Spells
Spells are broken down into 10 different schools, each doing a different job. The schools are Augmentation, Blight, Energy, Flame, Ice, Life, Mind, Nature, Spirit, and Summoning. Dragons use an entirely different type of magic called Primal. To learn a spell, your base skill value in the appropriate skill must be equal to or greater than the difficulty of the spell. After you learn the spell, you will always be able to cast it (ie, no fizzle rate), but your enemy's magic resistance may allow him to evade or block it. Beneficial spells always work.
Here are all the tier I and II spells available from the Lore Keepers, broken down by school. Follow the link to learn more about getting your formulae. Base skill to learn the tier I version is also listed and a brief description. For each additional tier, add 200 base skill.
Augmentation
Enhance Armor, Dexterity, Focus, Health, Power, Strength - 50 - Increases the target's skill
Gift of Alacrity, Armor, Dexterity, Focus, Health, Power, Speed, Strength, Toughness - 1 - a small 2 hour bonus
Raise Armor Dexterity, Focus, Health, Power, Strength - 10 - Increases the target's skill
Surge of Armor, Dexterity, Focus, Health, Power Strength - 100 - A short but potent increase in the target's skill
Swift Feet - 10 - increases run speed of target
Blight
Blight Ward - 80 -gives a chance to prevent blight effects
Brittle - 10 - reduces the target's crush resistance
Clumsiness - 100 - reduces the target's dexterity
Dispel - 60 - removes beneficial effects from target
Lessen Armor, Dexterity, Focus, Health, Power, Strength - 150 - decreases the target's stats
Malady - 150 -
Mark - 1 - reduces the target's piercing resistance
Rust - 1 - reduces the target's armor
Soften - 1 - reduces the target's slashing resistance
Weakness - 100 - reduces the target's strength
Withered State - 20 - causes recurring blight damage over time
Energy
Energy Attack - 70 - imbues a weapon with energy for extra damage
Energy Bolt - 1 - standard energy attack
Energy Bomb - 120 - an area of effect energy attack
Energy Strike - 50 - a powerful beam of energy damages enemies
Energy Ward - 80 - provides a chance to block energy damage
Energy Resistance - 50 - reduces energy damage
Improved Energy Bolt - 100 - a stronger version of energy bolt
Flame
Burning Hands - 130 - giant hands burn a cone ahead of them
Burning Sky (tier II only) - 300 - Fire Rains down
Fiery Strike - 180 - a powerful beam of fire damages enemies
Flame Attack - 70 - imbues a weapon with fire for extra damage
Flame Bolt - 1 - the standard fire attack
Flame Bomb - 120 - an area of effect flame attack
Flame Wave - 50 - burns a cone of damage in front of the caster
Improved Flame Bolt - 100 - a more powerful version of flame bolt
Improved Flame Wave - 150 - a more powerful version of flame wave
Flame Ward - 80 - provides a chance to block flame damage
Flame Resistance - 50 - reduces flame damage and effects
Sear - 30 - reduces the target's flame resistance
Immolate - 20 - sets the target on fire for recurring damage
Ice
Binding Crystals - 1 - roots the target in place and reduces fire damage
Freeze -
Ice Attack - 70 - imbues a weapon with ice for added effect
Ice Bomb - 120 - an area of effect ice attack
Ice Shackles - 100 - Roots the Target
Stinging Cold - 150 - Lowers the Target's evasion skill
Ice Resistance - 50 - reduces ice damage and effects
Ice Ward - 80 - provides a chance to block ice damage
Life
Group Health - 50 - heals your party
Health - 120 - a moderate heal
Minor Health - 20 - a small heal
Major Health - 150 - a large heal
Revitalize - 10 - heals the target
Mystic Blaze - 30 - an offensive life spell
Purify - 100 - removes negative effects from a target
Resurrection - 100 - revives a fallen comrade
Improved Revitalize - 100 - a more powerful revitalize
Mind
Daunting Mist - 170 - AN Area of Effect spell that slows enemies down
Debase - 150 - Slows the target
Scatterbrain - 100 - Lowers target's Focus
Stupidity - 100 - Lowers target's Power
Warped Perception -
Numbing Haze - 70 - An area of effect spell that roots anything in the radius
Nature
Revitalize - 30 - heals the target
Improved Revitalize - 130 - a more powerful version of revitalize
Earthen Crust - 80 - protects against damage
Ensnaring Roots - 50 - Roots a target
Lightning Bolt - 1 - a lightning-based nature attack
Lightning Storm - 150 - A lightning-based area of effect Nature attack
Patch of Bramble - 100 - A user-centered area of effect spell that slows enemies
Regrowth - 100 - a heal over time spell
Root - 1 - traps the target in place
Shocking Blast - 70 - a lightning attack that stuns whatever it hits
Stone Fist - 60 - Rocks damage the target
Thunder Cloud - 150 - A lightning-based attack
Nature Resistance - 50 - reduces nature damage and effects
Nature Ward - 80 - provides a chance to block nature damage
Improved Lightning Bolt - 100 - a more powerful lightning bolt
Spirit
Ethereal Leech - 100 - a damage over time attack that heals you as it harms the target
Ethereal Paroxysm - 150 - an area of effect version of ethereal leech
Self-Sacrificium - 100 - heals a friend while hurting you
Soul Shield - 150 - provides ethereal armor
Spirit Bolt - 1 - the standard spirit attack, ignores standard armor
Spirit Resistance - 50 - reduces spirit damage
Theft of Life - 50 - damages a target and gives the caster 75% of the damage caused
Improved Spirit Bolt - 100 - a more powerful version of spirit bolt
Improved Theft of Life - 150 - a more powerful version of theft of life
Blood Bolt (Tier II only) - 200 - A Bloodmage-only spell. Does more damage than spirit bolt, but slightly injures the caster.
Summoning
Flame Spear - 100 - summons a magical spear of flame to attack enemies
Ice Hammer - 150 - summons a magical hammer of ice to attack enemies
Primal
Arcane Refusal - 50 - Improves flame, energy and ice resistances
Blast - 130 - An Area of effect primal attack, more powerful than Tempest
Breeze - 1 - a weak heal over time spell
Countercheck Primal - 150 - Increases target's primal ward
Ignore Mysticism - 50 - increases target's spirit and blight resistance
Quickening Breeze - 170 - a more powerful heal over time spell
Rejuvenating Breeze - 70 - a heal over time spell
Tempest - 30 - an area of effect primal attack
True Grit - 1 - Improves the target's health and armor stats
Unrelenting Winds - 100 - Decreases the target's primal resistance
Grazing Winds - 40 - Decreases the target's primal and slash resistance
Promote Vitality - 90 - Increases the target's strength and dexterity
Prime Bolt - 1 - standard repeating primal damage spell
Improved Prime Bolt - 100 - a more powerful version of Prime Bolt