Index of Spells by Sources - Magic of Faerun

SPC

Name
Save - Res Level Comps
Dur Range Recharge
Description
Acid Breath
  Sor/Wiz 3  
    General

Cone of acid deals 1d6 damage/level.

Acid Sheath
  Sor/Wiz 5  
    General

Sheath of acid damages those who attack you, improves acid spell damage.

Acid Splash
None - No Duskblade 0, Sor/Wiz 0, Wmg 0 V, S
Instant Close General

Orb deals 1d3 acid damage.

Acid Storm (M)
  Sor/Wiz 6  
    General

Deals 1d6/level acid damage in 20-ft radius.

Amanuensis
  Arc 0, Clr 0, Sor/Wiz 0  
    1 hour

Copy nonmagical text.

Amplify
  Brd 1  
    General

Lowers Listen DC by 20.

Antimagic Aura
  Sor/Wiz 7  
    General

Antimagic field that affects one creature.

Aura Against Flame
  Arc 2, Clr 2, Drd 1  
    General

Ignores 10 fire damage/attack and extinguish fires.

Aura of Glory
  Arc 2, Pal 2  
    5 minutes

Bonus on Charisma-based skill checks, cure allies, and bolster them against fear.

Aura of Vitality
  Arc 7, Drd 7  
    General

Targets receive a +4 morale bonus to Strength, Dexterity, and Constitution scores.

Backlash
  Sor/Wiz 4  
    1 hour

Subject takes damage if it uses spells against another creature.

Ball Lightning
  Sor/Wiz 5  
    General

Energy ball deals 1d6/level electricity damage.

Battering Ram
  Sor/Wiz 2  
    General

Deals 1d6 damage plus bull rush.

Battletide
  Arc 5, Clr 5  
    General

Targets have attack penalties and you gain a partial action each round.

Binding Winds
  Arc 2, Drd 2, Weather 5  
    General

Sound cannot penetrate to or from target and -2 on ranged attacks.

Black Blade of Disaster
  Sor/Wiz 9  
    General

Floating magic weapon deals damage and may disintegrate targets.

Blackstaff
  Sor/Wiz 8  
    General

Greatly enhances staff or quarterstaff

Blade Thirst
  Arc 3, Rgr 3  
    General

Slashing weapon glows and gains +3 enhancement bonus.

Blinding Spittle
  Arc 2, Drd 2  
    General

Ranged touch attack makes subject blind.

Blindsight
  Arc 3, Clr 3, Drd 3  
    5 minutes

Grants blindsight* to a range of 30 ft.

Blood Frenzy
  Arc 2, Drd 2  
    General

Grants extra use of rage.

Body Blades
  Arc 2, Clr 2  
    5 minutes

You attack as if armed, deal bonus damage, harm grapplers.

Bombardment
  Arc 8, Drd 8  
    General

Falling rocks deal 1d8 damage/level and bury targets.

Branch to Branch
  Arc 1, Drd 1, Rgr 1  
    6 hours

You gain +10 competence bonus on Climb checks in trees and can brachiate through forest.

Brilliant Aura
  Arc 8, Clr 8, Drd 8, Sor/Wiz 7  
    General

Allies' weapons become brilliant energy, ignoring armor.

Cacophonic Shield
  Brd 4, Sor/Wiz 5  
    5 minutes

Immobile shield blocks sound, deflects missiles, deals 1d6+1/level and deafens intruders.

Camouflage
  Arc 1, Drd 1, Hrp 1, Rgr 1, Wuj 1  
    1 hour

Grants +10 bonus on Hide checks.

Mass Camouflage
  Arc 2, Drd 2, Rgr 2, Wuj 2  
    General

As camouflage, but affects all in range.

Cast in Stone
  Arc 9, Drd 9  
    General

Petrifying gaze attack.

Celebration
  Brd 4  
    General

Intoxicate Subjects.

Circle Dance
  Arc 3, Brd 2, Clr 3, Drd 3, Sor/Wiz 3  
    General

Indicates direction to known target.

Claws of the Bear
  Arc 1, Drd 1, Rgr 1  
    General

Your hands become weapons dealing 1d8 damage.

Cloud of Bewilderment
  Brd 2, Sor/Wiz 2  
    General

Generates a nauseating 10-ft. cone.

Cloudburst
  Arc 1, Drd 1  
    1 hour

Rain obscures vision, extinguishes fires, and hampers missiles.

Cocoon (XP)
  Arc 8, Drd 8  
    General

Paralyzes and drains levels from target.

Combust
  Sor/Wiz 2  
    General

Target takes 1d8/level (max 10d8) fire damage.

Corrosive Grasp
  Sor/Wiz 1  
    General

You deal 1d8 acid damage with one touch/level

Crawling Darkness
  Arc 5, Clr 5  
    5 minutes

Cloud of tentacles provides concealment, skill bonuses, and several defenses.

Create Crossroads and Backroad (XP)
  Arc 7, Drd 7  
    General

Links two locations by magical path.

Crumble
  Arc 3, Drd 3  
    General

1d8/level (bypassing hardness) to manufactured object or stucture.

Curse of Ill Fortune
  Arc 2, Blk 2, Clr 2  
    30 minutes

Subject suffers -3 penalty on attacks, saves, and checks.

Cutting Hand
  Sor/Wiz 1  
    General

Your hand gains a +2 enhancement bonus and is considered armed.

Dark Way
  Arc 2, Brd 2, Clr 2, Sor/Wiz 2  
    General

Creates temporary unbreakable bridge supporting up to 200 lbs./level.

Darkfire
  Arc 3, Clr 3  
    General

As produce flame, but dark flames visible with darkvision.

Deafening Clang
  Arc 1, Pal 1  
    General

Swift, Weapon deafens with a successful touch attack.

Death Armor (F)
  Sor/Wiz 2  
    General

Black aura damages creatures attacking you.

Death Dragon
  Arc 7, Clr 7  
    General

You gain +4 natural armor, +4 deflection, and natural attacks.

Death Pact (M)
  Arc 8, Clr 8, Pact 8  
    General

-2 to Constitution, in exchange for effects of true resurrection.

Decoy Image
  Arc 3, Rgr 3  
    6 hours

Figment mimics you and allies.

Detect Crossroads
  Arc 0, Brd 0, Drd 0  
    General

Detect fey crossroads within 60 ft.

Dimension Door, Greater
  Sor/Wiz 5  
    General

Creates short-range, multiple-use dimension door.

Dimensional Lock
None - Yes Arc 8, Clr 8, Portal 8, Sor/Wiz 8 V, S
1 day/level Medium 24 hours

Teleportation and interplanar travel blocked for one day/level.

Dirge
  Brd 6  
    General

Enemies suffer 2 points of Str and Dex damage per round.

Disguise Undead
  Sor/Wiz 2  
    1 hour

Change appearance of one corporeal undead.

Disquietude
  Brd 2  
    General

Target avoids physical contact with others.

Distort Speech
  Brd 1  
    General

Target's speech becomes unintelligible, hampers spellcasting.

Doomtide
  Arc 5, Clr 5  
    General

Black mist obscures vision, dazes creatures.

Drown
  Arc 6, Drd 6, Watery Death 6  
    General

Target immediately begins to drown.

Earthfast
  Arc 2, Drd 2  
    General

Double hardness and hit points of stone structure or rock formation.

Easy Climb
  Arc 2, Rgr 2  
    1 hour

Changes vertical surface Climb DC to 10.

Easy Trail
  Arc 1, Drd 2, Hrp 2, Rgr 1  
    6 hours

Makes a trail easier to pass.

Echo Skull
  Arc 5, Drd 5  
    6 hours

See, hear, and speak through a prepared animal skull for 1 hour/level.

Effulgent Epuration
  Sor/Wiz 9  
    General

Creates one sphere/level to negate hostile magic.

Electric Jolt
  Sor/Wiz 0  
    General

Ray deals 1d3 electricity damage.

Electric Loop
  Sor/Wiz 2  
    General

Deals 1d6/two levels electricity damage plus stunning to a single creature.

Energy Spheres
  Sor/Wiz 4  
    General

Five colored spheres attack with or negate acid, cold, electricity, fire, and sonic damage.

Energy Transformation Field (M) (XP)
  Sor/Wiz 7  
    General

Area absorbs magic energy to power a predetermined spell.

Explosive Cascade
  Sor/Wiz 4  
    General

Bouncing flame ball deals 1d6/level fire damage.

Faith Healing
  Arc 1, Blk 1, Clr 1, Pal 1  
    General

Cures 8 +1/level damage (max +5) to worshiper of your patron.

Favor of the Martyr
  Arc 4, Pal 4  
    30 minutes

Subject gains Endurance plus immunity to nonlethal damage, charm and compulsion effects, pain attacks, and other adverse conditions, subject can function at -1 to -9 hp.

Fiendform
  Sor/Wiz 5  
    30 minutes

As Alter Self, except you can gain the form and powers of an evil outsider.

Fire Spiders
  Sor/Wiz 6  
    General

Swarm of Fine fire elementals attacks targets.

Firebrand (M)
  Sor/Wiz 5  
    General

One 5-ft. burst/level deals 1d6 fire/level plus burning for 1 round.

Flame Dagger
  Hth 2, Sor/Wiz 2  
    General

As flame blade, but 1d4 +1/level.

Force Ladder (F)
  Sor/Wiz 2  
    5 minutes

Creates a movable ladder of force.

Forceward
  Arc 3, Pal 3  
    General

Creates a sphere of force that prevents entry by all but you and your allies, grants +2 sacred bonus on saving throws against effects created by evil creatures to those inside.

Forcewave
  Sor/Wiz 4  
    General

Bull rushes all creatures within 10 ft.

Fortunate Fate
  Arc 7, Clr 7, SaveLife 8  
    1 hour

Target immediately receives a heal if killed by damage.

G'elsewhere Chant
  Brd 3  
    General

You teleport a target to a random, safe location up to 100 feet distant and visible to you

Gemjump (F)
  Sor/Wiz 6  
    4 hours

Teleport to the location of a specially prepared gem.

General of Undeath
  Arc 8, Clr 8  
    24 hours

Increases your maximum HD of controlled undead by your caster level.

Ghostharp
  Brd 0  
    General

Object records, plays a song at your command.

Glass Strike
  Sor/Wiz 6  
    General

Turns subject into glass.

Glory of the Martyr
  Arc 4, ChamGwyn 4, Pal 4  
    24 hours

As shield other, but affecting multiple creatures, and healing them if you die.

Great Thunderclap
  Sor/Wiz 3  
    General

Loud noise causes stunning, deafness, and knocks prone in a 20-ft.-radius spread.

Gutsnake
  Sor/Wiz 5  
    General

15-ft tentacle grows from your stomach and attacks your enemies.

Hand of Divinity
  Arc 2, Blk 2, Clr 2, Pal 2  
    30 minutes

Gives +2 sacred or profane bonus on saving throws to worshiper of your patron.

Hand of the Faithful
  Arc 4, Clr 4, Pal 4  
    4 hours

Immobile zone of warding stuns those of different patrons.

Handfire
  Arc 1, Clr 1, Drd 1, Hrp 1, Hth 1, Rgr 1  
    General

Your hand glows and can make a touch attack dealing 1d4 +1/level, 1d6 +1/level vs undead.

Hardening (M)
None - Yes (object) Artifice 7, Artificer 6, Sor/Wiz 6 V, S
Permanent Touch General

Permanently make an object's hardness improve.

Haunting Tune
  Brd 3  
    1 hour

1 target/level becomes shaken.

Healing Sting
  Arc 2, Drd 2  
    General

Touch deals 1d12 +1 point/level; caster gains damage as hp.

Healing Touch
  Sor/Wiz 3  
    General

You heal the target 1d6/2 levels and take half as damage.

Herald's Call
  Brd 1, Hrp 1  
    General

Shout slows those within 20 ft.

Holy Star
  Arc 7, Clr 7  
    General

Glowing light turns spell, gives a cover bonus to AC, or shoots beams of fire.

Horizikaul's Boom
  Sor/Wiz 1  
    General

Target takes 1d4/two levels sonic damage plus deafness.

Hunter's Mercy
  Arc 1, Rgr 1  
    General

Your next attack with a bow automatically is a critical hit if you hit.

Ice Claw Prison
  Sor/Wiz 7  
    General

Ice claw grapples and deals normal and cold damage.

Ice Dagger
  Sor/Wiz 1  
    General

Splash weapon deals target 1d4 cold damage per level, plus area damage.

Inferno
  Arc 5, Drd 5  
    General

Creature bursts into flames and suffers 6d6 fire damage or less per round.

Infestation of Maggots
  Arc 3, Drd 3  
    General

Maggotlike creatures deal 1d4 temporary Con damage every round

Inspirational Boost
  Brd 1  
    General

Swift. The bonuses granted by your inspire courage ability increase by 1

Iron Bones
  Arc 4, Clr 4, Sor/Wiz 4  
    1 hour

Corporeal undead gains +6 natural armor bonus.

Ironguard (F)
  Sor/Wiz 7  
    General

Subject becomes immune to both magical and mundane metal.

Ironguts
  Arc 1, Brd 1, Clr 1, Sor/Wiz 1  
    1 hour

Target gains +5 bonus on saving throws against poison*.

Ironthunder Horn
  Brd 1, Sor/Wiz 2  
    General

Intense vibrations trip those in area.

Jaws of the Wolf (F)
  Arc 4, Drd 4  
    General

One carving/2 levels turns into a worg.

Kiss of the Vampire (M)
  Sor/Wiz 7  
    General

You gain vampire-like supernatural abilities, but are vulnerable to attacks that harm undead.

Know Greatest Enemy
  Arc 1, Blk 1, Pal 1  
    General

Determines relative power level of creatures within the area.

Know Protections
  Arc 1, Brd 1, Clr 1, Sor/Wiz 1  
    General

Determines target's defenses.

Know Vulnerabilities
  Arc 3, Brd 2, Clr 3, Sor/Wiz 4  
    General

Determine target's vulnerabilities and resistances.

Land Womb
  Arc 4, Drd 4, Hth 4, Rgr 4  
    1 hour

You and one creature/level hide within the earth.

Launch Bolt (M)
  Sor/Wiz 0  
    General

Launches a crossbow bolt up to 800 feet.

Launch Item
  Sor/Wiz 0  
    General

Hurls fine item up to long range.

Life Bolt
  Sor/Wiz 2  
    General

1 ray/2 levels draws 1 hp from you to deal 2d4 damage to undead.

Living Prints
  Arc 1, Hrp 1, Rgr 1  
    General

You perceive tracks as if they had just been made.

Low-Light Vision
  Arc 1, Asn 1, Drd 1, Hrp 1, Hth 1, Rgr 1, Sor/Wiz 1  
    6 hours

Subject sees twice as far under current light.

Loyal Vassal
  Arc 2, Pal 2  
    1 hour

Ally gains +3 against mind-affecting effects and cannot be compelled to harm you.

Mace of Odo
  Arc 3, Clr 3  
    General

Force effect damages target or absorbs spell.

Greater Mage Hand
  Sor/Wiz 1  
    General

As mage hand, but medium range and 40 lb.

Malevolent Miasma
  Sor/Wiz 2  
    General

Cloud of fog deals 1d4 nonlethal damage/level.

Master Air
  Arc 2, Drd 2  
    General

You sprout insubstantial wings and can fly.

Master Earth
  Arc 7, Drd 7  
    4 hours

Travel through the earth to any location.

Maw of Chaos
  Sor/Wiz 9  
    General

Area of energy damages creatures and disrupts concentration.

Memory Rot
  Arc 5, Drd 5  
    General

Spores deal 1d6 Int drain to target, plus 1 Int/round.

Metal Melt
  Sor/Wiz 4  
    General

Melts metal object without heat.

Minor Disguise
  Brd 0  
    1 hour

Makes slight changes to your appearance.

Monstrous Regeneration
  Arc 5, Clr 5, Drd 5  
    General

Grants the regeneration ability for 1 round/2 levels.

Murderous Mist
  Arc 4, Drd 4  
    General

Cloud of steam deals 2d6 damage and causes blindness and inflicts 1d6/round thereafter.

Mystic Lash
  Arc 3, Clr 3  
    General

Ranged touch attack deals 1d8 +1/2 levels electricity, plus stunning.

Nature's Balance
  Arc 3, Drd 3  
    1 hour

You transfer 4 ability score points to the target for 10 min./level.

Naturewatch
  Arc 0, Drd 0, Hth 0, Rgr 1  
    General

As deathwatch, but only for animals and plants.

Nerveskitter
  Sor/Wiz 1  
    5 minutes

Target gains +5 bonus on initiative checks.

Net of Shadows
  Sor/Wiz 1  
    General

Creates ordinary shadows that provide concealment to all in the area.

Nightmare Lullaby
  Brd 2  
    General

Target is confused as long as you concentrate +2 rounds.

One with the Land
  Arc 2, Drd 2, Hth 2, Rgr 2  
    4 hours

Link with nature gives a +2 bonus on nature-related skill checks.

Owl's Insight
  Arc 7, Drd 7  
    1 hour

Subject gains +1/2 levels enhancement bonus to Wis for 1 hour.

Persistent Blade (F)
  Sor/Wiz 1  
    General

Blade of force attacks target, automatically flanks.

Poison Vines
  Arc 7, Drd 7  
    1 hour

Vines that entangle and are poisonous.

Prismatic Eye (F)
  Sor/Wiz 6  
    General

Orb produces individual prismatic rays as touch attacks.

Puppeteer
  Brd 3  
    General

Target mimics your actions

Quick Potion
  Sor/Wiz 4  
    4 hours

Creates a potion that must be used within 1 hour/level.

Quillfire
  Arc 3, Drd 3  
    General

Your hand sprouts poisonous quills useful for melee or ranged attacks.

Ram's Might
  Arc 0, Drd 0, Rgr 1  
    5 minutes

Your hands become harder and your unarmed attacks inflict normal damage.

Rebuke
  Sor/Wiz 2  
    General

Target is dazed 1 round, thereafter shaken, and distracted.

Final Rebuke
  Sor/Wiz 7  
    General

As rebuke except the target must save or die.

Greater Rebuke
  Sor/Wiz 4  
    General

Target cowers for 1d4 rounds then is shaken and distracted.

Replicate Casting (M) (XP)
  Sor/Wiz 9  
    General

Duplicate observed spell or spell-like ability.

Reveille
  Brd 3  
    General

Target dead creature speaks a short sentence about what caused its death.

Revenance
  Arc 4, Blk 4, Clr 4, Pal 4  
    General

Slain ally is restored to life for 1 minute/level.

Reverse Arrows
  Sor/Wiz 3  
    1 hour

As Protection from Arrows, but negated arrows turn back upon their source.

Righteous Fury
  Arc 3, Pal 3  
    General

Gain temporary HP, +2 natural armor, +2 to Enhancement bonus to Str and Dex. Undead that strike you take 1 point of damage.

Rosemantle
  Arc 1, Clr 1  
    General

Adds +1/level (max +10) sacred bonus against pain, nausea, and fear affects. Also delays poison.

Safe Clearing
  Arc 3, Rgr 3  
    6 hours

As sanctuary, but protects an area and lasts 1 hour/level.

Scent
  Arc 2, Drd 2, Rgr 2, Sor/Wiz 2  
    6 hours

Grants the scent ability for 1 hour/level.

Scintillating Sphere
  Sor/Wiz 3  
    General

20-ft-radius spread deals 1d6 electicity/level.

Seek Eternal Rest
  Arc 4, Pal 4  
    1 hour

Turn undead as a paladin two levels higher.

Shadow Hand
  Sor/Wiz 5  
    General

Medium-sized hand attacks, blocks opponents, or carries items.

Shadow Well
  Sor/Wiz 4  
    General

Target enters gloomy pocket plane and emerges frightened.

Share Husk
  Arc 2, Drd 2  
    4 hours

See and hear through the senses of a touched animal.

Shatterfloor
  Sor/Wiz 3  
    General

Deals 1d4 sonic/level plus damages floor surface 6 inches deep.

Shroud of Undeath
  Arc 2, Clr 2, Sor/Wiz 2  
    1 hour

Negative energy shroud makes undead perceive you as undead.

Silent Portal
  Asn 1, Sor/Wiz 0  
    6 hours

Negates sound from door or window.

Silverbeard
  Arc 1, Pal 1  
    5 minutes

You grow a hard silver beard that gives +2 bonus to armor.

Simbul's Skeletal Deliquescence
  Sor/Wiz 8  
    24 hours

Target becomes a soft-bodied oozelike creature.

Skeletal Guard (M)
  Sor/Wiz 8  
    General

Creates one skeleton/level that is resistant to turning.

Skull of Secrets
  Arc 4, Clr 4  
    24 hours

Intangible skull stores message and can be triggered to breathe fire.

Smell of Fear
  Arc 1, Rgr 1  
    5 minutes

Target's aroma triples the chance of wandering encounters.

Snakebite
  Arc 3, Drd 3, Rgr 4  
    General

Your arm turns into a poisonous snake you can use to attack.

Songbird
  Brd 0  
    4 hours

Perform and gain +1 on your next Cha check.

Sonic Rumble (F)
  Sor/Wiz 5  
    General

Cone of sound deals damage or moves objects.

Sonic Snap
  Sor/Wiz 0  
    General

Target takes 1 point of sonic damage and is deafened 1 round.

Spectral Stag
  Arc 2, Clr 2  
    General

Phantom stag can bull rush and be a mount.

Speechlink
  Brd 3  
    1 hour

You and the target can verbally communicate at any distance.

Speed Swim
  Arc 1, Drd 1, Rgr 1, Sor/Wiz 1  
    5 minutes

Target gains swim speed 30.

Spell Engine (M) (XP)
  Sor/Wiz 8  
    General

Magical energy disk absorbs incoming spells.

Spell Enhancer
  Sor/Wiz 4  
    General

Lets you cast another spell in the same round at +2 caster level.

Spell Matrix (F)
  Sor/Wiz 7  
    1 hour

Stores up to two spells of 3rd level or lower to be released later.

Greater Spell Matrix (F)
  Sor/Wiz 9  
    General

Stores up to three spells of 3rd level or lower to be released later.

Lesser Spell Matrix (F)
  Sor/Wiz 5  
    1 hour

Magical matrix stores a 3rd level or lower spell to be cast later as a quickened spell.

Spell Phylactery
  Arc 5, Clr 5  
    24 hours

Scroll activates upon you if conditions are met.

Mass Spell Resistance
  Arc 7, Clr 7  
    General

As spell resistance, but multiple targets.

Spell Shield
  Arc 2, Clr 2  
    5 minutes

Target gains +3 resistance on saving throws against spells and spell-like abilities.

Spellmantle
  Arc 6, Clr 6  
    General

As spell immunity, but negated spells triggers a helpful spell upon the target.

Spider Poison
  Asn 3, Sor/Wiz 3  
    General

Touch deals 1d6 Str damage, repeats in 1 minute.

Spirit Worm
  Sor/Wiz 1  
    General

Target takes 1 point of Con damage every round for 1 round/level.

Stalking Brand
  Arc 1, Rgr 1  
    24 hours

Target marked with symbol you can see despite disguises.

Steeldance
  Sor/Wiz 3  
    General

Daggers become Medium flying animated objects that attack foes.

Stone Bones
  Arc 2, Clr 2, Sor/Wiz 2  
    1 hour

Corporeal undead gains +3 natural armor bonus.

Stone Shatter
  Brd 4  
    General

Shatter a stone object or creature.

Stone Walk (M)
  Arc 6, Clr 6  
    General

Linked areas allow multiple teleportations.

Stonehold
  Arc 6, Drd 6  
    24 hours

Stony arm trap grapples and damages creatures.

Storm Tower
  Arc 7, Drd 7  
    General

Tower of swirling clouds absorbs electricity, gives concealment, and prevents movement.

Stormrage
  Arc 8, Clr 8  
    5 minutes

Fly, wind wall, protection from strong winds, and make electrical attacks.

Strategic Charge
  Arc 1, Blk 1, Pal 1  
    General

You gain the benefits of the Mobility feat.

Strength of Stone
  Arc 2, Pal 2  
    5 minutes

Bull's strength that ends if you lose contact with the ground.

Summon Undead I
  Arc 1, Blk 1, Clr 1, Sor/Wiz 1  
    General

Summons undead to fight for you.

Summon Undead II
  Arc 2, Blk 2, Clr 2, Sor/Wiz 2  
    General

Summons undead to fight for you.

Summon Undead III
  Arc 3, Blk 3, Clr 3, Sor/Wiz 3  
    General

Summons undead to fight for you.

Summon Undead IV
  Arc 4, Blk 4, Clr 4, Sor/Wiz 4  
    1 hour

Summons undead to fight for you.

Summon Undead V
  Arc 5, Clr 5, Sor/Wiz 5  
    General

Summons undead to fight for you.

Suppress Glyph
  Arc 6, Clr 6  
    5 minutes

You notice but doo not trigger magical writing traps.

Surefoot
  Arc 1, Rgr 1  
    1 hour

You gain a +10 competence bonus on Balance checks.

Suspended Silence (M)
  Sor/Wiz 3  
    General

Object becomes programmed to create an area of silence at your command.

Synostodweomer
  Sor/Wiz 7  
    General

Channel a spell into positive energy to cure 1d6/spell level.

Mass Teleport
  Sor/Wiz 7  
    4 hours

As teleport, but more weight and you don't have to go.

Tortoise Shell
  Arc 3, Drd 3  
    1 hour

Large shell provides cover or shelter.

Towering Oak
  Arc 1, Rgr 1  
    5 minutes

You gain a competence bonus of +10 on your Intimidate checks.

Transcribe Symbol
  Rune 8, Sor/Wiz 8  
    1 hour

Safely moves an untriggered magical symbol to another location.

Translocation Trick
  Sor/Wiz 6  
    1 hour

You and target switch places and appear as each other.

Triadspell
  Arc 6, Clr 6  
    Prohibited

Cast a prepared spell three times.

Undead Bane Weapon
  Arc 4, Clr 4, Pal 3  
    5 minutes

Weapon gains the bane property and is aligned good.

Undead Lieutenant
  Sor/Wiz 3  
    5 minutes

Targeted undead can give orders to undead in your control.

Undead Torch
  Sor/Wiz 3  
    General

Undead creature gains blue aura that gives +2d4 against living creatures.

Undeath after Death (M)
  Arc 7, Clr 7  
    General

-2 to Constitution, in exchange gaining the crypt spawn template at death.

Undeath to Death (M)
Will negates - Yes Arc 6, Clr 6, Repose 6, Sor/Wiz 6 V, S, M/DF
Instant Medium General

Destroys 1d4 HD/level undead (max 20d4).

Undeath's Eternal Foe
  Arc 9, Clr 9  
    General

Targets receive death ward and immunity to most undead special attacks.

Understand Device
  Arc 3, Clr 3  
    5 minutes

You can make untrained Disable Device checks, or gives +10 bonus if you have the skill.

Vigor
  Arc 3, Clr 3, Drd 3  
    General

As vigor, lesser, but grants fast healing 2.

Vine Mine
  Arc 5, Drd 5  
    General

Vines grow rapidly, giving various effects.

Vipergout
  Scalykind 7, Sor/Wiz 7  
    General

You spit forth celestial or fiendish vipers that attack your foes.

Vision of Glory
  Arc 1, Clr 1, Pal 1  
    General

Subject gains morale bonus equal to your Cha modifier to one saving throw.

Wall of Chaos
  Arc 4, Clr 4, Sor/Wiz 4  
    4 hours

As magic circle against law, except as once-sided wall.

Wall of Evil
  Arc 4, Clr 4, Sor/Wiz 4  
    4 hours

As magic circle against good, except as once-sided wall.

Wall of Good
  Arc 4, Clr 4, Sor/Wiz 4  
    4 hours

As magic circle against evil, except as once-sided wall.

Wall of Law
  Arc 4, Clr 4, Sor/Wiz 4  
    4 hours

As magic circle against chaos, except as once-sided wall.

War Cry
  Brd 4  
    General

Swift. Gain +2 morale bonus on attack and damage rolls, or +4 if you charge, for 1 round/level. Any opponent you damage must save or become panicked for 1 round.

Warning Shout
  Arc 1, Pal 1  
    General

All living creatures within half a mile hear your shout.

Weapon of Impact
  Arc 3, Brd 3, Clr 3, Sor/Wiz 3  
    1 hour

As keen edge, but aids blunt weapons.

Weapon of the Deity
  Arc 4, Blk 4, Clr 4, Mysticism 4, Pal 4  
    General

Gives your weapon magical powers appropriate to your patron.

Wieldskill
  Arc 1, Clr 1  
    General

Target gains +10 to one skill, or can use it untrained, or gains a weapon or armor proficiency.

Wind at Back
  Arc 4, Drd 4  
    12 hours

Doubles overland speed* of targets for 1 day.

Wind Tunnel
  Arc 5, Drd 5  
    General

Ranged weapons gain +10 bonus and double range increment.

Wounding Whispers
  Brd 3  
    General

Sonic aura damages foes that strike you.

Wrathful Castigation
  Sor/Wiz 8  
    General

Target dies or may be dazed and -4 on all saves for 1 round/level.

Zajimarn's Avalanche
  Sor/Wiz 9  
    General

Wave of slush deals 1d4 cold/level and moves targets.

Zajimarn's Field of Icy Razors (F)
  Sor/Wiz 8  
    5 minutes

Creatures in area take normal and cold damage, may be slowed.