Priest spells (Baldur's Gate II)

Priest spells are used by Clerics and Druids. Paladins can use up to 4th level spells and Rangers up to 3rd level.
Baldur's Gate II has 119 spells – 110 are in Shadows of Amn and 9 additional in Throne of Bhaal.
==Spell List==
* "*" Throne of Bhaal only spells
# 	Name spell 	Effect 	School 	Sphere 	Lvl.
1 	Aerial Servant 	Summons an Aerial servant (creature) to do the bidding of the priest. It can attack enemies until duration runs out or if it's slain. 	Conjuration 	Summoning 	6
2 	Aid 	Raises current and maximum hitpoints by 1d8 hp. When the spell runs out, only the added hitpoint above the maximum are removed from the recipient. 	Necromancy 	Necromantic 	2
3 	Animal Summoning I 	Summons up to three animals with a hit dice of 4 or less. The summoned animals depend on the area where it's cast. 	Conjuration 	Animal, Summoning 	4
4 	Animal Summoning II 	Summons up to three animals with a hit dice of 8 or less. The summoned animals depend on the area where it's cast. Only normal or giant animals may be summoned, no monsters or dragons. 	Conjuration 	Animal, Summoning 	5
5 	Animal Summoning III 	Summons up to three animals with a hit dice of 12 or less. The summoned animals depend on the area where it's cast. Only normal or giant animals may be summoned, no monsters or dragons. 	Conjuration 	Animal, Summoning 	6
6 	Animate Dead 	This spell's implementation differs in , , and /: see spell page for details. In the Enhanced editions, it summons a skeleton which can be commanded by the priest. This summon increases in power as the caster levels, culminating in a Skeleton Warrior at level 15+. It remains animated until it is destroyed in combat, 8 hours pass, or it is turned, and cannot be dispelled.	Conjuration 	Necromantic 	3
7 	Armor of Faith 	Summons armor which absorbs 5% of melee and magical damage. For every five levels, the casters gains 5% more absorption. Lasts 3 turn +1/lvl of the caster. 	Abjuration 	Protection 	1
8 	Aura of Flaming Death* 	This spell grants caster a -4 AC bonus, 90% fire resistance, and immunity to non-magical melee weapons and missiles. All creatures attacking the caster within 1,5 meter radius from caster receive 2d10 +2 fire damage. 	Evocation, Alteration 	? 	Quest
9 	Barkskin 	Improves target's armor class and all saving throws except save vs spell. 	Alteration 	Protection, Plant 	2
10 	Blade Barrier 	It employs a wall of circling blades around the priest, which makes him immobile. Any creatures passing this wall will receive 8d8 points of damage. When the spell is cast in there are creatures around, they can make a save vs. spells to avoid damage. 	Evocation 	Guardian, Creation 	6
11 	Bless 	Raises morale, saving rolls vs. fear +1, increases party attack rolls 	Conjuration 	All 	1
12 	Bolt of Glory 	Channels a bolt of divine energy against one creature. Damage taken depends on the target's plane of origin: undead receive 8d6, demons 10d6, elementals 3d4 and Prime Material Plane 6d6. 	Evocation 	Combat, Summoning 	6
13 	Call Lightning 	Bolts of lightning are called down upon random hostile targets. Must be cast outdoors. 	Alteration 	Weather 	3
14 	Call Woodland Beings 	This spells summons an nymph who will aid the party with spells, like mental domination, confusion and many healing spells. Lasts 3 turns 	Conjuration 	Animal, Summoning 	4
15 	Cause Critical Wounds 	Opposite of Cure Wounds. Causes 27 points of damage if the priest manages to hit the target within two turns, or else it's wasted. No saving throw can be made against the effect. 	Necromancy 	Healing 	5
16 	Cause Serious Wounds 	Opposite of Cure Wounds. Causes 17 points of damage if the priest manages to hit the target within two turns, or else it's wasted. No saving throw can be made against the effect. 	Necromancy 	Healing 	4
17 	Chant 	Increases attack rolls and saving throws of friendly target in AoE by +1. Hostile targets receive -1 penalties. 	Conjuration 	Combat 	2
18 	Champion's Strength 	Raises THAC0 +1 for every three lvls of the caster and sets str to 18/00. While active, the priest cannot cast spells. 	Alteration 	Law 	5
19 	Chaotic Commands 	Makes an target immune for any status effects involving the mind. Charm, domination, sleep, confusion have no effect on the character. 	Enchantment 	Chaos 	5
20 	Charm Person or Mammal 	See Charm Person. This version of the spell also includes mammals. 	Enchantment 	Animal 	2
21 	Cloak of Fear 	The caster will radiate a personal aura of fear in a 3-foot radius. All affected creatures must make a save vs. spell or panic, possibly dropping items. Party members are immune. 	Conjuration 	Charm 	4
22 	Confusion 	This spell causes confusion on one or more creatures within the 30-foot area of effect. All saving throws vs. spells are made at -2. Those successful are unaffected by the spell. Spell last 2 round + 1 for every level of the caster. 	Enchantment 	Chaos 	7
23 	Command 	The caster commands the target to sleep a single round. Target will awaken unharmed. 	Enchantment 	Charm 	1
24 	Conjure Animals 	Summons one or two mountain bears which do the bidding of the caster. Lasts 4 turns or until slain. 	Conjuration 	Summoning 	6
25 	Conjure Earth Elemental 	See the spell above. This has the same effect and hazards, but it summons an earth elemental. 	Conjuration 	Elemental, Summoning 	7
26 	Conjure Fire Elemental 	See the spell above. This has the same effect and hazards, but it summons an fire elemental. 	Conjuration 	Elemental, Summoning 	6
27 	Creeping Doom 	Summons 1000 insects which will creep upon the target. All enemies between the path of the insects may make saving throw vs. breath weapon at -2 penalty for half duration of the spell. They suffer 2 points of damage each round and 100% spell failure. 	Conjuration 	Animal, Summoning 	7
28 	Cure Critical Wounds 	Heals 27 hitpoints on the subject the spell is cast upon. They cannot be healed above their maximum health. Nonliving, extraplanar, and noncorporeal targets can't be healed. 	Necromancy 	Healing 	5
29 	Cure Disease 	The caster can cure almost every disease by casting this spell, including deafness and blindness. It does not protect the recipient from diseases in the future. 	Abjuration 	Necromantic 	3
30 	Cure Light Wounds 	Heals eight hitpoints on the subject the spell is cast upon. They cannot be healed above their maximum health. Nonliving, extraplanar, and noncorporeal targets can't be healed. 	Necromancy 	Healing 	1
31 	Cure Medium Wounds 	Heals 14 hitpoints on the subject the spell is cast upon. They cannot be healed above their maximum health. Nonliving, extraplanar, and noncorporeal targets can't be healed. 	Necromancy 	Healing 	3
32 	Cure Serious Wounds 	Heals 17 hitpoints on the subject the spell is cast upon. They cannot be healed above their maximum health. Nonliving, extraplanar, and noncorporeal targets can't be healed. 	Necromancy 	Healing 	4
33 	Death Ward 	Protects the target from all death magic for 1 turn for every level of the caster. This includes Disintegrate, Power Word Kill and Finger of Death. 	Necromancy 	? 	4
34 	Defensive Harmony 	All allies receive a -2 bonus to AC for 6 rounds. 	Enchantment 	Law 	4
35 	Detect Evil 	This spell makes any evil creatures in range glow red briefly. 	Divination 	Divination 	1
36 	Dispel Magic 	Removes all magical stats gained from potions, spells and magical items from anybody within AoE. Does not effect magical items. 	Abjuration 	Protection 	3
37 	Dolorous Decay 	The target of this spell will be slowed. Also, if the target fails save vs. poison made at -2, it will suffer 1 point of damage until 50 are received in total. 	Alteration, Necromancy	Combat, Necromantic 	6
38 	Doom 	The target receives a -2 penalty to all rolls, including but not limited to saving throws and THAC0. No saving throw. 	Alteration 	Charm 	1
39 	Draw Upon Holy Might 	Raises strength, constitution and dexterity by 1 point for every three levels of the caster. 	Evocation 	Combat 	2
40 	Earthquake 	A local tremor rips open the ground in the are of effect. Three tremors will follow. First tremor does 6d6 point of damage, second 3d6, and last 2d6. Saving throws can be made for half damage. May summon angry Earth elementals. 	Alteration 	Elemental (Earth) 	7
41 	Elemental Summoning* 	90% chance of summoning 2 HD 16 Elementals(Air, Earth, Fire), and 10% of summoning 1 of Elemental Princes (Prince of Air Chan, Prince of Fire Zaaman Rul, Prince of Earth Sunnis) 	? 	? 	Quest
42 	Entangle 	The caster causes enemies in the targeted area to be held in place, rendering them unable to move (though they may still attack and cast spells). 	Alteration 	Plant 	1
43 	False Dawn 	Creates a bright reddish light that deals 6d6 points of damage and causes confusion to undead in the area of effect. No saving throw. 	Evocation 	Sun 	6
44 	Farsight 	Allows the caster to view an area of the unexplored map. After casting, click on the area you want to view. 	Divination 	Divination 	4
45 	Find Traps 	All traps concealed normally, magically, and mechanically become apparent to the caster, the same as find trap mode for thieves. 	Divination 	Divination 	2
46 	Finger of Death 	The target must save vs spells at -2 or die. On a successful save, they instead take 2d8 + 1 damage. 	Necromancy 	War 	7
47 	Fire Seeds 	Creates 4 fire seeds in the caster's inventory for three turns. If thrown. they will do 2-16 points of damage in the area of effect with a save vs. spells for half damage. 	Conjuration 	Elemental 	6
48 	Fire Storm 	A 20-foot radius area is pelted by fiery balls of lava and fire. Creatures within the area suffer 2d8 points of damage for each level of the caster. Duration: four rounds. No saving throw. 	Evocation 	Elemental (Fire) 	7
49 	Flame Blade 	A flaming sword springs forth from the caster's hand, acting like a weapon from the small sword proficiency to calculate attack rolls and attacks per round. The flame blade is capable of dealing fire damage but does not count as a magical weapon when determining what it is able to hit. 	Evocation 	Elemental (Fire) 	2
50 	Flame Strike 	The caster calls down a column of flames on a single target, dealing 1d8 points of fire damage per level. Save vs spell for half damage. 	Evocation 	Combat 	5
51 	Free Action 	This spell protects a single target from spells or conditions impeding their movement. 	Abjuration 	Charm 	4
52 	Gate 	This spell summons an outerplanar creature to attack the caster's foes, or anyone else not protected by Protection From Evil (effect). 	Conjuration 	Summoning 	7
53 	Globe of Blades* 	Deals 10d10 damage to creatures in proximity to the caster. Successful save vs. spell with -2 penalty negates. 	Evocation 	Guardian/Creation 	Quest
54 	Glyph of Warding 	Creates a magical trap which deals 1d4 points of electrical damage per level of the caster. 	Abjuration + Evocation	Guardian 	3
55 	Goodberry 	Creates five magical berries which can be carried around and will heal 1 hitpoint if they are eaten. 	Alteration + Evocation	Plant 	2
56 	Greater Command 	More powerful version of Command. Causes creatures in 20-foot area to sleep, lasting 1 round for every level of the caster. Creatures awaken unharmed. 	Enchantment 	Charm 	5
57 	Greater Elemental Summoning* 	Summons 1 of Elemental Princes(Prince of Air Chan, Prince of Fire Zaaman Rul, Prince of Earth Sunnis) 	? 	? 	Quest
58 	Greater Restoration 	Cures Level drain, ability score drain, feeblemind, disease/poison, confusion, and fully heals the target. The caster must rest after casting this spell. 	Necromancy 	Necromantic 	7
59 	Harm 	Once cast, the priest has two rounds to strike the target. On a successful hit, this spell reduces the target's hit points to 1. 	Necromancy 	Healing 	6
60 	Heal 	This spells heals the target completely from diseases, blind- and deafness, feeblemind, mental disorders and injuries. 	Necromancy 	Healing 	6
61 	Hold Animal 	This spell disables movement of normal and giant-sized animals for 2 rounds/level. Save vs spell negates. 	Enchantment 	Animal 	3
62 	Hold Person 	The spell will immobilize 1d4 humanoid creatures for one turn. Save vs spell negates. 	Enchantment 	Charm 	2
63 	Holy Power 	Caster's Strength is set to 18/00 (even if it was higher), THAC0 becomes that of a Fighter of equivalent level, and they gain 1 temporary HP/Level. Last 1 round/level or until dispelled. 	Evocation 	None 	4
63 	Holy Smite 	Unleashes energy in an area of effect which inflicts 1d4 damage on evil creatures for every level of the caster. Targets failing a save vs spell take full damage and are blinded for 1 round. 	Necromancy 	Healing 	3
64 	Holy Word 	Creates magic of tremendous power which only affects evil creatures with effects depending on the creature. Those with less than 4 hit dice will die. 4-7 are stunned for 1 turn. 8-11, slowed for turn with 75% spell failure. 12 and higher, deafened with 50% spell failure. 	Conjuration 	Combat 	7
65 	Implosion* 	Deals 10d10 blunt damage and 10d10 fire damage. Save vs spell for half damage. 	Evocation 	? 	Quest
66 	Insect Plague 	More powerful version of Summon Insects, a 6-round swarm affecting up to six enemies that bypasses invisibility and renders spellcasting impossible. All targets in affected area must save vs breath or run in fear for 1 round. 	Conjuration 	Combat 	5
67 	Invisibility Purge 	Dispels invisibilty of any creature in the area, including sanctuary, improved invisibility or shadow door. 	Divination 	Divination 	3
68 	Iron Skins 	For 12 hours (or until the skins are dispelled/used up), the caster will be covered in iron skins, one for every two levels of the caster. Every skin protects the caster once from melee hits and projectiles. 	Alteration 	Elemental 	5
69 	Know Alignment 	Identifies a creature's alignment. Evil creatures will glow red, neutral blue and good ones green. Save vs spell at -2 negates. 	Divination 	Divination 	2
70 	Lesser Restoration 	This spell raises life energy and reverses Level drain of one creature. After casting this spell, the priest will be fatigued. 	Necromancy 	Necromantic 	4
71 	Magic Resistance 	The caster receives magic protection of 2%/ level, up to 40%. If the target already has a higher magic resistance, this spell will lower it. Can be dispelled. 	Alteration 	Protection 	5
72 	Magical Stone 	Enchants a pebble which is thrown at the target for 1d4 points of damage. It acts like a magical projectile and can harm enemies immune to normal weapons. 	Enchantment 	Combat 	1
73 	Mass Cure 	Heals 1d8 + 1 hp/level in a 30' radius. 	Necromancy 	Healing 	5
74 	Mass Raise Dead* 	Brings up to 5 party members back to life, additionally healing them for 3d10+1 damage per caster level. 	Necromancy 	Necromantic 	Quest
75 	Mental Domination 	Allows the priest to control the target. Weaker than domination as the priest cannot cast spells while it is active, but can bypass the elven resistance to charm spells. 	Enchantment 	Thought 	4
76 	Miscast Magic 	Target must save vs spell at -2 or suffer an 80% chance of spell failure for 1 turn. 	Enchantment 	Chaos 	3
77 	Nature's Beauty 	Enemies must save vs spell at +3 or die instantly. On a successful save, they are permanently blinded. Party members are immune to this spell. 	Illusion 	Elemental 	7
78 	Negative Plane Protection 	For 5 rounds, protects the recipient from Level drain. 	Abjuration 	Protection, Necromantic 	4
79 	Neutralize Poison 	It cures Poison, Deafness, Disease, and Blindness and restores 1-10 points of health. 	Necromancy 	Healing 	4
80 	Physical Mirror 	This spell creates an invisible disk which reverses missiles back to the sender of it. Speed, range and damage are unaffected. Caster may attack with missiles normally while under this effect. 	Alteration 	Numbers 	6
81 	Pixie Dust 	Creates a handful of pixie dust which turns anyone invisible for 24 hours, until dispelled, cancelling or attacking. Range of the dust is about 10 feet. 	Illusion 	Combat 	5
82 	Poison 	On a failed save vs poison, causes a single target to be poisoned, with damage and duration depending on the caster's level. 	Necromancy 	Healing 	4
83 	Protection From Evil 	It creates a magical barrier around the recipient. This barrier gives -2 penalty to attack rolls of evil creatures and gives a +2 bonus to all saving throws made by the protected creatures. 	Abjuration 	Protection 	1
84 	Protection From Evil, 10' Radius	Confers Protection From Evil on targets in a 10' radius. 	Abjuration 	Protection 	4
85 	Protection From Fire 	Grants complete immunity to natural fires like torches and 80% resistance to magical fires. The spell lasts one round per caster lvl. 	Abjuration 	Protection, Elemental (Fire)	3
86 	Protection From Lightning 	The recipient gains absolute protection from any from of lighting, lasting 5 rounds for each lvl of the caster. 	Abjuration 	Protection, Weather 	4
87 	Raise Dead 	The priest can restore life to any humanoid. This body must be in one piece. It brings the character back to life with only one hitpoint left. 	Necromancy 	Necromantic 	5
88 	Regeneration 	Targeted creature regenerates 3 hit points per second for 1 round/2 levels. 	Necromancy 	Healing 	7
89 	Remove Curse 	It removes the curse from the subject which is affected by a curse. It does not remove the curse from the object which caused it. 	Abjuration 	Protection 	3
90 	Remove Fear 	This spell instills courage into the spell recipients, racing morale to the highest. It will negate the effect of fear. 	Abjuration 	Charm 	1
91 	Remove Paralysis 	The caster can release one subject from the effects of paralyzation caused by magic. 	Abjuration 	Protection 	3
92 	Repulse Undead 	Creates a wave of anti negative energy which pushes undead away from the caster. There is one wave each round and the undead can't make a saving throw. Lasts 1 turn. 	Abjuration 	Necromantic 	5
93 	Resist Fire and Cold 	All cold or fire damage sustained on the creature affected by this spell is reduced by 50%. 	Alteration 	Protection 	2
94 	Resurrection 	This returns a character back to life, but healed, so their can continu their life once more. 	Necromancy 	Necromantic 	7
95 	Righteous Magic 	When cast, it gives the priest 1 hitpoint/each level, 1 strength point/ 3 levels (max. is 24) and inflicts maximum damage with every hit. Last 1 round/ level or until dispelled. 	Alteration 	Combat 	5
96 	Rigid Thinking 	All targets must make a save roll or subdue under its effect. It causes characters to wander, attack the nearest person or stand confused. 	Enchantment 	Law 	3
97 	Sanctuary 	Causes all opponents to ignore the existence of the priest, who can use the time to do all kinds of non-offensive actions. Doing offensive actions will end the effect of the spell. 	Abjuration 	Protection 	1
98 	Shield of the Archons 	This creates a powerful shield which absorbs up to total of spell levels half the level of the priest, as long they are directly cast at the priest and includes innate abilities and spell scrolls. 	Abjuration 	Protection 	7
99 	Shillelagh 	Summons a magical cudgel which does 2d4 points of damage with a +1 bonus to attack rolls. Counts as magical for the purpose of determining what it can hit. 	Alteration 	Combat, Plant 	1
100	Silence, 15' Radius 	Stops all sounds made by creatures in the affected area when casted, stopping spellcasting of the creatures affected by the spell. 	Alteration 	Guardian 	2
101	Slay Living 	Transforms the priest's hand into a weapon which must be used within 3 rounds. If the first attack misses, the spell is wasted; if it succeeds, the target takes 2d6 + 9 points of damage and must save vs spells or instantly die. 	Necromancy 	Combat 	5
102	Slow Poison 	This spell cures a single target of Poison. 	Necromancy 	Healing 	2
103	Sol's Searing Orb 	Creates a glowing orb in the caster's hand, which is thrown at the target with a +3 bonus to attack. Does 6d6 to creatures and blinds them for 1d6 rounds; a save vs spell halves damage and negates blindness. Undead suffer 1d6 damage and 12 rounds of blindness; a save vs spell reduces this to 9d6 damage and 6 rounds of blindness. 	Evocation 	Sun 	6
104	Spiritual Hammer 	This spell brings a magical hammer into existence, which may be used to strike enemies for as long as it lasts. The base damage is 1d4+1 points. Counts as a magical weapon for the purpose of determining what it can hit. 	Evocation 	Combat 	2
105	Storm of Vengeance* 	Instantly kills all hostile creatures below level 8. Additionally, it deals 1d6 acid damage, 1d6 electrical damage and 1d6 fire damage per round for three rounds (save vs. spell for half damage). All creatures in the spell's area of effect during the first round must save vs death or be poisoned. 	? 	? 	Quest
106	Strength of One 	Sets the entire party's strength to 18/76 for one turn. Party members with higher strength have their strength lowered. 	Alteration 	Law 	3
107	Summon Deva* 	Summons a Deva to aid caster. 	Conjuration 	? 	Quest
108	Summon Fallen Deva* 	Summons a Fallen Devato aid caster. 	Conjuration 	? 	Quest
109	Summon Insects 	This summons a swarm of insects to attack one enemy, causing 1 damage/2 seconds, -2 penalties to armor and attack, and 50% spell failure. Save vs breath negates. 	Conjuration 	Animal 	3
110	Sunray 	A ray of sunlight beams down upon the caster and all within a 20-foot radius. All creatures will suffer 3-18 points of damage and must save vs spell or be blinded for 10 rounds. Undead take 1-6 damage / caster level and must save vs spell or be destroyed. 	Evocation + Alteration	Sun 	7
111	Symbol, Death 	Inscribes a magical trap on a surface, which detonates when a creature approaches it. All in the area must save vs. death or die. Creatures with more than 60 current hit points are immune. 	Conjuration 	Guardian 	7
112	Symbol, Fear 	Inscribes a magical trap on a surface, which detonates when a creature approaches it. All in the area must save vs. spells at -4 or be affected by fear for 1 round for every level of the caster. 	Conjuration 	Guardian 	7
113	Symbol, Stun 	Inscribes a magical trap on a surface, which detonates when a creature approaches it. All in the area must save vs. spells at -4 or be stunned for 1 round for every level of the caster. 	Conjuration 	Guardian 	7
114	True Seeing 	This will dispel all hostile illusion spells in the area, roughly 70'. Magic resistances is ignored and this will not dispel illusion spells from party members. 	Divination 	Divination 	5
115	Unholy Blight 	The opposite of Holy Smite. All good creatures receive 1d4 points of damage for every level of the caster and -2 to all rolls for 4 rounds. Save vs spell negates this penalty and halves damage. 	Necromancy 	Healing 	3
116	Unholy Word 	Creates magic of tremendous power which only affects good creatures with effects depending on the creature. Those with less than 4 hit dice will die. 4-7 are stunned for 1 turn. 8-11, slowed for turn with 75% spell failure. 12 and higher, deafened with 50% spell failure. 	Conjuration 	Combat 	7
117	Wondrous Recall 	Brings two spells of level 5 and lower back into memory after they have been cast. If no spells have been cast, nothing happens. 	Alteration 	Charm, Creation 	6
118	Zone of Sweet Air 	Removes noxious gases from the area, including magical ones like Stinking Cloud, Cloudkill, and Incendiary Cloud. Does not offer protection from gases created by dragons. 	Abjuration 	Wards 	3
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Priest Spellbook (Baldur's Gate 2)