Spell Dictionary

          This page lists every party-accessible spell in the game. The specifics and descriptions seen here should not be taken as gospel: They are a holdover from the previous version of this Guide, and therefore can potentially be quite inaccurate. Correcting this is my #1 update priority for this site—I have simply opted to release the 3rd Edition with one imperfect page, rather than delay the whole site for the time it would take to double-check the exact mechanics of every single spell.

Click any of the letters below to jump to the first spell that begins with that letter.

A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

Abi-Dalzim's Horrid WiltingType: Wizard (Necromancy)
Level: 8Casting Time: 8Duration: InstantSaving Throw: 1/2
Range: SightTarget: PointArea of Effect: Circle, 30' radius
Description: This spell evaporates moisture from the body of every hostile creature within the area of effect, inflicting 1D8 damage per level of the caster. Creatures who Save vs. Spells will take half damage. Creatures with greater-than-average dependence on water, such as plant life and Water Elementals, incur a +2 penalty to their Saving Throws.


Absolute ImmunityType: Wizard (Abjuration)
Level: 9Casting Time: 1Duration: 4 roundsSaving Throw: N/A
Range: 0Target: CasterArea of Effect: Caster
Description: This spell renders the caster immune to all weapons of less than +5 enchantment. Its casting time is very short, enabling the caster to buy a few rounds even when in a close melee. It offers no protection against spells, and will last for the duration or until dispelled. It may not be used in combination with Protection From Magic Weapons.


Aerial ServantType: Priest (Cleric, Conjuration)
Level: 6Casting Time: 9Duration: 1 turn/levelSaving Throw: N/A
Range: SightTarget: PointArea of Effect: Special
Description: This spell summons an Aerial Servant to fight for the caster. It will remain until killed, or until the spell expires.


Agannazar's ScorcherType: Wizard (Evocation)
Level: 2Casting Time: 3Duration: 3 secondsSaving Throw: None
Range: SightTarget: 1 creatureArea of Effect: Line from caster to target
Description: A thin stream of flame shoots from the caster's hands to the targeted creature, dealing 3D6 fire damage to it and any creature caught by the fiery jet or attempting to cross it. If the target creature moves, the line of flame will follow it.


AidType: Priest (Cleric, Necromancy/Conjuration)
Level: 2Casting Time: 5Duration: 1 rd. + 1 rd/lvlSaving Throw: N/A
Range: TouchTarget: CreatureArea of Effect: Creature touched
Description: The target of this spell enjoys the same benefits granted by a Bless spell (-1 bonuses to THAC0 & Saving Throws), as well as 1D8 additional hitpoints. These extra hitpoints will vanish when the creature loses them in battle or when the spell expires.


Animal Summoning IType: Priest (Shared, Conjuration)
Level: 4Casting Time: 8Duration: 4 hoursSaving Throw: N/A
Range: SightTarget: PointArea of Effect: Special
Description: Up to 3 animals (normal or giant-sized only, usually native to the region) with up to 4 Hit Dice each will appear at the point designated by the caster. They will fight for the caster for the duration of the spell or until slain.


Animal Summoning IIType: Priest (Shared, Conjuration)
Level: 5Casting Time: 8Duration: 4 hoursSaving Throw: N/A
Range: SightTarget: PointArea of Effect: Special
Description: Exactly the same as Animal Summoning I, except that the creatures summoned have up to 8 Hit Dice.


Animal Summoning IIIType: Priest (Shared, Conjuration)
Level: 6Casting Time: 9Duration: 4 turnsSaving Throw: N/A
Range: SightTarget: PointArea of Effect: Special
Description: Exactly the same as Animal Summoning I, except that the creatures summoned have up to 12 Hit Dice.


Animate Dead Type: Priest (Cleric, Necromancy), Wizard (Necromancy)
Level: 3 (Priest), 5 (Wizard)Casting Time: 5Duration: 8 hoursSaving Throw: N/A
Range: SightTarget: PointArea of Effect: Special
Description: In BG1, this spell will summon forth 1 Skeleton per level of the caster, and in BG2, it has an 85% chance of summoning 1 Skeleton, and a 15% chance of raising 2. After the caster reaches Level 15, it will instead call a single Skeleton Warrior, a powerful ally with a natural immunity to Normal Weapons and very high Magic Resistance. Whatever Undead are summoned, they will serve the caster until they are destroyed in combat, Turned, or the spell expires.


ArmorType: Wizard (Conjuration/Summoning)
Level: 1Casting Time: 1 roundDuration: 10 turns / 9 hoursSaving Throw: N/A
Range: 0Target: CasterArea of Effect: Caster
Description: This spell creates a force field around the caster's body, afforing protection roughly equivalent to splint mail, setting the caster's base AC to 6 (with further modifications due to Dexterity, shields, etc). In BG1, the spell lasts for a full 9 hours; BG2 shortens this to 10 turns.


Armor of FaithType: Priest (Shared, Abjuration)
Level: 1Casting Time: 1Duration: 3 rds. + 1 rd/lvlSaving Throw: N/A
Range: 0Target: CasterArea of Effect: Caster
Description: This spell is unusual in that it protects against both physical and magical damage: It absorbs a certain percentage of the damage that the caster would otherwise recieve. The total amount "cushioned" is 5%, plus an additional 5% for every 5 caster levels.

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BarkskinType: Priest (Shared, Alteration)
Level: 2Casting Time: 5Duration: 4 rds. + 1 rd/lvlSaving Throw: N/A
Range: TouchTarget: CreatureArea of Effect: Creature touched
Description: The recipient of this spell finds that his flesh has become as strong and tough as bark, bolstering his natural defenses: He gains -1 bonuses to all Saving Throws except Spells, and his base AC improves as well: In BG1, his AC gets a -2 bonus for the duration of the spell, in BG2, his base AC (before armor, Dexterity, etc.) is set to 6, with a further -1 AC bonus for every 4 levels of the caster.


Bigby's Clenched FistType: Wizard (Evocation)
Level: 8Casting Time: 8Duration: 4 roundsSaving Throw: Special
Range: SightTarget: CreatureArea of Effect: Creature
Description: A giant Hand appears and grabs hold of the victim, who gets no Saving Throw and suffers 3D6 damage. At the end of the 1st round, they may Save vs. Death with a +2 penalty to break free of the Hand. If they fail, they are trapped for another round and take an additional 4D6 damage. In the 3rd round, they have another chance to escape—if they fail to Save vs. Death, they will take 6D6 damage and be Held for two rounds.


Bigby's Crushing HandType: Wizard (Evocation)
Level: 9Casting Time: 9Duration: 3 roundsSaving Throw: Special
Range: SightTarget: CreatureArea of Effect: Creature
Description: A huge blue Hand appears and flattens an enemy to the ground. The first squash allows no Saving Throw, does 2D10 damage, and forces the hapless victim to Save vs. Death with a +4 penalty or be pinned for the 2nd squash, which does 3D10 damage and makes the enemy Save vs. Death at -2. If they still remain trapped, the Hand does a final 4D10 damage and vanishes. While pinned, the victim may also be subjected to other attacks.


Black Blade of DisasterType: Wizard (Evocation)
Level: 9Casting Time: 9Duration: 1 rd/lvlSaving Throw: N/A
Range: 0Target: CasterArea of Effect: Caster
Description: A razor-thin planar rift, about 3 feet long, appears in front of the caster, which he then can wield as if it were a normal sword. This "weapon" remains equipped for the duration (cannot be dropped) & strikes as a +5 weapon. With each hit, victims will take 2D12 damage and be forced to Save vs. Death with a +4 bonus or be bisected—half in this plane, half in some other—and therefore Disintegrated. While the Black Blade is in use, the caster is considered to have the THAC0 of a Fighter half his level, who has 1 star in this weapon.


Blade BarrierType: Priest (Cleric, Evocation)
Level: 6Casting Time: 9Duration: 1 turnSaving Throw: Special
Range: TouchTarget: CasterArea of Effect: 5' radius from target
Description: Dozens of sharp knives spring into being around the caster and spin about him, creating a circular wall that travels with him as he moves. They will not harm the caster, but any creature within melee range will take 8D8 hp of damage for each round that it stays within the field. Exception: In the first round of the spell's effect, creatures are entitled a Save vs. Spell to avoid taking damage in that round.


BlessType: Priest (Shared, Conjuration)
Level: 1Casting Time: 1 roundDuration: 6 roundsSaving Throw: N/A
Range: SightTarget: PointArea of Effect: Circle, 30' radius
Description: All friendly creatures within the area of effect will be Blessed: They gain -1 bonuses to their THAC0 and their Save vs. Spell against all Fear effects.


BlindnessType: Wizard (Illusion)
Level: 1Casting Time: 2Duration: 10 turnsSaving Throw: Negates
Range: SightTarget: CreatureArea of Effect: Creature
Description: The target is allowed a Save vs. Spell to avoid the effects; if he fails, he will be Blinded (+4 penalties to THAC0 and AC) for the duration, or until the Blindness is dispelled.


BlurType: Wizard (Illusion)
Level: 2Casting Time: 2Duration: 3 rds. + 1 rd/lvlSaving Throw: N/A
Range: 0Target: CasterArea of Effect: Caster
Description: This spell distorts the image of the caster, causing it to blur and apparently flicker from place to place. This effectively grants the caster a -3 AC bonus, and also grants a -1 bonus to all of his Saving Throws.


Bolt of GloryType: Priest (Cleric, Evocation)
Level: 6Casting Time: 9Duration: InstantSaving Throw: None
Range: SightTarget: CreatureArea of Effect: Creature
Description: A burst of holy energy explodes within the body of the target, dealing damage based on the target's type or plane of origin: Elemental (3D4), Prime Material Plane (6D6), Undead (8D6), Demon (10D6).


BreachType: Wizard (Abjuration)
Level: 5Casting Time: 5Duration: InstantSaving Throw: None
Range: SightTarget: CreatureArea of Effect: Creature
Description: This spell will completely remove and dispel all combat protections that may be currently effecting the target. This includes anti-weapon spells (Ghost Armor, Stoneskin, Mantle, etc.), and anti-elemental spells (Protection from Acid, Protection from Magic Energy, Resist Fear, etc.). This spell ignores the target's Magic Resistance.


Burning HandsType: Wizard (Alteration)
Level: 1Casting Time: 1Duration: InstantSaving Throw: 1/2
Range: TouchTarget: CreatureArea of Effect: 60-degree triangle 5' to a side
Description: This spell enables the caster to shoot fire from his fingertips, in a fan of flames reaching up to 5 feet away. Any creatures caught within the area take 1D3 points of fire damage, plus 2 more hitpoints per level of the caster. A Save vs. Spell halves the damage.

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CacofiendType: Wizard (Conjuration/Summoning)
Level: 7Casting Time: 9Duration: 15 roundsSaving Throw: N/A
Range: SightTarget: PointArea of Effect: Special
Description: A lesser Demon from the Lower Planes is gated into the Prime Material. This demon will attack anyone and everyone not Protected from Evil, including the caster.


Call LightningType: Priest (Druid, Alteration)
Level: 3Casting Time: 1 roundDuration: 1 turn/levelSaving Throw: 1/2
Range: SightTarget: NoneArea of Effect: Entire map area
Description: Once the spell is cast, bolts of lightning will start to fall from the sky and strike randomly chosen enemies of the caster. The storm lasts for 1 turn per caster level, with 1 bolt per turn. Each bolt does 2D4 electrical damage, + 1D8 per caster level, with a Save vs. Spells for half. This spell cannot be cast indoors or in any other area not open to the sky.


Call Woodland BeingsType: Priest (Druid, Conjuration)
Level: 4Casting Time: 7Duration: 3 turnsSaving Throw: N/A
Range: SightTarget: PointArea of Effect: Special
Description: A Nymph appears and lends her aid to the caster, including several Priest spells such as Confusion and Mental Domination.


Carrion SummonsType: Wizard (Conjuration/Summoning)
Level: 6Casting Time: 1 roundDuration: 7 rds. + 1 rd/lvlSaving Throw: N/A
Range: SightTarget: PointArea of Effect: Special
Description: This spell summons either 1 (65% chance) or 2 (35% chance) Giant Carrion Crawlers, whose melee hits can paralyze their prey. They will serve the caster until slain or until the spell expires.


Cause Critical WoundsType: Priest (Shared, Necromancy)
Level: 5Casting Time: 8Duration: PermanentSaving Throw: None
Range: TouchTarget: CreatureArea of Effect: Creature touched
Description: Upon casting this spell, the priest's hand becomes a melee weapon; he has 2 rounds in which to score a successful melee hit on an opponent—doing so will deal 27 hitpoints of damage to the target. If the priest misses, or the duration expires, the spell is wasted.


Cause Serious WoundsType: Priest (Shared, Necromancy)
Level: 4Casting Time: 7Duration: PermanentSaving Throw: None
Range: TouchTarget: CreatureArea of Effect: Creature touched
Description: Exactly the same as Cause Critical Wounds, except that the target will take 17 damage from being hit.


Chain ContingencyType: Wizard (Evocation)
Level: 9Casting Time: 1 roundDuration: SpecialSaving Throw: N/A
Range: 0Target: CasterArea of Effect: Caster
Description: Upon casting Chain Contingency, the wizard will be prompted to choose 3 of his memorized spells (up to Level 9 spells can be used), a trigger that will cause them to fire (such as "Enemy Sighted" or "Caster reaches 50% hp or lower"), and a target for the spells (such as "Caster" or "Nearest Enemy"). The 3 spells chosen will vanish from the caster's memory as if they had been cast—they are now stored in the Chain Contingency. They will be released whenever the trigger condition is met, even after Resting. Memorizing other spells in the 3 used spell slots will not alter the stored Chain Contingency in any way, essentially giving the caster extra spell slots to be used the next day.


Chain LightningType: Wizard (Evocation)
Level: 6Casting Time: 5Duration: InstantSaving Throw: 1/2
Range: SightTarget: CreatureArea of Effect: Special
Description: Arcs of lightning shoot from the caster to the target (unlike Lightning Bolt, this spell cannot be dodged) and does 1D6 electrical damage per 2 caster levels (8D6 for a 16th-level Wizard), with a Save vs. Spells for half. The lightning then spreads to other nearby enemies of the caster, doing the same damage to them, as well.


Champion's StrengthType: Priest (Cleric, Alteration)
Level: 5Casting Time: 2Duration: 3 rds/lvlSaving Throw: N/A
Range: SightTarget: CreatureArea of Effect: Creature
Description: This spell opens a link between the Cleric's God and the target of the spell, setting the target's Strength to 18(00) (potentially lowering it) and conferring a THAC0 bonus of 1 point per 3 levels of the Cleric. While this spell is in effect, the Cleric will not be able to cast any other spells.


ChantType: Priest (Cleric, Conjuration)
Level: 2Casting Time: 1 roundDuration: 1 rd. + 1 rd/lvlSaving Throw: N/A
Range: SightTarget: PointArea of Effect: Circle, 30' radius
Description: At the moment the spell is completed, all allies of the caster within the area of effect will gain +1 bonuses to their THAC0, damage rolls, and Saving Throws for the duration of the spell, while all enemies hit by the Chant will suffer +1 penalties to those stats. Multiple Chants do not stack.


ChaosType: Wizard (Enchantment/Charm)
Level: 5Casting Time: 4Duration: 5 rds. + 1 rd/lvlSaving Throw: 1/2
Range: SightTarget: PointArea of Effect: Circle, 30' radius
Description: This spell functions exactly the same as the Confusion spell, with the exception that its mind attacks are even more penetrating. Enemy creatures caught within the area of effect must Save vs. Spells with a +4 penalty to avoid the effects, and creatures of 4th level or lower recieve no Saving Throw at all. In BG1, the spell's duration is (3 rnds + 1 rnd/level), and in BG2 is (5 rnds + 1 rnd/6 levels).


Chaos ShieldType: Wizard (Abjuration)
Level: 2Casting Time: 2Duration: 5 rds+10 rds/5 lvlsSaving Throw: N/A
Range: 0Target: NoneArea of Effect: Caster
Description: Only known by Wild Mages, this spell guards against the potentially dangerous effects of Wild Surges; during the spell's duration, harmful Wild Surges are 15% less likely to occur.


Chaotic CommandsType: Priest (Cleric, Enchantment)
Level: 5Casting Time: 3Duration: 1 turn / levelSaving Throw: N/A
Range: SightTarget: CreatureArea of Effect: Creature
Description: The recipient of this spell becomes completely immune to all mind-controlling spells, such as Charm, Confusion, Sleep, and Command Word: Die.


Charm PersonType: Wizard (Enchantment/Charm)
Level: 1Casting Time: 1Duration: 5 turnsSaving Throw: Negates
Range: SightTarget: CreatureArea of Effect: Creature
Description: This spell may be cast on any bipedal humanoid roughly Gnoll-sized or smaller, including Hobgoblins, Orcs, Dwarves, Dryads, Kobolds, pixies, etc. Humanoid creatures larger than Gnolls are not affected by this spell. If the target fails their Save vs. Spell, they regard the caster as their leader and guide, and will obey all commands given. If the caster or the caster's allies attack the Charmed creature, the spell will be broken. The Charmed creature will not attack non-hostiles or its former allies, and no Charmed creature can leave the area where it was Charmed. If your party members become Charmed, you can Charm them back with no ill effects, but non-party NPCs will resent having their minds controlled and not like you afterwards.


Charm Person or MammalType: Priest (Druid, Enchantment)
Level: 2Casting Time: 5Duration: 5 turnsSaving Throw: Negates
Range: SightTarget: CreatureArea of Effect: Creature
Description: This spell is identical to Charm Person, except that it also may be cast on any mammal of bear-size or smaller.


Chill TouchType: Wizard (Necromancy)
Level: 1Casting Time: 1Duration: 10 roundsSaving Throw: Negates
Range: TouchTarget: NoneArea of Effect: Creature
Description: This spell turns the caster's hand into a melee weapon that will deal 1D8 blunt damage and, if the target fails his Save vs. Spells, inflict a +2 THAC0 penalty for the duration of the spell. This spell only works once—if the caster's melee attack misses, the spell is wasted.


Chromatic OrbType: Wizard (Evocation)
Level: 1Casting Time: 1Duration: SpecialSaving Throw: Special
Range: SightTarget: CreatureArea of Effect: Creature
Description: There are two parts to this spell: Damage and magical effects. A colored sphere is fired at the target, with effects varying according to the caster's level: 1st level (1-4 damage and Blindness for 1 round), 2nd level (1-6 damage and inflicts pain), 3rd level (1-8 damage and burns the victim), 4th level (1-10 damage and Blindness for 10 rounds), 5th level (1-12 damage and Stun for 3 rounds), 6th level sphere (2-16 damage and imposes a STR penalty), 7th level (2-16 damage and Hold for 20 rounds). Other effects follow, including an Orb that can cast Flesh to Stone on the victim, and the spell reaches its height with a Caster Level of 12, at which point (and thereafter) the spell can cause instant death. In BG1, a Save vs. Spell negates the spell entirely, while in BG2, there is no Save against the damage, and the victim gets a +6 bonus to his Save vs. Spells against the other effects.


ClairvoyanceType: Wizard (Divination)
Level: 3Casting Time: 3Duration: PermanentSaving Throw: None
Range: 0Target: NoneArea of Effect: Entire map area
Description: This spell only works outdoors, in above-ground areas. It reveals the lay of the land and all buildings, just as if the map area had been explored by normal means. It does not reveal creatures, items, or Traps.


Cloak of FearType: Priest (Shared, Conjuration)
Level: 4Casting Time: 6Duration: InstantSaving Throw: Negates
Range: TouchTarget: NoneArea of Effect: Caster
Description: This spell wraps the caster in an aura of cold horror—all hostile creatures within melee range must Save vs. Spells or flee in terror for 4 rounds, potentially even dropping items in their panic.


CloudkillType: Wizard (Evocation)
Level: 5Casting Time: 5Duration: 1 rd/lvlSaving Throw: Special
Range: SightTarget: PointArea of Effect: 20' radius from target
Description: A large, rancid cloud of toxic vapors appears, centered on the point chosen by the caster. The poisonous fumes will instantly kill any creature of 4th level or lower, while creatures of 5th to 6th level are allowed a Save vs. Death with a +4 penalties to avoid the Cloud's most lethal effects. All creatures caught within, or remaining within, the cloud will take 1D10 points of poison damage each round.


Color SprayType: Wizard (Alteration)
Level: 1Casting Time: 1Duration: InstantSaving Throw: Negates
Range: 20 feetTarget: PointArea of Effect: 60-degree wedge up to 20' long
Description: This spell causes a spray of light to stream from the caster's hand—of all creatures in the area of effect, those 1D4 creatures that are closest to the caster must Save vs. Spells or fall unconscious. Creatures over Level 4 are immune to its effects.


Command Word: DieType: Priest (Cleric, Enchantment)
Level: 1Casting Time: 1Duration: 1 roundSaving Throw: None
Range: SightTarget: CreatureArea of Effect: Creature
Description: The Cleric is able to force 1 creature to fall unconscious for one round. There is no Saving Throw.


Cone of ColdType: Wizard (Evocation)
Level: 5Casting Time: 5Duration: InstantSaving Throw: 1/2
Range: TouchTarget: PointArea of Effect: 120-degree wedge
Description: A fan-shaped dischange of extreme cold erupts from the caster's hands, shooting outward to range of 1 foot per level of the caster. All creatures caught within the spray will take 1D4 cold damage per caster level, with a Save vs. Spells for half.


ConfusionType: Wizard (Enchantment), Priest (Shared, Enchantment)
Level: 4 (Wizard), 7 (Priest)Casting Time: 7Duration: 2 rds. + 1 rd/lvl Saving Throw: Negates
Range: SightTarget: PointArea of Effect: 20' radius from target
Description: At the moment the spell is cast, all creatures within the area of effect must Save vs. Spells with a -2 penalty, or become Confused: For each round until the spell expires, they will erratically choose between aimlessly wandering, attacking random creatures, or simply standing there.


Conjure Air ElementalType: Wizard (Conjuration/Summoning)
Level: 6Casting Time: 1 roundDuration: 1 turn/levelSaving Throw: N/A
Range: SightTarget: PointArea of Effect: Special
Description: A denizen of the Elemental Plane of Air is summoned to the Prime Material, to fight for the caster. There is a 60% chance of a 12 Hit Dice Elemental appearing, a 35% chance that the creature will have 16 Hit Dice, and a 5% chance of 24 Hit Dice. After the creature is summoned, the caster must lock wills with it in order to implant mental control; this takes three rounds, and there is no chance of the Elemental turning hostile, unless the Wizard's concentration is broken.


Conjure AnimalsType: Priest (Shared, Conjuration)
Level: 6Casting Time: 9Duration: 4 turnsSaving Throw: N/A
Range: SightTarget: PointArea of Effect: Special
Description: Either 1 or 2 Mountain Bears (the most powerful type of Bear) will be summoned and will fight for the caster until slain or the spell expires.


Conjure Earth ElementalType: Wizard (Conjuration/Summoning)
Level: 6Casting Time: 1 roundDuration: 1 turn/levelSaving Throw: N/A
Range: SightTarget: PointArea of Effect: Special
Description: Exactly the same as Conjure Air Elemental.


Conjure Fire ElementalType: Wizard (Conjuration), Priest (Druid, Conjuration)
Level: 6 (Wizard), 6 (Priest)Casting Time: 1 roundDuration: 1 turn/levelSaving Throw: N/A
Range: SightTarget: PointArea of Effect: Special
Description: Exactly the same as Conjure Air Elemental, except that it is a 6th-Level Druid spell as well. Also, when cast by a Druid, the spellcaster does not have to spend 3 rounds in a battle of wits with the creature: The Fire Elemental obeys its summoner automatically and without question.


Conjure Lesser Air ElementalType: Wizard (Conjuration/Summoning)
Level: 5Casting Time: 1 roundDuration: 1 trn + 1 rd/lvlSaving Throw: N/A
Range: SightTarget: PointArea of Effect: Special
Description: An 8 Hit Dice Air Elemental is summoned from its home plane. After the spell is completed, the caster must engage in a contest of willpower to establish dominance over the creature—the mental struggle takes 3 rounds, and there is a 15% chance that the caster will fail, and the Elemental will turn hostile. If the caster wins, he is able to direct the Air Elemental just like any other summoned creature for the duration of the spell.


Conjure Lesser Earth ElementalType: Wizard (Conjuration/Summoning)
Level: 5Casting Time: 1 roundDuration: 1 trn + 1 rd/lvlSaving Throw: N/A
Range: SightTarget: PointArea of Effect: Special
Description: Exactly the same as Conjure Lesser Air Elemental.


Conjure Lesser Fire ElementalType: Wizard (Conjuration/Summoning)
Level: 5Casting Time: 1 roundDuration: 1 trn + 1 rd/lvlSaving Throw: N/A
Range: SightTarget: PointArea of Effect: Special
Description: Exactly the same as Conjure Lesser Air Elemental.


ContagionType: Wizard (Necromancy)
Level: 4Casting Time: 4Duration: PermanentSaving Throw: Negates
Range: SightTarget: CreatureArea of Effect: Creature
Description: If the targeted creature fails to Save vs. Spells, their skin erupts in a painful rash, with open, festering sores, infected lesions oozing pus, etc. Their Strength, Dexterity and Charisma all take -2 penalties, and the creature is Slowed. The condition is permanent until healed with a Cure Disease spell.


ContingencyType: Wizard (Evocation)
Level: 6Casting Time: 1 turnDuration: SpecialSaving Throw: N/A
Range: 0Target: NoneArea of Effect: Caster
Description: The caster may choose 1 memorized spell to be placed in the Contingency—the maximum spell level allowed is determined by the caster's level: One Spell Level for every 3 Experience Levels of the caster. The wizard may choose the trigger that will cause the Contingency to fire, but not the target of the spell—the Contingency will only fire the spell upon the caster (You may still use an area-of-effect spell, such as Resist Fear, and benefit your party members as well as yourself). The Contingency remains active until used; that is, the spell stored in it does not need to be memorized again. Even if you Rest, or even erase that spell from your Mage Book, it will be cast on you when the Contingency is triggered.


Control UndeadType: Wizard (Necromancy)
Level: 7Casting Time: 7Duration: 6 rds + 1 rd/lvlSaving Throw: Special
Range: SightTarget: PointArea of Effect: Special
Description: The 1-4 Undead creatures nearest to the target are affected by this spell. If they have 3 or fewer Hit Dice, they fall under the caster's control and will obey all commands. If they have 4 or more Hit Dice, they are allowed a Save vs. Spell to avoid being dominated.


Creeping DoomType: Priest (Druid, Conjuration)
Level: 7Casting Time: 1 roundDuration: 6 roundsSaving Throw: 1/2 Duration
Range: SightTarget: PointArea of Effect: Special
Description: A cloud of biting and stinging insects swarms toward the target, attacking any of the caster's enemies that happen to be nearby. Creatures caught within the swarm take 2 points of damage per round, and suffer a 100% chance of Spell Failure. Victims who Save vs. Breath Weapon can escape the insects after only half the normal duration.


Cure Critical WoundsType: Priest (Shared, Necromancy)
Level: 5Casting Time: 8Duration: PermanentSaving Throw: N/A
Range: TouchTarget: CreatureArea of Effect: Creature
Description: The Priest can use this spell to heal 27 hitpoints of damage from any 1 living creature. This will not heal the person beyond their maximum number of hitpoints.


Cure DiseaseType: Priest (Shared, Abjuration)
Level: 3Casting Time: 1Duration: PermanentSaving Throw: N/A
Range: TouchTarget: CreatureArea of Effect: Creature
Description: A creature who has been afflicted with Blindness, Deafness, Contagion, etc., can have the symptoms removed by means of this spell. Note that this does not protect the creature from being hit by these spells in the future. Some magical diseases are too complex for this simple spell to cure.


Cure Light WoundsType: Priest (Shared, Necromancy)
Level: 1Casting Time: 5Duration: PermanentSaving Throw: N/A
Range: TouchTarget: CreatureArea of Effect: Creature
Description: Exactly like the Cure Critical Wounds spell, except that it heals 8 hp of damage.


Cure Medium WoundsType: Priest (Shared, Necromancy)
Level: 3Casting Time: 5Duration: PermanentSaving Throw: N/A
Range: TouchTarget: CreatureArea of Effect: Creature
Description: Exactly like the Cure Critical Wounds spell, except that it heals 14 hp of damage.


Cure Serious WoundsType: Priest (Shared, Necromancy)
Level: 4Casting Time: 5Duration: PermanentSaving Throw: N/A
Range: TouchTarget: CreatureArea of Effect: Creature
Description: Exactly like the Cure Critical Wounds spell, except that it heals 17 hp of damage.

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DeafnessType: Wizard (Illusion/Phantasm)
Level: 2Casting Time: 2Duration: PermanentSaving Throw: Negates
Range: SightTarget: CreatureArea of Effect: Creature
Description: If the target of this spell fails their Save vs. Spell, they become completely deaf, which gives all spellcasters a 50% Casting Failure rate. The effects can be removed by a Cure Disease spell or a Dispel Magic.


Death FogType: Wizard (Evocation)
Level: 6Casting Time: 6Duration: 15 roundsSaving Throw: None
Range: SightTarget: PointArea of Effect: 20' radius from target
Description: A cloud of acidic vapors appears around the target—all creatures within this cloud take 8 Acid Damage for each round they stay in the area of effect. This spell will also instantly kill all summoned creatures, even if they are immune to Acid, with the exception of angelic or demonic creatures (these last 2 types of creatures are "gated," not "summoned." They come of their own free will, and are immune to Death Spell, as well as Death Fog).


Death SpellType: Wizard (Necromancy)
Level: 6Casting Time: 6Duration: InstantSaving Throw: None
Range: SightTarget: PointArea of Effect: 20' radius from target
Description: This spell will cause instant death to any creture in the Area of Effect, if that creature is Level 8 (8 Hit Dice) or lower, or if that creature has been summoned. There is no Saving Throw.


Death WardType: Priest (Shared, Necromancy)
Level: 4Casting Time: 1 roundDuration: 1 turn/levelSaving Throw: N/A
Range: SightTarget: CreatureArea of Effect: Creature
Description: The recipient of this spell becomes immune to all death-magic spells such as Finger of Death, Death Spell, Power Word: Kill, Wail of the Banshee, etc., and also other spells and magic attacks that cause instant death, such as Disintegrate.


Defensive HarmonyType: Priest (Cleric, Enchantment)
Level: 4Casting Time: 1Duration: 6 roundsSaving Throw: N/A
Range: 0Target: NoneArea of Effect: 10' radius from caster
Description: All friendly creatures within 10' of the caster at the moment this spell is completed will gain a temporary -2 AC bonus for the duration. In BG2, Defensive Harmony can also be cast by Druids.


Delayed Blast FireballType: Wizard (Evocation)
Level: 7Casting Time: 7Duration: SpecialSaving Throw: 1/2
Range: SightTarget: PointArea of Effect: 20' radius from target
Description: A Fireball streaks to the target designated by the caster, but does not erupt until a creature comes too close to it, at which point it detonates into a 14D6 blast of flame, with a Save vs. Spells for half.


Detect EvilType: Wizard (Divination), Priest (Shared, Divination)
Level: 2 (Wizard), 1 (Priest)Casting Time: 1 roundDuration: InstantSaving Throw: None
Range: 0Target: NoneArea of Effect: Special
Description: This spell discovers emanations of evil from any creature in the current location of the caster. This location could range from the interior of a small hut to the outdoors portion of an entire map area. Any Evil creatures in the area of effect will briefly glow red, and their names will appear in the text box. This spell will also report all creatures with a high Magic Resistance, because if they Resisted the spell, they could potentially be Evil. (Guilty until proven innocent.)


Detect IllusionType: Wizard (Divination)
Level: 3Casting Time: 3Duration: InstantSaving Throw: None
Range: 0Target: NoneArea of Effect: 20' radius from caster
Description: This spell cancels and dispels all Illusion spells of Level 3 or lower in the vicinity of the caster, including those protecting the caster and his allies.


Detect InvisibilityType: Wizard (Divination)
Level: 2Casting Time: 2Duration: 4 turnsSaving Throw: None
Range: 0Target: NoneArea of Effect: Sight of caster
Description: Any Invisible or Stealthed creature within sight range of the caster at the moment the spell was completed will be visible to the caster for the duration of the spell. Note that this does not reveal Invisible creatures that enter the caster's sight range after the spell was cast.


Dimension DoorType: Wizard (Alteration)
Level: 4Casting Time: 1Duration: InstantSaving Throw: N/A
Range: SightTarget: PointArea of Effect: Special
Description: Using this spell, the caster is able to teleport himself to any point in his sight range. He cannot take anyone else with him, nor can he travel through solid walls. Note: This spell is not available in BG2—you will never be able to cast this spell. There are certain parts in the game where plot events are triggered by a party member walking over certain parts of the floor, and BioWare feared that some players might cause bugs by (whether by accident or intention) Dimension Dooring over those trigger spots and preventing the plot event from taking place.


Dire CharmType: Wizard (Enchantment/Charm)
Level: 3Casting Time: 3Duration: 2 turnsSaving Throw: Negates
Range: SightTarget: CreatureArea of Effect: Creature
Description: This spell is identical to Charm Person, except that the Charmed humanoid goes into a beserk rage, attacking all enemies of the caster, even former allies.


DisintegrateType: Wizard (Alteration)
Level: 6Casting Time: 6Duration: PermanentSaving Throw: Negates
Range: SightTarget: CreatureArea of Effect: Creature
Description: The target of this spell must make their Save vs. Spell or die instantly—and with no chance of resurrection. Their body crumbles into a pile of fine dust, and all items they were carrying will most likely be destroyed as well.


Dispel MagicType: Wizard (Alteration), Priest (Cleric, Alteration)
Level: 3 (Wizard), 3 (Priest)Casting Time: 3Duration: InstantSaving Throw: None
Range: SightTarget: PointArea of Effect: 20' radius from target
Description: This spell can remove magical effects (whether good or bad) currently affecting any creature within the area of effect, including effects given from spells, potions, scrolls, and some magic items. In BG1, the spell will automatically cancel all magical effects, while in BG2, the odds of Dispelling a particular effect depend on the level of the orginal caster, and the level of the caster attempting to Dispel. If the 2 casters are the same level, the chance of a successful Dispel is 50%. If the caster trying to Dispel is lower-level than the original caster, there is a 10% penalty for every level of difference. If the caster trying to Dispel is higher, he gets a 5% bonus per level of difference. In BG2, Druids can cast Dispel Magic as well. Certain magics cannot be negated by this spell, but they will state this in their Spell Descriptions.


Dolorous DecayType: Priest (Druid, Alteration/Necromancy)
Level: 6Casting Time: 1Duration: InstantSaving Throw: Special
Range: SightTarget: CreatureArea of Effect: Creature
Description: There are 2 parts to this spell: If the target fails to Save vs. Death with a +2 penalty, it will take 1 poison damage every second for 50 seconds. Also, the target creature will be Slowed, against which there is no Saving Throw.


DominationType: Wizard (Enchantment/Charm)
Level: 5Casting Time: 5Duration: 12 hoursSaving Throw: Negates
Range: SightTarget: CreatureArea of Effect: Creature
Description: The target must Save vs. Spells with a +2 penalty in order to avoid falling completely under the caster's power, becoming his slave.


DoomType: Priest (Shared, Alteration)
Level: 1Casting Time: 1 roundDuration: 1 turnSaving Throw: None
Range: SightTarget: PointArea of Effect: Creature
Description: This powerful spell causes the target to suffer -2 penalties to all rolls, including THAC0 and Saving Throws, for the spell's duration.


Draw Upon Holy MightType: Priest (Cleric, Evocation)
Level: 2Casting Time: 2Duration: 1 turnSaving Throw: N/A
Range: 0Target: NoneArea of Effect: Caster
Description: The Cleric prays to his god to grant him enhanced physical prowess. For the duration of the spell, the Cleric's Strength, Dexterity, and Constitution all recieve a +1 bonus for every 3 levels of the caster.

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EarthquakeType: Priest (Shared, Alteration)
Level: 7Casting Time: 1 roundDuration: 6 roundsSaving Throw: Special
Range: 0Target: NoneArea of Effect: Entire map area
Description: Three powerful seismic disruptions rip through the area, at the rate of 1 tremor every other round. The first quake deals 6D6 damage to all creatures in the area of effect (Save vs. Spells with a +6 penalty for half), and knocks them uncinscious for 4 rounds (making the Save negates this). The second wave causes 3D6 damage (Save for half), and the third 2D6 (Save for half). In addition, all creatures that fail any of the Saving Throws will drop their weapons, and the spell also has a chance of summoning a hostile Earth Elemental.


Emotion: HopelessnessType: Wizard (Enchantment/Charm)
Level: 4Casting Time: 4Duration: 2 rnds + 1 rnd/lvlSaving Throw: Special
Range: SightTarget: PointArea of Effect: 20' radius from target
Description: At the moment the spell is cast, all hostile creatures within the area of effect must Save vs. Spells or succumb to feelings of despair and apathy and fall to the ground, weeping and bewailing their fate for the spell's duration.


Enchanted WeaponType: Wizard (Enchantment/Charm)
Level: 4Casting Time: 4Duration: 24 hoursSaving Throw: N/A
Range: 0Target: NoneArea of Effect: Special
Description: Upon completing this spell, the caster will be prompted to choose either an Axe, Long Sword, Short Sword, or Mace. A +3 weapon of this type will appear in the caster's Inventory, to be used by anyone who can wield such weapons. This magical weapon will vanish after 1 day.


Energy DrainType: Wizard (Necromancy)
Level: 9Casting Time: 3Duration: PermanentSaving Throw: None
Range: TouchTarget: CreatureArea of Effect: Creature
Description: The caster is able to "bend" the negative energy plane to briefly make contact with an enemy creature. The creature will be immediately drained of 2 levels of experience and all the benefits of those levels, which can only be regained through Restoration.


EntangleType: Priest (Shared, Alteration)
Level: 1Casting Time: 4Duration: 1 turnSaving Throw: Negates
Range: SightTarget: PointArea of Effect: 20' radius from target
Description: All plant life in the area of effect (even if there was no plant life there to begin with) immediately sprouts long, clinging vines that try to wrap around nearby creatures, who must Save vs. Spells with a -3 bonus if they wish to remain able to walk around. Entangled creatures' arms are usually left free, though, so they can still use their weapons just as normal. In BG2, this spell can only be cast by Druids & Rangers.

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False DawnType: Priest (Cleric, Evocation)
Level: 6Casting Time: 9Duration: InstantSaving Throw: None
Range: 0Target: NoneArea of Effect: 20' radius from caster
Description: This spell floods the local area with bright light, of the same hue as early dawn. All Undead creatures within the area of effect take 6D6 damage and will be confused for 5 rounds. (For some reason, this spell works equally well on any Undead you may happen to meet walking around in broad daylight.)


FarsightType: Wizard (Divination), Priest (Shared, Divination)
Level: 4 (Wizard), 4 (Priest)Casting Time: 4Duration: 3 rds + 1 rd/lvlSaving Throw: N/A
Range: Entire local areaTarget: SpecialArea of Effect: Special
Description: The caster gains extrasensory knowledge of any portion of the current map area. After completing the spell, the caster chooses which part of the map to spy on, and for the spell's duration, they will be able to see that area (and all creatures in it) as with their normal vision.


FeeblemindType: Wizard (Enchantment/Charm)
Level: 5Casting Time: 5Duration: PermanentSaving Throw: Negates
Range: SightTarget: CreatureArea of Effect: Creature
Description: If the target of a Feeblemind fails to Save vs. Spell with a +2 penalty, their mental capacities are reduced to that of an idiot child—they can perform only basic bodily functions such as breathing, and will be unable to walk, talk, or fight until the Feeblemind is Dispelled.


Find FamiliarType: Wizard (Conjuration/Summoning)
Level: 1Casting Time: 1 roundDuration: PermanentSaving Throw: N/A
Range: SightTarget: PointArea of Effect: Special
Description: This spell cannot be cast by anyone except the PC. It calls into being a small animal, whose type varies with your Alignment. This animal can fight, cast spells, or perform Thief skills, and the caster gains a HP bonus equal to 1/2 the Familiar's total. If the Familiar dies, the caster loses that HP bonus, takes damage equal to that bonus, and loses 1 point of CON permanently. The spell may be cast again, but you may only have 1 Familiar at once. If you wish to keep your Familiar out of combat, you can tell it to climb into your Backpack.


Find TrapsType: Priest (Shared, Divination)
Level: 2Casting Time: 5Duration: 3 turnsSaving Throw: None
Range: SightTarget: PointArea of Effect: 10' radius from target
Description: This spell gives the caster knowledge of all potentially harmful Traps in the area of effect, causing them to glow (in his mind) as if he were a Thief or Monk. This does NOT enable the Priest to disarm the Traps—merely to avoid them, or prepare himself for their harmful effects.


Finger of DeathType: Wizard (Necromancy), Priest (Shared, Necromancy)
Level: 7 (Wizard), 7 (Priest)Casting Time: 5Duration: PermanentSaving Throw: Negates
Range: SightTarget: CreatureArea of Effect: Creature
Description: If one is to believe this spell's icon, the caster extends his middle finger in the direction of the target creature and utters the killing word. The victim must Save vs. Spell (not Save vs. Death?) with a +2 penalty or die instantly. Even if he makes his Save, he still takes 2D8+1 damage.


Fire SeedsType: Priest (Druid, Conjuration)
Level: 6Casting Time: 1 roundDuration: 3 turnsSaving Throw: 1/2
Range: 0Target: NoneArea of Effect: Caster
Description: This spell causes 4 small seeds to appear in the caster's Inventory, each of which will erupt into a small fireball when thrown at enemies, dealing 2D8 damage to all within its area of effect, with a Save vs. Spells for half damage.


Fireshield (Blue)Type: Wizard (Alteration, Evocation)
Level: 4Casting Time: 4Duration: 3 rds + 1 rd/lvlSaving Throw: None
Range: 0Target: NoneArea of Effect: Caster
Description: The caster is surrounded by a ring of ice flame, which moves with him as he walks. The frost grants 50% Cold Resistance, and also does 1D8 Cold damage to anyone who scores a melee hit on the caster.


Fireshield (Red)Type: Wizard (Alteration, Evocation)
Level: 4Casting Time: 4Duration: 3 rds + 1 rd/lvlSaving Throw: None
Range: 0Target: NoneArea of Effect: Caster
Description: Exactly the same as Fireshield (Blue) except that the protective ring of fire grants 50% Fire Resistance and deals 1D8 Fire damage to opponents each time they make a melee hit on the caster.


Fire StormType: Priest (Shared, Evocation)
Level: 7Casting Time: 1 roundDuration: 4 roundsSaving Throw: None
Range: SightTarget: PointArea of Effect: 20' radius from target
Description: The area of effect of this spell becomes a blast furnace: All creatures within it will suffer 2D8 hitpoints, plus 1 hitpoint per level of the caster, of Fire damage for each round they remain within the affected area. There is no Save for half damage.


FireballType: Wizard (Evocation)
Level: 3Casting Time: 3Duration: InstantSaving Throw: 1/2
Range: SightTarget: PointArea of Effect: 20' radius from target
Description: A small ball of flame shoots from the caster's hand to the chosen target, and erupts into a large ball of flame, which deals 1D6 fire damage per level of the caster (to a maximum of 10D6) to all creatures caught by the blast, with a Save vs. Spell for half damage.


Flame ArrowType: Wizard (Conjuration)
Level: 3Casting Time: 4Duration: InstantSaving Throw: None
Range: SightTarget: CreatureArea of Effect: Creature
Description: This spell creates a special Fire Arrow that streaks unerringly toward a single creature. When it hits, it deals 4D6 hp of Fire damage (the victim may Save vs. Spells for half damage) and 1D6 piercing damage. In addition, for every 5 levels of the caster, an additional bolt is created and fires at the same time.


Flame BladeType: Priest (Shared, Evocation)
Level: 2Casting Time: 4Duration: 4 rds + 1 rd/2 lvlsSaving Throw: None
Range: 0Target: NoneArea of Effect: Caster
Description: A sheet of fire coalesces into the caster's hand, forming a sword-like weapon to be used in melee combat. The Priest wields this flame as if he was Proficient in its use, and each hit inflicts 1D4+4 fire damage, with an additional 2 hp against Undead. This spell will not harm enemies that are immune to Normal Weapons.


Flame StrikeType: Priest (Cleric, Evocation)
Level: 5Casting Time: 8Duration: InstantSaving Throw: 1/2
Range: SightTarget: CreatureArea of Effect: Creature
Description: The Cleric calls upon his god to wreak vengeance upon a single enemy—a pillar of fire roars down from the heavens, dealing 1D8 hp of damage per level of the caster, with a Save vs. Spells for half. This spell will function anywhere.


Flesh to StoneType: Wizard (Alteration)
Level: 6Casting Time: 6Duration: PermanentSaving Throw: Negates
Range: SightTarget: CreatureArea of Effect: Creature
Description: If the target of a Flesh to Stone fails their Save vs. Spell, they instantly turn into a statue—their body and all items they were wearing or carrying turn to stone. If the resulting statue takes damage of any kind, it will instantly shatter, causing the irreversible death of the victim and destruction of the items. The only way to turn the subject back is the reverse spell, Stone to Flesh. Certain Undead, suck as Ghouls and Skeletons, are immune to petrification. If the PC gets Petrified, the game ends and you must Reload, even if your party members had a Stone to Flesh scroll, or had the spell memorized.


Free ActionType: Priest (Cleric, Abjuration/Enchantment)
Level: 2Casting Time: 7Duration: 1 turn/levelSaving Throw: N/A
Range: TouchTarget: CreatureArea of Effect: Creature
Description: The recipient of this spell is immune to all spells that affect his movement: This includes spells that obstruct movement (Entangle, Slow), those that stop movement altogether (Hold), and even those that enhance movement rates, such as Haste.


FreedomType: Wizard (Abjuration)
Level: 9Casting Time: 9Duration: PermanentSaving Throw: N/A
Range: 0Target: NoneArea of Effect: Entire local area
Description: This is the only counter-spell to Imprisonment: At the moment Freedom is cast, all creatures that have been Mazed or Imprisoned from that area will immediately return to their original location. This spell will have no effect on their being Mazed or Imprisoned again.


FriendsType: Wizard (Enchantment/Charm)
Level: 1Casting Time: 1Duration: 1 turn + 1 rd/lvlSaving Throw: N/A
Range: 0Target: NoneArea of Effect: Caster
Description: The caster uses this spell to temporarily gain 6 points of Charisma. This enhanced personality might be used to get information from difficult sources, lower prices at shops, etc.

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GateType: Wizard (Conjuration), Priest (Cleric, Conjuration)
Level: 9 (Wizard), 7 (Priest)Casting Time: 9Duration: 33 roundsSaving Throw: N/A
Range: SightTarget: PointArea of Effect: Special
Description: This spell opens a gateway to the Abyss and admits a Pit Fiend, one of the most powerful types of demon. The Pit Fiend augments its formidable melee combat with spellcasting, and it will attack anyone—including the caster—who is not Protected from Evil.


Ghost ArmorType: Wizard (Conjuration/Summoning)
Level: 3Casting Time: 1Duration: 10 turnsSaving Throw: N/A
Range: 0Target: NoneArea of Effect: Caster
Description: An enhanced version of the Armor spell, Ghost Armor sets the caster's base AC to 2 for the spell's duration.


Ghoul TouchType: Wizard (Necromancy)
Level: 2Casting Time: 3Duration: 5 roundsSaving Throw: Negates
Range: 0Target: NoneArea of Effect: Caster
Description: This spell gives the caster the ability to paralyze opponents with his melee attack, just as Ghouls do. The caster must make a successful attack on the first try, otherwise the spell is wasted. The victim is allowed a Save vs. Death to avoid paralysis.


GlitterdustType: Wizard (Conjuration/Summoning)
Level: 2Casting Time: 2Duration: 4 roundsSaving Throw: Special
Range: SightTarget: PointArea of Effect: 10' radius from target
Description: A cloud of sparkling dust bursts over the area, landing on all creatures in the area. If a creature fails to Save vs. Spell, the dust gets into their eyes, Blinding them (+4 penalties to THAC0, AC, & Saving Throws) for the duration. Whether the creature makes his Save or not, he will be covered by the reflective dust, by which means even Invisible creatures can be easily seen.


Globe of InvulnerabilityType: Wizard (Abjuration)
Level: 6Casting Time: 4Duration: 1 round/levelSaving Throw: N/A
Range: 0Target: NoneArea of Effect: Caster
Description: The caster becomes surrounded by a spherical shield that moves with him and prevents all 1st-level through 4th-level spells from entering the Globe, including Area of Effect spells. Spells of any level may pass out of the Globe, but only 5th-level spells or higher can penetrate from the outside in. A successful Dispel Magic will cancel the Globe.


Glyph of WardingType: Priest (Cleric, Abjuration/Evocation)
Level: 3Casting Time: 1 roundDuration: 8 hoursSaving Throw: None
Range: SightTarget: PointArea of Effect: 10' radius from target
Description: The Cleric creates a symbol of power that flies from his hand to its designated target, where it floats until the spell wears out, or until triggered by a creature coming too close to it, at which point it will shatter, inflicting 1D4 electrical damage per level of the caster, to every creature within range.


GoodberryType: Priest (Druid, Alteration/Evocation)
Level: 2Casting Time: 1 roundDuration: PermanentSaving Throw: N/A
Range: 0Target: NoneArea of Effect: Caster
Description: 5 magical blueberries will appear in the caster's Inventory. They can be placed in any character's Quickslots and will heal 1 hp of damage for each berry eaten.


GreaseType: Wizard (Conjuration/Summoning)
Level: 1Casting Time: 1Duration: 3 rds + 1 rd/lvlSaving Throw: Special
Range: SightTarget: PointArea of Effect: 15' radius from target
Description: All ground surfaces in the area of effect become slippery. Any creature in the area must Save vs. Spells each round, or have their movement rate slowed to 1/2, due to slipping and sliding.


Greater CommandType: Priest (Cleric, Enchantment)
Level: 5Casting Time: 1Duration: 1 round/levelSaving Throw: Negates
Range: SightTarget: PointArea of Effect: 20' radius from target
Description: This enhanced version of Command Word: Die forces all creatures caught in the area of effect to Save vs. Spells or fall asleep for the spell's full duration.


Greater MalisonType: Wizard (Enchantment/Charm)
Level: 4Casting Time: 4Duration: 2 rounds/levelSaving Throw: None
Range: SightTarget: PointArea of Effect: 20' radius from target
Description: At the moment this spell is completed, all hostile creatures in the area of effect will have all of their Saving Throws weakened by 4.


Greater RestorationType: Priest (Cleric, Necromancy)
Level: 7Casting Time: 3Duration: PermanentSaving Throw: N/A
Range: TouchTarget: CreatureArea of Effect: Creature
Description: This very powerful version of Restoration not only reverses the effects of Level Drain, but also leaves the recipient fully healed, cured of any poison or disease, and removes all mind-affecting spells, such as Feeblemind and Charm. After casting this spell, the Cleric will immediately become Fatigued.

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HarmType: Priest (Cleric, Necromancy)
Level: 6Casting Time: 1 roundDuration: PermanentSaving Throw: None
Range: TouchTarget: NoneArea of Effect: Caster
Description: This spell turns the caster's hand into a very powerful melee weapon: The Cleric has 2 rounds to score a melee hit on the first try (if he misses, the spell is wasted), and when this hit connects, the victim will be reduced to a single hitpoint, regardless of how many it had previously.


HasteType: Wizard (Alteration)
Level: 3Casting Time: 3Duration: 3 rds + 1 rd/lvlSaving Throw: N/A
Range: SightTarget: PointArea of Effect: 20' radius from target
Description: All creatures within the area of effect at the moment the spell fires will be able to run twice as fast as they could normally. This does not double their number of attacks per round; they may make 1 more attack per round, that is all. Haste has no effect on the rate of casting additional spells. Multiple castings of Haste are not cumulative, and after the spell wears off, all Hasted creatures will be Fatigued for a while.


HealType: Priest (Cleric, Necromancy)
Level: 6Casting Time: 1 roundDuration: PermanentSaving Throw: N/A
Range: TouchTarget: CreatureArea of Effect: Creature
Description: This powerful spell fully heals all lost hitpoints, and removes all diseases, whether physical or mental, from the recipient. Like all healing spells, it will have no effect on creatures who are of extraplanar origin (such as Demons, Efreeti or Elementals) or are not currently alive.


Hold AnimalType: Priest (Druid, Enchantment)
Level: 3Casting Time: 5Duration: 2 rounds/levelSaving Throw: Negates
Range: SightTarget: CreatureArea of Effect: 5' radius from target
Description: All hostile animals within 5 feet of the targeted creature must Save vs. Spell or be frozen in place for the duration. Held creatures can breathe normally, but can take no other action that requires movement or speech. Creatures such as Basilisks, Dragons and Carrion Crawlers are considered "Monsters," not "Animals," and therefore are immune to this spell.


Hold MonsterType: Wizard (Enchantment/Charm)
Level: 5Casting Time: 5Duration: 1 round/levelSaving Throw: Negates
Range: SightTarget: CreatureArea of Effect: 5' radius from target
Description: This spell is capable of locking any nonhumanoid creature, including demons, rigidly immobile for the full duration. All hostile animals or monsters within 5 feet of the target must Save vs. Spell or be paralyzed. Hold does not freeze the victim in time: Effects such as Poison or Regeneration will progress at their normal rates.


Hold PersonType: Wizard (Enchantment), Priest (Cleric, Enchantment)
Level: 3 (Wizard), 2 (Priest)Casting Time: 4Duration: 1 round/levelSaving Throw: Negates
Range: SightTarget: CreatureArea of Effect: 5' radius from target
Description: This spell holds hostile humanoid creatures (of Gnoll-size or smaller) completely paralyzed for the duration of the spell. The enemies of the caster within 5 feet the spell's target will be Held, unless they make their Save vs. Spell. Held creatures can think, see and hear, but cannot move or speak, or take any action except breathing. This spell does not affect Undead creatures.


Hold UndeadType: Wizard (Necromancy)
Level: 3Casting Time: 3Duration: 2 rounds/levelSaving Throw: Negates
Range: SightTarget: CreatureArea of Effect: 5' radius from target
Description: The only Hold spell that can affect Undead creatures, hence the name. All living creatures are immune. All Held creatures are fully able to see, hear, and think—they are simply preventend from making any movement or speech.


Holy PowerType: Priest (Cleric, Evocation)
Level: 4Casting Time: 6Duration: 1 round/levelSaving Throw: N/A
Range: 0Target: NoneArea of Effect: Caster
Description: The Cleric's God temporarily grants him the skill of a Fighter: His Strength is set to 18(00), even if it had been higher, and his THAC0 becomes that of a Warrior of the same level. In addition, the Cleric gains 1 temporary hitpoint for each experience level.


Holy SmiteType: Priest (Cleric, Necromancy)
Level: 3Casting Time: 3Duration: InstantaneousSaving Throw: Special
Range: SightTarget: PointArea of Effect: 20' radius from target
Description: The wrath of the Gods descends upon the earth—all creatures of Evil alignment caught within this spell's rain of doom take 1D4 damage per caster level, and are Blinded, with a Save vs. Spell to take half damage and avoid Blindness. Evil Priests cannot cast this spell.


Holy WordType: Priest (Cleric, Conjuration)
Level: 7Casting Time: 1Duration: InstantSaving Throw: None
Range: 0Target: NoneArea of Effect: 30' radius from caster
Description: All Evil creatures within 30 feet of the caster at the moment this spell fires suffer the following effects, based on the caster's level: Levels 1-4: Death. Levels 4-7: Stunned for 1 turn. Levels 8-11: Slowed for 1 turn with 75% chance of Spell Failure. Level 12 & up: Deafened for 1 turn (50% chance of Spell Failure). Evil Priests cannot learn this spell.


HorrorType: Wizard (Necromancy)
Level: 2Casting Time: 2Duration: 1 turnSaving Throw: Negates
Range: SightTarget: PointArea of Effect: 20' radius from target
Description: All enemies caught in the area of effect at the moment this spell fires must Save vs. Spell or their morale will break; they will run about in a Morale Failure: Panic until the duration runs out, or they are brought back to their senses by appropriate magics. Certain creatures, including Undead, are immune to Fear.

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Ice StormType: Wizard (Evocation)
Level: 4Casting Time: 4Duration: 4 roundsSaving Throw: None
Range: SightTarget: PointArea of Effect: 20' radius from target
Description: Large, sharp chunks of ice appear in the sky and rain down on the hapless creatures below, dealing 2D8 damage to them for each round they're foolish enough to stay in the area.


IdentifyType: Wizard (Divination)
Level: 1Casting Time: 0Duration: PermanentSaving Throw: N/A
Range: 0Target: NoneArea of Effect: 1 item
Description: With this spell, the caster is able to learn all there is to know about any Unidentified item in his Inventory. Right-click on the item, and if it is unidentified, there will be a button marked "Identify," and if you have the spell memorized, or have an Identify scroll in your inventory, you can use either one to gain all knowledge of the item, including its history, statistics, and whether or not it is cursed.


ImprisonmentType: Wizard (Abjuration)
Level: 9Casting Time: 9Duration: PermanentSaving Throw: None
Range: TouchTarget: CreatureArea of Effect: Creature
Description: One of the very most annoying spells in the game, Imprisonment ignores your Magic Resistance, allows no Saving Throw, and does not require a successful melee hit to work. The spell removes a creature from the Prime Material plane and seals them in suspended animation in a small capsule far beneath the surface of the earth. The only way to reverse the effects is by casting Freedom, and note that Summoned creatures who get Imprisoned will neither die nor become Unsummoned: They will count against your summon limit until you use Freedom to get them back. If one of your party members gets Imprisoned and you Free them, they will still be mad at you, acting as if you insulted them by booting them from the party. If the PC gets Imprisoned, it's instant death; you have no option but to Reload, even if your NPCs had a Freedom scroll, or a spell ready to cast.


Improved Chaos ShieldType: Wizard (Abjuration)
Level:7 Casting Time:7 Duration: 2 turnsSaving Throw: N/A
Range: 0Target: NoneArea of Effect: Caster
Description: A more powerful version of Chaos Shield, this spell adds a 25% bonus to the Wild Mage's "control" over his Wild Surges: The result is that during the duration of the Improved Chaos Shield, any Wild Surges with unfavorable effects are highly unlikely.


Improved HasteType: Wizard (Alteration)
Level: 6Casting Time: 3Duration: 3 rds+1 rd/lvlSaving Throw: N/A
Range: SightTarget: CreatureArea of Effect: Creature
Description: Improved Haste differs from its 3rd-level counterpart in 3 important ways: It affects only 1 creature, the recipient's Attacks Per Round are doubled for the spell's duration, and the recipient will not be Fatigued after the spell wears off.


Improved InvisibilityType: Wizard (Illusion/Phantasm)
Level: 4Casting Time: 4Duration: 1 turnSaving Throw: N/A
Range: TouchTarget: CreatureArea of Effect: Creature
Description: The caster lays his hands on the recipient, who immediately fades from sight, exactly as if he was under the Invisibility spell. The advantage of the Improved version is that even after the recipient does something to become visible (such as attacking an enemy), he can still only be faintly seen. This partial Invisibility grants the recipient -4 bonuses to his AC and Saving Throws.


Improved MantleType: Wizard (Abjuration)
Level: 8Casting Time: 1Duration: 4 roundsSaving Throw: N/A
Range: 0Target: NoneArea of Effect: Caster
Description: For the short duration of the spell, the caster can be hit only by weapons of at least +4 enchantment; all lesser weapons will have no effect whatsoever. This spell cannot be used in conjuction with Protection from Magic Weapons.


Incendiary CloudType: Wizard (Evocation)
Level: 8Casting Time: 8Duration: 1 round/levelSaving Throw: 1/2
Range: SightTarget: PointArea of Effect: 20' radius from target
Description: The area of effect is transformed into a furnace of blistering heat. All creatures therein will suffer 1D4 hitpoints of fire damage per caster level, for every round they are unwise enough to remain in the Cloud. (Save vs. Spells for half)


InfravisionType: Wizard (Divination)
Level: 1Casting Time: 1Duration: 10 roundsSaving Throw: N/A
Range: SightTarget: NoneArea of Effect: Caster
Description: This spell gains the ability to see with infravision up to 30 feet, just as most demihuman races can naturally. This grants improved night vision, and all creatures will glow red in the dark. Note that this does not enable the caster to see Stealthed or Invisible creatures.


Insect PlagueType: Priest (Druid, Conjuration/Summoning)
Level: 5Casting Time: 1 roundDuration: 6 roundsSaving Throw: None
Range: SightTarget: CreatureArea of Effect: Special
Description: A swarm of stinging, biting insects fly toward the target of this spell, and then to any nearby hostile creatures (this spell will only harm enemies of the caster), affecting up to 6 enemy creatures. While being stung by the thousands of bugs, the spell's victims will take 1 point of damage every 2 seconds, and suffer 100% Spellcasting Failure.


InvisibilityType: Wizard (Illusion)
Level: 2Casting Time: 2Duration: 24 hoursSaving Throw: N/A
Range: TouchTarget: CreatureArea of Effect: Creature
Description: The recipient of this spell becomes Invisible until he attacks, casts an offensive spell, or the spell's duration expires. Certain creatures are naturally able to see Invisible beings.


Invisibility PurgeType: Priest (Shared, Divination)
Level: 3Casting Time: 8Duration: InstantSaving Throw: None
Range: 0Target: NoneArea of Effect: 30' radius from caster
Description: All creatures within the caster's sight range will become visible; This spell removes their Invisibility, Imp. Invisibility, Shadow Door, Mislead, Sanctuary, etc., but will not dispel Illusion spells such as Mirror Image.


Invisibility, 10' RadiusType: Wizard (Illusion)
Level: 3Casting Time: 1 roundDuration: 24 hoursSaving Throw: N/A
Range: 0Target: NoneArea of Effect: 10' radius from caster
Description: This spell casts Invisibility on all creatures within 10 feet of the caster.


Invisible StalkerType: Wizard (Conjuration)
Level: 6Casting Time: 1 roundDuration: 9 hoursSaving Throw: N/A
Range: SightTarget: PointArea of Effect: Special
Description: An 8 Hit Dice Invisible Stalker will be summoned and serve the caster until slain, or until the spell duration expires.


Iron SkinsType: Priest (Druid, Alteration)
Level: 5Casting Time: 1 roundDuration: 12 hoursSaving Throw: N/A
Range: 0Target: NoneArea of Effect: Caster
Description: Thin sheets of iron grow up from the ground around the caster, creating a many-layered flexible skin of armor that does not hinder the Druid in any way. 1 skin for every 2 of the caster's EXP levels wil be created, and each layer will absorb one hit from a physical weapon and then disappear, meaning a 14th-level caster could be hit 7 times with ranged or melee weapons before he would start taking damage normally again. This spell does not protect the caster from elemental damage or any other possible enchantments on weapons; it only blocks the physical weapon itself. Spells that create physical weapons or projectiles, such as Phantom Blade or Flame Arrow, will have their physical component blocked by this spell. The Ironskins will last for 12 hours or until all the skins are removed in combat.

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Khelben's Warding WhipType: Wizard (Abjuration)
Level: 7Casting Time: 7Duration: 3 roundsSaving Throw: None
Range: SightTarget: CreatureArea of Effect: Creature
Description: This spell ignores the target's Magic Resistance and, for each round it remains in effect, removes one spell protection from the target. It always removes the highest-level spell (up to Level 8 spells), and if there are 2 or more spell protections of the same level, the choice is random.


KnockType: Wizard (Alteration)
Level: 2Casting Time: 1Duration: PermanentSaving Throw: None
Range: SightTarget: SpecialArea of Effect: 1 locked door or container
Description: The Knock spell will instantly open any normal lock, whether on a door or chest. It does not open the door or container itself. Locks that cannot be opened with normal Lock Picking (if they require a special Key, for instance) are immune to Knock, as well.


Know AlignmentType: Wizard (Divination), Priest (Shared, Divination)
Level: 2 (Wizard), 2 (Priest)Casting Time: 1 roundDuration: InstantSaving Throw: Negates
Range: SightTarget: CreatureArea of Effect: Creature
Description: The caster is able to concentrate on the target and reveal that creature's basic Alignment: Evil creatures will briefly glow red, Neutrals blue, and Good creatures will glow green. The Lawful/Chaotic part of their Alignment is not revealed. This spell can be blocked by the target's Magic Resistance and/or Saving Throws.

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Larloch's Minor DrainType: Wizard (Necromancy)
Level: 1Casting Time: 1Duration: InstantSaving Throw: None
Range: SightTarget: CreatureArea of Effect: Creature
Description: This spell deals 1D4 damage to the target, and adds 1D4 hitpoints to the caster's own total. This spell will allow the caster to exceed his maximum number of hitpoints, but these extra HP will fade after 10 rounds (leaving the caster fully healed, at his normal maximum HP).


Lesser RestorationType: Priest (Cleric, Necromancy)
Level: 4Casting Time: 2Duration: PermanentSaving Throw: N/A
Range: TouchTarget: CreatureArea of Effect: Creature
Description: All effects of Level Drain are removed from the recipient; he now regains all his lost EXP, plus all that he had earned since the Level Drain occurred. His maximum HP and and his spell-memorization slots will be back to their full value, but his current hitpoints will not change—this spell does not heal the target—and he will have to rest and re-memorize the spellslots he just regained. In addition, this spell is extremely taxing on the caster (even when cast from a scroll), who will immediately become Fatigued.


Lightning BoltType: Wizard (Evocation)
Level: 3Casting Time: 3Duration: InstantSaving Throw: 1/2
Range: SightTarget: PointArea of Effect: (roughly) Straight line 120 feet long
Description: A bolt of lightning shoots from the caster's hand to the target, shooting straight through any creatures unlucky enough to be in its path, and continuing straight on. If it hits a wall or similar impediment, it will bounce off at a random direction—even back toward the caster. All creatures hit will take 1D6 electrical damage per level of the caster (up to 10D6), with a Save vs. Spells for half.


Limited WishType: Wizard (Conjuration)
Level: 7Casting Time: 9Duration: SpecialSaving Throw: Special
Range: SpecialTarget: SpecialArea of Effect: Special
Description: A powerful Djinni appears and presents the caster with two sets of Wishes to choose from. One set contains Wishes that may be chosen once and never again, the other set may be chosen as often as the caster desires. The quality of the Wishes varies with the caster's Wisdom: The more able he is to choose a wording that the Djinni cannot misinterpret, the less likely it is that the spell will backfire. For instance, there are two Wishes: "I wish to be protected from the Undead," and "I wish to be protected from the Undead right now." If you had a high WIS, you'll only see the Wish that casts Negative Plane Protection on the whole party. If your WIS was low, you will instead be able to choose the Wish that summons a group of angry Vampires. (Also note: The one-time Wish "I wish for a powerful magical item" creates an item that imposes a -2 penalty to your speed; this is not noted in the item's Description, and for a while I was puzzled as to why I wasn't walking as fast as my other party members.)


Lower Magic ResistanceType: Wizard (Abjuration, Alteration)
Level: 5Casting Time: 5Duration: 1 round / levelSaving Throw: None
Range: SightTarget: CreatureArea of Effect: Creature
Description: This spell lowers the Magic Resistance of the target by 10%, plus an additional 1% per caster level. Multiple castings of this spell are cumulative, enabling you to reduce any creature's MR to 0%. The effect of this spell cannot be Dispelled; the target's MR remains lowered for the full duration, unless they somehow raise it again. Spell protections will block this spell, Magic Resistance and Saving Throws will not.


LuckType: Wizard (Enchantment)
Level: 2Casting Time: 2Duration: 3 roundsSaving Throw: N/A
Range: SightTarget: CreatureArea of Effect: Creature
Description: For the spell's duration, the recipient gains +1 bonuses to all his die rolls, including THAC0, damage, Saving Throws, and Thief skills.

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Magic MissileType: Wizard (Evocation)
Level: 1Casting Time: 1Duration: InstantSaving Throw: None
Range: SightTarget: CreatureArea of Effect: Creature
Description: This spell creates up to 5 Magic Missiles, depending on the level of the caster (1 at 1st level, 2 at 3rd level, 3 at 5th, 4 at 7th, and a maximum of 5 at 9th level), which all streak towards a single creature, each dealing 1D4+1 magic damage when they hit. Each Missile counts as a separate projectile, and will remove the appropriate number of Mirror Images or Ironskins.


Magic ResistanceType: Priest (Shared, Alteration)
Level: 5Casting Time: 1 roundDuration: 3 rds + 1 rd/lvlSaving Throw: None
Range: TouchTarget: CreatureArea of Effect: Creature
Description: This spell sets the recipient's Magic Resistance to 2% per caster level, with a maximum of 40% from a Level 20 Priest. This spell can actually lower your MR, so use it carefully. (And yes, you can lower enemies' Magic Resistance with it, too—this is a bug.)


Magic StoneType: Preist (Cleric, Enchantment)
Level: 1Casting Time: 4Duration: SpecialSaving Throw: None
Range: 0Target: NoneArea of Effect: Caster
Description: The Cleric creates a small enchanted stone in his Inventory, which he can then throw at an enemy. The rock does 1D4 damage and strikes as a +1 weapon, although it confers no THAC0 or Damage bonus.


MantleType: Wizard (Abjuration)
Level: 7Casting Time: 1Duration: 4 roundsSaving Throw: N/A
Range: 0Target: NoneArea of Effect: Caster
Description: The caster makes himself immune to all weapons except those that stike as +3 or better. It cannot be cast while the user is already under Protection From Magic Weapons.


Mass CureType: Priest (Shared, Necromancy)
Level: 5Casting Time: 5Duration: PermanentSaving Throw: N/A
Range: SightTarget: PointArea of Effect: 30' radius from target
Description: As an Area of Effect healing spell, Mass Cure can be extremely useful. All allies of the caster within 30 feet from the spell's target will regain up to 1D8 hitpoints, plus an additional hp per level of the caster.


Mass InvisibilityType: Wizard (Illusion)
Level: 7Casting Time: 7Duration: 1 round / levelSaving Throw: N/A
Range: SightTarget: PointArea of Effect: 30' radius from target
Description: A greatly enhanced version of Invisibility 10' Radius, this spell casts Improved Invisibility on all creatures friendly to the caster that are within the spell's area of effect. In addition, the spell's duration is longer than the original Improved Invisibility.


MazeType: Wizard (Conjuration)
Level: 8Casting Time: 3Duration: SpecialSaving Throw: None
Range: TouchTarget: CreatureArea of Effect: Creature
Description: The victim of this spell is transported to an extraplanar maze—the time it takes him to find his way back depends on his Intelligence: 1-3 INT: 2D4 turns, 3-5 INT: 1D4 turns, 6-8 INT: 5D4 rounds, 9-11 INT: 4D4 rounds, 12-14 INT: 3D4 rounds, 15-17 INT: 2D4 rounds, 18-25 INT: 1D4 rounds. Casting Dispel Magic on the spot from which a creature was Mazed will not bring them back before their time is up, but casting Freedom will. Note that if you are playing a Solo game, being Mazed will instantly kill you.


Melf's Acid ArrowType: Wizard (Conjuration)
Level: 2Casting Time: 2Duration: SpecialSaving Throw: None
Range: SightTarget: CreatureArea of Effect: Creature
Description: A bolt of acid shoots from the caster to the target, dealing 2D4 acid damage when it hits. For every 3 caster levels, the acid lasts an additional round, dealing another 2D4 damage per round.


Melf's Minute MeteorsType: Wizard (Alteration, Evocation)
Level: 3Casting Time: 3Duration: SpecialSaving Throw: None
Range: 0Target: NoneArea of Effect: Special
Description: The caster creates 1 Meteor for every experience level in his Inventory, and can throw them at enemies at the rate of 5 attacks per round. The Meteors strike as +5 weapons, confer a -5 THAC0 bonus, and deal 1D4+3 damage per hit, +3 fire damage. Note: The Meteors are heavy. If you didn't put many points into STR, you may find yourself too encumbered to move—until you throw a few Meteors away.


Mental DominationType: Priest (Cleric, Enchantment)
Level: 4Casting Time: 4Duration: 3 rounds / levelSaving Throw: Negates
Range: SightTarget: CreatureArea of Effect: Creature
Description: The victim must Save vs. Spells with a +2 penalty or become completely enslaved by the caster's will. The Priest is able to command the victim to do anything, although he must keep the creature within his sight range to do so.


Meteor SwarmType: Wizard (Evocation)
Level: 9Casting Time: 9Duration: 4 roundsSaving Throw: None
Range: SightTarget: PointArea of Effect: 20' radius from target
Description: Streams of molten lava rain down upon the area chosen to simulate Hell. All creatures within the hail of liquid rock will take 4D10 fire damage per round.


Minor Globe of InvulnerabilityType: Wizard (Abjuration)
Level: 4Casting Time: 4Duration: 1 round / levelSaving Throw: N/A
Range: 0Target: NoneArea of Effect: Caster
Description: This spell envelops the caster within a magical sphere that prevents 1st, 2nd, and 3rd-level spells from entering. Spells of all levels may pass through the sphere from the inside out. The Globe can be cancelled with a sucessful Dispel or Remove Magic.


Minor SequencerType: Wizard (Evocation)
Level: 4Casting Time: 1 roundDuration: SpecialSaving Throw: N/A
Range: 0Target: NoneArea of Effect: Caster
Description: Upon casting this spell, the caster will be prompted to choose 2 of his memorized spells from Levels 1 & 2. These spells are then wiped from their memorization slots, because they have been cast—into the Sequencer, which now appears as one of the caster's Special Abilities, where it will remain until used. For instance, a Level 13 Mage could cast 2 Magic Missiles into the Sequencer, and then Rest. The next day, he could cast Magic Missile 5 times—and then another 2 times (simultaneously) by firing the Sequencer at someone. The caster may only have 1 Minor Sequencer at a time. As with all spells of this type, Priest spells can also be loaded into the Minor Sequencer (if the caster is a Cleric/Mage).


Minor Spell DeflectionType: Wizard (Abjuration)
Level: 3Casting Time: 3Duration: 3 rounds / levelSaving Throw: N/A
Range: 0Target: NoneArea of Effect: Caster
Description: Minor Spell Deflection is a shield that absorbs spells meant for the user and nullifies them. It will negate 4 spell levels; either 4 Magic Missiles, or a Fireball and a Spook, or 2 Rays of Enfeeblement, etc. It can only absorb spells from Levels 1-7, and the spell must be targeted directly as the caster. As long as there is at least 1 level of the Minor Spell Deflection remaining, the offensive spell will be nullified. It will not block area of effect spells, including Dispel Magic (if the caster is hit by a Dispel, the Spell Deflection will not protect him from it, but the Spell Deflection itself cannot be dispelled.)


Minor Spell TurningType: Wizard (Abjuration)
Level: 5Casting Time: 5Duration: 3 rounds / levelSaving Throw: N/A
Range: 0Target: NoneArea of Effect: Caster
Description: This spell is very similar to Minor Spell Deflection, except that instead of absorbing the spell, it throws it back at the enemy caster. It can reflect a total of 4 spell levels, though it has no effect on spells of Level 5 or higher. This spell also behaves in the same way as Minor Spell Deflection against Dispel Magic.


Mirror ImageType: Wizard (Illusion)
Level: 2Casting Time: 2Duration: 3 rounds / levelSaving Throw: N/A
Range: 0Target: NoneArea of Effect: Caster
Description: Depending on the caster's level, 2D4 illusionary clones of the caster will appear around him. As enemies cannot tell which is the real person and which are fake, each attack aimed at the caster has an equal chance to hit one of the copies instead. For example, a caster protected by 4 images has only a 20% chance that the next attack will be aimed at him (and even if it is aimed at him, it still might miss). If an illusion is hit by an attack, its validity is destroyed and the image vanishes. The other copies continue to shield the caster until they, too, are struck.


Miscast MagicType: Priest (Shared, Enchantment)
Level: 3Casting Time: 5Duration: 1 turnSaving Throw: Negates
Range: SightTarget: CreatureArea of Effect: Creature
Description: Any spellcaster must Save vs. Spells with a +2 penalty, or suffer 80% chance of Spell Failure for the duration of the spell.


MisleadType: Wizard (Illusion)
Level: 6Casting Time: 1Duration: 1 round / levelSaving Throw: N/A
Range: 0Target: NoneArea of Effect: Caster
Description: A common means of defense used by Wizards, the Mislead spell creates an illusionary duplicate of the caster to take the caster's place, while the caster himself is put under Improved Invisibility and moved a short distance away. The duplicate will mimic the caster's actions and act as a decoy, until it is killed (it starts with the same HP the caster had when the spell was cast), dispelled, or erased by a True Sight.


Monster Summoning IType: Wizard (Conjuration)
Level: 3Casting Time: 4Duration: 3 rds + 1 rd/lvlSaving Throw: N/A
Range: SightTarget: PointArea of Effect: Special
Description: 8 Hit Dice of monsters will appear and obey the commands of the caster until they are slain or the spell expires.


Monster Summoning IIType: Wizard (Conjuration)
Level: 4Casting Time: 4Duration: 3 rds + 1 rd/lvlSaving Throw: N/A
Range: SightTarget: PointArea of Effect: Special
Description: Exactly like Monster Summoning I, except that 12 HD of monsters are summoned.


Monster Summoning IIIType: Wizard (Conjuration)
Level: 5Casting Time: 5Duration: 4 rds + 1 rd/lvlSaving Throw: N/A
Range: SightTarget: PointArea of Effect: Special
Description: 16 Hit Dice of monster allies.


Mordenkainen's SwordType: Wizard (Evocation)
Level: 7Casting Time: 7Duration: 1 round / levelSaving Throw: N/A
Range: SightTarget: PointArea of Effect: Special
Description: A +4 enchanted sword comes into being, and will attack enemies under the mental control of the caster. It has the THAC0 of a Fighter half the caster's level, and does 5D4 damage per hit.

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Nahal's Reckless DweomerType: Wizard (Evocation)
Level: 1Casting Time: 5Duration: SpecialSaving Throw: Special
Range: SpecialTarget: SpecialArea of Effect: Special
Description: A Wild Mage's most volatile spell, Nahal's Reckless Dweomer allows the caster to choose any of his known spells—even if he does not have that spell memorized in a spellslot—and attempt to cast it. A Wild Surge results, with a small chance that the spell will be cast as normal.


Nature's BeautyType: Priest (Druid, Illusion)
Level: 7Casting Time: 6Duration: InstantSaving Throw: Special
Range: 5 feetTarget: NoneArea of Effect: 5' radius from caster
Description: The caster is momentarily transformed into a nymph of such incredible beauty that all enemies within melee range are instantly smitten. If they fail to Save vs. Spell with a -3 bonus, they will die of heartbreak when the lovely creature vanishes. Even if they make their Save, they will still be struck blind.


Negative Plane ProtectionType: Priest (Shared, Abjuration)
Level: 4Casting Time: 3Duration: 5 roundsSaving Throw: N/A
Range: TouchTarget: CreatureArea of Effect: Creature
Description: The Priest opens up a link between the Positive Energy Plane and the spell's recipient, shielding them from the harmful touch of the Negative Energy Plane. The recipient will be immune to Level Drain for the spell's duration.


Neutralize PoisonType: Priest (Shared, Necromancy)
Level: 4Casting Time: 1Duration: PermanentSaving Throw: N/A
Range: TouchTarget: CreatureArea of Effect: Creature
Description: All toxins are instantly wiped from the body, and the creature is healed by 8 hitpoints. Like all healing spells, it has no effect on extraplanar creatures (such as Djinni), creatures without solid bodies (Nishruu), or those not living (Undead). Certain types of magical poisons are beyond this spell's power to cure.


Non-DetectionType: Wizard (Abjuration)
Level: 3Casting Time: 3Duration: 20 turnsSaving Throw: N/A
Range: SightTarget: CreatureArea of Effect: Creature
Description: The target of this spell is immune to such spells as Detect Invisibility, but not more powerful Divination spells like Detect Illusion, Oracle, and True Sight. The spell itself, therefore, is not very useful, but an item that grants Non-Detection while used may be thought of as granting infinite layers of Non-Detection; even the most powerful Divination spells will only dispel the top layer, and the creature will still remain hidden by magical means (Non-Detection does NOT turn you invisible).

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OracleType: Wizard (Divination)
Level: 5Casting Time: 5Duration: InstantSaving Throw: None
Range: SightTarget: PointArea of Effect: 20' radius from target
Description: This spell removes the Illusionary spells of Reflected Image, Mirror Image, Non-Detection, Invisibility, Improved Invisibility, and Shadow Door. Oracle ignores Magic Resistance, and there is no Saving Throw. All creatures, not just enemies, in the area of effect will have their Illusions stripped.


Otiluke's Resilient SphereType: Wizard (Alteration)
Level: 4Casting Time: 1Duration: 1 round / levelSaving Throw: Negates
Range: TouchTarget: CreatureArea of Effect: Creature
Description: If the single target of this spell fails their Save vs. Spell, they become encased in a swirling globe of magical force that follows them as they move. The Sphere will completely nullify all magic spells and physical attacks, whether they are directed inward or outward. The only way to bring down the Sphere (short of waiting for its duration to expire) is to Dispel it.

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Phantom BladeType: Wizard (Evocation)
Level: 5Casting Time: 5Duration: 3 rds + 1 rd/lvlSaving Throw: N/A
Range: 0Target: NoneArea of Effect: Caster
Description: A blade-shaped line of magical power appears in the caster's hand, where it remains for the spell's duration. It acts as a +3 Long Sword and is wielded at the caster's normal THAC0, with no penalty for nonproficiency, and does an extra 10 damage per hit against Undead.


Physical MirrorType: Priest (Shared, Alteration)
Level: 6Casting Time: 6Duration: 9 roundsSaving Throw: N/A
Range: 0Target: NoneArea of Effect: Caster
Description: A strong instrument of poetic justice, Physical Mirror surrounds the caster with a folded-portal effect that recieves incoming ranged weapons such as arrows or throwing axes, and sends them directly back at the attacker. The caster, meanwhile, is free to fire his own projectiles normally. The Mirror is no barrier against harmful spells, however.


Pierce MagicType: Wizard (Abjuration)
Level: 6Casting Time: 6Duration: InstantSaving Throw: None
Range: SightTarget: CreatureArea of Effect: Creature
Description: A powerful anti-spell-protection spell, Pierce Magic lowers the target's Magic Resistance by 1% per caster level (it remains lowered for 1 round per caster level), and then removes one Spell Protection of Level 6 or lower (Spell Deflection, Minor Spell Turning, Spell Immunity, Globe of Invulnerability, etc). It ignores the target's MR and existing Spell Protections.


Pierce ShieldType: Wizard (Abjuration)
Level: 8Casting Time: 8Duration: InstantSaving Throw: None
Range: SightTarget: CreatureArea of Effect: Creature
Description: A more potent version of Pierce Magic, Pierce Shield lowers the target's Magic Resistance by 10% + 1% per caster level, and then negates 1 Spell Protection of any level. It bypasses the target's Magic Resistance & Spell Protections.


Pixie DustType: Priest (Druid, Illusion)
Level: 5Casting Time: 1 roundDuration: 24 hoursSaving Throw: N/A
Range: 0Target: NoneArea of Effect: 10' radius from caster
Description: Exactly the same as Invisibility 10' Radius.


PoisonType: Priest (Shared, Necromancy)
Level: 4Casting Time: 4Duration: 1 turnSaving Throw: Negates
Range: 15 feetTarget: CreatureArea of Effect: Creature
Description: The creature targeted by this spell must Save vs. Death or have their system flooded with a magical poison. The severity of the poison varies with the caster's level: Levels 7-9: 2D8, + 2/rd, Levels 10-12: 3D8, + 3/rd, Levels 13-14: 4D8, + 4/rd, Levels 15-16: 6D8, + 5/rd, and Level 17+: 8D8, + 6/rd.


Polymorph OtherType: Wizard (Alteration)
Level: 4Casting Time: 4Duration: PermanentSaving Throw: Negates
Range: SightTarget: CreatureArea of Effect: Creature
Description: The target of this spell is allowed a Save vs. Polymorph to try to avoid its effects. If they fail their Save, they will be transformed into a squirrel: Their mental abilities will be unchanged, but they will have the STR, DEX, and CON of a squirrel, as well as being limited to the squirrel's physical attacks, although some of the creature's Special Abilities may carry over to the new form. The creature's armor and items (if any) will mold into the new form. The effects of the spell may be canceled with a Dispel Magic, or by killing the Polymorphed creature.


Polymorph SelfType: Wizard (Alteration)
Level: 4Casting Time: 4Duration: 1 tn + 1 rd/lvlSaving Throw: N/A
Range: 0Target: NoneArea of Effect: Caster
Description: Upon using this spell, the caster is presented with an array of forms, including Gnoll, Ogre, Spider, Wolf, Black Bear, Brown Bear, and Mustard Jelly, into any of which he may transform himself. This change is only physical in nature: The caster's mind and mental attributes are not affected, although he will not be able to cast spells if the form he chooses lacks spellcasting abilities.


Power Word: BlindType: Wizard (Conjuration)
Level: 8Casting Time: 1Duration: 6 roundsSaving Throw: None
Range: SightTarget: CreatureArea of Effect: 10' radius from target
Description: The target of this spell, and all creatures within 10 feet of it (whether friend or foe), will be Blinded for 6 rounds, with no Saving Throw.


Power Word: KillType: Wizard (Conjuration)
Level: 8Casting Time: 1Duration: PermanentSaving Throw: None
Range: SightTarget: CreatureArea of Effect: Creature
Description: The grisly specter of Death awaits those targeted by this spell; if they have less than 61 hitpoints at the moment this spell reaches them, they will die instantly.


Power Word: SilenceType: Wizard (Conjuration)
Level: 6Casting Time: 1Duration: 3 roundsSaving Throw: None
Range: SightTarget: CreatureArea of Effect: Creature
Description: The caster selects a creature to smack with his shut-up stick; the chosen creature is unable to make any sounds (including almost all spellcasting) for the duration of the spell.


Power Word: SleepType: Wizard (Conjuration)
Level: 2Casting Time: 1Duration: 5 roundsSaving Throw: None
Range: SightTarget: CreatureArea of Effect: Creature
Description: The target of this spell gets no saving throw: They must fall asleep for 5 rounds, unless they currently have more than 20 hitpoints, or are immune to Sleep (Undead creatures do not sleep).


Power Word: StunType: Wizard (Conjuration)
Level: 7Casting Time: 1Duration: SpecialSaving Throw: None
Range: SightTarget: CreatureArea of Effect: Creature
Description: This powerful spell can be used to render even the mightiest of creatures helpless for a short time: Targets who currently have more than 89 hitpoints suffer no effect from this spell, but: 60-89 hp: Stunned for 1D4 rounds, 30-59 hp: Stunned for 2D4 rounds, and 1-29 hp: Stunned for 4D4 rounds.


Prismatic SprayType: Wizard (Conjuration/Summoning)
Level: 7Casting Time: 7Duration: SpecialSaving Throw: Special
Range: SightTarget: PointArea of Effect: 30' long cone
Description: Seven powerful rays of light shoot from the caster's hand to the edge of his sight radius; These light rays will pass straight through all creatures within the area of effect, with each colored ray inflicting the following effects: Red: 20 hp of magic damage, Save vs. Spell for 1/2. Orange: 40 hp of magic damage, Save vs. Spells for 1/2. Yellow: 80 hp of magic damage, Save vs. Spells for 1/2. Green: Save vs. Death and take 20 hp of Poison damage, fail your Save and die instantly. Blue: Save vs. Polymorph or be Petrified. Indigo: Save vs. Wands or be Feebleminded. Violet: Save vs. Spells or be Disintegrated. In addition, any enemy of 7th level or lower (7 Hit Dice) caught in the flash of light will be Blinded for 5 rounds, with no Save.


Project ImageType: Wizard (Illusion)
Level: 7Casting Time: 1Duration: 1 round / levelSaving Throw: N/A
Range: SpecialTarget: NoneArea of Effect: Special
Description: Usually considered the most munchkin spell in the game, Project Image is the gateway to opening up a whole new level of horror for your enemies. The spell creates an Illusionary copy of the caster that will remain until Dispelled, revealed as an illusion, destroyed in combat (it has the same AC and hp as the caster), the spell's duration expires, or the caster takes any damage. While the Projected Image remains, the caster cannot move, attack, or cast spells: His mind is fully occupied with controlling the Image. The Image itself can walk around, and though it cannot make any physical attacks, it can cast exactly the same spells that the caster had memorized, without those spells being wiped from the original caster's memorization slots.


Protection from AcidType: Wizard (Abjuration)
Level: 5Casting Time: 6Duration: 1 turn / levelSaving Throw: N/A
Range: TouchTarget: CreatureArea of Effect: Creature
Description: The recipient of this spell becomes immune to all forms of Acid attacks for the spell's duration, or until Dispelled.


Protection from ColdType: Wizard (Abjuration)
Level: 3Casting Time: 3Duration: 1 turn / levelSaving Throw: N/A
Range: TouchTarget: CreatureArea of Effect: Creature
Description: Protection from Cold grants the recipient 100% Resistance to normal cold (such as a raging blizzard or the icy breath of the Winter Wolf), and 50% Resistance to magical forms of cold, such as the breath weapon of a White Dragon.


Protection from ElectricityType: Wizard (Abjuration)
Level: 5Casting Time: 5Duration: 1 turn / levelSaving Throw: N/A
Range: TouchTarget: CreatureArea of Effect: Creature
Description: This spell grants 100% resistance to all forms of electrical attack.


Protection from EnergyType: Wizard (Abjuration)
Level: 8Casting Time: 8Duration: 1 round/levelSaving Throw: N/A
Range: TouchTarget: CreatureArea of Effect: Creature
Description: This spell confers upon its recipient 75% Resistance to Magic Damage and all forms of elemental damage: Acid, Cold, Fire, Electricity and Poison.


Protection from EvilType: Wizard (Abjuration), Priest (Cleric, Abjuration)
Level: 1 (Wizard), 1 (Priest)Casting Time: 1Duration: 1 turnSaving Throw: N/A
Range: TouchTarget: CreatureArea of Effect: Creature
Description: For the spell's duration (or until dispelled), the recipient enjoys a -2 AC bonus against physical attacks made by Evil creatures, and -2 bonuses to all Saving Throws against magical attacks by Evil creatures. Also, demons that are summoned by means of spells to the Prime Material Plane are incapable of seeing or attacking anyone who is Protected from Evil.


Protection from Evil, 10' RadiusType: Priest (Cleric, Abjuration)
Level: 4Casting Time: 7Duration: 1 turn / levelSaving Throw: N/A
Range: 0Target: NoneArea of Effect: 10' radius from caster
Description: This spell casts Protection from Evil on all creatures that are within 10 feet of the caster at the moment the spell is completed. It has all the properties of the single-target Protection from Evil spell, and with a much longer duration.


Protection from FireType: Wizard (Abjuration), Priest (Shared, Abjuration)
Level: 3 (Wizard), 3 (Priest)Casting Time: 6Duration: 1 round / levelSaving Throw: N/A
Range: TouchTarget: CreatureArea of Effect: Creature
Description: The recipient of this spell becomes 50% resistant to normal fires (such as a fireplace or being burned at the stake), and 80% resistant to magical forms of fire, such as Flamestrike or the breath attack of a Red Dragon. Wizards are not able to cast this spell until BG2, although version has a duration of 3 rounds longer than the Priest version.


Protection from LightningType: Priest (Shared, Abjuration)
Level: 4Casting Time: 7Duration: 5 rounds / levelSaving Throw: N/A
Range: TouchTarget: CreatureArea of Effect: Creature
Description: 100% resistance to all forms of electrical damage.


Protection from Magic EnergyType: Wizard (Abjuration)
Level: 6Casting Time: 6Duration: 1 turn / levelSaving Throw: N/A
Range: TouchTarget: CreatureArea of Effect: Creature
Description: For the spell's duration or until dispelled, the creature touched is granted 50% Resistance to Magic Damage, effectively halving the damage caused by such spells as Magic Missile, Skull Trap, and Abi-Dalzim's Horrid Wilting.


Protection from Magic WeaponsType: Wizard (Abjuration)
Level: 6Casting Time: 1Duration: 4 roundsSaving Throw: N/A
Range: 0Target: NoneArea of Effect: Caster
Description: This very useful spell will only affect the caster; for 4 rounds, he becomes completely immune to all physical weapons that have an enchantment of +1 or better—such weapons cannot even touch him. This spell cannot be cast on any creature that is already shielded against Normal Weapons by means of a spell, but creatures that are naturally immune to Normal Weapons may use this spell, creating quite a problem for an enemy Fighter.


Protection from Normal MissilesType: Wizard (Abjuration)
Level: 3Casting Time: 3Duration: 1 turn / levelSaving Throw: N/A
Range: TouchTarget: CreatureArea of Effect: Creature
Description: The recipient of this spell is enclosed within a glowing blue cylinder that prevents all non-enchanted missile weapons (arrows, bolts, bullets, darts) from entering. The spell does not protect its recipient from enchanted missiles, such as Bullets+1, Arrows of Fire, Bolts of Biting, etc., nor does it shield against missiles created by spells, such as Melf's Acid Arrow. A creature under this spell may still fire missile weapons normally.


Protection from Normal WeaponsType: Wizard (Abjuration)
Level: 5Casting Time: 2Duration: 1 round / levelSaving Throw: N/A
Range: TouchTarget: CreatureArea of Effect: Creature
Description: The recipient of this spell becomes completely immune to all types of non-enchanted weapons; such weapons will have literally no effect. This spell cannot be cast on someone who is already Protected from Magic Weapons.


Protection from PetrificationType: Wizard (Abjuration)
Level: 1Casting Time: 1Duration: 3 rounds / levelSaving Throw: N/A
Range: TouchTarget: CreatureArea of Effect: Creature
Description: The creature touched will become immune to all petrification attacks, from the lethal gaze attack of the Basilisk to the spell Flesh to Stone.


Protection from the ElementsType: Wizard (Abjuration)
Level: 7Casting Time: 7Duration: 1 round / levelSaving Throw: N/A
Range: TouchTarget: CreatureArea of Effect: Creature
Description: Exactly like Protection from Energy, except that it grants 75% Resistance to elemental damage only, not to Magic Damage.

A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

Raise DeadType: Priest (Cleric, Necromancy)
Level: 5Casting Time: 1 roundDuration: PermanentSaving Throw: N/A
Range: SightTarget: SpecialArea of Effect: Creature
Description: This spell will restore a dead party member to life: The spell is cast on the portrait of the deceased party member, and their body will appear, once again upright and animate. They will have only 1 hitpoint, however—Raise Dead only restores the person to life, it confers no healing benefits. The Raised character will also have to put all their equipment back on. Note that if you boot a Dead character from the party, their portrait vanishes—meaning you will not be able to bring them back to life, ever. The only way to cast this spell in BG1/ToSC is by removing the EXP cap, although you can purchase the service of Raise Dead at any Temple.


Ray of EnfeeblementType: Wizard (Enchantment / Charm)
Level: 2Casting Time: 2Duration: 1 round / levelSaving Throw: Negates
Range: SightTarget: CreatureArea of Effect: Creature
Description: The creature targeted must Save vs. Spell or have its natural Strength reduced to 5, which can seriously reduce its skill in melee combat and its Weight Allowance, even to the point that it becomes too Encumbered to move. Note: If the creature has its Strength enhanced by some spell or item, that bonus will not be negated by this spell.


Reflected ImageType: Wizard (Illusion)
Level: 1Casting Time: 1Duration: 3 rnds + 1 rd/lvlSaving Throw: N/A
Range: 0Target: NoneArea of Effect: Caster
Description: A weaker version of Mirror Image, Reflected Image creates a single Illusionary copy of the caster that moves about with him and mimics his actions. If the caster is attacked, there is a 50/50 chance that the blow will be aimed at the illusion instead, destrying the copy but saving the real caster from being hit. Otherwise, the image will remain until dispelled, revealed as an illusion, or the spell expires.


Remove CurseType: Wizard (Abjuration), Priest (Cleric, Abjuration)
Level: 4 (Wizard), 3 (Priest)Casting Time: 6Duration: PermanentSaving Throw: N/A
Range: TouchTarget: CreatureArea of Effect: Creature
Description: When cast on a character who is wearing a Cursed item, this spell causes a momentary clearness of mind that enables the person to see the item for what it is, and remove it. Note that this is the only effect of this spell: It will not change the item itself in any way. The Wizard version of this spell first becomes available in ToSC.


Remove FearType: Priest (Abjuration)
Level: 1Casting Time: 1Duration: 2 turnsSaving Throw: N/A
Range: SightTarget: PointArea of Effect: 20' radius from target
Description: All creatures affected by this spell will have their morale set to its highest, negating the effects of any Fear they may be experiencing. This will also shield them from further attacks of panic, such as that caused by a Horror spell. In BG2, this spell is no longer available to Druids.


Remove MagicType: Wizard (Abjuration)
Level: 1Casting Time: 3Duration: InstantSaving Throw: None
Range: SightTarget: PointArea of Effect: 20' radius from target
Description: Exactly like Dispel Magic, except that the caster and his allies are immune to its effects—Remove Magic can only nullify the spells that are currently affecting creatures hostile to the party.


Remove ParalysisType: Priest (Cleric, Abjuration)
Level: 3Casting Time: 6Duration: PermanentSaving Throw: N/A
Range: SightTarget: CreatureArea of Effect: Creature
Description: This spell enables the Cleric to restore freedom of movement to a creature under the effects of paralyzing magic, such as a Hold spell. It will not free creatures whose immobility is mental in nature, which is the case with Feeblemind.


Repulse UndeadType: Priest (Cleric, Abjuration)
Level: 5Casting Time: 5Duration: 1 turnSaving Throw: None
Range: 0Target: NoneArea of Effect: Caster
Description: Something like Turn Undead encapsulated into spell form, this spell produces powerful waves of anti-Undead energy, which radiate outward from the caster. Although not powerful enough to make Undead creatures die on the spot, as Turn Undead can, the spell of Repulse Undead does not block combat or further spellcasting, and all Undead creatures in the area must flee from the caster as fast as they can while this spell remains in effect.


Resist FearType: Wizard (Abjuration)
Level: 2Casting Time: 1Duration: 2 turnsSaving Throw: N/A
Range: SightTarget: PointArea of Effect: 20' radius from target
Description: All creatures in the area of effect will have their morale set to its highest (it gradually resets to normal over time), and for the duration of the spell, are immune to magically-based Fear attacks, such as Symbol: Fear.


Resist Fire / ColdType: Priest (Shared, Alteration)
Level: 2Casting Time: 5Duration: 1 round / levelSaving Throw: N/A
Range: TouchTarget: CreatureArea of Effect: Creature
Description: The recipient of this spell becomes partially immune to extremes of temperature; they gain 50% resistance to both fire and cold, whether of normal or magical origin.


ResurrectionType: Priest (Cleric, Necromancy)
Level: 7Casting Time: 1 turnDuration: PermanentSaving Throw: N/A
Range: TouchTarget: SpecialArea of Effect: Creature
Description: A greatly enhanced version of Raise Dead, and the most potent healing spell there is, Resurrection first Raises the targeted character from the dead, then removes any Level Drain from them, and casts Heal on them for good measure. This spell will not Fatigue the caster.


Righteous MagicType: Priest (Cleric, Alteration)
Level: 5Casting Time: 1 roundDuration: 1 round / levelSaving Throw: N/A
Range: 0Target: NoneArea of Effect: Caster
Description: A very useful combat spell, Righteous Magic grants the caster 1 bonus point of STR for every 3 caster levels, inflicts the maximum damage with each hit, and gives the caster 1 extra hitpoint per level, for the spell's duration.


Rigid ThinkingType: Priest (Cleric, Enchantment)
Level: 3Casting Time: 5Duration: 1 round / levelSaving Throw: Negates
Range: SightTarget: CreatureArea of Effect: Creature
Description: Essentially, a single-target Confusion spell that Priests can use. If the targeted creature fails to Save vs. Spell, each round they remain under the enchantment they will randomly choose between either wandering aimlessly about, standing still going, "Duhhhhh," or attacking some random creature. In BG2, this spell can be cast by Druids as well. Note that drinking a Potion of Mind Focusing will also put the "Rigid Thinking" icon in your portrait, but it will not cause you to become Confused—it would be more likely to make you resistant to Confusion.


Ruby Ray of ReversalType: Wizard (Alteration)
Level: 7Casting Time: 5Duration: PermanentSaving Throw: None
Range: SightTarget: CreatureArea of Effect: Creature
Description: Ruby Ray will ignore the target's Magic Resistance and spell protections to cancel and dispel 1 spell protection from the target creature. It will dispel the highest-level (any level) spell protecting the creature—in the event of a tie, the choice is random.

A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

SanctuaryType: Priest (Cleric, Abjuration)
Level: 1Casting Time: 4Duration: 10 roundsSaving Throw: N/A
Range: 0Target: NoneArea of Effect: Caster
Description: The Cleric becomes invisible for the duration of the spell, unless he deliberately breaks the protection by either attacking an enemy, casting an offensive (red icon) spell, or targeting a spell on another creature.


Secret WordType: Wizard (Abjuration)
Level: 4Casting Time: 4Duration: PermanentSaving Throw: None
Range: SightTarget: CreatureArea of Effect: Creature
Description: A handy little anti-Protection spell, Secret Word will nullify one spell protection of up to 8th level. Saving Throws, Magic Resistance and spell protections are all ignored.


Shadow DoorType: Wizard (Illusion)
Level: 5Casting Time: 2Duration: 1 round / levelSaving Throw: None
Range: 0Target: NoneArea of Effect: Caster
Description: This spell is very similar to Improved Invisibility, in that the caster becomes invisible, and can then attack or cast spells, and still remain mostly invisible. It has the advantages, however, of a longer duration, and not requiring speech to cast, and so can be used even when Silenced.


ShapechangeType: Wizard (Alteration)
Level: 9Casting Time: 9Duration: 5 turnsSaving Throw: N/A
Range: 0Target: NoneArea of Effect: Caster
Description: For the spell's duration, the caster is able to shift between the forms of several powerful creatures: Earth Elemental, Fire Elemental, Giant Troll, Greater Wolfwere, Iron Golem, and Mind Flayer, as many times as he wishes. The caster gains all of the creature's natural abilities, resistances, and attacks, including the Iron Golem's physical, elemental, and magic resistance, and the Mind Flayer's ability to cause INT drain by using its melee attacks to rip enemies' brains right out of their skulls.


ShieldType: Wizard (Evocation)
Level: 1Casting Time: 1Duration: 5 turnsSaving Throw: N/A
Range: 0Target: NoneArea of Effect: Caster
Description: This spell creates a force field around the caster, setting his AC to 4 against melee attacks, and to 2 against missile weapons. In BG2, it also makes the caster immune to Magic Missile.


Shield of the ArchonsType: Priest (Shared, Abjuration)
Level: 7Casting Time: 9Duration: 3 rounds / levelSaving Throw: N/A
Range: 0Target: NoneArea of Effect: Caster
Description: Similar to the Wizard's Spell Trap, Shield of the Archons will absorb and negate spells aimed at the caster. The total number of spell levels that can be nullified is equal to half the caster's level.


ShillelaghType: Priest (Shared, Alteration)
Level: 1Casting Time: 2Duration: 4 rnds + 1 rd/lvlSaving Throw: N/A
Range: 0Target: NoneArea of Effect: Caster
Description: The priest creates a Club that carries a -1 THAC0 bonus, although the Club does not strike as an enchanted weapon in terms of what it can hit. As with almost all magical weapons created from spells, it cannot be removed from the caster's hand until it vanished with the expiration of the spell.


Shocking GraspType: Wizard (Alteration)
Level: 1Casting Time: 1Duration: SpecialSaving Throw: None
Range: 0Target: NoneArea of Effect: Caster
Description: This spell turns the caster's hand into a melee weapon that has one charge, and will deal 1D10 electrical damage to the victim. Since the merest touch is sufficient to discharge the shock, the caster cannot miss his melee attack.


Silence 15' RadiusType: Priest (Cleric, Alteration)
Level: 2Casting Time: 5Duration: 2 rounds / levelSaving Throw: Negates
Range: SightTarget: PointArea of Effect: 15' radius from target
Description: At the moment this spell reaches its target, all creatures in the area of effect must Save vs. Spell or be rendered incapable of making any sound—the primary result of which is the inability to cast almost any spells.


SimulacrumType: Wizard (Illusion)
Level: 8Casting Time: 9Duration: 1 round / levelSaving Throw: N/A
Range: 0Target: NoneArea of Effect: Special
Description: This spell is similar to its 7th-level variant, Project Image, in that it creates an Illusionary copy of the caster that can cast its own spells, and carries the exact same weapons, armor, Quick Items, etc. Unlike Project Image, though, the phantasm created by Simulacrum is not an exact copy of the caster—it is at 60% of the caster's level, and has the hitpoints and spell capabilities that the caster had at that level. Also, even though it is an illusion, it can still make melee attacks and do damage, and the original caster is not frozen in place—the wizard and his clone can fight and cast spells simultaneously.


Skull TrapType: Wizard (Necromancy)
Level: 3Casting Time: 3Duration: 8 hoursSaving Throw: None
Range: 20 feetTarget: PointArea of Effect: 10' radius from target
Description: The caster throws a skull to the target area, where it hovers until the spell expires or a creature comes within 10 feet of it, causing it to explode, dealing 1D6 points of damage per caster level to all creatures within the blast radius. Note that its range is shorter than many other spells, which can cause problems if you cast Skull Trap into a Spell Trigger or similar Contingency spells: You can stand 30 feet away from your target and fire your Spell Trigger at them—the Spell Trigger will funtion perfectly at that distance, but the Skull Traps within it will get a Spell Failure, because you exceeded their maximum range. Note that you are not required to have a Skull in your Inventory to cast Skull Trap.


Slay LivingType: Priest (Cleric, Necromancy)
Level: 5Casting Time: 1Duration: 3 roundsSaving Throw: Special
Range: TouchTarget: NoneArea of Effect: Caster
Description: After casting this touch-damage spell, the Cleric has 3 rounds to score a successful melee hit; if he swing and misses, the spell is wasted. If his hit connects, the victim must Save vs. Spells or die instantly—even if he makes his Save, he still takes 2D6+9 damage.


SleepType: Wizard (Enchantment)
Level: 1Casting Time: 1Duration: 5 rounds / levelSaving Throw: Negates
Range: SightTarget: PointArea of Effect: 20' radius from target
Description: All creatures caught within the area of effect when this spell fires must Save vs. Death with a +3 penalty, or fall asleep for the spell's duration. Creatures that do not sleep, including all Undead, are immune to this spell, as are creatures above Level 4.


SlowType: Wizard (Alteration)
Level: 3Casting Time: 3Duration: 1 turnSaving Throw: Negates
Range: SightTarget: PointArea of Effect: 20' radius from target
Description: All creatures within the area of effect at the moment this spell is cast must Save vs. Spells with a +4 penalty, or have their movement and attack rates cut in half for the duration, and also recieve +4 penalties to their AC and THAC0. This spell will negate Haste.


Slow PoisonType: Priest (Shared, Necromancy)
Level: 2Casting Time: 1Duration: PermanentSaving Throw: N/A
Range: TouchTarget: CreatureArea of Effect: Creature
Description: When cast upon a creature that has been Poisoned, this spell will slow the progress of the venom down to a standstill, so that the poison's duration will likely expire before it can cause any further hitpoint loss. Certain extremely fast-acting poisons, however, may still do damage to their victims.


Sol's Searing OrbType: Priest (Cleric, Evocation)
Level: 6Casting Time: 6Duration: InstantSaving Throw: Special
Range: SightTarget: CreatureArea of Effect: Creature
Description: The Cleric creates a small stone which glows and burns with the heat of the sun itself—he must quickly rid himself of it by throwing or slinging it at an enemy. He gains a +3 bonus to his normal THAC0 during this attack, and the Orb itself strikes as a +5 weapon. If it hits, it will inflict 6D6 hitpoints of fire damage and Blind the enemy for 1D6 rounds, with a Save vs. Spell for half damage and to avoid blindness. If the victim is Undead, the Orb will cause 12D6 fire damage and cause Blindess for 12 rounds, with a Save for 9D6 damage and Blindness for 6 rounds.


Spell DeflectionType: Wizard (Abjuration)
Level: 6Casting Time: 6Duration: 3 rounds / levelSaving Throw: N/A
Range: 0Target: NoneArea of Effect: Caster
Description: This spell erects a protective sphere around the caster that will absorb and nullify spells targeted directly at the caster—it will deflect a total of 10 spell levels; such as 5 Melf's Acid Arrows or 2 Feebleminds. It will also protect against 2 Power Word: Kills—when the first PW:K is cast, it will cancel 9 of the 10 levels of the Spell Deflection, leaving a single level which is capable of stopping any other targeted spell, including another PW:K.


Spell ImmunityType: Wizard (Abjuration)
Level: 5Casting Time: 5Duration: 3 rnds + 1 rd/lvlSaving Throw: N/A
Range: 0Target: NoneArea of Effect: Caster
Description: After casting this spell, the caster is allowed to choose which of the 8 Schools of magic he wishes to be immune to. Once he makes his choice, he cannot be affected by ANY spells from that School for the duration of the Spell Immunity, unless his protection is Dispelled—which cannot be done if he chooses to be immune to Abjuration spells. Note that beneficial spells are blocked as well—if you chose Spell Immunity (Necromancy), you're shielded from Abi-Dalzim's Horrid Wilting—and from all of the Healing spells that your Priest is trying to cast on you. (Now you know why I describe all of the Priest spells as being part of Wizard Schools.) Even the 9th-level Spellstrike can be blocked by Spell Immunity.


Spell SequencerType: Wizard (Evocation)
Level: 7Casting Time: 1 roundDuration: SpecialSaving Throw: N/A
Range: 0Target: NoneArea of Effect: Caster
Description: Upon casting this spell, the wizard is presented with a menu showing all of his currently memorized spells from Levels 1 through 4. The wizard may choose 3 of those spells to be cast into the Sequencer, which then appears as one of the caster's Special Abilities. The Sequencer will remain there until used, even after Resting, which effectively grants the caster extra spells: He can cast 3 Fireballs into his Spell Sequencer, Rest (memorizing new Level 3 spells), and then the next day, can cast all of his memorized Level 3 spells—and then use his Special Ability and fire off 3 Fireballs simultaneously.


Spell ShieldType: Wizard (Abjuration)
Level: 5Casting Time: 8Duration: InstantSaving Throw: N/A
Range: 0Target: NoneArea of Effect: Caster
Description: The Spell Shield will absorb one Anti-Protection spell (Breach, Spell Thrust, Secret Word, Lower Resistance, Pierce Magic, Ruby Ray of Reversal, Khelben's Warding Whip, Pierce Shield, & Spellstrike) aimed at the caster, and then disappear. Note that if an Anti-Protection spell says it dispels Spell Shield, both descriptions are correct—the two spells cancel each other out, meaning they both did their jobs.


Spell ThrustType: Wizard (Abjuration)
Level: 3Casting Time: 3Duration: PermanentSaving Throw: None
Range: SightTarget: CreatureArea of Effect: Creature
Description: Spell Thrust will tear down all spell protections of Level 5 or lower from the target.


Spell TriggerType: Wizard (Evocation)
Level: 8Casting Time: 1 roundDuration: SpecialSaving Throw: N/A
Range: 0Target: NoneArea of Effect: Caster
Description: Spell Trigger is part of the Spell-Storage family of magic, from Minor Sequencer all the way up to Chain Contingency. Spell Trigger is exactly like Spell Sequencer, except that it can store 3 spells, which can be as high as Level 6. Note that, in the case of Cleric/Mages, Priest spells can be placed in Spell-Storage just as effectively as Wizard spells.


Spell TrapType: Wizard (Abjuration)
Level: 9Casting Time: 9Duration: 1 round / levelSaving Throw: N/A
Range: 0Target: NoneArea of Effect: Caster
Description: Spell Trap is the most powerful member of the Spell Deflection/Turning family. It will absorb the power of 30 spell levels targeted directly at the caster, but instead of simply letting the energy dissipate (as Spell Deflection does), or firing the spell back at the enemy (like Spell Turning), Spell Trap funnels the energy inward toward the caster, enabling him to recall to memory spells that he has already cast that day. Each spell level absorbed will refresh one of the caster's spell levels—a Level 7 Finger of Death could restore a previously cast Flesh to Stone (Level 6) and a Magic Missile (Level 1). Like the other members of its family, Spell Trap will not shield the caster from Area of Effect spells not aimed at the caster himself, nor will it block spells cast from within melee range (All spells with "Touch" as the maximum range), as they are already within the Spell Trap barrier by the time they are cast.


Spell TurningType: Wizard (Abjuration)
Level: 7Casting Time: 7Duration: 3 rounds / levelSaving Throw: N/A
Range: 0Target: NoneArea of Effect: Caster
Description: In a nice twist of poetic justice, all spells aimed directly at the caster will rebound to strike the enemy Wizard or Priest who cast them. A total of 12 spell levels will be reflected back onto the attacker.


SpellstrikeType: Wizard (Abjuration/Alteration)
Level: 9Casting Time: 5Duration: PermanentSaving Throw: None
Range: SightTarget: CreatureArea of Effect: Creature
Description: The most powerful Anti-Protection spell there is, Spellstrike will dispel ALL of the Spell Protections shielding the victim you have chosen to strip naked—from Minor Globe of Invulnerability to Spell Trap, all spells that block other spells will be gone. Note that Combat Protections, such as Stoneskin, Protection from Fire/Cold, and Protection from Magic Weapons, will not be dispelled.


Sphere of ChaosType: Wizard (Alteration)
Level: 7Casting Time: 7Duration: 1 turnSaving Throw: Special
Range: SightTarget: PointArea of Effect: 20' radius from target
Description: Most properly cast by an Intoxicated Chaotic Neutral Wild Mage, Sphere of Chaos is a true weirdo spell: All creatures must Save vs. Spells for each round they stay within the area, and if they fail their Save, they will randomly do one of the following: Take 1D20 Fire Damage, be healed 20 HP, turn into a squirrel, fall unconscious, Dimension Door to some random point in their sight range, or be randomly Confused, Disintegrated, Held, or Hasted.


Spider SpawnType: Wizard (Conjuration)
Level: 4Casting Time: 6Duration: 5 rnds + 1 rd/lvlSaving Throw: N/A
Range: SightTarget: PointArea of Effect: Special
Description: A large spider appears at a point selected by the caster, and will fight for him until slain or the duration expires. There is a 20% chance that 2 spiders will appear instead of 1, and more advanced wizards are able to summon stronger spiders: Levels 7-8: Giant Spider, Levels 9-11: Phase Spider, Levels 12 and up: Sword Spider. These spiders have the same attacks and abilities of their natural counterparts, including their immunity to Web.


Spirit ArmorType: Wizard (Necromancy)
Level: 4Casting Time: 3Duration: 10 turnsSaving Throw: N/A
Range: 0Target: NoneArea of Effect: Caster
Description: Behold the only defensive Necromancy spell in the whole Mage Book. Spirit Armor draws its power from the user's own life force, and sets the caster's AC to 1 for the duration of the spell, as well as granting a temporary -3 bonus to his Save vs. Spells. When the spell's duration expires, however, the life force expended with the casting will vanish, dealing 2D4 damage to the caster, unless he Saves vs. Spells.


Spiritual HammerType: Priest (Cleric, Evocation)
Level: 2Casting Time: 5Duration: 3 rnds + 1 rd/lvlSaving Throw: N/A
Range: 0Target: NoneArea of Effect: Caster
Description: This spell creates a magical warhammer in the Cleric's hand, which cannot be removed until the spell expires. For every 6 caster levels, the enchantment on the warhammer increases by 1, to a maximum of +3 for a 13th-level Cleric.


SpookType: Wizard (Illusion)
Level: 1Casting Time: 1Duration: 3 roundsSaving Throw: Negates
Range: SightTarget: CreatureArea of Effect: Creature
Description: If the target creature fails to Save vs. Spell, they will fall under the illusion that a terrifying presence is attacking them, and will be so horrified that they can do nothing but flee from the caster as fast as they can, for the full 3 rounds of the spell's duration. The spell becomes more powerful as you gain levels: For every 2 caster levels, the target takes a +1 penalty to his Save against this spell, to a maximum of +6 when cast by a Level 12 Wizard. Creatures who are immune to Fear (Undead) and those who are incredibly stupid (Golems) will not be affected at all. I should note that there are no scrolls of Spook anywhere in the game, unless you happen to find one as a random treasure.


Stinking CloudType: Wizard (Evocation)
Level: 2Casting Time: 2Duration: 1 round / levelSaving Throw: Negates
Range: SightTarget: PointArea of Effect: 20' radius from target
Description: Sickly vapors of a sickening, bilious-green hue fill the area, and anyone unhappy enough as to inhale them must Save vs. Death or fall to the ground unconscious, gasping and retching, for a full round, after which they can get up, take a deep breath, and be forced to make another Save or go through it all over again, until the spell expires. Creatures who are immune to Poison will not be affected.


Stone to FleshType: Wizard (Alteration)
Level: 6Casting Time: 6Duration: PermanentSaving Throw: N/A
Range: SightTarget: CreatureArea of Effect: Creature
Description: This spell will only function on a creature that has been turned into stone, by whatever method. The creature and all items he or she was carrying will revert to their normal state, although the creature will have only 1 hitpoint, as a result of the Petrification. The spell can be used in BG1, but only by obtaining scrolls of the spell, which may be used by any character.


StoneskinType: Wizard (Alteration)
Level: 4Casting Time: 1 roundDuration: 12 hoursSaving Throw: N/A
Range: 0Target: NoneArea of Effect: Caster
Description: An immensely useful (and popular) spell, Stoneskin effectively renders a Wizard's poor AC irrelevant: Paper-thin layers of stone rise up from the ground and protect the caster without impeding his spellcasting or weighing him down. For every 2 caster levels, one skin will appear, and each skin will absorb the impact of one blow, either from a weapon or from a spell that creates projectiles, such as Magic Missile. Note that Stoneskin, like Ironskin, will not stop elemental damage: It will not protect the caster from spells such as Fireball, and if the caster is struck by a weapon that does cold damage, the hit from the weapon itself will be deflected (shattering one of the Stoneskins), but the Cold damage would still penetrate.


StrengthType: Wizard (Alteration)
Level: 2Casting Time: 1 roundDuration: 1 hour / levelSaving Throw: N/A
Range: 0Target: NoneArea of Effect: Caster
Description: This spell increases the Strength of the character to 18(50), along with the Weight Allowance and melee THAC0 bonuses that they would have from a natural 18(50) STR. If the target already has a STR higher than 18(50), this spell will actually lower it.


Strength of OneType: Priest (Cleric, Alteration)
Level: 3Casting Time: 3Duration: 1 turnSaving Throw: N/A
Range: 0Target: NoneArea of Effect: The party
Description: Every member of the party, no matter how far they were from the caster at the moment the spell was completed, will have a Strength of 18(76) for one turn, even if their Strength was naturally higher. Each character's Weight Allowance and melee THAC0 will be adjusted to reflect the 18(76) Strength. In BG2, this spell is also open to Druids.


Summon DjinniType: Wizard (Conjuration)
Level: 7Casting Time: 1 roundDuration: 1 round / levelSaving Throw: N/A
Range: SightTarget: PointArea of Effect: Special
Description: A Djinni will be summoned from the Elemental Plane of Air to attack enemies of the caster—though it will attack the caster himself if injured by the caster or his party. What I find annoying about fighting Djinni is that they're difficult to kill: If you injure one badly enough, it drops into its Gaseous Form and is immune to all attacks, and then re-emerges, healed.


Summon EfreetiType: Wizard (Conjuration)
Level: 7Casting Time: 1 roundDuration: 8 rnds + 1 rd/lvlSaving Throw: N/A
Range: SightTarget: PointArea of Effect: Special
Description: An Efreeti is from the Elemental Plane of Fire, and is more magic-oriented than the Djinni. Efreeti love using fire-based spells on those who anger them.


Summon FiendType: Wizard (Conjuration)
Level: 8Casting Time: 9Duration: 15 roundsSaving Throw: N/A
Range: SightTarget: PointArea of Effect: Special
Description: This spell summons a powerful demon to the Prime Material Plane, who will attack anyone and everyone that it can see. Like all demons, it prefers to attack and mangle those creatures who are not Protected from Evil.


Summon HakeasharType: Wizard (Conjuration)
Level: 7Casting Time: 1 roundDuration: 8 rnds + 1 rd/lvlSaving Throw: N/A
Range: SightTarget: PointArea of Effect: Special
Description: The Hakeashar is a more powerful version of the Nishruu: It is immune to Normal Weapons, has more HP and a lower THAC0, and will actually be healed by offensive magics.


Summon InsectsType: Priest (Druid, Conjuration)
Level: 3Casting Time: 9Duration: 7 roundsSaving Throw: Negates
Range: SightTarget: CreatureArea of Effect: Creature
Description: The weakest of the 3 Insect spells, it is also the only one that can be cast by Rangers. The Priest commands nearby insects to gather, and the swarm moves to attack the targeted creature. The creature is allowed a Save vs. Spell with a +4 penalty; to fail means to be plagued by biting insects, resulting in 3 damage per round, 50% Spellcasting Failure, and +2 penalties to AC and THAC0 for the duration.


Summon NishruuType: Wizard (Conjuration)
Level: 6Casting Time: 1 roundDuration: 1 round / levelSaving Throw: N/A
Range: SightTarget: PointArea of Effect: Special
Description: A Nishruu is a curious creature: It seems to be made of white fog, and it feeds off of magical energy—it cannot be damaged by spells, and each time it hits a spellcaster, its melee attack will drain one spell from the caster's memory. It is also capable of draining charges from, and even destroying, items that use charges, such as Wands. Happily, this Summoned creature will not turn on its master.


SunfireType: Wizard (Evocation)
Level: 5Casting Time: 3Duration: InstantSaving Throw: 1/2
Range: 0Target: NoneArea of Effect: 20' radius from caster
Description: Sunfire is, essentially, a very powerful Fireball that is always centered around the caster. All creatures within 20 feet of the caster (except the caster himself) will take 1D6 Fire damage per caster level, to a maximum of 15D6. Victims may Save vs. Spell for half damage.


SunrayType: Priest (Evocation/Alteration)
Level: 7Casting Time: 4Duration: InstantSaving Throw: Special
Range: 0Target: NoneArea of Effect: 5' radius from caster
Description: A powerful beam of sunlight shoots down from above (even in underground areas), dealing 3D6 damage to all within melee range of the caster, and forcing them to Save vs. Spells or suffer Blindness for 10 rounds. Undead are highly susceptible to sunlight; They will take 1D6 damage per caster level, and will die instantly if they fail their Save. The caster himself will not be harmed by this spell.


Symbol: DeathType: Wizard (Conjuration), Priest (Cleric, Conjuration)
Level: 8 (Wizard), 7 (Priest)Casting Time: 1 roundDuration: SpecialSaving Throw: Negates
Range: SightTarget: PointArea of Effect: 10' radius from target
Description: The caster throws a disk inscribed with a symbol of power to any chosen point, where it will hover until 8 hours pass (and then disappear) or until it is triggered by any creature entering the blast radius, at which point all creatures within 10' of the floating disk must Save vs. Death or die instantly, unless they currently have more than 60 hitpoints, in which case they will suffer no ill effects.


Symbol: FearType: Wizard (Conjuration), Priest (Cleric, Conjuration)
Level: 8 (Wizard), 7 (Priest)Casting Time: 1 roundDuration: SpecialSaving Throw: Negates
Range: SightTarget: PointArea of Effect: 10' radius from target
Description: Just like Symbol: Death, except that when the disk explodes, all nearby creatures must Save vs. Spell with a +4 penalty or succumb to Morale Failure: Panic for one round per caster level.


Symbol: StunType: Wizard (Conjuration), Priest (Cleric, Conjuration)
Level: 8 (Wizard), 7 (Priest)Casting Time: 1 roundDuration: SpecialSaving Throw: Negates
Range: SightTarget: PointArea of Effect: 10' radius from target
Description: Just like Symbol: Death, except that those who fail to Save vs. Spells with a +4 penalty will be Stunned for one round per caster level.

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Teleport FieldType: Wizard (Alteration)
Level: 4Casting Time: 4Duration: 1 turnSaving Throw: Negates
Range: 0Target: NoneArea of Effect: 30' radius from caster
Description: All creatures within the caster's sight range are teleported randomly about for the spell's duration. Those who get motion sickness easily are advised to avoid this spell.


Tenser's TransformationType: Wizard (Alteration)
Level: 6Casting Time: 6Duration: 1 round / levelSaving Throw: N/A
Range: 0Target: NoneArea of Effect: Caster
Description: One of the odder spells with one of the oddest icons, Tenser's Transformation turns the caster into a Fighter: The caster's current hitpoints are doubled, his Armor Class gains a -4 bonus (to a maximum benefit of -10), and his THAC0 becomes that of a Fighter of the same level, with an additional +2 bonus to THAC0 and damage tacked onto that. The caster does not gain the Attacks per Round of a Fighter, however, and cannot cast any spells while transformed into a Fighter.


Time StopType: Wizard (Alteration)
Level: 9Casting Time: 9Duration: 3 roundsSaving Throw: None
Range: 0Target: NoneArea of Effect: Entire map area
Description: Time stops. For three rounds, the caster may walk about, cast more spells (even another Time Stop), and enjoy the sight of his friends and foes alike completely frozen in time. Even spell effects are halted: If they have not yet reached their target, they are paused en route. The wizard can also engage in combat; during a Time Stop, all attacks will automatically hit. In Throne of Bhaal, certain high-level enemies are immune to Time Stop.


True SightType: Wizard (Divination), Priest (Shared, Divination)
Level: 6 (Wizard), 5 (Priest)Casting Time: 6Duration: 1 turnSaving Throw: None
Range: 0Target: NoneArea of Effect: Sight of caster
Description: This powerful Divination spell lasts for one turn; at the beginning of each round, all hostile (cast by an enemy) Illusion spells in the area will be instantly Dispelled, regardless of any Magic Resistace the hidden creatures might have. The Priest version of this spell is called True Seeing.

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Unholy BlightType: Priest (Cleric, Necromancy)
Level: 3Casting Time: 3Duration: InstantSaving Throw: Special
Range: SightTarget: PointArea of Effect: 20' radius from target
Description: This spell will only harm creatures of Good alignment, and for that reason cannot be cast by them. All Good creatures caught in this spell's area of effect must Save vs. Spells or take 1D4 damage per caster level and suffer a -2 penalty to all die rolls that he makes for the next 4 rounds. Creatures making their Save will take only half damage, and will not take the die-roll penalty.


Unholy WordType: Priest (Cleric, Conjuration)
Level: 7Casting Time: 1Duration: InstantSaving Throw: None
Range: SightTarget: PointArea of Effect: 20' radius from target
Description: All Good creatures within 30 feet of the caster at the moment this spell fires suffer the following effects, based on the caster's level: Levels 1-4: Death. Levels 4-7: Stunned for 1 turn. Levels 8-11: Slowed for 1 turn with 75% chance of Spell Failure. Level 12 & up: Deafened for 1 turn (50% chance of Spell Failure). Good-aligned Priests cannot learn this spell.


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Vampiric TouchType: Wizard (Necromancy)
Level: 3Casting Time: 3Duration: InstantSaving Throw: None
Range: 0Target: NoneArea of Effect: Caster
Description: The caster must cast this spell, and then make a successful melee hit. When this happens, the target loses 1D6 HP for every 2 caster levels, to a maximum of 6D6 for a Level 12 caster. These HP are then added to the caster's, with any HP exceeding the caster's normal maximum total fading after 5 turns.


VocalizeType: Wizard (Alteration)
Level: 2Casting Time: 2Duration: PermanentSaving Throw: N/A
Range: TouchTarget: CreatureArea of Effect: Creature
Description: The sole purpose of the Vocalize spell is to supplement other spells: It temporarily removes the spoken incantations required for almost all of the other spells a character can cast—instead of actually reciting the spell, the character need only say the words within his mind, and achieve the same result. This makes this spell invaluable to anyone who has been magically Silenced, or who anticipates being Silenced. In addition, this spell has no spoken component of its own, so a Silenced character can cast it on himself.

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Wail of the BansheeType: Wizard (Necromancy)
Level: 9Casting Time: 9Duration: InstantSaving Throw: Negates
Range: 0Target: NoneArea of Effect: 30' radius from caster
Description: This hideous scream will instantly kill anyone who hears it, unless they make their Save vs. Death.


WebType: Wizard (Evocation)
Level: 2Casting Time: 2Duration: 2 turns / levelSaving Throw: Negates
Range: SightTarget: PointArea of Effect: 20' radius from target
Description: This spell creates a huge, many-layered sticky net that explodes out of nowhere. All creatures except those naturally immune to Web spells must Save vs. Spells with a +2 penalty for each round they remain within the area of effect, or be entangled within the strands. A character's Strength has no effect on his odds of breaking free.


WishType: Wizard (Conjuration, Evocation)
Level: 9Casting Time: 5Duration: SpecialSaving Throw: Special
Range: SpecialTarget: SpecialArea of Effect: Special
Description: Even more powerful, and therefore dangerous, than its watered-down 7th-level variant, full Wish is potentially a very important spell, capable of doing some quite handy things when you're caught in a tight corner. And no, you can't wish for all of your enemies to die instantly. Too bad.


Wizard EyeType: Wizard (Alteration)
Level: 4Casting Time: 1 roundDuration: 1 round / levelSaving Throw: N/A
Range: 0Target: NoneArea of Effect: Special
Description: The only divination spell that is not part of the Divination school, Wizard Eye creates an invisible Eye that will zoom around under the caster's direction and scout out an area. It can see just as well as any normal creature could, though it lacks Infravision and it cannot detect Traps or Illusions. The Eye will obey the caster until it is Dispelled, destroyed in combat, or the spell expires. Any gaze attack striking the Eye will harm its master instead.


Wondrous RecallType: Priest (Alteration)
Level: 6Casting Time: 9Duration: PermanentSaving Throw: N/A
Range: 0Target: NoneArea of Effect: Caster
Description: With this spell, the caster is able to remember two memorized spells that he has already cast that day, enabling him to cast them again without Resting. Only spells from Levels 1 through 5 can be Recalled. I have not tested this spell with Cleric/Mages to see if Wizard spells can be Recalled as well.


Wyvern CallType: Wizard (Conjuration)
Level: 6Casting Time: 1 roundDuration: 1 round / levelSaving Throw: N/A
Range: SightTarget: PointArea of Effect: Special
Description: A fully-grown Wyvern will be teleported to the area and fight the caster's enemies, Poisoning those who fail their Save vs. Death from its melee attacks.

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Zone of Sweet AirType: Priest (Cleric, Abjuration)
Level: 3Casting Time: 3Duration: PermanentSaving Throw: None
Range: 0Target: NoneArea of Effect: Entire map area
Description: This spell will cause all ongoing atmospheric spells such as Stinking Cloud, Death Fog, and Storm of Vengeance to dissipate and waft away, before their duration would normally have expired.




   
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