Priest spells (Baldur's Gate)

Priest spells are used by clerics, druids, rangers and paladins. Some spells are universal, while others are limited to either clerics or druids. Rangers gain use of spells available to druids upon reaching level 8. The Cleric/Ranger multi-class is able to use both cleric and druid spells.
Druids can begin using level 5 spells at level 9. Due to the experience cap of 161,000 experience with Baldur's Gate: Tales of the Sword Coast, a cleric will never be able to use level 5 spells in an unmodified game. Rangers can use spells available to druids at level 8, but with the experience cap will only be able to use level 1 spells.
The Priest Spellbook in Baldur's Gate has 51 spells.
==List of spells==
Number	Name 	Effect 	Cleric	Druid	School 	Sphere 	Level
1 	Aid 	Target gains effect of Bless and bonus hit points. 	 	 	Necromancy 	Combat, Necromantic 	2
2 	Animal Summoning I 	Summons 1-3 animals with 4 or less hit dice to aid caster. 	 	 	Conjuration 	Animal, Summoning 	4
3 	Animal Summoning II 	Summons 1-3 animals with 8 or less hit dice to aid caster. 	 	 	Conjuration 	Animal, Summoning 	5
4 	Animate Dead 	Summons undead minions to aid caster. 	 	 	Conjuration 	Necromantic 	3
5 	Barkskin 	Target receives bonus to armor class and saving throws except magic. 	 	 	Alteration 	Plant, Protection 	2
6 	Bless 	Friendly targets in area receive bonus to morale, saving throws for fear, and attack rolls. 	 	 	Conjuration 	All 	1
7 	Call Lightning 	Creates storm that deals electrical damage to random enemies. 	 	 	Alteration 	Weather 	3
8 	Champion's Strength 	Target receives bonus to THAC0 and Strength. Caster cannot use other spells while active. 	 	 	Alteration 	Law 	5
9 	Chant 	Nearby allies receive bonus to attack, damage, and saving throws. Nearby enemies receive penalty to same. 	 	 	Conjuration 	All 	2
10 	Chaotic Commands 	Target becomes immune to certain mind altering effects. 	 	 	Enchantment 	Chaos 	5
11 	Charm Person or Mammal 	Target humanoid is charmed to see caster as ally. 	 	 	Enchantment 	Animal 	2
12 	Command 	Target falls asleep for 1 turn. 	 	 	Enchantment 	Charm, Combat, Law 	1
13 	Cure Light Wounds 	Target is healed for 8 hit points. 	 	 	Necromancy 	Healing 	1
14 	Cure Serious Wounds 	Target is healed for 17 hit points. 	 	 	Necromancy 	Healing 	4
15 	Cure Critical Wounds 	Target is healed for 27 hit points. 	 	 	Necromancy 	Healing 	5
16 	Defensive Harmony 	Nearby allies receive bonus to armor class. 	 	 	Enchantment 	Law 	4
17 	Detect Evil 	Evil creatures within sight of caster glow red. 	 	 	Divination 	All 	1
18 	Dispel Magic 	Targets in area have a chance to have magical effects removed. 	 	 	Abjuration 	All 	3
19 	Draw Upon Holy Might 	Caster receives bonuses to Strength, Dexterity, and Constitution. 	 	 	Evocation 	Combat, Summoning 	2
20 	Entangle 	Targets in area must save or be immobilized. 	 	 	Alteration 	Plant 	1
21 	Find Traps 	Caster detects traps within 10 yards for duration. 	 	 	Divination 	Divination 	2
22 	Flame Blade 	Caster receives a weapon to use for duration that deals slashing and fire damage. 	 	 	Evocation 	Elemental, Fire 	2
23 	Flame Strike 	Target is attacked with fire damage. 	 	 	Evocation 	Combat 	5
24 	Free Action 	Target becomes immune to movement impairing magic. 	 	 	Abjuration 	Charm 	4
25 	Glyph of Warding 	Caster places a glyph on a surface or container, causing electrical damage on contact. 	 	 	Abjuration / Evocation	Guardian 	3
26 	Goodberry 	Caster receives 5 Good Berries, which can be consumed for 1 hit point. 	 	 	Alteration / Evocation	Plant 	2
27 	Hold Animal 	Target animal and others nearby must save or be Held. 	 	 	Enchantment 	Animal 	3
28 	Hold Person 	Target humanoid and other nearby must save or be Held. 	 	 	Enchantment 	Charm, Law 	2
29 	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
30 	Invisibility Purge 	Targets in area are dispelled of Invisibility effects. 	 	 	Divination 	Wards 	3
31 	Know Alignment 	Target must save or glow based on alignment. 	 	 	Divination 	Divination 	2
32 	Magical Stone 	Target is damaged by a magical projectile. 	 	 	Enchantment 	Combat 	1
33 	Mental Domination 	Target must save or be Dominated. 	 	 	Enchantment 	Thought 	4
34 	Miscast Magic 	Target must save or have 80% casting failure rate while active. 	 	 	Enchantment 	Chaos 	3
35 	Neutralize Poison 	Target is cured of poison, disease, Blindness, and Deafness, and also healed for 10 hit points. 	 	 	Necromancy 	Healing 	4
36 	Protection From Evil 	Target receives bonus to saving throws against evil enemies, and such enemies have a penalty to attack. Target is also immune to certain fiendish creatures. 	 	 	Abjuration 	Protection 	1
37 	Protection From Evil, 10' Radius	Caster an nearby allies receive the bonuses of Protection From Evil. 	 	 	Abjuration 	Protection 	4
38 	Protection From Fire 	Target becomes resistant to fire damage. 	 	 	Abjuration 	Elemental, Fire, Protection	3
39 	Protection From Lightning 	Target becomes immune to electrical damage. 	 	 	Abjuration 	Protection, Weather 	4
40 	Raise Dead 	Target is returned to life with 1 hit point. Requires an intact corpse. 	 	 	Necromancy 	Necromantic 	5
41 	Remove Curse 	Target becomes able to unequip cursed items. 	 	 	Abjuration 	All 	3
42 	Remove Fear 	Nearby allies receive a bonus to morale and are dispelled of fear effects. 	 	 	Abjuration 	Charm 	1
43 	Remove Paralysis 	Target is dispelled of paralysis effects. 	 	 	Abjuration 	Necromantic, Protection 	3
44 	Resist Fire and Cold 	Target becomes resistant to fire and cold damage. 	 	 	Alteration 	Protection 	2
45 	Rigid Thinking 	Target must save or be confused. 	 	 	Enchantment 	Law 	3
46 	Sanctuary 	Caster is ignored by enemies, but effect is broke if caster attacks or uses offensive magic. 	 	 	Abjuration 	Protection 	1
47 	Shillelagh 	Caster receives a weapon to use for duration. 	 	 	Alteration 	Combat, Plant 	1
48 	Silence, 15' Radius 	 Targets in area must save or be unable to cast magic. 	 	 	Alteration 	Guardian 	2
49 	Slow Poison 	Target is cured of most poisons. 	 	 	Necromancy 	Healing 	2
50 	Spiritual Hammer 	Caster receives a weapon to use for duration. 	 	 	Evocation 	Combat 	2
51 	Strength of One 	Party receives a bonus to Strength. 	 	 	Alteration 	Law 	3
==Mod Content==
Installation of the Spell Revisions Mod will change and revise "Divine Spells" in the game, for all creatures who use them, whether friend or foe. To view the spells and peruse the changes - follow this Link at the Gibberlings 3. 
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Priest Spellbook (Baldur's Gate 1)