Index of Spells by Sources - Magic of Faerun

Magic of Faerun

Archivist Spells

0-Level Archivist Spells

Div
Necr
Tran
  • Amanuensis: Copy nonmagical text.
  • Ram's Might: Your hands become harder and your unarmed attacks inflict normal damage.

1st-Level Archivist Spells

Abjur
Conj
Div
Evoc
  • Cloudburst: Rain obscures vision, extinguishes fires, and hampers missiles.
  • Handfire: Your hand glows and can make a touch attack dealing 1d4 +1/level, 1d6 +1/level vs undead.
Illu
  • Towering Oak: You gain a competence bonus of +10 on your Intimidate checks.
Tran

2nd-Level Archivist Spells

Abjur
  • Aura Against Flame: Ignores 10 fire damage/attack and extinguish fires.
  • Loyal Vassal: Ally gains +3 against mind-affecting effects and cannot be compelled to harm you.
  • Spell Shield: Target gains +3 resistance on saving throws against spells and spell-like abilities.
Conj
Div
  • Share Husk: See and hear through the senses of a touched animal.
Evoc
  • Binding Winds: Sound cannot penetrate to or from target and -2 on ranged attacks.
  • Hand of Divinity: Gives +2 sacred or profane bonus on saving throws to worshiper of your patron.
Illu
  • Dark Way: Creates temporary unbreakable bridge supporting up to 200 lbs./level.
Necr
Tran

3rd-Level Archivist Spells

Abjur
  • Forceward: 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.
  • Safe Clearing: As sanctuary, but protects an area and lasts 1 hour/level.
  • Tortoise Shell: Large shell provides cover or shelter.
Conj
Div
Evoc
Illu
Necr
Tran
  • Blade Thirst: Slashing weapon glows and gains +3 enhancement bonus.
  • Blindsight: Grants blindsight* to a range of 30 ft.
  • Crumble: 1d8/level (bypassing hardness) to manufactured object or stucture.
  • Nature's Balance: You transfer 4 ability score points to the target for 10 min./level.
  • Quillfire: Your hand sprouts poisonous quills useful for melee or ranged attacks.
  • Righteous Fury: Gain temporary HP, +2 natural armor, +2 to Enhancement bonus to Str and Dex. Undead that strike you take 1 point of damage.
  • Snakebite: Your arm turns into a poisonous snake you can use to attack.
  • Weapon of Impact: As keen edge, but aids blunt weapons.

4th-Level Archivist Spells

Abjur
Conj
Evoc
Illu
  • Skull of Secrets: Intangible skull stores message and can be triggered to breathe fire.
Necr
  • Favor of the Martyr: 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.
Tran

5th-Level Archivist Spells

Conj
Div
  • Echo Skull: See, hear, and speak through a prepared animal skull for 1 hour/level.
Evoc
Illu
  • Doomtide: Black mist obscures vision, dazes creatures.
Tran
  • Battletide: Targets have attack penalties and you gain a partial action each round.
  • Inferno: Creature bursts into flames and suffers 6d6 fire damage or less per round.
  • Spell Phylactery: Scroll activates upon you if conditions are met.

6th-Level Archivist Spells

Abjur
Conj
  • Drown: Target immediately begins to drown.
  • Stonehold: Stony arm trap grapples and damages creatures.
Necr
Tran
  • Stone WalkM: Linked areas allow multiple teleportations.
  • Suppress Glyph: You notice but doo not trigger magical writing traps.
  • Triadspell: Cast a prepared spell three times.

7th-Level Archivist Spells

Abjur
Conj
Necr
Tran

8th-Level Archivist Spells

Abjur
  • Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
Conj
  • Bombardment: Falling rocks deal 1d8 damage/level and bury targets.
  • CocoonXP: Paralyzes and drains levels from target.
Necr
Tran

9th-Level Archivist Spells

Abjur
Tran

Artificer Spells

6th-Level Artificer Spells

Tran
  • HardeningM: Permanently make an object's hardness improve.

Assassin Spells

1st-Level Assassin Spells

Illu
Tran

3rd-Level Assassin Spells

Necr

Bard Spells

0-Level Bard Spells

Div
Tran
  • Minor Disguise: Makes slight changes to your appearance.
  • Songbird: Perform and gain +1 on your next Cha check.

1st-Level Bard Spells

Abjur
Div
Ench
Tran

2nd-Level Bard Spells

Div
Ench
Evoc
Illu
  • Dark Way: Creates temporary unbreakable bridge supporting up to 200 lbs./level.

3rd-Level Bard Spells

Abjur
Conj
Div
  • Speechlink: You and the target can verbally communicate at any distance.
Ench
Necr
  • Reveille: Target dead creature speaks a short sentence about what caused its death.
Tran

4th-Level Bard Spells

Ench
  • Celebration: Intoxicate Subjects.
  • War Cry: 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.
Evoc
  • Cacophonic Shield: Immobile shield blocks sound, deflects missiles, deals 1d6+1/level and deafens intruders.
  • Stone Shatter: Shatter a stone object or creature.

6th-Level Bard Spells

Evoc

Blackguard Spells

1st-Level Blackguard Spells

Abjur
Conj
Div

2nd-Level Blackguard Spells

Conj
Evoc
  • Hand of Divinity: Gives +2 sacred or profane bonus on saving throws to worshiper of your patron.
Necr

3rd-Level Blackguard Spells

Conj

4th-Level Blackguard Spells

Conj
Tran

Cleric Spells

0-Level Cleric Spells

Tran

1st-Level Cleric Spells

Abjur
Conj
Div
Evoc
  • Handfire: Your hand glows and can make a touch attack dealing 1d4 +1/level, 1d6 +1/level vs undead.

2nd-Level Cleric Spells

Abjur
  • Aura Against Flame: Ignores 10 fire damage/attack and extinguish fires.
  • Spell Shield: Target gains +3 resistance on saving throws against spells and spell-like abilities.
Conj
Evoc
  • Hand of Divinity: Gives +2 sacred or profane bonus on saving throws to worshiper of your patron.
Illu
  • Dark Way: Creates temporary unbreakable bridge supporting up to 200 lbs./level.
Necr
Tran
  • Body Blades: You attack as if armed, deal bonus damage, harm grapplers.
  • Stone Bones: Corporeal undead gains +3 natural armor bonus.

3rd-Level Cleric Spells

Conj
Div
Evoc
Tran

4th-Level Cleric Spells

Abjur
Conj
Illu
  • Skull of Secrets: Intangible skull stores message and can be triggered to breathe fire.
Tran

5th-Level Cleric Spells

Conj
Illu
  • Doomtide: Black mist obscures vision, dazes creatures.
Tran
  • Battletide: Targets have attack penalties and you gain a partial action each round.
  • Spell Phylactery: Scroll activates upon you if conditions are met.

6th-Level Cleric Spells

Abjur
Necr
Tran
  • Stone WalkM: Linked areas allow multiple teleportations.
  • Suppress Glyph: You notice but doo not trigger magical writing traps.
  • Triadspell: Cast a prepared spell three times.

7th-Level Cleric Spells

Abjur
Conj
Necr

8th-Level Cleric Spells

Abjur
  • Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
Necr
Tran

9th-Level Cleric Spells

Abjur

Druid Spells

0-Level Druid Spells

Div
Necr
Tran
  • Ram's Might: Your hands become harder and your unarmed attacks inflict normal damage.

1st-Level Druid Spells

Abjur
Evoc
  • Cloudburst: Rain obscures vision, extinguishes fires, and hampers missiles.
  • Handfire: Your hand glows and can make a touch attack dealing 1d4 +1/level, 1d6 +1/level vs undead.
Tran

2nd-Level Druid Spells

Abjur
Div
  • Share Husk: See and hear through the senses of a touched animal.
Evoc
  • Binding Winds: Sound cannot penetrate to or from target and -2 on ranged attacks.
Necr
  • Healing Sting: Touch deals 1d12 +1 point/level; caster gains damage as hp.
Tran

3rd-Level Druid Spells

Abjur
Conj
Div
Necr
Tran
  • Blindsight: Grants blindsight* to a range of 30 ft.
  • Crumble: 1d8/level (bypassing hardness) to manufactured object or stucture.
  • Nature's Balance: You transfer 4 ability score points to the target for 10 min./level.
  • Quillfire: Your hand sprouts poisonous quills useful for melee or ranged attacks.
  • Snakebite: Your arm turns into a poisonous snake you can use to attack.

4th-Level Druid Spells

Abjur
  • Land Womb: You and one creature/level hide within the earth.
Conj
  • Murderous Mist: Cloud of steam deals 2d6 damage and causes blindness and inflicts 1d6/round thereafter.
Evoc
Tran

5th-Level Druid Spells

Conj
Div
  • Echo Skull: See, hear, and speak through a prepared animal skull for 1 hour/level.
Evoc
Tran
  • Inferno: Creature bursts into flames and suffers 6d6 fire damage or less per round.

6th-Level Druid Spells

Conj
  • Drown: Target immediately begins to drown.
  • Stonehold: Stony arm trap grapples and damages creatures.

7th-Level Druid Spells

Abjur
  • Storm Tower: Tower of swirling clouds absorbs electricity, gives concealment, and prevents movement.
Conj
Tran

8th-Level Druid Spells

Conj
  • Bombardment: Falling rocks deal 1d8 damage/level and bury targets.
  • CocoonXP: Paralyzes and drains levels from target.
Tran

9th-Level Druid Spells

Tran

Duskblade Spells

0-Level Duskblade Spells

Conj

Ghampion of Gwynharwyf Spells

4th-Level Ghampion of Gwynharwyf Spells

Abjur

Harper Guide Spells

1st-Level Harper Guide Spells

Div
  • Living Prints: You perceive tracks as if they had just been made.
Ench
Evoc
  • Handfire: Your hand glows and can make a touch attack dealing 1d4 +1/level, 1d6 +1/level vs undead.
Tran

2nd-Level Harper Guide Spells

Abjur

Hathran Spells

0-Level Hathran Spells

Necr

1st-Level Hathran Spells

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

2nd-Level Hathran Spells

Evoc
Tran
  • One with the Land: Link with nature gives a +2 bonus on nature-related skill checks.

4th-Level Hathran Spells

Abjur
  • Land Womb: You and one creature/level hide within the earth.

Paladin Spells

1st-Level Paladin Spells

Abjur
Conj
Div
Tran

2nd-Level Paladin Spells

Abjur
  • Loyal Vassal: Ally gains +3 against mind-affecting effects and cannot be compelled to harm you.
Evoc
  • Hand of Divinity: Gives +2 sacred or profane bonus on saving throws to worshiper of your patron.
Tran

3rd-Level Paladin Spells

Abjur
  • Forceward: 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.
Tran
  • Righteous Fury: Gain temporary HP, +2 natural armor, +2 to Enhancement bonus to Str and Dex. Undead that strike you take 1 point of damage.
  • Undead Bane Weapon: Weapon gains the bane property and is aligned good.

4th-Level Paladin Spells

Abjur
Conj
Necr
  • Favor of the Martyr: 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.
Tran

Ranger Spells

1st-Level Ranger Spells

Abjur
  • Easy Trail: Makes a trail easier to pass.
  • Surefoot: You gain a +10 competence bonus on Balance checks.
Div
  • Living Prints: You perceive tracks as if they had just been made.
Evoc
  • Handfire: Your hand glows and can make a touch attack dealing 1d4 +1/level, 1d6 +1/level vs undead.
Illu
  • Towering Oak: You gain a competence bonus of +10 on your Intimidate checks.
Necr
Tran
  • Branch to Branch: You gain +10 competence bonus on Climb checks in trees and can brachiate through forest.
  • Camouflage: Grants +10 bonus on Hide checks.
  • Claws of the Bear: Your hands become weapons dealing 1d8 damage.
  • Hunter's Mercy: Your next attack with a bow automatically is a critical hit if you hit.
  • Low-Light Vision: Subject sees twice as far under current light.
  • Ram's Might: Your hands become harder and your unarmed attacks inflict normal damage.
  • Smell of Fear: Target's aroma triples the chance of wandering encounters.
  • Speed Swim: Target gains swim speed 30.
  • Stalking Brand: Target marked with symbol you can see despite disguises.

2nd-Level Ranger Spells

Tran

3rd-Level Ranger Spells

Abjur
Illu
Tran
  • Blade Thirst: Slashing weapon glows and gains +3 enhancement bonus.

4th-Level Ranger Spells

Abjur
  • Land Womb: You and one creature/level hide within the earth.
Tran
  • Snakebite: Your arm turns into a poisonous snake you can use to attack.

Sorcerer/Wizard Spells

0-Level Sorcerer/Wizard Spells

Conj
Evoc
  • Electric Jolt: Ray deals 1d3 electricity damage.
  • Sonic Snap: Target takes 1 point of sonic damage and is deafened 1 round.
Illu
Tran

1st-Level Sorcerer/Wizard Spells

Abjur
Conj
Div
Evoc
  • Horizikaul's Boom: Target takes 1d4/two levels sonic damage plus deafness.
  • Ice Dagger: Splash weapon deals target 1d4 cold damage per level, plus area damage.
  • Persistent BladeF: Blade of force attacks target, automatically flanks.
Illu
  • Net of Shadows: Creates ordinary shadows that provide concealment to all in the area.
Necr
  • Spirit Worm: Target takes 1 point of Con damage every round for 1 round/level.
Tran

2nd-Level Sorcerer/Wizard Spells

Conj
Ench
Evoc
Illu
  • Dark Way: Creates temporary unbreakable bridge supporting up to 200 lbs./level.
  • Disguise Undead: Change appearance of one corporeal undead.
Necr
  • Death ArmorF: Black aura damages creatures attacking you.
  • Life Bolt: 1 ray/2 levels draws 1 hp from you to deal 2d4 damage to undead.
  • Shroud of Undeath: Negative energy shroud makes undead perceive you as undead.
Tran
  • Ironthunder Horn: Intense vibrations trip those in area.
  • Scent: Grants the scent ability for 1 hour/level.
  • Stone Bones: Corporeal undead gains +3 natural armor bonus.

3rd-Level Sorcerer/Wizard Spells

Abjur
Conj
Div
Evoc
  • Great Thunderclap: Loud noise causes stunning, deafness, and knocks prone in a 20-ft.-radius spread.
  • Scintillating Sphere: 20-ft-radius spread deals 1d6 electicity/level.
  • Shatterfloor: Deals 1d4 sonic/level plus damages floor surface 6 inches deep.
  • Steeldance: Daggers become Medium flying animated objects that attack foes.
Illu
Necr
  • Healing Touch: You heal the target 1d6/2 levels and take half as damage.
  • Spider Poison: Touch deals 1d6 Str damage, repeats in 1 minute.
  • Undead Lieutenant: Targeted undead can give orders to undead in your control.
  • Undead Torch: Undead creature gains blue aura that gives +2d4 against living creatures.
Tran

4th-Level Sorcerer/Wizard Spells

Abjur
Conj
Div
Ench
Evoc
Illu
  • Shadow Well: Target enters gloomy pocket plane and emerges frightened.
Tran

5th-Level Sorcerer/Wizard Spells

Conj
Evoc
  • Ball Lightning: Energy ball deals 1d6/level electricity damage.
  • Cacophonic Shield: Immobile shield blocks sound, deflects missiles, deals 1d6+1/level and deafens intruders.
  • FirebrandM: One 5-ft. burst/level deals 1d6 fire/level plus burning for 1 round.
  • Sonic RumbleF: Cone of sound deals damage or moves objects.
Illu
  • Shadow Hand: Medium-sized hand attacks, blocks opponents, or carries items.
Tran
  • Fiendform: As Alter Self, except you can gain the form and powers of an evil outsider.
  • Gutsnake: 15-ft tentacle grows from your stomach and attacks your enemies.
  • Lesser Spell MatrixF: Magical matrix stores a 3rd level or lower spell to be cast later as a quickened spell.

6th-Level Sorcerer/Wizard Spells

Conj
Evoc
  • Acid StormM: Deals 1d6/level acid damage in 20-ft radius.
  • Prismatic EyeF: Orb produces individual prismatic rays as touch attacks.
Necr
Tran

7th-Level Sorcerer/Wizard Spells

Abjur
Conj
Ench
Evoc
Necr
  • Kiss of the VampireM: You gain vampire-like supernatural abilities, but are vulnerable to attacks that harm undead.
Tran

8th-Level Sorcerer/Wizard Spells

Abjur
  • Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
  • Spell EngineMXP: Magical energy disk absorbs incoming spells.
  • Transcribe Symbol: Safely moves an untriggered magical symbol to another location.
Ench
Evoc
Necr
  • Skeletal GuardM: Creates one skeleton/level that is resistant to turning.
Tran

9th-Level Sorcerer/Wizard Spells

Abjur
Conj
Tran

Warmage Spells

0-Level Warmage Spells

Conj

Wu jen Spells

1st-Level Wu jen Spells

Tran

2nd-Level Wu jen Spells

Tran