Wizard Spell Index

On the left-hand side, the list of all Wizard spells is arranged by Spell Level.

Level
Spell Name
1
Armor
Blindness
Burning Hands
Charm Person
Chill Touch
Chromatic Orb
Color Spray
Find Familiar
Friends
Grease
Identify
Infravision
Larloch's Minor Drain
Magic Missile
Protection from Evil
Protection from Petrification
Reflected Image
Shield
Shocking Grasp
Sleep
Spook
In BG1, Protection from Petrification is a Level 2 spell.
2
Agannazar's Scorcher
Blur
Deafness
Detect Evil
Detect Invisibility
Ghoul Touch
Glitterdust
Horror
Invisibility
Knock
Know Alignment
Luck
Melf's Acid Arrow
Mirror Image
Power Word: Sleep
Ray of Enfeeblement

Resist Fear
Stinking Cloud
Strength
Vocalize
Web
 
3
Clairvoyance
Detect Illusion
Dire Charm
Dispel Magic
Fireball
Flame Arrow
Ghost Armor
Haste
Hold Person
Hold Undead
Invisibility 10' Radius

Lightning Bolt
Melf's Minute Meteors
Minor Spell Deflection

Monster Summoning I
Non-Detection
Protection from Cold
Protection from Fire

Protection from Normal Missiles
Remove Magic
Skull Trap
Slow
Spell Thrust
Vampiric Touch
 
4
Confusion
Contagion
Dimension Door
Emotion: Hopelessness
Enchanted Weapon
Farsight
Fireshield: Blue
Fireshield: Red

Greater Malison
Ice Storm
Improved Invisibility

Minor Globe of Invulnerability
Minor Sequencer
Monster Summoning II
Otiluke's Resilient Sphere
Polymorph Other
Polymorph Self
Remove Curse
Secret Word
Spider Spawn

Spirit Armor
Stoneskin
Teleport Field
Wizard Eye
Dimension Door does not exist (in a form the party can use) in BG2.
5
Animate Dead
Breach
Chaos

Cloudkill
Cone of Cold
Conjure Lesser Air Elemental
Conjure Lesser Earth Elemental
Conjure Lesser Fire Elemental
Domination
Feeblemind
Hold Monster

Lower Magic Resistance
Minor Spell Turning
Monster Summoning III
Oracle
Phantom Blade
Protection from Acid
Protection from Electricity
Protection from Normal Weapons
Shadow Door
Spell Immunity
Spell Shield
Sunfire
 
6
Carrion Summons
Chain Lightning
Conjure Air Elemental
Conjure Earth Elemental
Conjure Fire Elemental
Contingency
Death Fog
Death Spell
Disintegrate
Flesh to Stone
Globe of Invulnerability
Improved Haste
Invisible Stalker
Mislead
Pierce Magic
Power Word: Silence
Protection from Magic Energy
Protection from Magical Weapons
Spell Deflection
Stone to Flesh
Summon Nishruu
Tenser's Transformation
True Sight
Wyvern Call
 
7
Cacofiend
Control Undead
Delayed Blast Fireball
Finger of Death
Khelben's Warding Whip
Limited Wish
Mantle
Mass Invisibility
Mordenkainen's Sword
Power Word: Stun
Prismatic Spray
Project Image
Protection from the Elements
Ruby Ray of Reversal
Spell Sequencer
Spell Turning
Sphere of Chaos
Summon Djinni
Summon Efreeti
Summon Hakeashar
 
8
Abi-Dalzim's Horrid Wilting
Bigby's Clenched Fist
Improved Mantle
Incendiary Cloud
Maze
Pierce Shield
Power Word: Blind
Protection from Energy
Simulacrum
Spell Trigger
Summon Fiend
Symbol: Death
Symbol: Fear
Symbol: Stun
 
9
Absolute Immunity
Bigby's Crushing Hand
Black Blade of Disaster
Chain Contingency
Energy Drain
Freedom
Gate
Imprisonment
Meteor Swarm
Power Word: Kill
Shapechange
Spellstrike
Spell Trap
Time Stop
Wail of the Banshee
Wish
Power Word: Kill does not exist in a form the party can use in BG1.











Spell-School Irregularities

          Some BG2 spells say they are from two Schools of magic; this is incorrect, technically impossible, and at times even paradoxical: The spells of Lower Magic Resistance and Spellstrike both claim to be from the Schools of Abjuration and Alteration, which are in direct Opposition to each other. The tables on the right-hand side of this page list each spell's actual School. They do not list the 9th-Level spell of Wish (which purports to be a Conjuration spell), because Wish is actually schoolless: It can be scribed and cast by any Specialist Mage, and most of its effects cannot be blocked by Spell Immunity. Also of note are the spells of Wizard Eye and Limited Wish: Even though Wizard Eye is definitely an Alteration spell, it is barred from Conjurers as well as Abjurers, and similarly the Conjuration spell of Limited Wish is off-limits to Diviners AND Enchanters.

Art by Mike Sass
On the right-hand side, the spells are organized by Spell School.

Level
The Abjuration School
1
Protection from EvilProtection from Petrification
2
Resist Fear
3
Dispel Magic
Minor Spell Deflection
Non-Detection
Protection from Cold
Protection from Fire
Protection from Normal Missiles
Remove Magic
Spell Thrust
4
Minor Globe of Invulnerability
Remove Curse
Secret Word
5
Breach
Lower Magic Resistance
Minor Spell Turning
Protection from Acid
Protection from Electricity
Protection from Normal Weapons
Spell Immunity
Spell Shield
6
Globe of Invulnerability
Pierce Magic
Protection from Magic Energy
Protection from Magical Weapons
Spell Deflection
7
Khelben's Warding Whip
Mantle
Protection from the Elements
Spell Turning
8
Improved MantleProtection from Energy
9
Absolute Immunity
Freedom
Imprisonment
Spellstrike
Spell Trap
These spells can never be learned by Transmuters.

Level
The Alteration School
1
Burning Hands
Color Spray
Shocking Grasp

2
StrengthVocalize
3
HasteSlow
4
Dimension Door
Otiluke's Resilient Sphere
Polymorph Other
Polymorph Self
Stoneskin
Teleport Field
Wizard Eye
5
none
6
Disintegrate
Flesh to Stone
Improved Haste
Stone to Flesh
Tenser's Transformation
7
Ruby Ray of ReversalSphere of Chaos
8
none
9
ShapechangeTime Stop
These spells can never be learned by Abjurers.

Level
The Conjuration School
1
Armor
Find Familiar
Grease

2
Glitterdust
Melf's Acid Arrow
Power Word: Sleep

3
Flame Arrow
Ghost Armor
Monster Summoning I

4
Monster Summoning IISpider Spawn
5
Conjure Lesser Air Elemental
Conjure Lesser Earth Elemental
Conjure Lesser Fire Elemental
Monster Summoning III
6
Carrion Summons
Conjure Air Elemental
Conjure Earth Elemental
Conjure Fire Elemental
Invisible Stalker
Power Word: Silence
Summon Nishruu
Wyvern Call
7
Cacofiend
Limited Wish
Power Word: Stun
Prismatic Spray
Summon Djinni
Summon Efreeti
Summon Hakeashar

8
Maze
Power Word: Blind
Summon Fiend
Symbol: Death
Symbol: Fear
Symbol: Stun
9
GatePower Word: Kill
These spells can't be learned by Diviners (or, in BG1, by Invokers).

Level
The Divination School
1
IdentifyInfravision
2
Detect Evil
Detect Invisibility
Know Alignment

3
ClairvoyanceDetect Illusion
4
Farsight
5
Oracle
6
True Sight
7
none
8
none
9
none
These spells can never be learned by Conjurers.

Level
The Enchantment School
1
Charm Person
Friends
Sleep

2
LuckRay of Enfeeblement
3
Dire CharmHold Person
4
Confusion
Emotion: Hopelessness
Enchanted Weapon
Greater Malison
5
Chaos
Domination
Feeblemind
Hold Monster
6
none
7
none
8
none
9
none
These spells can never be learned by Invokers.

Level
The Evocation School
1
Chromatic Orb
Magic Missile
Shield

2
Agannazar's Scorcher
Stinking Cloud
Web

3
Fireball
Lightning Bolt
Melf's Minute Meteors

4
Ice Storm
Fireshield: Blue
Fireshield: Red
Minor Sequencer
5
Cloudkill
Cone of Cold
Phantom Blade
Sunfire
6
Chain Lightning
Contingency
Death Fog

7
Delayed Blast Fireball
Mordenkainen's Sword
Spell Sequencer

8
Bigby's Clenched Fist
Incendiary Cloud
Spell Trigger

9
Bigby's Crushing Hand
Black Blade of Disaster
Chain Contingency
Meteor Swarm
These spells can never be learned by Enchanters.

Level
The Illusion School
1
Blindness
Reflected Image
Spook

2
Blur
Deafness
Invisibility
Mirror Image
3
Invisibility 10' Radius
4
Improved Invisibility
5
Shadow Door
6
Mislead
7
Project ImageMass Invisibility
8
Simulacrum
9
none
These spells can never be learned by Necromancers.

Level
The Necromancy School
1
Chill TouchLarloch's Minor Drain
2
Ghoul TouchHorror
3
Hold Undead
Skull Trap
Vampiric Touch

4
ContagionSpirit Armor
5
Animate Dead
6
Death Spell
7
Control UndeadFinger of Death
8
Abi-Dalzim's Horrid Wilting
9
Energy DrainWail of the Banshee
These spells can't be learned by Illusionists (or, in BG1, by Transmuters).