Wizard spells (Baldur's Gate II)

Wizard spells are used by mages, specialist mages, wild mages, sorcerers and bards. Bards have a limited selection of spells available. Specialist mages cannot use spells from the school opposed to their specialization. Wild mages have several spells only available to them.
The Wizard Spellbook in Baldur's Gate II: Shadows of Amn has 185 spells, with an additional 12 spells added in Baldur's Gate II: Throne of Bhaal.
Note: Some of the summaries provided in the Effect column have been updated to reflect how the spell works in the Enhanced Edition.
==Spell List==
Spell Name 	Effect 	School 	Level
Abi-Dalzim's Horrid Wilting 	This spell deals 1d8 points of magical damage per caster level. Creatures can make a Save vs. Spell for half damage. Only harms hostile creatures. 	Necromancy 	8
Absolute Immunity 	It will confer complete immunity to all weapons below +6 enchantment. It will last 4 rounds or until dispelled. 	Abjuration 	9
Agannazar's Scorcher 	Creates a 2 x 15' jet of flame causing 3d6 points of fire damage. There is no Saving Throw, but Fire Resistance will reduce/eliminate damage. 	Evocation 	2
Animate Dead 	Summons a skeleton warrior who follows the wizard's every command. The summoned skeleton improves with the caster's level. 	Necromancy 	5
Armor 	Sets the caster's AC to 6, which is cumulative with other bonuses from items and stats. Will last for 9 hours or until dispelled. 	Conjuration / Summoning 	1
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. 	Evocation 	8
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. 	Evocation 	9
Black Blade of Disaster 	Summons a black-bladed planar rift, acting as a +5 long sword wielded with grandmastery. While the mage uses this weapon, it has the THAC0 of a warrior half their level and the every time the target is hit, it must make a Save vs. Death at +4 or be disintegrated. 	Evocation 	9
Blindness 	Blinds target. On a failed save, target receives -4 penalty to Armor Class and THAC0 for 2 hours. 	Illusion 	1
Blur 	Blurs the image of the caster, conferring +1 bonus to all Saving Throws and -3 penalty for melee and ranged attacks. Lasts 4 rounds + 2 rounds/level. 	Illusion 	2
Breach 	When this spell is cast upon a creature, it breaches and dispels all of the specific and combat protections affecting the creature. This does not affect Magic Resistance. 	Abjuration 	5
Burning Hands 	A 5-ft. jet of searing flames is cast from the wizard's fingertips, causing fire damage in an arc of 120 degrees in front of the wizard. Targets save vs spell for 1/2 damage. 	Alteration 	1
Cacofiend 	This spell summons a rampaging demon that attacks everyone in sight, unless they are under a Protected From Evil spell. Lasts 15 rounds. 	Conjuration 	7
Carrion Summons 	This spell will summon one or two (35% chance) larger and more vicious Carrion Crawlers in the designated area. Duration: 7 rounds + 1 round/level. 	Conjuration 	6
Chain Contingency 	The mage chooses three spells which will be simultaneously released when the chosen conditions are met. The chosen spells can be of levels 1-8. 	Evocation 	9
Chain Lightning 	Arcs of electrical energy burst from the fingertips of the caster, leaping to enemies near the caster. Deals 1d6 damage per 2 caster levels, and targets may save vs spell for 1/2 damage. Only harms hostile creatures. 	Evocation 	6
Chaos 	As Confusion, but enemies below level 5 receive no saving throw, and level 5+ enemies save vs spell at -4. 	Enchantment 	5
Chaos Shield 	Adds +15 to caster wild surge rolls. 	Abjuration 	2
Charm Person 	The target humanoid becomes an ally of the caster. Save vs spell at +3 negates. 	Enchantment 	1
Chill Touch 	On a failed save vs spell, target receives 1d2 nonlethal damage, 1d8 points of cold damage, and -2 THAC0 penalty for 5 rounds. 	Necromancy 	1
Chromatic Orb 	Causes damage and additional effects, both scaling with caster's level. No save for damage, save vs spell at +6 negates orb's special effect. 	Evocation 	1
Clairvoyance 	Allows caster to see geographical buildings and features in the area. Only works outside. 	Divination 	3
Cloudkill 	Instantly kills creatures of <4 HD. Creatures of 5-6 HD must save vs poison at -4 or be slain. 6+ HD creatures suffer 1d10 poison damage each round while in the area of effect. 	Evocation 	5
Color Spray 	1d6 creatures in the area of 4th or less level must save vs spell or be rendered unconscious for 5 rounds. 	Alteration 	1
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 save vs. death or be stunned. Does not harm party members. 	Any School 	10
Cone of Cold 	Creates a 35' cone of base 1d4 cold damage, +1 per caster level. 	Evocation 	5
Confusion 	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 lasts 5 rounds + 1 for every 6 levels of the caster. 	Enchantment 	4
Conjure Air Elemental 	This spell summons an air elemental which serves the wizard. It may have 12 Hit Dice (60%), 16 HD (35%) or 24 HD (5%). The wizard must concentrate for 3 rounds to gain control of the creature. 	Conjuration 	6
Conjure Earth Elemental 	This spell summons an earth elemental which serves the wizard. It may have 12 Hit Dice (60%), 16 HD (35%) or 24 HD (5%). The wizard must concentrate for 3 rounds to gain control of the creature. 	Conjuration 	6
Conjure Fire Elemental 	This spell summons a fire elemental which serves the wizard. It may have 12 Hit Dice (60%), 16 HD (35%) or 24 HD (5%). The wizard must concentrate for 3 rounds to gain control of the creature. 	Conjuration 	6
Conjure Lesser Air Elemental 	This spell summons an 8 HD lesser air elemental. There is a 15% chance it will break the wizard's control and go berserk. 	Conjuration 	5
Conjure Lesser Earth Elemental 	This spell summons an 8 HD lesser earth elemental. There is a 15% chance it will break the wizard's control and go berserk. 	Conjuration 	5
Conjure Lesser Fire Elemental 	This spell summons an 8 HD lesser fire elemental. There is a 15% chance it will break the wizard's control and go berserk. 	Conjuration 	5
Contagion 	The spell inflicts weakness and disease upon the targeted creature. Strength, Dexterity and Charisma are lowered by 2 points and the target is slowed. Save vs spell negates, and Cure Disease cures the creature completely. Bypasses magic resistance. 	Necromancy 	4
Contingency 	The mage stores one spell to be released when certain conditions are met. The selectable spell's level can be up to one third of the caster's level, but not higher than 6th. 	Evocation 	6
Control Undead 	Allows the caster to take control of 1-4 undead within the area of effect. Undead of 3 HD or less receive no saving throw; for 4+ HD, save vs spell negates. This effect can be dispelled. 	Necromancy 	7
Deafness 	On a failed save vs spell, the victim becomes completely deaf, causing a 50% chance of spell failure. Can be dispelled by Dispel Magic and Cure Disease. Vocalize negates this spell. 	Illusion 	2
Death Fog 	Creates a toxic fog within a 30-ft. radius which deals 8 points of acid damage and kills all summoned creatures instantly. 	Evocation 	6
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. 	Necromancy 	6
Delayed Blast Fireball 	Creates a fireball which hovers around the designated area until triggered. When detonated, it deals 15d6 points of fire damage, with a Save vs. Spell for half damage. 	Evocation 	7
Detect Evil 	This spell makes evil creatures within 60' of the caster glow red briefly. 	Divination 	2
Detect Illusion 	Cancels all hostile illusion spells up to 3rd level. 	Divination 	3
Detect Invisibility 	Dispels Invisibility and Improved Invisibility and detects hidden or concealed creatures. 	Divination 	2
Dimension Door 	The caster can step in a dimension which transports the caster to any place in visual range. 	Alteration 	4
Dire Charm 	Works as per Charm Person, but with no saving throw bonus. Lasts 5 rounds, save vs spell negates. 	Enchantment 	3
Disintegrate 	A grey thin ray is shot at the target, which must save vs spell or be turned into dust. Any non-plot items carried may be destroyed. 	Alteration 	6
Dispel Magic 	Removes all magical stats gained from potions, spells and magical items from anybody within AoE. Does not effect magical items themselves. 	Abjuration 	3
Domination 	Enables the caster of this spell to control the actions of the victim. Save vs spell at -2 negates. Lasts 8 rounds or until dispelled. 	Enchantment 	5
Dragon's Breath 	A disembodied Dragon head appears and deals 20d10 fire damage to all enemies within the spell's area of effect, throwing enemies to the ground and knocking them back. Targets save vs breath for half damage and no knockback. 	Any school 	10
Emotion: Hopelessness 	Targeted creatures must save vs spell or lie down where they stand, rendering themselves helpless for 9 rounds + 1 round/level. Additionally, the caster gains improved morale and resistance to fear effects. 	Enchantment 	4
Enchanted Weapon 	Enchants any weapons that the target currently wields. For 5 rounds/caster level, those weapons are treated as having a +3 enchantment for the purposes of determining what enemies they can hit. 	Enchantment 	4
Energy Blades 	Creates energy blades dealing 1d4+5 missile damage and 1d10 electrical damage. The caster's attacks are set to 10 per round for the duration of the spell. 	Any School 	10
Energy Drain 	This spell opens a channel to the negative energy plane, draining 2 levels from the affected creature. This spell can be cast on a target multiple times and can only be cured by a priest's Restoration spell. No saving throw, but does not affect creatures immune to level drain. 	Necromancy 	9
Farsight 	Allows the caster to view an area of the unexplored map. After casting, click on the area you want to view. 	Divination 	4
Feeblemind 	Lowers the intelligence of the target, rendering them unresponsive to stimuli. Save vs spell at -2 negates. 	Enchantment 	5
Find Familiar 	Summons a creature (depending on alignment) which acts as a companion/aid and provides bonuses to the wizard. Letting familiars die will cost the wizard one Constitution point permanently. 	Conjuration 	1
Finger of Death 	Target must save vs spell at -2 or be slain instantly. On a successful save, the target will suffer 2d8 +1 damage instead. 	Necromancy 	7
Fireball 	Creates a sphere of fire which deals 1d6 damage/level in a 30-ft. radius. Targets may save vs spell for half damage. 	Evocation 	3
Fireshield (Blue) 	Surrounds the caster with a shield of ice flame, granting 50% cold resistance and causing melee attackers to suffer 1d8+2 cold damage. 	Evocation, Alteration 	4
Fireshield (Red) 	Surrounds the caster with a shield of flame, granting 50% fire resistance and causing melee attackers to suffer 1d8+2 fire damage. 	Evocation, Alteration 	4
Flame Arrow 	Hurls fiery bolts at the target, which deal 1d6 piercing damage and 4d6 fire damage. The caster gains an additional arrow every 5th level after level 5. Can bypass magic resistance. Save vs spell halves the fire damage. 	Conjuration 	3
Flesh to Stone 	On a failed save vs spell, target is turned to stone. May result in destruction of non-plot items carried. Cured by Stone to Flesh in either spell or scroll forms, but a broken statue cannot be cured or resurrected. 	Alteration 	6
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. 	Abjuration 	9
Friends 	This spell increases the caster's charisma by 6 points. 	Enchantment 	1
Gate 	The caster summons an outer plane creature to attack enemies or even the caster. It will attack anyone not protected by a Protection From Evil spell. 	Conjuration 	9
Ghost Armor 	Sets the caster's AC to 2. This spell is cumulative with dexterity and shield bonuses, and will last 5 turns or until dispelled. 	Conjuration 	3
Ghoul Touch 	When the wizard makes a successful touch attack, the target receives 1d2 fist damage and must save vs spell or be paralyzed for 5 rounds. 	Necromancy 	2
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 for 4 rounds. 	Conjuration 	2
Globe of Invulnerability 	Protects the caster from spells of levels 1-4. Does not prevent spellcasting, but can be dispelled. 	Abjuration 	6
Grease 	Creates a zone (30' radius) that impedes movement. Any creature within the affected area must save vs spell at +2, and must save every round so long as they remain inside it. Lasts 3 rounds + 1 round/level. 	Conjuration 	1
Greater Malison 	This spell reduces enemy saving throws in the targeted area by -4. No save. 	Enchantment 	4
Haste 	When the spell is cast, all affected creatures move and attack at double rates. Spellcasting is not affected. Negates slow and is not cumulative. Causes effects such as Poison or Regeneration to tick at double their usual rate. 	Alteration 	3
Hold Monster 	Holds 1-4 monsters in place for 1 round/level, preventing any movement or actions. Undead are immune. Save vs spell at -2 negates. 	Enchantment 	5
Hold Person 	Holds 1-4 humanoid creatures in place for 1 turn, preventing any movement or actions. Save vs spell at -1 negates. 	Enchantment 	3
Hold Undead 	Holds 1d4 undead creatures immobile for 2 rounds/level. Effects target creature and up to three undead within 10' of the target. Save vs spell negates. 	Necromancy 	3
Horror 	On a failed save vs spell, creatures in a 30' radius flee in terror for one turn. Creatures such as Undead and Constructs are immune to the effect. Remove Fear, Resist Fear, and bardsong negate. 	Necromancy 	2
Ice Storm 	Inflicts 2d8 cold damage per round on all creatures in a 60' diameter. This effect lasts 4 rounds. 	Evocation 	4
Identify 	This spell will identify the name, effects and curses on magical items. This is always successful. 	Divination 	1
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, and this spell bypasses magic resistance. Note: if cast on Gorion's Ward, this spell constitutes a game over. 	Abjuration 	9
Improved Alacrity 	For 2 rounds, this spell eliminates the pause between casting spells. 	Any school 	10
Improved Chaos Shield 	Adds +25 on caster wild surge rolls. 	Abjuration 	7
Improved Haste 	A single-target haste effect which doubles the target's attack and movement rate and negates slow. Unlike Haste the target is not fatigued. 	Alteration 	6
Improved Invisibility 	Renders the target creature invisible and provides a +4 bonus to saving throws. Once they attack, they are partially visible and can be targeted, but attacks against them are made with a -4 penalty. Lasts 3 rounds + 1 round/level. 	Illusion 	4
Improved Mantle 	Renders the caster immune to weapons below +4 enchantment. This will last 4 rounds or until dispelled. 	Abjuration 	8
Incendiary Cloud 	This spell creates a 30' radius cloud of roaring flame. Creatures in the area of effect take 1-4 damage per caster level per round. Save vs spell halves. 	Evocation 	8
Infravision 	The recipient gains the ability to see with infravision, just like elves and dwarves, for the duration of the spell. 	Divination 	1
Invisibility 	Makes the recipient undetectable to the eye for 24 hours. Effect is canceled if the recipient attacks, the invisibility is dispelled, or the spell's duration runs out. 	Illusion 	2
Invisibility 10' Radius 	Renders friendly creatures within 10' of the caster invisible. This lasts for 24 hours or until canceled, either by magical detection or by the recipient attacking. 	Illusion 	3
Invisible Stalker 	Summons a 8 Hit Dice Invisible Stalker, which remains under the caster's control for 9 hours or until slain. 	Conjuration 	6
Khelben's Warding Whip 	This spell, which lasts three rounds, will remove one spell protection of up to 8th level each round it is active. A Spell Shield will consume the spell, causing it to expire prematurely. 	Abjuration 	7
Knock 	Opens locked, held, magically locked, and secret doors, boxes and containers. Does not raise barred gates or similar impediments, and plot-critical doors and chests may be warded against it. 	Alteration 	2
Know Alignment 	Identifies the alignment of a creature. Evil creatures will glow red, neutral white, and good ones green. 	Divination 	2
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 caster may exceed maximum Hit Point total with this spell, but loses any extra Hit Points above the maximum after 1 turn. 	Necromancy 	1
Lightning Bolt 	A powerful bolt of electrical energy which deals 1d6 damage/level and can ricochet if it strikes a wall, allowing it to strike multiple times. Save vs spell for 1/2 damage. 	Evocation 	3
Limited Wish 	This spell will fulfill one wish of the caster, offering benefits such as temporary protections, wealth, or experience points. Most effective when cast by a character with high Wisdom. 	Conjuration 	7
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. 	Abjuration/Alteration 	5
Luck 	Provides +1 to thieving skills, saving throws, and hit chance, rounds up damage/healing done, and rounds down damage received. See Luck (status effect) for more information. 	Enchantment 	2
Magic Missile 	The caster sends up to five missiles at the target, that inflicts 1d4+1 points of damage per missile. Number of missiles depends on the level of the magician. 	Evocation 	1
Mantle 	Gives the recipient of this spell complete immunity to weapons below +3 or better. Will not work in conjunction with similar spells and lasts only 4 rounds. 	Abjuration 	7
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. 	Illusion 	7
Maze 	The target of the spell is transported to a shifting maze, remaining trapped for a period of time dependent on their intelligence. The Freedom spell will prematurely end the spell, freeing the target. 	Conjuration 	8
Melf's Acid Arrow 	The caster conjures an acid arrow which does 2d4 damage, lasting 1 round/3 levels. No save. Can be dispelled. 	Conjuration 	2
Melf's Minute Meteors 	Summons one small globe of fire for each level of the caster. The meteors do 1d4+3 missile and +3 fire damage to the target, set caster APR to 5, and are treated as +6 for determining what they can hit. 	Evocation 	3
Meteor Swarm 	Deals 4d10 damage to all creatures in a 30' radius. No saving throw. 	Evocation 	9
Minor Globe of Invulnerability 	Creates a sphere around the caster that grants immunity to level 1-3 spells. It can be dispelled with a successful Dispel Magic. 	Abjuration 	4
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. 	Evocation 	4
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. 	Abjuration 	3
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. 	Abjuration 	5
Mirror Image 	This magic creates 2-8 duplicates of the caster. 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. Note that Luck (status effect) decreases an enemy's likelihood of striking the real caster. 	Illusion 	2
Mislead 	This spell creates a false image of the mage, who is rendered invisible as long as the illusion persists. The image remains until it is dispelled or reaches zero hit points. 	Illusion 	6
Mordenkainen's Sword 	Summons a sword which can move and attack independently of the caster. The sword is immune to physical and elemental damage and to most debuffs. 	Evocation 	7
Monster Summoning I 	The caster magically summons 8 Hit Dice of monsters, which appear in the caster's range and will attack enemies. 	Conjuration 	3
Monster Summoning II 	The caster summons magically 12 Hit Dice of monsters, which appear in the caster's range and will attack enemies. 	Conjuration 	4
Monster Summoning III 	The caster magically summons 16 Hit Dice of monsters, which appear in the caster's range and will attack enemies. 	Conjuration 	5
Nahal's Reckless Dweomer 	This spell triggers a surge of wild magic. The caster can to attempt to cast any of their spells known. Note: casts as though using Improved Alacrity. With Improved Chaos Shield to avoid the worst Wild Surge effects, this spell can be extraordinarily powerful. 	Evocation 	1
Non-Detection 	It renders target immune to multiple spells aimed at locating invisible beings. 	Abjuration 	3
Oracle 	It will dispel all Illusion spells of level 5 and lower in a 60-ft. radius around the target. Ignores Magic Resistance. 	Divination 	5
Otiluke's Resilient Sphere 	Target must save vs spell or be imprisoned in a sphere that is immune to all damage, rendering them incapable of affecting (or being affected by) the outside world. Sphere can be destroyed with Dispel Magic. 	Alteration 	4
Phantom Blade 	Summons a weapon which acts as a +3 sword, which the caster wields at their normal THAC0. Deals an extra +10 damage against undead creatures. It can be dispelled. 	Evocation 	5
Pierce Magic 	Lowers Magic Resistance by 1% for every level of the caster and dispels one spell of protection of 8th level or lower. 	Abjuration 	6
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. 	Abjuration 	8
Polymorph Other 	Transforms the target into a squirrel. Save vs petrification/polymorph negates. 	Alteration 	4
Polymorph Self 	This spell transforms the caster into another creature, chosen from a list. The wizards gains the physical attributes and abilities of the creature in question. 	Alteration 	4
Power Word, Blind 	Blinds all creatures in a 10' radius of the target for 6 rounds, imposing a 4-point penalty to AC and THAC0. There is no saving throw. 	Conjuration 	8
Power Word, Kill 	Instantly kills one creature with <61 current hit points. There is no Saving Throw. 	Conjuration 	9
Power Word, Silence 	This spell will silence the target for 7 rounds, preventing spellcasting. The only ways to counter this spell are either a Dispel Magic or a Vocalize spell. There is no Saving Throw. 	Conjuration 	6
Power Word, Sleep 	Causes a target with <21 hit points to fall comatose for 5 rounds. Undead and constructs are immune. No saving throw. 	Conjuration 	2
Power Word, Stun 	Any creature which is targeted by this spell will be paralyzed for a duration 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. 	Conjuration 	7
Prismatic Spray 	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. 	Conjuration 	7
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. 	Illusion 	7
Protection From Acid 	Confers immunity to all acid-based attacks for 1 turn/level or until dispelled. 	Abjuration 	5
Protection From Cold 	Confers immunity to all non-magical cold attacks and absorb 50% of magical cold damage. Lasts 1 turn/level or until dispelled. 	Abjuration 	3
Protection From Electricity 	Confers complete immunity to all electrical attacks for 1 turn/level or until dispelled. 	Abjuration 	5
Protection From Energy 	This spell confers a 75% resistance to elemental and energy attacks such as fire, cold, electricity, magic, and acid. Does not protect against physical hits as Enchanted Weapon and Spiritual Hammer. Last for 1 round/level or until dispelled. 	Abjuration 	8
Protection From Evil 	The recipient receives a +2 bonus to all saving throws and a +2 bonus to AC when attacked by evil creatures. 	Abjuration 	1
Protection From Fire 	This spell gives target creature complete immunity to non-magical fire and 50% resistance to magical fire. Lasts 1 turn/level or until dispelled. 	Abjuration 	3
Protection From Magic Energy 	This spells gives the caster 100% Resistance to all magic based attacks, such as Magic Missile. It lasts 1 turn/level of the caster or until dispelled. 	Abjuration 	6
Protection From Magical Weapons	The spell grants complete immunity to enchanted weapons. It lasts 4 rounds or until dispelled. 	Abjuration 	6
Protection From Normal Missiles	The caster receives total immunity to non-magical missile weapons such as throwing axes, arrows, and bolts. Does not bestow immunity to projectiles conjured by magic or enchanted projectiles. Lasts 1 turn/level or until dispelled. 	Abjuration 	3
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. Lasts 1 round/level or until dispelled. 	Abjuration 	5
Protection From Petrification 	Grants absolute immunity from petrification attacks from cursed scrolls, creatures and magic. Lasts for 1 hour. 	Abjuration 	1
Protection From The Elements 	Gives the caster 75% resistance to all forms of elemental damage. Lasts 1 round/ level or until dispelled. 	Abjuration 	7
Ray of Enfeeblement 	On a failed save vs spell, the target's strength is set to 5. Strength-boosting items are not affected. Lasts 1 round/ level or until dispelled. 	Enchantment 	2
Reflected Image 	Creates a single illusory duplicate of the caster, which disappears if struck or dispelled. Lasts 3 rounds + 1/level. 	Illusion 	1
Remove Curse 	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 by the cursed item to get rid of it. 	Abjuration 	4
Remove Magic 	Removes all magical stats gained from potions, spells and magical items from any caster enemy within AoE. Does not effect magical items themselves. 	Abjuration 	3
Resist Fear 	All allies within 15 feet of the target point are cured of Panic and Morale failure, and become immune to fear effects for one hour. 	Abjuration 	2
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. 	Alteration 	7
Secret Word 	This spell will dispel one spell of protection of 8th level or lower. This does not affect Magic Resistance. 	Abjuration 	4
Shadow Door 	Creates an illusory door which renders the wizard invisible as per Improved Invisibility. 	Illusion 	5
Shapechange 	The caster is able to choose the form of a mind flayer, iron golem, greater wolfwere, earth elemental, fire elemental, or giant troll, gaining most of its physical attributes and abilities. 	Alteration 	9
Shield 	Sets melee AC to 4 and missile AC to 2 and renders the wizard immune to Magic Missile spells. 	Evocation 	1
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. 	Alteration 	1
Simulacrum 	Creates a duplicate of the caster at 60% of their current level and Hit Points. It possesses the abilities of its caster and is under their full control. 	Illusion 	8
Skull Trap 	Creates a floating skull which detonates when a creature approaches it, dealing 1d6 damage/level in a 30' radius. Save vs spell for 1/2 damage. 	Necromancy 	3
Sleep 	Creatures in a 30' radius must save vs death at -3 or fall comatose. Monsters with 4 or more Hit Dice are unaffected. 	Enchantment 	1
Slow 	This spell causes creatures to move and attack at half their movement and attack rates. Negates the effect of Haste. 	Alteration 	3
Spell Deflection 	This absorbs up to total of 10 spell levels of spells, as long as these spells target the caster directly. 	Abjuration 	6
Spell Immunity 	Grants the wizard protection from one spell school. All spells of this school will not be able to harm or aid the caster for the duration of this spell. 	Abjuration 	5
Spell Sequencer 	This spell allows the mages to store three 4th-level or lower spells as a special ability. Then all three spells can be cast simultaneously. After that, the special ability icon disappears. 	Evocation 	7
Spell Shield 	Blocks spells such as Breach or Spellstrike which target a mage's protections. This spell can block one such attack before expiring, and it is not affected by dispel/remove magic. 	Abjuration 	5
Spell Thrust 	It will dispel all spells of protection of 5th level and lower from the affected creature. Bypasses Magic Resistance. 	Abjuration 	3
Spell Trigger 	This spell allows the mage to store three 6th-level or lower level spells as a special ability. Then all three spells can be cast simultaneously. After that, the special ability icon disappears. 	Evocation 	8
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.	Abjuration 	7
Spell Trap 	Creates a barrier around the caster which absorbs spells. If the caster has previously cast the spell which is absorbed by the barrier, it will be memorized and available to cast again. Absorbs all level spells to a total of 30 spell levels. 	Abjuration 	9
Spellstrike 	This spell dispels all spell protections. Bypasses Magic Resistance. 	Abjuration, Alteration 	9
Sphere of Chaos 	Creates a zone of random effects both positive and negative, such as polymorph squirrel, confused, burst into flames, or disintegrate. Save vs wands negates. 	Alteration 	7
Spider Spawn 	Summons spiders under the caster's telepathic control. At 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 will appear instead of one. 	Conjuration 	4
Spirit Armor 	Sets recipient's AC to 1 and provides a +3 to save vs spell. Lasts 2 hours; when it expires, the recipient must save vs spell or take 2d4 damage. 	Necromancy 	4
Spook 	Target must save vs spell or panic for 3 rounds. The save penalty increases with the caster's level, up to -6 at level 12. Undead are not affected. 	Illusion 	1
Stinking Cloud 	Creatures in the affected area 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. 	Evocation 	2
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. 	Alteration 	6
Stoneskin 	Creates a skin of stone which blocks a single physical attack. An additional skin is gained per 2 caster levels. Lasts until all skins are exhausted or until dispelled. Does not protect from elemental or magical damage. 	Alteration 	4
Strength 	Set the strength of the recipient to 18/50. 	Alteration 	2
Summon Dark Planetar 	This spell summons a Dark Planetar to aid the caster. 	Any School 	10
Summon Djinni 	This spell summons a Djinni from the Elemental Plane of Air to serve the caster. 	Conjuration 	7
Summon Efreeti 	This spells summon an Efreeti from the Elemental Plane of Fire to serve the caster. 	Conjuration 	7
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. 	Conjuration 	8
Summon Hakeashar 	Summons a creature which is immune to normal weapons and non-physical damage and can absorb spells to heal itself. The Hakeashar will attack the nearest wizard, draining its target's memorized spells and draining charges from magical items. 	Conjuration 	7
Summon Nishruu 	Summons a Nishruu, which is immune to magic and can absorb spells to heal itself. The Nishruu will attack the nearest wizard, draining its target's memorized spells and draining charges from magical items. 	Conjuration 	6
Summon Planetar 	This spell summons a Planetar to fight for caster. 	Any School 	10
Sunfire 	This spell creates a burst of flame around the caster, doing 1d6 fire damage/level (up to a maximum of 15d6). Save vs spell for 1/2 damage. 	Evocation 	5
Symbol, Death 	Inscribes a magical trap that detonates when a creature approaches. Affected creatures must save vs death or die instantly, though creatures with 60+ current hit points are immune. 	Conjuration 	8
Symbol, Fear 	Inscribes a magical trap that detonates when a creature approaches. Affected creatures must save vs. spell at -4 or be affected by fear for 1 round/level. 	Conjuration 	8
Symbol, Stun 	Inscribes a magical trap that detonates when a creature approaches. Affected creatures must save vs. spell at -4 or be stunned for 1 round/level. 	Conjuration 	8
Teleport Field 	All creatures in a 30' radius are randomly teleported during the spell's 1-turn duration. Save vs spell negates. 	Alteration 	4
Tenser's Transformation 	Doubles the caster's hit points, and provides a +4 bonus to AC and +2 to hit and damage rolls. All attacks are made as though the caster were a fighter of the same level (though no extra attacks are gained). Lasts 1 round/level or until dispelled. Cannot cast spells while this spell is active. 	Alteration 	6
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. Note: some powerful creatures are immune. 	Alteration 	9
True Sight 	This will dispel all hostile illusion spells in roughly a 70-ft. radius around the caster. Ignores magic resistance and does not affect Illusion spells from party members. 	Divination 	6
Vampiric Touch 	The target loses 1d6 hit points/2 caster levels, to a maximum drain of 6d6 at 12th level, which heals the caster and provides temporary additional hit points. 	Necromancy 	3
Vocalize 	Allows the caster to cast spells without needing sound to do so. Silenced characters affected by this spell can still cast spells. 	Alteration 	2
Wail of the Banshee 	Enemies in a 15' radius of the caster must save vs death or die instantly. 	Necromancy 	9
Web 	Creates a 30' radius in which creatures must save vs spell at -2 or be held and unable to move. 	Evocation 	2
Wish 	Creates various effects. Wisdom dependent. 	Conjuration/Summoning, Evocation/Invocation	9
Wizard Eye 	Creates a mobile invisible eye that can see up to 60' away in normal light. Lasts 1 round/level or until dispelled. 	Alteration 	4
Wyvern Call 	This spell summons a wyvern to serve the caster.. It will serve for 1 round/level or until slain. 	Conjuration 	6
Wraithform 	Renders the caster insubstantial, immune to nonmagical weapon or missile attacks and conferring 25% resistance to magic damage. While this spell is active, the caster is unable to cast arcane or divine spells. 	Alteration, Illusion 	3
==Mod Content==
Installation of the Spell Revisions Mod will change and revise "Arcane 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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