Index of Spells by Sources - LostEmpiresOfFaerun

LostEmpiresOfFaerun

Name
Save - Res Level Comps
Dur Range Recharge
Description
Aura of the Sun
  Arc 4, Clr 4, Pal 4  
    General

Fills an area with light that damages undead and hampers magical darkness.

Backblast
  Sor/Wiz 3  
    General

Grants fire resistance* 10 and functions like spell turning with respect to spells with the fire descriptor that are targeted on you.

Bloodbriars
  Arc 4, Drd 4, Sor/Wiz 4  
    General

Wraps target in invisible briars that deal 1d8 points of damage per round if movement is attempted.

Clearstone
  Sor/Wiz 3  
    General

Makes rock or stone transparent.

Crushing Sphere
  Sor/Wiz 6  
    General

Force globe traps and crushes subject for 3d6 points of nonlethal damage per round.

Ebon Ray of Doom
  Asn 3, Sor/Wiz 4  
    General

Black energy prevents magical healing and special healing abilities from functioning.

Ghost Pipes
  Brd 1  
    General

Causes an instrument to float above the ground and play itself.

Know Bloodline
  Arc 3, Clr 3  
    General

Reveals target's type, race, subrace, and all subtypes possessed.

Mailed Might of The Magelords
  Sor/Wiz 5  
    General

Field of force around subject grants +8 armor bonus, immunity to 2nd level or lower force spells, and DR 5/magic.

Nar Fiendbond (XP)
  Arc 7, Clr 7, Sor/Wiz 7  
    General

Subject gains half-fiend template.

Nezram's Amethyst Aura
  Sor/Wiz 3  
    General

Prevents poisons and diseases from affecting the subject.

Nezram's Emerald Energy Shield
  Sor/Wiz 4  
    General

Grants immunity to deafness effects and language-dependent, mind-affecting effects, plus sonic resistance* 10 and a +4 bonus on saves against spells and effects with the sonic descriptor to which the subject isn't already immune.

Nezram's Sapphire Screen of Shielding
  Sor/Wiz 5  
    General

Moving shield of force grants +4 bonus to AC against ranged attacks and DR 10/magic against all other attacks.

Ray of Resurgence
  Arc 1, Clr 1, Sor/Wiz 2  
    General

Yellow light restores 1 point/level (max 5 points) of Strength damage, negates penalties to Strength (up to 1d6+1/level, max +5) and either converts exhaustion to fatigue or removes fatigue.

Sakkratar's Triple Strike
  Sor/Wiz 5  
    General

Grants each subject two extra attacks with a held melee weapon at its highest base attack bonus; grants the keen and flaming burst abilities to melee weapons held by subjects.

Sandblast (LE)
  Sor/Wiz 6  
    General

Cone of sand and wind deals 6d8 points of damage and blows away opponents.

Shalantha's Delicate Disk
  Sor/Wiz 6  
    General

Conjures disk that can store a single spell of up to 5th level and release it when broken.

Srinshee's Spell Shift
  Sor/Wiz 9  
    General

Instead of countering another's spell, you can apply a metamagic feat to it, manipulate one of its properties, or stun the caster.

Storm Shield
  Arc 3, Clr 3, Drd 3  
    General

Glowing sphere absorbs 20 points per caster level of electricity damage from effects that pass within 30 ft.

Sun Scepter
  Arc 6, Clr 6  
    General

Scepter of light functions as a melee weapon with the axiomatic, disruption, and flaming burst special abilities.

Theskyn's Hearty Heave
  Sor/Wiz 2  
    General

Blast of force pushes away creatures surrounding you as though via a bull rush maneuver by a foe of Large size with a Strength score equal to 20 + your caster level (max 25).

Toothed Tentacle
  Sor/Wiz 2  
    General

Shadowy tentacle ending in three mouths (each AC 15, hp 10 + your caster level) projects from your hand. The mouths can strike foes within 10 feet of each other independently, dealing 2d6 points of damage each.

Tyche's Touch
  Arc 2, Clr 2  
    General

Confers a decreasing sacred bonus or penalty on the subject's next four saving throws.