Index of Spells by Sources - Magic of Faerun

SPC

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
 
Acid Breath
    SPC
  Sor/Wiz 3  
    General

Cone of acid deals 1d6 damage/level.

 
Acid Sheath
    SPC
  Sor/Wiz 5  
    General

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

 
Acid Splash
Conjuration (Creation) [Acid] 1 standard action SRD
None - No Duskblade 0, Sor/Wiz 0, Wmg 0 V, S
Instant Close General
Effect: One missile of acid

Orb deals 1d3 acid damage.

You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage.

 
Acid Storm (M)
    SPC
  Sor/Wiz 6  
    General

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

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

Copy nonmagical text.

 
Amplify
    SPC
  Brd 1  
    General

Lowers Listen DC by 20.

 
Antimagic Aura
    Magic of Faerun
  Sor/Wiz 7  
    General

Antimagic field that affects one creature.

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

Ignores 10 fire damage/attack and extinguish fires.

 
Aura of Glory
    Magic of Faerun
  Arc 2, Pal 2  
    5 minutes

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

 
Aura of Vitality
    SPC
  Arc 7, Drd 7  
    General

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

 
Backlash
    SPC
  Sor/Wiz 4  
    1 hour

Subject takes damage if it uses spells against another creature.

 
Ball Lightning
    SPC
  Sor/Wiz 5  
    General

Energy ball deals 1d6/level electricity damage.

 
Battering Ram
    SPC
  Sor/Wiz 2  
    General

Deals 1d6 damage plus bull rush.

 
Battletide
    Magic of Faerun
  Arc 5, Clr 5  
    General

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

 
Binding Winds
    SPC
  Arc 2, Drd 2, Weather 5  
    General

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

 
Black Blade of Disaster
    SPC
  Sor/Wiz 9  
    General

Floating magic weapon deals damage and may disintegrate targets.

 
Blackstaff
    Magic of Faerun
  Sor/Wiz 8  
    General

Greatly enhances staff or quarterstaff

 
Blade Thirst
    SPC
  Arc 3, Rgr 3  
    General

Slashing weapon glows and gains +3 enhancement bonus.

 
Blinding Spittle
    SPC
  Arc 2, Drd 2  
    General

Ranged touch attack makes subject blind.

 
Blindsight
    SPC
  Arc 3, Clr 3, Drd 3  
    5 minutes

Grants blindsight* to a range of 30 ft.

 
Blood Frenzy
    SPC
  Arc 2, Drd 2  
    General

Grants extra use of rage.

 
Body Blades
    SPC
  Arc 2, Clr 2  
    5 minutes

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

 
Bombardment
    SPC
  Arc 8, Drd 8  
    General

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

 
Branch to Branch
    SPC
  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
    SPC
  Arc 8, Clr 8, Drd 8, Sor/Wiz 7  
    General

Allies' weapons become brilliant energy, ignoring armor.

 
Cacophonic Shield
    SPC
  Brd 4, Sor/Wiz 5  
    5 minutes

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

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

Grants +10 bonus on Hide checks.

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

As camouflage, but affects all in range.

 
Cast in Stone
    SPC
  Arc 9, Drd 9  
    General

Petrifying gaze attack.

 
Celebration
    SPC
  Brd 4  
    General

Intoxicate Subjects.

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

Indicates direction to known target.

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

Your hands become weapons dealing 1d8 damage.

 
Cloud of Bewilderment
    SPC
  Brd 2, Sor/Wiz 2  
    General

Generates a nauseating 10-ft. cone.

 
Cloudburst
    SPC
  Arc 1, Drd 1  
    1 hour

Rain obscures vision, extinguishes fires, and hampers missiles.

 
Cocoon (XP)
    Magic of Faerun
  Arc 8, Drd 8  
    General

Paralyzes and drains levels from target.

 
Combust
    SPC
  Sor/Wiz 2  
    General

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

 
Corrosive Grasp
    SPC
  Sor/Wiz 1  
    General

You deal 1d8 acid damage with one touch/level

 
Crawling Darkness
    SPC
  Arc 5, Clr 5  
    5 minutes

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

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

Links two locations by magical path.

 
Crumble
    SPC
  Arc 3, Drd 3  
    General

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

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

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

 
Cutting Hand
    SPC
  Sor/Wiz 1  
    General

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

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

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

 
Darkfire
    SPC
  Arc 3, Clr 3  
    General

As produce flame, but dark flames visible with darkvision.

 
Deafening Clang
    SPC
  Arc 1, Pal 1  
    General

Swift, Weapon deafens with a successful touch attack.

 
Death Armor (F)
    SPC
  Sor/Wiz 2  
    General

Black aura damages creatures attacking you.

 
Death Dragon
    SPC
  Arc 7, Clr 7  
    General

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

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

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

 
Decoy Image
    SPC
  Arc 3, Rgr 3  
    6 hours

Figment mimics you and allies.

 
Detect Crossroads
    Magic of Faerun
  Arc 0, Brd 0, Drd 0  
    General

Detect fey crossroads within 60 ft.

 
Dimension Door, Greater
    SPC
  Sor/Wiz 5  
    General

Creates short-range, multiple-use dimension door.

 
Dimensional Lock
Abjuration 1 standard action SRD
None - Yes Arc 8, Clr 8, Portal 8, Sor/Wiz 8 V, S
1 day/level Medium 24 hours
Area: 20-ft.-radius emanation centered on a point in space

Teleportation and interplanar travel blocked for one day/level.

You create a shimmering emerald barrier that completely blocks extradimensional travel. Forms of movement barred include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. Once dimensional lock is in place, extradimensional travel into or out of the area is not possible.

A dimensional lock does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, the spell does not prevent summoned creatures from disappearing at the end of a summoning spell.

 
Dirge
    SPC
  Brd 6  
    General

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

 
Disguise Undead
    SPC
  Sor/Wiz 2  
    1 hour

Change appearance of one corporeal undead.

 
Disquietude
    SPC
  Brd 2  
    General

Target avoids physical contact with others.

 
Distort Speech
    SPC
  Brd 1  
    General

Target's speech becomes unintelligible, hampers spellcasting.

 
Doomtide
    SPC
  Arc 5, Clr 5  
    General

Black mist obscures vision, dazes creatures.

 
Drown
    SPC
  Arc 6, Drd 6, Watery Death 6  
    General

Target immediately begins to drown.

 
Earthfast
    SPC
  Arc 2, Drd 2  
    General

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

 
Easy Climb
    SPC
  Arc 2, Rgr 2  
    1 hour

Changes vertical surface Climb DC to 10.

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

Makes a trail easier to pass.

 
Echo Skull
    SPC
  Arc 5, Drd 5  
    6 hours

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

 
Effulgent Epuration
    SPC
  Sor/Wiz 9  
    General

Creates one sphere/level to negate hostile magic.

 
Electric Jolt
    SPC
  Sor/Wiz 0  
    General

Ray deals 1d3 electricity damage.

 
Electric Loop
    SPC
  Sor/Wiz 2  
    General

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

 
Energy Spheres
    SPC
  Sor/Wiz 4  
    General

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

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

Area absorbs magic energy to power a predetermined spell.

 
Explosive Cascade
    SPC
  Sor/Wiz 4  
    General

Bouncing flame ball deals 1d6/level fire damage.

 
Faith Healing
    SPC
  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
    SPC
  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
    SPC
  Sor/Wiz 5  
    30 minutes

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

 
Fire Spiders
    SPC
  Sor/Wiz 6  
    General

Swarm of Fine fire elementals attacks targets.

 
Firebrand (M)
    SPC
  Sor/Wiz 5  
    General

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

 
Flame Dagger
    SPC
  Hth 2, Sor/Wiz 2  
    General

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

 
Force Ladder (F)
    SPC
  Sor/Wiz 2  
    5 minutes

Creates a movable ladder of force.

 
Forceward
    PGtF
  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
    SPC
  Sor/Wiz 4  
    General

Bull rushes all creatures within 10 ft.

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

Target immediately receives a heal if killed by damage.

 
G'elsewhere Chant
    SPC
  Brd 3  
    General

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

 
Gemjump (F)
    SPC
  Sor/Wiz 6  
    4 hours

Teleport to the location of a specially prepared gem.

 
General of Undeath
    SPC
  Arc 8, Clr 8  
    24 hours

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

 
Ghostharp
    SPC
  Brd 0  
    General

Object records, plays a song at your command.

 
Glass Strike
    Magic of Faerun
  Sor/Wiz 6  
    General

Turns subject into glass.

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

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

 
Great Thunderclap
    SPC
  Sor/Wiz 3  
    General

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

 
Gutsnake
    SPC
  Sor/Wiz 5  
    General

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

 
Hand of Divinity
    SPC
  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
    SPC
  Arc 4, Clr 4, Pal 4  
    4 hours

Immobile zone of warding stuns those of different patrons.

 
Handfire
    Magic of Faerun
  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)
Transmutation 1 standard action SRD
None - Yes (object) Artifice 7, Artificer 6, Sor/Wiz 6 V, S
Permanent Touch General
Target: One item of a volume no greater than 10 cu. ft./level (see text)
Materials: An ointment made with 50 gp of diamond dust per 10 cubic feet of material.

Permanently make an object's hardness improve.

This spell increases the hardness of materials. Paper becomes harder to tear, glass becomes harder to break, wood becomes more resilient, and so on. For every two caster levels, add 1 point of hardness to the material targeted by the spell. This hardness increase improves only the material's resistance to damage. Nothing else is modified by the improvement. For example, a longsword (treat steel as iron, base hardness 10) affected by a hardening spell cast by a 12th-level caster would have hardness 16 for the purpose of ignoring damage caused by someone making a sunder attack. The sword's hit points, attack and damage modifiers, and other factors are not affected. A hardening spell does not in any way affect a substance's resistance to other forms of transformation. Ice still melts, paper and wood still burn, rock still becomes transmutable to mud with the proper spell, and so on.

This spell affects up to 10 cubic feet of material per level of the caster. If cast upon a metal or mineral, the spell affects only 1 cubic foot per level.

 
Haunting Tune
    SPC
  Brd 3  
    1 hour

1 target/level becomes shaken.

 
Healing Sting
    SPC
  Arc 2, Drd 2  
    General

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

 
Healing Touch
    SPC
  Sor/Wiz 3  
    General

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

 
Herald's Call
    SPC
  Brd 1, Hrp 1  
    General

Shout slows those within 20 ft.

 
Holy Star
    SPC
  Arc 7, Clr 7  
    General

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

 
Horizikaul's Boom
    Magic of Faerun
  Sor/Wiz 1  
    General

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

 
Hunter's Mercy
    SPC
  Arc 1, Rgr 1  
    General

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

 
Ice Claw Prison
    Magic of Faerun
  Sor/Wiz 7  
    General

Ice claw grapples and deals normal and cold damage.

 
Ice Dagger
    SPC
  Sor/Wiz 1  
    General

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

 
Inferno
    SPC
  Arc 5, Drd 5  
    General

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

 
Infestation of Maggots
    SPC
  Arc 3, Drd 3  
    General

Maggotlike creatures deal 1d4 temporary Con damage every round

 
Inspirational Boost
    SPC
  Brd 1  
    General

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

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

Corporeal undead gains +6 natural armor bonus.

 
Ironguard (F)
    SPC
  Sor/Wiz 7  
    General

Subject becomes immune to both magical and mundane metal.

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

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

 
Ironthunder Horn
    SPC
  Brd 1, Sor/Wiz 2  
    General

Intense vibrations trip those in area.

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

One carving/2 levels turns into a worg.

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

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

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

Determines relative power level of creatures within the area.

 
Know Protections
    Magic of Faerun
  Arc 1, Brd 1, Clr 1, Sor/Wiz 1  
    General

Determines target's defenses.

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

Determine target's vulnerabilities and resistances.

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

You and one creature/level hide within the earth.

 
Launch Bolt (M)
    SPC
  Sor/Wiz 0  
    General

Launches a crossbow bolt up to 800 feet.

 
Launch Item
    SPC
  Sor/Wiz 0  
    General

Hurls fine item up to long range.

 
Life Bolt
    SPC
  Sor/Wiz 2  
    General

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

 
Living Prints
    SPC
  Arc 1, Hrp 1, Rgr 1  
    General

You perceive tracks as if they had just been made.

 
Low-Light Vision
    SPC
  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
    SPC
  Arc 2, Pal 2  
    1 hour

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

 
Mace of Odo
    Magic of Faerun
  Arc 3, Clr 3  
    General

Force effect damages target or absorbs spell.

 
Greater Mage Hand
    SPC
  Sor/Wiz 1  
    General

As mage hand, but medium range and 40 lb.

 
Malevolent Miasma
    SPC
  Sor/Wiz 2  
    General

Cloud of fog deals 1d4 nonlethal damage/level.

 
Master Air
    SPC
  Arc 2, Drd 2  
    General

You sprout insubstantial wings and can fly.

 
Master Earth
    SPC
  Arc 7, Drd 7  
    4 hours

Travel through the earth to any location.

 
Maw of Chaos
    SPC
  Sor/Wiz 9  
    General

Area of energy damages creatures and disrupts concentration.

 
Memory Rot
    SPC
  Arc 5, Drd 5  
    General

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

 
Metal Melt
    SPC
  Sor/Wiz 4  
    General

Melts metal object without heat.

 
Minor Disguise
    SPC
  Brd 0  
    1 hour

Makes slight changes to your appearance.

 
Monstrous Regeneration
    Magic of Faerun
  Arc 5, Clr 5, Drd 5  
    General

Grants the regeneration ability for 1 round/2 levels.

 
Murderous Mist
    SPC
  Arc 4, Drd 4  
    General

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

 
Mystic Lash
    Magic of Faerun
  Arc 3, Clr 3  
    General

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

 
Nature's Balance
    SPC
  Arc 3, Drd 3  
    1 hour

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

 
Naturewatch
    Magic of Faerun
  Arc 0, Drd 0, Hth 0, Rgr 1  
    General

As deathwatch, but only for animals and plants.

 
Nerveskitter
    Magic of Faerun
  Sor/Wiz 1  
    5 minutes

Target gains +5 bonus on initiative checks.

 
Net of Shadows
    Magic of Faerun
  Sor/Wiz 1  
    General

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

 
Nightmare Lullaby
    Magic of Faerun
  Brd 2  
    General

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

 
One with the Land
    Magic of Faerun
  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
    Magic of Faerun
  Arc 7, Drd 7  
    1 hour

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

 
Persistent Blade (F)
    Magic of Faerun
  Sor/Wiz 1  
    General

Blade of force attacks target, automatically flanks.

 
Poison Vines
    Magic of Faerun
  Arc 7, Drd 7  
    1 hour

Vines that entangle and are poisonous.

 
Prismatic Eye (F)
    SPC
  Sor/Wiz 6  
    General

Orb produces individual prismatic rays as touch attacks.

 
Puppeteer
    Magic of Faerun
  Brd 3  
    General

Target mimics your actions

 
Quick Potion
    Magic of Faerun
  Sor/Wiz 4  
    4 hours

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

 
Quillfire
    Magic of Faerun
  Arc 3, Drd 3  
    General

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

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

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

 
Rebuke
    SPC
  Sor/Wiz 2  
    General

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

 
Final Rebuke
    SPC
  Sor/Wiz 7  
    General

As rebuke except the target must save or die.

 
Greater Rebuke
    SPC
  Sor/Wiz 4  
    General

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

 
Replicate Casting (M) (XP)
    Magic of Faerun
  Sor/Wiz 9  
    General

Duplicate observed spell or spell-like ability.

 
Reveille
    Magic of Faerun
  Brd 3  
    General

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

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

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

 
Reverse Arrows
    Magic of Faerun
  Sor/Wiz 3  
    1 hour

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

 
Righteous Fury
    Magic of Faerun
  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
    Magic of Faerun
  Arc 1, Clr 1  
    General

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

 
Safe Clearing
    Magic of Faerun
  Arc 3, Rgr 3  
    6 hours

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

 
Scent
    Magic of Faerun
  Arc 2, Drd 2, Rgr 2, Sor/Wiz 2  
    6 hours

Grants the scent ability for 1 hour/level.

 
Scintillating Sphere
    Magic of Faerun
  Sor/Wiz 3  
    General

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

 
Seek Eternal Rest
    Magic of Faerun
  Arc 4, Pal 4  
    1 hour

Turn undead as a paladin two levels higher.

 
Shadow Hand
    Magic of Faerun
  Sor/Wiz 5  
    General

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

 
Shadow Well
    Magic of Faerun
  Sor/Wiz 4  
    General

Target enters gloomy pocket plane and emerges frightened.

 
Share Husk
    Magic of Faerun
  Arc 2, Drd 2  
    4 hours

See and hear through the senses of a touched animal.

 
Shatterfloor
    Magic of Faerun
  Sor/Wiz 3  
    General

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

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

Negative energy shroud makes undead perceive you as undead.

 
Silent Portal
    Magic of Faerun
  Asn 1, Sor/Wiz 0  
    6 hours

Negates sound from door or window.

 
Silverbeard
    Magic of Faerun
  Arc 1, Pal 1  
    5 minutes

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

 
Simbul's Skeletal Deliquescence
    Magic of Faerun
  Sor/Wiz 8  
    24 hours

Target becomes a soft-bodied oozelike creature.

 
Skeletal Guard (M)
    Magic of Faerun
  Sor/Wiz 8  
    General

Creates one skeleton/level that is resistant to turning.

 
Skull of Secrets
    Magic of Faerun
  Arc 4, Clr 4  
    24 hours

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

 
Smell of Fear
    Magic of Faerun
  Arc 1, Rgr 1  
    5 minutes

Target's aroma triples the chance of wandering encounters.

 
Snakebite
    Magic of Faerun
  Arc 3, Drd 3, Rgr 4  
    General

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

 
Songbird
    Magic of Faerun
  Brd 0  
    4 hours

Perform and gain +1 on your next Cha check.

 
Sonic Rumble (F)
    Magic of Faerun
  Sor/Wiz 5  
    General

Cone of sound deals damage or moves objects.

 
Sonic Snap
    Magic of Faerun
  Sor/Wiz 0  
    General

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

 
Spectral Stag
    Magic of Faerun
  Arc 2, Clr 2  
    General

Phantom stag can bull rush and be a mount.

 
Speechlink
    Complete Adventurer
  Brd 3  
    1 hour

You and the target can verbally communicate at any distance.

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

Target gains swim speed 30.

 
Spell Engine (M) (XP)
    Magic of Faerun
  Sor/Wiz 8  
    General

Magical energy disk absorbs incoming spells.

 
Spell Enhancer
    SPC
  Sor/Wiz 4  
    General

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

 
Spell Matrix (F)
    SPC
  Sor/Wiz 7  
    1 hour

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

 
Greater Spell Matrix (F)
    SPC
  Sor/Wiz 9  
    General

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

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

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

 
Spell Phylactery
    Magic of Faerun
  Arc 5, Clr 5  
    24 hours

Scroll activates upon you if conditions are met.

 
Mass Spell Resistance
    Complete Divine
  Arc 7, Clr 7  
    General

As spell resistance, but multiple targets.

 
Spell Shield
    Magic of Faerun
  Arc 2, Clr 2  
    5 minutes

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

 
Spellmantle
    Magic of Faerun
  Arc 6, Clr 6  
    General

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

 
Spider Poison
    Magic of Faerun
  Asn 3, Sor/Wiz 3  
    General

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

 
Spirit Worm
    Magic of Faerun
  Sor/Wiz 1  
    General

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

 
Stalking Brand
    Magic of Faerun
  Arc 1, Rgr 1  
    24 hours

Target marked with symbol you can see despite disguises.

 
Steeldance
    Magic of Faerun
  Sor/Wiz 3  
    General

Daggers become Medium flying animated objects that attack foes.

 
Stone Bones
    Magic of Faerun
  Arc 2, Clr 2, Sor/Wiz 2  
    1 hour

Corporeal undead gains +3 natural armor bonus.

 
Stone Shatter
    Magic of Faerun
  Brd 4  
    General

Shatter a stone object or creature.

 
Stone Walk (M)
    Magic of Faerun
  Arc 6, Clr 6  
    General

Linked areas allow multiple teleportations.

 
Stonehold
    Magic of Faerun
  Arc 6, Drd 6  
    24 hours

Stony arm trap grapples and damages creatures.

 
Storm Tower
    Magic of Faerun
  Arc 7, Drd 7  
    General

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

 
Stormrage
    Magic of Faerun
  Arc 8, Clr 8  
    5 minutes

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

 
Strategic Charge
    Magic of Faerun
  Arc 1, Blk 1, Pal 1  
    General

You gain the benefits of the Mobility feat.

 
Strength of Stone
    Magic of Faerun
  Arc 2, Pal 2  
    5 minutes

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

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

Summons undead to fight for you.

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

Summons undead to fight for you.

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

Summons undead to fight for you.

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

Summons undead to fight for you.

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

Summons undead to fight for you.

 
Suppress Glyph
    Magic of Faerun
  Arc 6, Clr 6  
    5 minutes

You notice but doo not trigger magical writing traps.

 
Surefoot
    Magic of Faerun
  Arc 1, Rgr 1  
    1 hour

You gain a +10 competence bonus on Balance checks.

 
Suspended Silence (M)
    Magic of Faerun
  Sor/Wiz 3  
    General

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

 
Synostodweomer
    Magic of Faerun
  Sor/Wiz 7  
    General

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

 
Mass Teleport
    Magic of Faerun
  Sor/Wiz 7  
    4 hours

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

 
Tortoise Shell
    Magic of Faerun
  Arc 3, Drd 3  
    1 hour

Large shell provides cover or shelter.

 
Towering Oak
    Magic of Faerun
  Arc 1, Rgr 1  
    5 minutes

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

 
Transcribe Symbol
    PGtF
  Rune 8, Sor/Wiz 8  
    1 hour

Safely moves an untriggered magical symbol to another location.

 
Translocation Trick
    Magic of Faerun
  Sor/Wiz 6  
    1 hour

You and target switch places and appear as each other.

 
Triadspell
    Magic of Faerun
  Arc 6, Clr 6  
    Prohibited

Cast a prepared spell three times.

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

Weapon gains the bane property and is aligned good.

 
Undead Lieutenant
    Magic of Faerun
  Sor/Wiz 3  
    5 minutes

Targeted undead can give orders to undead in your control.

 
Undead Torch
    Magic of Faerun
  Sor/Wiz 3  
    General

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

 
Undeath after Death (M)
    Magic of Faerun
  Arc 7, Clr 7  
    General

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

 
Undeath to Death (M)
Necromancy 1 standard action SRD
Will negates - Yes Arc 6, Clr 6, Repose 6, Sor/Wiz 6 V, S, M/DF
Instant Medium General
Area: Several undead creatures within a 40-ft.-radius burst
Materials: The powder of a crushed diamond worth at least 500 gp.

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

A circle of death snuffs out the life force of undead creatures, destroying them instantly.

The spell destroys 1d4 HD worth of undead creatures per caster level (maximum 20d4). Creatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the bursts point of origin are affected first. No creature of 9 or more HD can be affected, and Hit Dice that are not sufficient to affect a creature are wasted.

 
Undeath's Eternal Foe
    Magic of Faerun
  Arc 9, Clr 9  
    General

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

 
Understand Device
    Magic of Faerun
  Arc 3, Clr 3  
    5 minutes

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

 
Vigor
    Complete Divine
  Arc 3, Clr 3, Drd 3  
    General

As vigor, lesser, but grants fast healing 2.

 
Vine Mine
    Magic of Faerun
  Arc 5, Drd 5  
    General

Vines grow rapidly, giving various effects.

 
Vipergout
    PGtF
  Scalykind 7, Sor/Wiz 7  
    General

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

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

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

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

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

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

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

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

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

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

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

 
War Cry
    Complete Adventurer
  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
    Magic of Faerun
  Arc 1, Pal 1  
    General

All living creatures within half a mile hear your shout.

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

As keen edge, but aids blunt weapons.

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

Gives your weapon magical powers appropriate to your patron.

 
Wieldskill
    Magic of Faerun
  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
    SPC
  Arc 4, Drd 4  
    12 hours

Doubles overland speed* of targets for 1 day.

 
Wind Tunnel
    SPC
  Arc 5, Drd 5  
    General

Ranged weapons gain +10 bonus and double range increment.

 
Wounding Whispers
    Magic of Faerun
  Brd 3  
    General

Sonic aura damages foes that strike you.

 
Wrathful Castigation
    Magic of Faerun
  Sor/Wiz 8  
    General

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

 
Zajimarn's Avalanche
    Magic of Faerun
  Sor/Wiz 9  
    General

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

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

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