Spells (Baldur's Gate II)

Not every character can cast spells. There are two types of spells: Wizard spells and Priest spells. Wizards (Mages, Sorcerers, and Bards) can cast wizard spells, while Priests (Clerics, Druids, Shamans, and high-level Rangers and Paladins) can cast priest spells. Spells are divided in spell levels, from spell level 1 to spell level 9 for wizard spells, and from spell level 1 to spell level 7 for priest spells. High level spells are usually more powerful than low level spells.
Most spells belong to just one type: They are either wizard spells or priest spells. However, some spells belong to both types and therefore are available to both wizards and priests.
To cast spells, wizards and priests use spell slots, which can be filled with a memorized spell of a specific level and can only be used once. Spells assigned to slots are restored after resting.
Clerics, Druids, Rangers and Paladins automatically know all spells of the spell levels they have access to. Bards and Mages need to copy spells to their spellbook, which consumes scrolls. Shamans and Sorcerers select spells at levelup and only know those spells.
==Wizard spells==
Wizard spells are generally more offensively focused than Priest spells, but they also include many supportive spells. Some typical uses of Wizard spells are inflicting magical damage, creating negative status effects, protecting the caster, conjuring creatures and removing curses. There are no healing Wizard spells.
Wizard spells can be used by mages and sorcerers from class level 1. Bards gain the ability to cast wizard spells when they reach level 2. New wizards start with only a few basic spells. Over time, Sorcerers learn new ones and Mages and Bards obtain spell scrolls to add to their magical knowledge. The minds of Mages can only comprehend a limited number of spells. The number of spells they can have in their books is limited by their Intelligence.
===Memorizing Spells===
In order to cast a spell, a wizard must first memorize it. A mage can only memorize spells that are written in his spellbook. If he wants to cast the same spell more than once, he must memorize it multiple times. After memorizing a spell he must rest to make the spell available for casting. After casting the spell, the Mage must rest before that spell can be cast again. Sorcerers do not need to memorize spells in order to cast them; they can cast any spell of any level for which they have spell slots remaining. When a Sorcerer’s spell slots are depleted, they must rest to restore them.
==Priest spells==
The Priest spellbook has spells that heal wounds of allies, cure status effects, boost armor class, summon magical weapons, increase resistance to evil, magic and elements, inflict negative status effects, etc. It has both supportive and offensive spells, but it focuses more on support.
Priest spells can be used by clerics and druids from level 1. Rangers can use them from level 8 and paladins from level 9. The only class with full access to all priest spells is the multi-class cleric / ranger, though it is limited to level 1-3 druid spells in Enhanced Editions unless the option in Baldur.lua is modified like so:
SetPrivateProfileString('Game Options','Cleric Ranger Spells','0')
When a priest gains access to a new level of spells, they immediately learn all the spells available in that level. This knowledge and the power of the spells themselves are bestowed by the priest’s deity. Priests memorize spells just like Mages. The exception to this is the Shaman class, which chooses its known spells from the Druid list in the same way that Sorcerers do. Just like Sorcerers, Shamans don't need to memorize specific spells. They can cast any spell they know as long as they have available spell slots of the appropriate level.
==Schools of magic==
Schools of magic are groups of similarly themed spells. All wizard and priest spells fall into one of nine schools:
*Abjuration spells are protective. They protect or offer resistance to magical or physical abilities, create physical or magical barriers, enable the banishment of creatures to another plane of existence. The specialists of this school are called Abjurers.
*Alteration spells alter the physical properties of some creature, thing, or condition. The specialists of this school are called Transmuters.
*Conjuration / Summoning spells conjure items, creatures not related to the undead, or call forth energies to serve the caster. They also enable a caster to send creatures to other places, either over long distances or even to a whole different plane. The specialists of this school are called Conjurers.
*Divination spells identify items of magical nature, find hidden things, predict the future, foil deceptive spells or learn long forgotten secrets. The specialists of this school are called Diviners.
*Enchantment / Charm spells manipulate the minds of creatures. The specialists of this school are called Enchanters.
*Evocation / Invocation spells create specific effects and materials. Invocation normally relies on the intervention of some higher agency (to whom the spell is addressed), while evocation enables the caster to directly shape the energy. The specialists of this school are called Invokers.
*Illusion / Phantasm spells alter appearance or deceive the senses or minds of others. The specialists of this school are called Illusionist.
*Necromancy spells manipulate the power of life and death. They deal with dead things or the restoration oflife, limbs, or vitality to living creatures. The specialists of this school are called Necromancers.
*Wild Magic spells are unpredictable and powerful. This school came into existance as a byproduct of the Time of Troubleshttp://forgottenrealms.wikia.com/wiki/Time_of_Troubles in 1358 DR. Every time a spell is cast an undesired effect may happen. Caution is advised when using Wild Magic. Wild Magic is the only school that doesn't have an opposed school. It was added by the expansion pack Baldur's Gate II: Throne of Bhaal. The specialists of this school are called Wild Mages.
Schools of magic affect gameplay in several ways:
*They determine which spells a wizard specialist can learn.
*Some effects, such as Dispel Illusion, target specific schools of magic.
*The spells of a given school have similar colors and animation effects, so you can guess what an enemy is casting by the color and appearance of the animation effects as they cast it.
==Spell properties==
===Range===
Range is the maximum distance from the caster, in feet, at which the spell can be targeted. 0 means that the spell targets the caster.
===Duration===
The duration of a spell is the amount of time its effects persist. Spells of instant duration come and go the moment they are cast, although the results of these spells may be permanent. Spells of permanent duration last until the effects are negated by some means, usually by a Dispel Magic spell. Some spells have a variable duration.
===Casting time===
Casting time is the time it takes the caster to cast the spell. A spell can be interrupted if the caster takes damage while casting it.
===Area of effect===
The area of effect of a spell is the physical space that the effects of the spell affect, be it an area or a group of creatures. Some spells, such as Bless, affect the friends or the enemies of the caster. For those spells the term “friend” or “enemy” refers to the caster’s perspective at the time of casting. For instance, if a caster charms an enemy fighter and then casts Bless, which affects only friendly creatures, the charmed fighter benefits from the effects of Bless because at the time of casting he is considered a friend of the caster.
===Saving throw===
Some spells allow their target to make a Saving Throw to negate or reduce the effects of the spell. The most common cases are:
*Neg.: A successful Saving Throw negates the spell’s effects.
*1/2: A successful Saving Throw halves the spell’s damage.
*None: No Saving Throw is allowed.
==List of spells (Baldur's Gate II)==
The spells in this table are alphabetically ordered. This list contains only the spells from the game without the expansion pack. The list of spells from the expansion pack follows this table. 113 spells are from Baldur's Gate. Click here to see the list of spells in Baldur's Gate.
Note: The some of the summaries provided below in the effects column for each spell have been updated to reflect how the spell works in the Enhanced Edition.
Legend:
^ : Spell is a special ability to some classes.
+ : Spell is a special ability of the protagonist earned during the game (Reputation of 10 or higher).
~ : Spell is a special ability of the protagonist earned during the game (Reputation of 9 or lower).
Numbers may be replaced by spell icons as soon they are uploaded. Try to describe the effect of the spell in maximum seven lines of text within the table, details can be added to the page of the spell itself.
# 	Spell Name 	Effect 	Spellbook 	School 	Level
1 	Abi-Dalzim's Horrid Wilting 	This spell lets moisture evaporate from the creature, dealing 1d8 points of magical damage for every level of the caster, creatures can make a Save vs. Spell for half damage. Creatures with high amounts of moisture receive -2 penalty to Saving Throws as well. 	Wizard 	Necromancy 	8
2 	Absolute Immunity 	It will confer complete immunity to all weapons, except those of +5 or better enchantment. It will last 4 rounds or until dispelled. 	Wizard 	Abjuration 	9
3 	Aerial Servant 	Summons an aeriel servant to do the bidding of the priest. It can attack enemies until duration runs out or if it's slain. 	Priest 	Conjuration 	6
4 	Agannazar's Scorcher 	2 ft. by 15 ft. jet of flame causing 3d6 points of fire damage. There is no Saving Throw, but Fire Resistance will reduce/eliminate damage. 	Wizard 	Evocation 	2
5 	Aid 	Raises maximum Hit Points with 1d8 and adds that number to current health. When the spell runs out of duration, only the added Hit Points above the maximum are removed from the recipient. 	Priest 	Necromancy 	2
6 	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. 	Priest 	Conjuration 	4
7 	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 and dragons. 	Priest 	Conjuration 	5
8 	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&dragons. 	Priest 	Conjuration 	6
9 	Animate Dead (priest)Animate Dead (wizard) 	Summons a skeleton warrior who follows the caster's every command. 	Priest / Wizard	Conjuration 	3/5
10 	Armor 	Conjures magical armor for the spellcaster with an Armor Class of 6. This is cumulative with bonuses from items and stats. Will last until dispelled or for 9 hours. 	Wizard 	Conjuration / Summoning	1
11 	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 turns + 1 turn per level of the caster. 	Priest 	Abjuration 	1
12 	Barkskin 	Raises Armor Class of the target and Saving Throw rolls vs. attacks except magical. 	Priest 	Alteration 	2
13 	Black Blade of Disaster 	Summons a black bladed planar rift, acting as a +5 sword. While the mage uses this weapon, it has the THAC0 of a warrior half his level and every time the target is hit, it must make a Save vs. Death at +4 or be disintegrated. 	Wizard 	Evocation 	9
14 	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, if there are creatures around, they can make a Save vs. Spell to avoid damage. 	Priest 	Evocation 	6
15 	Bless 	Raises morale, saving rolls vs. fear +1, increases attack rolls friendly target 	Priest 	Conjuration 	1
16 	Blindness 	Blinds target. If no successful save roll, target receives -4 penalty to Armor Class and hit attack rolls. 	Wizard 	Illusion 	1
17 	Blur 	Blurs the image of the caster. +1 bonus to all Saving Throws, -3 hit penalty of melee and ranged attacks to the caster. 	Wizard 	Illusion 	2
18 	Bolt of Glory 	Channels a bolt of divine energy against one creature. Depending on the plane the creatures originates, it receives damage. Undead receive 8d6, demons 10d6, elementals 3d4 and Prime Material Plane 6d6. 	Priest 	Evocation 	6
19 	Breach 	When this spell is cast upon a creature, it breaches and dispels all of the specific and combat protection affecting the creature. This does not affect Magic Resistance. 	Wizard 	Abjuration 	5
20 	Burning Hands 	5-ft. jets of searing flames are cast from the wizard's fingertips causing fire damage in an arc of 120 degrees in front of the wizard. 	Wizard 	Alteration 	1
21 	Cacofiend 	This spell summons a rampaging demon that attacks everyone in sight, unless they are under a Protected From Evil spell. Lasts 15 rounds. 	Wizard 	Conjuration 	7
22 	Call Lightning 	Bolts of lightning are called down upon random hostile targets. Must be cast in open air. 	Priest 	Alteration 	3
23 	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 	Priest 	Conjuration 	4
24 	Carrion Summons 	This spell will summon one or two (35% chance) Carrion Crawler in an designed area. Then these carrion eaters are made more powerful and the effect lasts until they are slain or the spell runs out. 	Wizard 	Conjuration 	6
25 	Cause Critical Wounds 	Opposite of Cure Wounds. Causes 27 points of damage if the priest manages to touch the target within two turns, or else it's wasted. No Saving Throw can be made against the effect. 	Priest 	Necromancy 	5
26 	Cause Serious Wounds 	Opposite of Cure Wounds. Causes 17 points of damage if the priest manages to touch the target within two turns, or else it's wasted. No Saving Throw can be made against the effect. 	Priest 	Necromancy 	4
27 	Chain Contingency 	The mage chooses three spells which will be simultaneously released when certain conditions are met. The chosen spells can be of levels 1-8. 	Wizard 	Conjuration 	9
28 	Chain Lightning 	Arcs of electrical energy burst from the fingertips of the caster, leaping to enemies near the caster. For every two levels 1d6 damage is done, unless a save is made for half damage. 	Wizard 	Evocation 	6
29 	Chant 	Increases attack rolls and Saving Throws of friendly target in AoE by +1. Hostile targets receive -1 penalty. 	Priest 	Conjuration 	2
30 	Champion's Strength 	Raises THAC0 +1 for every three levels of the caster and sets Strength to 18/00. Priests cannot cast spells during this. 	Priest 	Alteration 	5
31 	Chaos 	Identical in effect like Confusion, but level 4 enemies are always affected by it and level 5+ enemies receive saving throws at -4. 	Wizard 	Enchantment 	5
32 	Chaotic Commands 	Makes an target immune for any status effects involving the mind. Charm, domination, sleep, confusion have no effect on the character. 	Priest 	Enchantment 	5
33 	Charm Person 	The target regards the caster as friendly if successfully cast. The victim must obey orders. 	Wizard 	Enchantment 	1
34 	Charm Person or Mammal 	See charm person, includes also mammals 	Priest 	Enchantment 	2
35 	Chill Touch 	Caster can make touch attack dealing damage and THAC0 penalty. 	Wizard 	Necromancy 	1
36 	Chromatic Orb 	Cause and damage and varied effects depending on the level of the caster. 	Wizard 	Evocation 	1
37 	Clairvoyance 	Allows caster to see geographical buildings and features in the area he is exploring. Works only outside. 	Wizard 	Divination 	3
38 	Cloak of Fear 	The caster will radiate a personal aura of fear in a 3-ft. radius. All affected creatures must make Save vs. Spell or will run away in panic, possible dropping items. Party members are immune. 	Priest 	Conjuration 	4
39 	Cloudkill 	Creates deadly yellowish green cloud of vapor in a large area. Able to kill weak creatures. Similar to Stinking Cloud. 	Wizard 	Evocation 	5
40 	Color Spray 	From the hand of the caster a spray of clashing colors spring forth. From 1 to 6 creatures in the area of 4th or less level must make a Saving Throw or be rendered unconscious. 	Wizard 	Alteration 	1
41 	Command 	The caster commands the target to sleep a single round. Target will awaken unharmed. 	Priest 	Enchantment 	1
42 	Cone of Cold 	Creates a cone shaped area from the wizard's hand which is extremely cold does 1d4+1 for every lvl of the caster. 	Wizard 	Evocation 	5
43 	Confusion (priest)Confusion (wizard) 	Causes the creatures affected by the spell to go berserk, wander around and, if they are attacked, they will defend themselves. 30-ft. area of effect. All Saving Throws vs. Spell are made at -2. Those successful are unaffected by the spell. Spell last 2 rounds + 1 for every level of the priest. Spell lasts 5 rounds + 1 for every 6 levels of the wizard. 	Priest / Wizard	Enchantment 	7/4
44 	Conjure Animals 	Summons one or two mountain bears which do the bidding of the caster. Last until slain or duration runs out, which is 4 turns. 	Priest 	Conjuration 	6
45 	Conjure Air Elemental 	This spell summons an air elemental which serves the wizard. It has 12 Hit Dice (60%), 16 HD (35%) or 24 HD (5%). The wizard must concentrate for 3 rounds to gain control of the creature. 	Wizard 	Conjuration 	6
46 	Conjure Earth Elemental (priest)Conjure Earth Elemental (wizard)	This spell summons an earth elemental which serves the caster. It has 12 Hit Dice (60%), 16 HD (35%) or 24 HD (5%). Unlike wizards, priests do not have to engage in a battle of the minds to control their summoned elemental. 	Priest / Wizard	Conjuration 	7/6
47 	Conjure Fire Elemental (priest)Conjure Fire Elemental (wizard) 	This spell summons an fire elemental which serves the caster. It has 12 Hit Dice (60%), 16 HD (35%) or 24 HD (5%). Unlike wizards, priests do not have to engage in a battle of the minds to control their summoned elemental. 	Priest / Wizard	Conjuration 	6/6
48 	Conjure Lesser Air Elemental 	This spell summons an air elemental which serves the wizard. It has 8 Hit Dice and there is 15% it will break free from the control of the wizard and go berserk. 	Wizard 	Conjuration 	5
49 	Conjure Lesser Earth Elemental 	See the spell above. This has the same effect and hazards, but it summons an earth elemental. 	Wizard 	Conjuration 	5
50 	Conjure Lesser Fire Elemental 	See the spell above. This has the same effect and hazards, but it summons an fire elemental. 	Wizard 	Conjuration 	5
51 	Contagion 	The spell inflicts weaknesses and diseases upon the creature, Strength, Dexterity and Charisma are lowered by 2 points and the target is slowed. Cure Disease cures the creature completely. 	Wizard 	Necromancy 	4
52 	Contingency 	The mage chooses three spells which will be simultaneously released when certain conditions are met. The selectable spell levels increase for every three levels of the caster, with 6th spells being the highest possible. 	Wizard 	Evocation 	6
53 	Control Undead 	Allows the caster to take control of 1-4 undead within the area of effect. Undead with a Hit Dice of 3 can't make Saving Throws to negate the effect. This effect can be dispelled. 	Wizard 	Necromancy 	7
54 	Creeping Doom 	Summons 1000 insects which will creep upon the target. All those 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. 	Priest 	Conjuration 	7
55 	Cure Critical Wounds 	Heals 27 Hit Points on the subject the spell is cast upon. They cannot be healed above their max. health. Creatures not living, extraplanar and creatures without corporeal bodies can't be healed. 	Priest 	Necromancy 	5
56 	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. 	Priest 	Abjuration 	3
57 	Cure Light Wounds 	Heals 8 Hit Points on the subject the spell is cast upon. They cannot be healed above their max. health. Creatures not living, extraplanar and creatures without corporeal bodies can't be healed. 	Priest 	Necromancy 	1
58 	Cure Medium Wounds 	Heals 14 Hit Points on the subject the spell is cast upon. They cannot be healed above their max. health. Creatures not living, extraplanar and creatures without corporeal bodies can't be healed. 	Priest 	Necromancy 	3
59 	Cure Serious Wounds 	Heals 17 Hit Points on the subject the spell is cast upon. They cannot be healed above their max. health. Creatures not living, extraplanar and creatures without corporeal bodies can't be healed. 	Priest 	Necromancy 	4
61 	Deafness 	This spell causes the victim to become completely deaf if a Saving Throw isn't successful. Victim has a 50% chance of spell failure while this spell is active. Can be dispelled by Dispel Magic and Cure Disease. Vocalize negates this spell. 	Wizard 	Illusion 	2
61 	Death Fog 	Creates a toxic fog within a 30-ft. radius which deals 8 points of damage to creatures and kills all summoned creatures instantly. 	Wizard 	Evocation 	6
62 	Death Spell 	This spells snuffs out all life forces of the creatures in the area instantly. All creatures with a Hit Dice of 8 are immune to the effect, but summoned creatures are not. 	Wizard 	Necromancy 	6
63 	Death Ward 	Protects the target from all death magic for the duration of the spell, which is 1 turn for every level of the caster. This includes Disintegrate, Finger of Death and Power Word, Kill. 	Priest 	Necromancy 	4
64 	Defensive Harmony 	Armor class of all affected creatures gains a +2 bonus, which lasts for 10 round. 	Priest 	Enchantment 	4
65 	Delayed Blast Fireball 	Very much like Fireball, but this creates a fireball which hovers around the determined area a while before exploding and dealing 15d6 points of damage, with a Save vs. Spells for half damage. 	Wizard 	Evocation 	7
66 	Detect Evil (priest)Detect Evil (wizard) 	This spell makes any evil creatures in range glow red briefly 	Priest / Wizard	Divination 	1/2
67 	Detect Illusion 	Cancels all illusions up to 3rd level. 	Wizard 	Divination 	3
68 	Detect Invisibility 	Allows the caster to see objects and beings which are invisible, astral, ethereal or out of phase. 	Wizard 	Divination 	2
69 	Dimension Door 	The caster can step in a dimension which transports the caster to any place in visual range. 	Wizard 	Alteration 	4
70 	Dire Charm 	Similar to charm person, but this will put the target into berserker state, even fighting 'former' allies. There is no Saving Throw bonus. 	Wizard 	Enchantment 	3
71 	Disintegrate 	A grey thin ray is shot at the target. The creature must make a save roll or be turned into dust, as well some if not all items the creature carries. 	Wizard 	Alteration 	6
72 	Dispel Magic (priest)Dispel Magic (wizard) 	Removes all magical stats gained from potions, spells and magical items from anybody within AoE. Does not effect magical items themselves. 	Priest / Wizard	Abjuration 	3/3
73 	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. 	Priest 	Alteration, Necromancy 	6
74 	Domination 	Enables the caster of this spell to control the actions of the victim. Target receives a Saving Throw at -4 to avoid it. 	Wizard 	Enchantment 	5
75 	Doom 	By casting this spell, the target receives a -2 penalty to all his rolls, this includes, but is not limited to Saving Throws and THAC0. The recipient can't make a Saving Throw to negate the effect. 	Priest 	Alteration 	1
76 	Draw Upon Holy Might 	Raises Strength, Constitution and Dexterity 1 point for every three levels of the caster. 	Priest 	Evocation 	2
77 	Earthquake 	A local tremor rips open the ground in the area 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. 	Priest 	Alteration 	7
78 	Emotion: Hopelessness 	The character gives over all will to higher power and will lie down if they fail to make a save roll. Raises morale of the caster if successfully cast. 	Wizard 	Enchantment 	4
79 	Enchanted Weapon 	Enchants any weapons that the caster currently wields. For the duration of the spell, those weapons are treated as having a +3 enchantment for the purposes of determining what enemies they can hit. The spell lasts for 5 rounds per level of the caster. 	Wizard 	Enchantment 	4
80 	Energy Drain 	This spell opens a channel between the caster's plane and the negative energy plane, draining two experience levels of the victim, which can only be restored by the priest spell Restoration. 	Wizard 	Necromancy 	9
81 	Entangle 	The caster cause all kinds of plants to wrap and twist around creatures and holding them into places in a certain area. 	Priest 	Alteration 	1
82 	False Dawn 	Creates a bright reddish light that harms the undead 6d6 points of damage in the area of effect. No Saving Throw can be made. Also they all are confused the round thereafter. 	Priest 	Evocation 	6
83 	Farsight (priest)Farsight (wizard) 	Allows the caster to view an area of the unexplored map. After casting, click on the area you want to view. 	Priest / Wizard	Divination 	4/4
84 	Feeblemind 	Lowers the intelligence of the target to the level of a moron. Victim can make save roll at -2 to avoid the effect. 	Wizard 	Enchantment 	5
85 	Find Familiar 	Summons a random small animal which acts as a companion/aide of the magic. Gives bonuses to the wizard. Letting familairs die will cost the wizard one Constitution point permanently. 	Wizard 	Conjuration 	1
86 	Find Traps 	All traps concealed normally, magically and mechanically become apparent to the caster. The same as find trap mode for thieves. 	Priest 	Divination 	2
87 	Finger of Death (priest)Finger of Death (wizard) 	The caster points at the target and after incantation is complete, life will be removed from the target, unless it can make Save vs. Spell at -2. If so, the target will suffer 2d8 +1 damage instead. 	Priest / Wizard	Necromancy 	7/7
88 	Fireball 	The caster sends a fireball which detonates at the determined point and sends out a wave of flames from the center with a 30-ft. radius. 	Wizard 	Evocation 	3
89 	Fireshield (Blue) 	Surrounds the caster with a shield of ice flame. Grants 50% cold resistance and protects caster from melee hits. Those hitting the caster suffer cold damage. 	Wizard 	Evocation, Alteration 	4
90 	Fireshield (Red) 	Surrounds the caster with a shield of flame. Grants 50% fire resistance and protects caster from melee hits. Those hitting the caster suffer fire damage. 	Wizard 	Evocation, Alteration 	4
91 	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. Spell for half damage. 	Priest 	Conjuration 	6
92 	Fire Storm 	A 20-foot radius area is pelted by fiery balls of lava and fire. Creatures within the are suffer 2d8 points of damage for each level of the caster. It lasts four rounds and there is no Saving Throw against this. 	Priest 	Evocation 	7
93 	Flame Arrow 	The caster conjures a flame which inflicts both fire and physical damage to the target. Casters gains an extra arrow for every five levels. 	Wizard 	Conjuration 	3
94 	Flame Blade 	A blazing ray of hot fire spring forth from the hand of the caster, acting like a weapon from the small sword proficiency to calculate attack rolls and attacks per round. 	Priest 	Evocation 	2
95 	Flame Strike 	The caster sends down a column of flames at the target which must roll a Saving Throw or be burned heavily. 	Priest 	Evocation 	5
96 	Flesh to Stone 	If the target can't make a Saving Throw against this spell, it will turn into stone, as will his possessions. Statues can be shattered in order to make it impossible to resurrect the creature. 	Wizard 	Alteration 	6
97 	Free Action 	The subject under influence of this spell is able to move normally, even when magic affecting movement is upon the victim. 	Priest 	Abjuration 	4
98 	Freedom 	The reverse spell of Imprisonment. When cast at the area where the creature became imprisoned, it will be released instantly. Also cancels the effects of Maze. 	Wizard 	Abjuration 	9
99 	Friends 	The spell increase the Charisma of the caster by 2d4, changing the behavior of all creatures who encounter the caster while under influence of the spell, making them more friendly. 	Wizard 	Enchantment 	1
100	Gate (priest)Gate (wizard) 	The caster summons an outer plane creature to attack his enemies or even the caster. It will attack anyone not protected by a Protection From Evil spell. 	Priest / Wizard	Conjuration 	7/9
101	Ghost Armor 	Creates magical armor with an armor class (2) of plate armor, which is cumulative with dexterity and shield bonuses. Does not restrcit movement, but it can be dispelled. 	Wizard 	Conjuration 	3
102	Ghoul Touch~ 	If the spell is cast and the mages makes a successful melee attack, the target is paralyzed for five rounds. Uses blunt weapon proficiency to calculate attack rate and chance of success. 	Wizard 	Necromancy 	2
103	Glitterdust 	Creates a cloud of glittering dust which may blind those in the area of effect. Makes invisible creatures visible. Recipients will receive a penalty of +4 Armor Class and -4 to attack rolls. 	Wizard 	Conjuration 	2
104	Globe of Invulnerability 	Creates an immoblie sphere around the caster that protects him from 4th level spells and lower. The caster can still cast spells while the globe is active. Can be dispelled. 	Wizard 	Abjuration 	6
105	Glyph of Warding 	Can be used to prevent entering and passing areas and opening containers. When glyph is violated, 1-4 damage will be dealt for every level of the caster. 	Priest 	Alteration, Evocation 	3
106	Goodberry 	Creates five magical berries which can be carried around and will heal 1 Hit Point if they are eaten. 	Priest 	Alteration, Evocation 	2
107	Grease 	Creates a slippery and fatty surface. Anyone within the area must make a save roll or will not be able to move normally. 	Wizard 	Conjuration 	1
108	Greater Command 	More powerful version of Command. Causes creatures in 20-foot area to sleep, spell last 1 round for every level of the caster. Creatures awaken unharmed. 	Priest 	Enchantment 	5
109	Greater Malison 	This spell affects all Saving Throws of the characters affected by the spell. All Saving Throws are done at -4. 	Wizard 	Enchantment 	4
110	Greater Restoration 	Raises life energy of the recipient of this spell. It will restore Intelligence, cures insanity, heals the target fully, and cures disease and potion effects. This causes heavy fatigue on the priest, who needs to rest after casting it. 	Priest 	Necromancy 	7
111	Harm 	This spell will reduce the Hit Points of the target to 1 on a successful first hit after casting this spell. It must be done in 2 rounds. 	Priest 	Necromancy 	6
112	Haste 	When the spell is cast, all affected creatures move and attack at double rates. Spells not included. Negates slow and is not cumulative. 	Wizard 	Alteration 	3
113	Heal 	This spells heals the target completely from diseases, blind- and deafness, feeblemind, mental disorders and injuries. 	Priest 	Necromancy 	6
114	Hold Animal 	This spell disables movement of normal and giant-sized animals. Those that successfully make a save roll are unaffected by the spell. Does not prevent worsening of effects. 	Priest 	Enchantment 	3
115	Hold Monster 	Spell holds any 1d4 creature in an immobile state, like hold person, but for monsters. Undead are immune to it. Saving Throw made at -2. 	Wizard 	Enchantment 	5
116	Hold Person (priest)Hold Person (wizard) 	The spell will prevent movement from 1-4 humanoid creatures at mansize or smaller for five or more rounds. If a successful save roll is made, the creature is unaffected. Does not prevent worsening of effects. 	Priest / Wizard	Enchantment 	2/3
117	Hold Undead 	Holds 1d4 undead creatures immobile for 2 rounds per caster level. Effects target creature and up to three undead within 10 ft. of the target. Those who succeed on their Saving Throw are totally unaffected. 	Wizard 	Necromancy 	3
118	Holy Smite 	Unleashes energy in an area of effect which inflicts 1-4 damage on evil creatures for every level of the caster. If the victim fails his save, he is blinded for 1 round. 	Priest 	Necromancy 	3
119	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 HD are stunned for 1 turn, 8-11 HD are slowed for 1 turn with 75% spell failure, and 12 and higher HD are deafened with 50% spell failure. 	Priest 	Conjuration 	7
120	Horror~ 	If successful, all affected creature will run in terror when this spell is cast. Undead and certain creatures are immune to the effect. 	Wizard 	Necromancy 	2
121	Ice Storm 	Great hail stones in a diameter of 60 ft. inflict 2d8 damage upon any creature in the area of effect. This will last 4 rounds. 	Wizard 	Evocation 	4
122	Identify 	This spell will identify the names, the effects and curses bestowed on magical items and this is always successful. 	Wizard 	Divination 	1
123	Imprisonment 	This spell will imprison the target in a small sphere beneath the earth. It can only be dispelled by Freedom, or the character will stay there for eternity. There is no Saving Throw. 	Wizard 	Abjuration 	9
124	Improved Haste 	Like the spell Haste, this doubles attack and movement rate and negates slow, but the recipient is not fatigued by the spell. 	Wizard 	Alteration 	6
125	Improved Invisibility 	The recipient of the spell is be able to attack in melee combat, shooting projectiles and casting spells while remaining invisible. Observant enemies may find traces to attack the invisible creature. 	Wizard 	Illusion 	4
126	Improved Mantle 	Like mantle this gives immunity to all weapons, expect for weapons of +5 or better. This will last 4 rounds or until dispelled. 	Wizard 	Abjuration 	8
127	Incendiary Cloud 	This spell creates a cloud of roaring flame, doing 1-4 damage for every level of the caster each round while in the area of effect, which is a 30-ft radius cloud. 	Wizard 	Evocation 	8
128	Infravision 	The recipient gains the ability to see with infravision, just like elves and dwarves for the duration of the spell. 	Wizard 	Divination 	1
129	Insect Plague 	More powerful version of Summon Insects. Swarm will attack six enemies in total. Spellcasting is impossible while being attacked. Invisibility does not offer protection. Each victim must make Saving Throw or run in fear. 	Priest 	Conjuration 	5
130	Invisibility 	Makes the recipient and armor undetectable by the eye, but are still detectable by other features. The affected can talk, eat, pickup and drop items, and climb stairs. Effect is dispelled when attacking, dispelled by magic or runs out of duration. 	Wizard 	Illusion 	2
131	Invisibility 10' Radius 	Renders all friendly creatures and their armor undetectable by the eye, but are still detectable by other features. The affected can talk, eat, pickup and drop items, and climb stairs. Effect is dispelled when attacking, dispelled by magic or runs out of duration. 	Wizard 	Illusion 	3
132	Invisibility Purge 	Dispels invisibility of any creature in the area, including Sanctuary, Improved Invisibility or Shadow Door. 	Priest 	Divination 	3
133	Invisible Stalker 	Summons a 8 Hit Dice invisible stalker from the Elemental Plane of Air which remains under the control of the caster for 9 hours or until slain. 	Wizard 	Conjuration 	6
134	Iron Skins 	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. This can be dispelled, run out skins or duration. 	Priest 	Alteration 	5
135	Khelben's Warding Whip 	This spell will remove one spell protection of up to 8th level. The round thereafter it will dispel one more, until the spell expires after three rounds. 	Wizard 	Abjuration 	7
136	Knock 	Open locked, held, magical locked doors, secret doors, boxes and containers. Does not raise barred gates or similar impediments. 	Wizard 	Alteration 	2
137	Know Alignment (priest)Know Alignment (wizard) 	Identifies the alignment of a creature. If the target successfully makes a save roll, the caster will learn nothing. Evil creatures will glow red, neutral white, and good ones green 	Priest / Wizard	Divination 	2/2
138	Larloch's Minor Drain~ 	This spell drains 1-4 Hit Points from the target which are added to the current Hit Points of the caster. The Mage is able to exceed his maximum Hit Point total with this spell, but he loses any extra Hit Points above the maximum after 1 turn. 	Wizard 	Necromancy 	1
139	Lesser Restoration 	This spell raises life energy and reverses Level drain of one creature. After casting this spell, the priest will be fatigued. 	Priest 	Necromancy 	4
140	Lightning Bolt 	This spell releases a powerful bolt of electrical energy which will rebound when intersecting a wall. Inflicts 1-6 point of damage for each level of the caster and harms anybody if possible multiple times and could even kill the caster of the spell. 	Wizard 	Evocation 	3
141	Limited Wish 	This spell will fulfill one wish of the caster which may alter past, present or future, but this will not change major realities. Depending on the wisdom of the mage, it can end in disaster or benefit him. 	Wizard 	Conjuration 	7
142	Lower Resistance 	This spell lowers Magic Resistance by 10% +1% for each level of the wizard. It's cumulative and can't be dispelled by Dispel Magic. There is no Saving Throw against it. 	Wizard 	Abjuration/Alteration 	5
143	Luck 	Recipient receives +1 to any of his actions. Includes, but is not limited to, thieving skills, Saving Throws, hit chances. 	Wizard 	Enchantment 	2
144	Magic Missile 	The caster may send up to five missiles at once to the target that inflicts 1d4+1 points of damage. Number of missiles depends on the level of the magician. 	Wizard 	Evocation 	1
145	Magic Resistance 	The caster receives magic protection of 2% per level up to 40%. If the target has a higher Magic Resistance than the priest may offer, it's actually lowered by this spell. This can be dispelled. 	Priest 	Alteration 	5
146	Magical Stone 	Enchants a pebble which is thrown at the target for 1-4 points of damage. It acts like a magical projectile, it can harm enemies immune to normal weapons. 	Priest 	Enchantment 	1
147	Mantle 	Gives the recipient of this spell complete immunity to weapon, expect for +3 or better. Will not work conjuction with other likewise spells and last only 4 rounds. 	Wizard 	Abjuration 	7
148	Mass Cure 	This heals all party members with 1d8 + 1 points in the area of effect, which is 30-ft. radius from the target. 	Priest 	Necromancy 	5
149	Mass Invisibilty 	This spell makes all friendly creatures invisible in a 30-ft. radius. The invisible creatures are able to attack, cast spells while remaining unseen. However, some traces may been seen which allows enemies to attack 	Wizard 	Illusion 	7
150	Maze 	The target of the spell is transported to a shifting maze for a period of time that is totally dependent upon its Intelligence. 	Wizard 	Conjuration 	8
151	Melf's Acid Arrow 	The caster conjures an acid arrow which does 2d4 damage. For every three levels of the sorcerer it will last another round. 	Wizard 	Conjuration 	2
152	Melf's Minute Meteors 	Summons one small globe of fire for each level of the caster. Does 1d4+3 missile and +3 fire damage to the creature struck. Wizard may discharges 5 meteors/round. 	Wizard 	Evocation 	3
153	Mental Domination 	Allows the priest to control the action of the target, but is weaker than domination and the priest cannot cast spell during that time. 	Priest 	Enchantment 	4
154	Meteor Swarm 	This spells pulls down meteors from above in a random area of effect. Those in the AoE will suffer 4-40 points of damage per round. There is no Saving Throw. 	Wizard 	Evocation 	9
155	Minor Globe of Invulnerability 	Creates an immobile sphere around the caster that grants immunity to level 1, 2 and 3 spells. It can be dispelled with a successful Dispel Magic. 	Wizard 	Abjuration 	4
156	Minor Sequencer 	Allows the wizard to store two 2nd level or lower spells and access them simultaneously from the special abilities. A mage can have only one at a time. 	Wizard 	Evocation 	4
157	Minor Spell Deflection 	Similar to Spell Deflection, this spell absorbs spells directly cast at the wizards, it will absorb 4 spell levels. If a level 2 spell is cast and the mage has 1 spell level left, it will be absorbed and the spell deflection is dispelled. 	Wizard 	Abjuration 	3
158	Minor Spell Turning 	This spells reflects spells that directly target the wizard, sending them directly back to their original source, for a total of 4 spell levels. This includes scrolls and innate abilities. This spell will not protect the caster from Dispel Magic, however it will not be affected by Dispel Magic either. 	Wizard 	Abjuration 	5
159	Mirror Image 	This magic creates 2-8 duplicates which do exactly the same as the wizard does. This will not protect the caster against every attack, as it is possible for an enemy to choose the real caster amongst all the images. 	Wizard 	Illusion 	2
160	Miscast Magic 	The magic casters which are under the effect of this spell, have 80% chance of failure. It can be avoided, but it does so at -2. 	Priest 	Enchantment 	3
161	Mislead 	This spell creates an image of the mage, where the wizard stands and makes the wizard teleport and invisible. Image will remain until dispelled or reaching zero hit points. 	Wizard 	Illusion 	6
163	Mordenkainen's Sword 	This summons a shimmering sword-like weapon which acts as a +4 weapon along with the THAC0 of a fighter half the level of the mage. Mage can still perform other actions. 	Wizard 	Evocation 	7
164	Monster Summoning I 	The caster summons magically 8 Hit Dice of monsters, which appear in caster's range and will attack enemies. They can perform other services if there are no enemies to fight. 	Wizard 	Conjuration 	3
164	Monster Summoning II 	The caster summons magically 12 Hit Dice of monsters, which appear in caster's range and will attack enemies. They can perform other services if there are no enemies to fight. 	Wizard 	Conjuration 	4
165	Monster Summoning III 	The caster summons magically 16 Hit Dice of monsters, which appear in caster's range and will attack enemies. They can perform other services if there are no enemies to fight. 	Wizard 	Conjuration 	5
166	Nature's Beauty 	Transform the caster into a beautiful creature, depending on the target. Those affect must make Saving Throw with a +3 bonus or die instantly. Those who succeed their throw, are permanently blinded. Party members are immune to spell. 	Priest 	Illusion 	7
167	Negative Plane Protection 	Offers the recipient of this spell partial protection from monsters of the negative energy plain connections (such as vampires). Provides the recipient protection from Level drain. This may not be cast on the Negative Energy Plain. 	Priest 	Abjuration 	4
168	Neutralize Poison 	It cures poison instantly and restores 1-10 Hit Points of health. 	Priest 	Necromancy 	4
169	Non-Detection 	It renders target immune to multiple spells aimed at locating invisible beings. 	Wizard 	Abjuration 	3
170	Oracle 	It will dispel all Illusion spells of level 5 and lower in a 60-ft. radius around the target. This is done indiscriminately and Magic Resistance is ignored. 	Wizard 	Divination 	5
171	Otiluke's Resilient Sphere 	This spell causes victim to Save vs. Spell if unsuccessful target creature is imprisoned in a sphere immune to all damage incapable of affecting outside world as much as outside world is incapable of affecting trapped being. Sphere can be destroyed with Dispel Magic. 	Wizard 	Alteration 	4
172	Phantom Blade 	Summons a magical blade acting as +3 weapon in terms of bonuses and causes an extra +10 damage against undead creatures. It can be dispelled. 	Wizard 	Evocation 	5
173	Physical Mirror 	This spell creates an invisible disk which reverses missiles back to the sender. Speed, range and damage are unaffected. Caster may send missiles normally while under this effect. 	Priest 	Alteration 	6
174	Pierce Magic 	Lowers magic resistance by 1% for every level of the caster and dispels one spell of protection of 6th level or lower. 	Wizard 	Abjuration 	6
175	Pierce Shield 	This spell lowers magic resistance with 10% +1% for every level of the caster. Next it will dispel one protection spell of any level. This spell is not affected by Magic Resistance and the effect can't be dispelled. 	Wizard 	Abjuration 	8
176	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 ft. 	Priest 	Illusion 	5
177	Poison 	The caster can poison victims if they don't make a Save vs. Poison. The level of the caster determines the damage and how long the effect lasts. 	Priest 	Necromancy. 	4
178	Polymorph Other 	It transform the target of the spell into a squirrel unless the target can make a Save vs. Petrification/Polymorph. 	Wizard 	Alteration 	4
179	Polymorph Self 	This spell transforms the caster into another creature. The wizards gains the physical mode, attributes, natural resistance, breathing of the creature. 	Wizard 	Alteration 	4
180	Power Word, Blind 	Every creature in a 10-ft. radius from the target creature will be blinded for 1 turn or until dispelled. Gives victims all related bonuses of blindness. 	Wizard 	Conjuration 	8
181	Power Word, Kill 	This spell will kill any creature instantly with 60 or less Hit Points left at the moment of casting. There is no Saving Throw. 	Wizard 	Conjuration 	9
182	Power Word, Silence 	This spell will silence the target for 7 rounds foiling any spellcasting requiring verbal components. The only ways to counter this spell are either a Dispel Magic or a Vocalize spell. There is no Saving Throw. 	Wizard 	Conjuration 	6
183	Power Word, Sleep 	Like Command, this spell will cause the target, other than undead and certain other creatures specifically excluded from the spell's effects, to sleep. Only affects creatures with less than 20 hit points and there is no Saving Throw. Sleeping creatures can be attacked with bonuses. 	Wizard 	Conjuration 	2
184	Power Word, Stun 	Any creature which is targeted by this spell will be paralyzed, depending on current Hit Points. 1-29 HP: 4d4 turns, 30-59 HP: 2d4 turns, 60-89 HP: 1d4 turns. Enemies with more than 90 Hit Points are not affected by this spell. 	Wizard 	Conjuration 	7
185	Prismatic Spray 	Multi-colored rays of the light flash from the hands. Creatures with 8 HD or less are blinded 5 turns. All creatures caught within the area of effect will be touched by 1 or 2 of the rays, each of which has a different power and purpose. 	Wizard 	Conjuration 	7
186	Project Image 	An illusionary copy from the caster steps outside his body. The illusion can move around and cast spells only. If the wizards takes any damage or the image is destroyed, then the wizard can move again. Can be dispelled. 	Wizard 	Illusion 	7
187	Protection From Acid 	Confers complete resistance to all acid based attacks for the duration of the spell which 1 round / caster level or until dispelled. 	Wizard 	Abjuration 	5
188	Protection From Cold 	Confers complete resistance to all non magical cold attacks and absorb 50% of magical cold damage. 	Wizard 	Abjuration 	3
189	Protection From Electricity 	Confers complete resistance to all Electrical attacks both magical and non-magical. 	Wizard 	Abjuration 	5
190	Protection From Energy 	This spell confers a 75% resistance to energy attacks such as fire, cold, electricity, magic and acid from magical and non magical sources. Does not protect against physical hits as Enchanted Weapon and Spiritual Hammer. Last for 1 turn per level or until dispelled. 	Wizard 	Abjuration 	8
191	Protection From Evil (priest)Protection From Evil (wizard) 	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 creature. 	Priest / Wizard	Abjuration 	1/1
192	Protection From Evil, 10' Radius 	Is identical to Protection From Evil, effects more than one recipient. They receive +2 to Saving Throws from evil and lowers attack chance of evil creatures as well. 	Priest 	Abjuration 	4
193	Protection From Fire (priest)Protection From Fire (wizard) 	Grants the caster complete immunity from natural fires like torches and gives the priest 80% and the wizard 50% resistance from magical fires. The spell last 3 rounds plus one round per level of the priest and one turn per wizard level. 	Priest / Wizard	Abjuration 	3/3
194	Protection From Lightning 	The recipient gains absolute protection from any from of lightning. Duration is 5 rounds for each level of the caster. 	Priest 	Abjuration 	4
195	Protection From Magic Energy 	This spells gives the caster 100% Magic Resistance to all magic based attacks. It last 1 round for every level of the caster or until dispelled. 	Wizard 	Abjuration 	6
196	Protection From Magical Weapons 	The spell will give complete immunity against enchanted and blessed weapons. It lasts 4 rounds or until dispelled. 	Wizard 	Abjuration 	6
197	Protection From Normal Missiles 	The caster bestows upon himself total immunity to normal missile, like throwing-axes, arrows and bolts. Does not bestow immunity to projectiles conjured by magic or enchanted projectiles. 	Wizard 	Abjuration 	3
198	Protection From Normal Weapons 	This protects the target of the spell completely from damage caused by normal weapons. It can't be cast on anyone under the effects of Protection From Magical Weapons. 	Wizard 	Abjuration 	5
199	Protection From Petrification 	Grants absolute immunity from petrification attacks from cursed scrolls, creatures and magic. 	Wizard 	Abjuration 	1
200	Protection From The Elements 	Gives the caster a 75% resistance against all elemental attacks such as fire. Whether magical or not, the damage is reduced. Lasts 1 round for each level of the caster or until dispelled. 	Wizard 	Abjuration 	7
201	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 Hit Point left. 	Priest 	Necromancy 	5
202	Ray of Enfeeblement 	Lowers the Strength of the target to 5 with all related penalties. Strength boosting items are not affected. A Save vs. Spell can be made by the victim. 	Wizard 	Enchantment 	2
203	Reflected Image 	Similar to the spell Mirror Image, this creates only 1 image of the wizard which disappears if it's dispelled, hit, or when spell runs out. 	Wizard 	Illusion 	1
204	Regeneration 	Gives a creature ability to regenerate 3 Hit Points per second. 	Priest 	Necromancy 	7
205	Remove Curse (priest)Remove Curse (wizard) 	It dispels a curse from a creature or object. It does not remove the curse from the object which caused it, although the spell typically enables the person afflicted with any such cursed item to get rid of it. 	Priest / Wizard	Abjuration 	3/4
206	Remove Fear 	This spell instills courage into the spell recipients, racing morale to the highest. It will negate the effect of fear. 	Priest 	Abjuration 	1
207	Remove Magic 	Removes all magical stats gained from potions, spells and magical item from any caster enemy within AoE. Does not effect magical items themselves. 	Wizard 	Abjuration 	3
208	Remove Paralysis 	The caster can release one subject from the effects of Paralyzation caused by magic. 	Priest 	Abjuration 	3
209	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. 	Priest 	Abjuration 	5
210	Resist Fire/Cold 	All cold or fire damage sustained on the creature affected by this spell is reduced by 50%. 	Priest 	Alteration 	2
211	Resurrection 	This returns a character back to life, but healed, so their can continue their life once more. 	Priest 	Necromancy 	7
212	Righteous Magic 	When cast, it gives the priest 1 Hit Point per level, 1 Strength point per 3 levels (max. is 24) and inflicts maximum damage with every hit. Last 1 round per level or until dispelled. 	Priest 	Alteration 	5
213	Rigid Thinking 	All targets must make a save roll or be subdue under its effect. It causes characters to wander, attack the nearest person or stand confused. 	Priest 	Enchantment 	3
214	Ruby Ray of Reversal 	This spell dispels one spell protection of the highest level. If there are two of the same level, the choice is made randomly. Magic Resistance is ignored. 	Wizard 	Alteration 	7
215	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. 	Priest 	Abjuration 	1
216	Secret Word 	This spell will dispel one spell of protection of 8th level or lower. This does not affect Magic Resistance. 	Wizard 	Abjuration 	4
217	Shadow Door 	Like Dimension Door, this grants the wizard the ability to move to anywhere within range and be invisible as well. It can be dispelled with any means that dispel magic's or invisibility magic's. 	Wizard 	Illusion 	5
218	Shapechange 	The caster is allowed to assume the form of 1 of 6 powerful creatures and will have almost all of its abilities. He can then change into another creature, but the current Hit Points of the mage are the same as the creatures he changes into. 	Wizard 	Alteration 	9
219	Shield 	When the spell is cast, a barrier comes into being in front of the caster that sets Armor Class to 4 for all weapons and to 2 from missile weapons. The wizard is also immune to Magic Missile spells. 	Wizard 	Evocation 	1
220	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. 	Priest 	Abjuration 	7
221	Shillelagh 	Summons a magical cudgel which does 2d4 points of damage with a +1 bonus to attack rolls. Uses small sword proficiency to calculate attacks rolls and number of attacks. 	Priest 	Alteration 	1
222	Shocking Grasp 	Deals 1d8 points of damage plus 1 per level of the caster on the target touched. It always hits unless the mage is disrupted. 	Wizard 	Alteration 	1
223	Simulacrum 	Creates a duplicate of the caster at 60% of the current level and with 60% of the Hit Points of the caster. It has all abilities and is under full control of the mage. 	Wizard 	Illusion 	8
224	Silence, 15' Radius 	Stops all sounds made by creatures in the affected area when cast and stopping spellcasting of the creatures affected by the spell. 	Priest 	Alteration 	2
225	Skull Trap 	The caster throws a skull at the target area. The skull will explode, affecting those in a 30-ft. radius when a creature comes closer than 20 ft. to the floating skull. 	Wizard 	Necromancy 	3
226	Slay Living 	The priest has to touch a target and the spell creates an item on the target. In 18 seconds, the priest must hit the first to inflict 2d6+9 points of damage and if the target doesn't make a Save vs. Spell it dies. 	Priest 	Necromancy 	5
227	Sleep 	When this spell is cast, one or more creatures could be affected by it unless they make a Saving Throw vs. Death with a -3 penalty. If not, they fall asleep and can be attacked with great bonuses. Monsters with 4 Hit Dice or more are unaffected. 	Wizard 	Enchantment 	1
228	Slow 	This spell causes creatures to move and attack at half their movement and attack rates. Negates the effect of Haste. 	Wizard 	Enchantment 	3
229	Slow Poison 	This spell cures the recipient of most poison and slows the most lethal poisons in doing damage. 	Priest 	Necromancy 	2
230	Sol's Searing Orb 	Creates a glowing orb which must be thrown immediately at the target with a +3 bonus to attack rolls and being proficient. Does 6d6 to creatures and blinds them 1d6 rounds. Undead suffer double damage and six rounds blinded if a Save vs. Spell fails. 	Priest 	Evocation 	6
231	Spell Deflection 	This absorbs up to total of 10 spell levels of spells, as long as these spells are directly cast at the caster, this may be from scrolls as innate abilities. 	Wizard 	Abjuration 	6
232	Spell Immunity 	Grants the wizard protection from one spell school of his choice. All spells of this school will not be able to harm or aid the caster for the duration of this spell. 	Wizard 	Abjuration 	5
233	Spell Sequencer 	This spell allows the mages to store three 4th or lower spells as a special ability. Then all three spells can be cast simultaneously. After that, the special ability icon disappears. 	Wizard 	Evocation 	7
234	Spell Shield 	The caster of the spell will be protected from the next spell cast at him, this includes spells dispelling protection spells. 	Wizard 	Abjuration 	5
235	Spell Thrust 	It will dispel all spells of protection of 5th level and lower from the affected creature. This does not include Magic Resistance. 	Wizard 	Abjuration 	3
236	Spell Trigger 	This spell allows the mage to store three 6th or lower level spells as a special ability. Then all three spells can be cast simultaneously. After that, the special ability icon disappears. 	Wizard 	Evocation 	8
237	Spell Turning 	This spells reflects spells that directly target the wizard, sending them directly back to their original source, for a total of 12 spell levels. This includes scrolls and innate abilities. This spell will not protect the caster from Dispel Magic, however it will not be affected by Dispel Magic either. 	Wizard 	Abjuration 	7
238	Spell Trap 	Creates a barrier around the caster which absorbs spells. If the caster has previously cast the spell which absorbed by the barrier, it will be memorised again. Absorbs all level spells up to total of 30 spell levels. 	Wizard 	Abjuration 	9
239	Spellstrike 	This spell dispels all spell protections and Magic Resistance does not affect this spell. 	Wizard 	Abjuration, Alteration 	9
240	Sphere of Chaos 	Every creature in the area of effect makes a Save vs. Wands. If failing to do so, random effects occur, such as polymorph squirrel, confused, burst into flames, disintegrate, healed 20 points and many more. 	Wizard 	Alteration 	7
241	Spider Spawn 	This spell is used to conjure several spider eggs into existence, which the wizard then throws into the air. The eggs morph into a fully grown spider that remains under the wizard's telepathic control. At class level 7, a giant spider is summoned, at 9 a phase spider, and at 12+ a sword spider. There is a 20% chance that two spiders of the proper type will appear instead of just one.	Wizard 	Conjuration 	4
242	Spirit Armor 	Similar to Ghost Armor, but is fueled by the life force of the mage. While in effect, the base Armor Class of the recipient will be set to 1, as if he were wearing full plate armour. It offers a +3 bonus on Saving Throws vs. magical attacks. 	Wizard 	Conjuration 	4
243	Spiritual Hammer 	This spell brings a magical hammer into existence, which may be used to strike enemies for as long as it lasts. The basis damage is 1d4+1 points. Uses War Hammer proficiency. 	Priest 	Evocation 	2
244	Spook 	Allows wizards to be seen as a creature which is feared by the targets. If the creatures does not make a save, it will run as far as possible from the wizard. 	Wizard 	Illusion 	1
245	Stinking Cloud 	This spell creates a mass of vapours, like Cloudkill, but creatures must make a Saving Throw vs. Poison at +2 or be sent reeling and fall down for 1d2 rounds. The cloud itself will last 1 round. Can be removed by Zone of Sweet Air. 	Wizard 	Evocation 	2
246	Stone To Flesh 	This is the reverse spell of Flesh to Stone, It requires no Saving Throw and is instantly cast. Also turns possessions back to normal. 	Wizard 	Alteration 	6
247	Stoneskin 	Creates a skin of stone around the wizard which does not affect the wizard. For every 2 levels of the caster, an additional skin is gained upon casting. Every skin protects the wizard from physical damage once or until dispelled. 	Wizard 	Alteration 	4
248	Strength 	Set the strength of the recipient to 18/50, whether it was higher or lower before the spell, does not matter. 	Wizard 	Alteration 	2
249	Strength of One 	Sets the Strength of the entire party to 18/76 for one turn, which is 60 seconds. Party members with higher Strength have their Strength actually lowered. 	Priest 	Alteration 	3
250	Summon Djinni 	This spell summons a djinni from the Elemental Planes of Air. It will serve the wizard, but when mistreated, it will betray the caster. 	Wizard 	Conjuration 	7
251	Summon Efreeti 	This spells summon an efreeti from the Elemental Planes of Fire. It will serve the wizard, but it will betray its master when abused. 	Wizard 	Conjuration 	7
252	Summon Fiend 	More powerful than Cacofiend, this summons a frenzied fiend. It will attack everyone not protected by the spell Protection From Evil. Only for the most desperate situations. 	Wizard 	Conjuration 	8
253	Summon Hakeashar 	Like Summon Nishruu, but more powerful. This creature has more Hit Points and is immune to normal weapons. Like Nishruu, will also absorb spells to heal itself 	Wizard 	Conjuration 	7
254	Summon Insects 	This summons a swarm of insects which attacks one enemy. The victim may make a Save vs. Breath to escape the swarm. Otherwise he will suffer 1 damage per 2 seconds, receives -2 penalties to armor and attack, with 50% spell failure. 	Priest 	Conjuration 	3
255	Summon Nishruu 	It summons a nishruu to serve the wizard. It will attack those using magic. It drains charges from magical items and drains memorization of the highest level spell from the target. It will serve until slain or when duration runs out. 	Wizard 	Conjuration 	6
256	Sunray 	A ray of sunlight beams down upon the caster and all within a 20-ft. radius. All creatures will suffer 3-18 points of damage and must make a Save vs. Spell or be blinded for 10 rounds. Undead take 1-6 damage per caster level and make save roll. If they fail, they are destroyed. 	Priest 	Evocation, Alteration 	7
257	Sunfire 	Similar to the spell Fireball, this creates an explosive burst of flame around the wizard, doing 1d6 for every level of the caster (up to a maximum of 15d6). Those who make a save roll, receive half damage. 	Wizard 	Evocation 	5
258	Symbol, Death (priest)Symbol, Death (wizard) 	Allows the wizard to inscribe a magic symbol on any surface. When a creature comes too close to it, it will exploded and the creature must make a Save vs. Death or die. Creatures with more than 60 current Hit Points are immune to the spell. 	Priest / Wizard	Conjuration 	7/8
259	Symbol, Fear (priest)Symbol, Fear (wizard) 	Allows the wizard to inscribe a magic symbol on any surface. When a creature comes too close to it, it will be activated and the creature must make a Save vs. Spells at -4 or be affected by fear for 1 round for every level of the caster. 	Priest / Wizard	Conjuration 	7/8
260	Symbol, Stun (priest)Symbol, Stun (wizard) 	Allows the wizard to inscribe a magic symbol on any surface. When a creature comes too close to it, it will be activated and the creature must make a Save vs. Spells at -4 or be stunned for 1 round for every level of the caster. 	Priest / Wizard	Conjuration 	7/8
261	Teleport Field 	All creatures in a 30 ft. area are teleported at random places as far as the wizard may see. Can buy the mage some time. 	Wizard 	Alteration 	4
262	Tenser's Transformation 	Transform the caster into an berserker, doubling the Hit Points and giving a +4 bonus to Armor Class. All attacks are as a fighter of the same level. Last until dispelled or 1 round per caster level. 	Wizard 	Alteration 	6
263	Time Stop 	Stops the time in the area of effect. The caster is free to act for 3 rounds of apparent time, while all other creatures are frozen in time. Nothing can enter the area without being stopped. 	Wizard 	Alteration 	9
264	True Seeing 	This will dispel all hostile illusion spells in the area, a rough 70-ft. area of the target. Magic Resistance is ignored and this will not dispel illusion spells from party members. 	Priest 	Divination 	5
265	True Sight 	This will dispel all hostile illusion spells in roughly a 70-ft. radius around the caster. Magic Resistances is ignored and this will not dispel Illusion spells from party members. 	Wizard 	Divination 	6
266	Unholy Blight 	The opposite of Holy Smite. All good creatures receive 1-4 points of damage for every level of the caster. If the victim fails his roll, he will have -2 penalty to all his rolls. 	Priest 	Necromancy 	3
267	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, and 12 and higher deafened with 50% spell failure. 	Priest 	Conjuration 	7
268	Vampiric Touch~ 	Drains 1d6 Hit Points for every 2 caster levels, to a maximum drain of 6d6 for a 12th-level caster from the target and temporarily adds them to the caster. Any Hit Points over the caster's normal maximum are treated as temporary additional Hit Points. The temporary Hit Points last for 1 hour. 	Wizard 	Necromancy 	3
269	Vocalize 	Allows the caster to cast spells without needing sound to do so. Silenced characters affected by this spell can still cast spells. 	Wizard 	Alteration 	2
270	Wail of the Banshee 	The wizard will shout like a banshee and anyone who fails a Saving Throw vs. Death will die instantly. 	Wizard 	Necromancy 	9
271	Web 	This spell creates a web in a large area. Creatures caught within the web are unable to move. Creatures making a successful roll, may move slowly or at normal speed out of the web. 	Wizard 	Evocation 	2
272	Wizard Eye 	Creates an invisible eye which can see 60 ft. in brightly lit areas and is mobile. It can be detected and the wizard is submitted to gaze attacks met by the eye. 	Wizard 	Alteration 	4
273	Wondrous Recall 	Brings two spells of level 5 and lower back into memory after they have been cast by this spell. If no spells have been cast, nothing happens. 	Priest 	Alteration 	6
274	Wraithform 	Renders the caster immune to nonmagical weapons and conferring 25% resistance to magic damage. While this spell is active, the caster is unable to cast arcane or divine spells. 	Wizard 	Illiusion 	3
275	Wyvern Call 	This spell summons a wyvern, which under mental command of the wizard, except if the beast charmed against the wizard. It will serve until slain or the spell runs out. 	Wizard 	Conjuration 	6
276	Zone of Sweet Air 	Removes noxious gases from the area, including magical ones like Stinking Cloud and Incendiary Cloud. Does not offer protection from gases created by dragons. 	Priest 	Abjuration 	3
==List of spells (Throne of Bhaal)==
With the Throne of Bhaal expansion pack, some new spells have been added. Some these spells are only available to certain classes when picking an ability. This are the level 10 spells for wizards and the quest spells for priests.
# 	Name spell 	Effect 	Spellbook 	School 	Level
276	Aura of Flaming Death 	Causes the caster to be enveloped in an aura of intense flame with a 5-feet radius. All enemies attacking the caster with the radius suffer 2d10 points of flame damage. Grants 90% fire resistance, +4 armor bonus and protection from non-magical weapons. 1 round / 2 levels is duration of the spell.	Priest 	Evocation + Alteration	Quest
277	Bigby's Clenched Fist 	A disembodied hand constricts the target doing 3d6 damage. Second round, target can Save vs. Paralyzation at -2 to escape or suffer 4d6 damage. Third round they can escape again with no penalty, or suffer 6d6 points of damage. 	Wizard 	Evocation 	8
278	Bigby's Crushing Hand 	A disembodied hand crushes and pins the target doing 2d10 damage. Second round, target can Save vs. Paralyzation at -4 to escape or suffer 3d10 damage. Third round they can escape again with no penalty, or suffer 4d10 points of damage. 	Wizard 	Evocation 	9
279	Chaos Shield 	Increases a wild mage's chance to gain favourable results when casting Nahal's Reckless Dweomer. When a roll is made on the wild surge table, there is 15 added to it. Wild mages can only cast this spell. 	Wizard 	Abjuration 	2
280	Comet 	A huge meteor strikes the earth, doing damage to all in its path and sends a 30-ft. radius shockwave on impact doing 10d10 points of damage. Knocked down enemies must make a Save vs. Death or be stunned. Does not harm party members. 	Wizard 	Any 	10
281	Dragon's Breath 	This spell creates a disembodied dragon head to breathe fire, doing 20d10 points of fire damage. Knocks enemies from their feet and away from caster. Enemies can make saves for half damage not be knocked down. Does not harm party members. 	Wizard 	Any 	10
282	Energy Blades (priest) / Energy Blades (wizard)	Summons 1 disc per level of the caster, which does 1d4-5 ranged damage and 1d10 electrical damage. Number of attacks is set to 9 when throwing these discs. 	Priest / Wizard	Any 	Quest / 10
283	Elemental Summoning 	Summons two 16 HD elemental's randomly chosen from earth, air or fire. They will obey the caster for 10 rounds or until slain. There is 10% chance an elemental prince is summoned instead. 	Priest 	Any 	Quest
284	Elemental Transformation (Earth) 	This spell transforms the druid into a Hit Dice 24 earth elemental with -5 Armor Class, 2 THAC0 and 2d10 points of crushing damage. The druid is healed 3d10 when taking normal form. 	Priest 	Any 	Quest
285	Elemental Transformation (Fire) 	This spell transforms the druid to transform into Hit Dice 24 fire elemental with -5 Armor Class, 2 THAC0 and 1d10 normal and 1d10 points of fire damage. The druid is healed 3d10 when taking normal form. 	Priest 	Any 	Quest
286	Globe of Blades 	Creates a globe of blades spinning around the caster. Any creature attempting to pass the barrier suffer 10d10 points of damage. 	Priest 	Any 	Quest
287	Greater Elemental Summoning 	Summons elemental princes randomly chosen from earth, air or fire. They will obey the caster for 10 rounds or until slain. 	Priest 	Any 	Quest
288	Implosion 	Creates a rift beneath the target of the spell which implodes dealing 10d10 crushing damage, 2d10 fire damage and holding the target for 1 round. 	Priest 	Evocation 	Quest
289	Improved Alacrity 	Removes the pause needed between casting spells. This effect lasts 2 rounds. 	Wizard 	Any 	10
290	Improved Chaos Shield 	Increases a wild mage's ability to gain favourable results when casting Nahal's Reckless Dweomer. When a roll is made on the wild surge table, there is 25 added to it. Wild mages can only cast this spell. 	Wizard 	Abjuration 	7
291	Mass Raise Dead 	Brings up to 5 party members back to life and healing all party members 3d10 points. 	Priest 	Necromancy 	Quest
292	Nahal's Reckless Dweomer 	Released a sudden flood of wild magical energy to seize and shape the energy into the desired spell effect. If failed, something will happen, which may be beneficial or disastrous. The mage selects the spell (must be in the spellbook). 	Wizard 	Evocation 	1
293	Storm of Vengeance 	Causes the earth to shake and released acidic rain and lightning in 30-ft. radius. 6th level enemies and lower are instantly slain, survivors are poisoned and suffer 1d6, fire, acid and electrical damage each round. 	Priest 	N.a. 	Quest
294	Summon Dark Planetar 	Summons an fallen Planetar to fight at the wizard side until slain or when duration runs out. Lasts 4 round + 1 for every level of the caster. 	Wizard 	N.a. 	10
295	Summon Deva 	Summons an angelic deva to fight at the caster's side. Lasts 4 rounds + 1 for each level of the caster or until slain. 	Priest 	N.a 	Quest
296	Summon Fallen Deva 	Summons an demonic deva to fight at the caster's side. Lasts 4 rounds + 1 for each level of the caster or until slain. 	Priest 	N.a. 	Quest
297	Summon Planetar 	Summons Planetar to fight at the wizard side until slain or when duration runs out. Lasts 4 round + 1 for every level of the caster. 	Wizard 	N.a. 	10
298	Wish 	More potent version of Limited Wish, this spell will fulfill one wish of the caster which may alter past, present or future, but this will not change major realities. Depending on the wisdom of the mage, it can end in disaster or benefit him. 	Wizard 	Conjuration, Evocation	9
==External links==
 3
Spells (Baldur's Gate 2)