and Book III!)
Turn Undead causes an undead creature such as a zombie, or an ethereal being such as a wraith, to be repulsed by the caster. The undead creature can Save VS Magick to avoid being turned, though casting this spell at higher levels reduces their chances of rejecting the effects. At higher casting levels, the spell can distress the target creature to the point of causing physical damage as well. If turned, the undead will remain repulsed for 15 rounds per Casting Level.
Tier 3 Divination Spells:
Dehex (cost: 700 GP)
Removes any curses or hexes that may be plaguing the caster.
Graven Idol (cost: 900 GP) (NEW! to Book III!)
The spell will summon a large graven idol to appear near the caster. The graven idol emits a powerful, negative aura that causes all nearby friends and foes to become enraged. Enemies will temporarily ignore you to attack the idol, which allows you to escape combat or perhaps lead them into a trap. The casting level of the spell determines the amount of Hit Points that your idol has.
Mass Boil (cost: 900 GP)
Much like the spell Fleshboil, Massboil causes all living creatures in view (except the caster himself) to be bathed in searing divine light, causing blisters and lesions. The effect is 5-7 hit points [of magick damage] per casting level.
Mystic Hammer (cost: 900 GP)
The caster summons a crushing hammer of divine energy to crush one opponent with terrible fury. Damage is 10-15 [Hit Points] per casting level.
ELEMENTAL SPELLS
Tier 1 Elemental Spells:
Dazzling Flare (cost: 120 GP) (revised between Book II and Book III!)
Causes some enemies to flee in fright of the dazzling display of sparkling lights. While it causes no physical harm to the target creature, it does give the illusion that you are a powerful mage casting a deadly spell, which fools many creatures and NPCs into fleeing from you. Larger or more intelligent creatures require a higher casting level for the spell to be effective. The fear induced by this magickal display generally lasts 20 rounds, but larger creatures are less affected by this spell.
Draw Water (cost: 120 GP)
This spell draws water from humidity in the air. The water automatically fills any water skins present in your inventory. The spell[']s effect draws 8 ounces (0.5 pounds) per casting level.
Element Armor (cost: 200 GP)
Gives the caster an increased level of protection from elements (fire, cold, electricity). Duration of the spell is 75 rounds and the effect is +10% Resistance to Elements per casting level.
Firetouch (cost: 150 GP) (NEW! to Book III!)
Allows the caster to lay hands upon his [or her] target and inflict 3-5 points of fire damage per casting level to all living and inanimate objects.
Gravedigger's Flame (cost: 120 GP)
This spell creates a magickal torch that floats above the caster's head, illuminating the darkness around him [or her]. The duration of the spell is 70 rounds per casting level.
Predator Sight (cost: 300 GP)
This spell allows the caster to see the faint electromagnetic aura that all creatures emit, whether they are living, animated or extra dimensional. In daylight this has practically no effect, but in darkness the caster is able to see all creatures glowing green which clearly reveals their location. Using Predator Sight, a caster does not receive any penalty for attacking in low light conditions. Spell duration is 20 rounds per casting level.
Spark (cost: 120 GP) (NEW! to Book III!)
Causes an ionic charge of electricity to shoot from the caster's hands towards the target. Effect is 2-4 hit points of fire damage per casting level. [Note: Damage delivered by this spell increases when raining, or when target is wet.]
Reveal Map (cost: 120 GP) (revised between Book II and Book III!)
Upon casting Reveal Map, a subsonic 'ping' radiates from the caster which maps the surrounding area. The higher the casting level, the greater the size of the mapped area and the more detail [that] will be included.
Sonic Blast (cost: 160 GP)
This spell creates an intense subsonic wave which temporarily stuns all nearby targets, lowering their combative and defensive abilities. The casting level determines the overall power and range of the blast.
Toxic Element (cost: 160 GP)
Sprays the target creature with a vaporous mist of toxic Polonium, drawn from the soil and stone around the caster. The target must save versus Toxins or become horribly sickened. Casting level determines the potency of the toxic effect.
Tier 2 Elemental Spells:
Abyssal Freeze (cost: 500 GP) (slightly revised between Book II and Book III!)
This spell blasts a single living target with a sub-freezing sphere of cold, inflicting a massive 6-10 hit points of freeze damage per casting level. However, the extremely cold temperature generated by this spell has no effect on inanimate objects.
Chameleon (cost: 400 GP)
Causes the caster to blend with the environment, making him harder to hit. Duration is 20 rounds per casting level.
Compress Atmosphere (cost: 400 GP) (slightly revised between Book II and Book III!)
This spell creates a bubble of crushing air around several targets, inflicting 6-9 points of damage per casting level.
Dense Nimbus (cost: 300 GP)
Creates a bubble of dense, high-pressure air around the caster which prevents most projectiles from striking the caster. The effectiveness of the spell is 40% projectile deflection at casting level 1, with 10% more protection for each additional casting level. The duration is 20 rounds per casting level. Note: Dense Nimbus works only when the source of the projectile is greater than one space away. It does not prevent damage from melee weapons, point-blank shots, or magickal projectiles.
Enkindled Weapon (cost: 400 GP)
This spell, while active, temporarily imbues any weapon held in the caster's hand[, or the caster's hands themselves if no weapon is equipped,] with bonus fire damage. The effect of the spell is 2 points of fire damage per casting level. The spell duration is 50 rounds.
Fireball (cost: 500 GP)
Caster projects a fireball towards his target. Effect is 5-9 points of fire damage per casting level, affecting both living and non-living targets. The concussion of the fireball's blast also produces collateral damage to surrounding creatures and objects.
Lock Melt (cost: 400 GP)
This spell concentrates heat onto the lock mechanism of a door or chest, softening the metal components of the lock and causing them to fail. Higher quality locks require a more powerful casting level as the quality of the metal and craftsmanship of the lock are less susceptible to heat damage.
Polarclaw (cost: 450 GP) (NEW! to Book III!)
Turns the caster's hands into jagged claws made of subfreezing ice, inflicting 8-12 cold damage, per casting level, on his enemy. The caster must be close enough to touch his target, and the damage on affects living flesh, not inanimate objects.
Trapkill (cost: 400 GP)
When cast, waves of atmospheric pressure emanate from the caster affecting nearby traps, forcing them into mechanical failure. Most traps, especially those of simpler design, are susceptible to these rapid fluxations of pressure and can fail through the casting of this spell. More advanced trap designs will require a higher casting level to disarm. This is a touch-range spell: only traps immediately adjacent to the caster will be affected.
Tier 3 Elemental Spells:
Ice Lance (cost: 900 GP)
Draw upon humidity in the air to form a massive, pointed shaft of ice that is hurled from the caster, inflicting 12-16 points of damage, per casting level, on whatever it strikes.
Invisibility (cost: 900 GP)
Renders the caster invisible by physically warping light around him, making him completely invisible and impossible to visually track by enemies. The duration of the spell is 3 rounds per casting level.
Portal (cost: 900 GP)
This spell allows the caster to set an anchor point anywhere in the world, and then later recast the spell to open a portal back to that anchor point. Each casting level represents a different portal anchor point, so the more locations you wish to anchor, the more Mana [Points] it costs to teleport back to that location.
Supernova (cost: 900 GP) (slightly revised between Book II and Book III!)
Supernova sends a fiery blast that emanates from the caster causing 5-7 points of fire damage per casting level on every object and creature in the area.