Baldur's Gate: Arcane Spells List
Arcane spells are those castable by mages, sorcerers and bards. Generally speaking they are vastly more versatile than Divine spells because at every spell level there are buffs, debuffs, damage and utility spells. The only thing they cannot do is heal themselves (and in the case of Limited Wish, you can still do that anyway!) so having an arcane spellcaster or two is paramount to your success throughout the Baldur's Gate saga.
Level 1 Spells
Available immediately upon rolling a mage or dual-classing into one, level 1 spells are your most numerous casts. As such, they tend not to be very powerful and the vast majority do not scale well later into the game.
Description: By means of this spell, the wizard creates a magical field of force that serves as if it were scale mail armor (AC 6). It is cumulative with dexterity and in the case of fighter/mages, with the shield bonus. The armor spell does no hinder movement, adds no weight or encumbrance, nor does it prevent spellcasting. It lasts until successfully dispelled or until the duration runs out.
Comments: Armor is essential to survival early on as a mage simply as it is your single, solitary means of lowering armor class until you pick up some decent bracers, Robes of the Arch-Magi or some other piece of armored equipment for multi-classed mages. Plus, it lasts 9 hours so you only need to cast it a single time upon resting to gain the benefits until you sleep again. Eventually it becomes useless, so it is recommended sorcerers don't bother to learn it.
Description: This first level spell temporarily blinds its target. A saving throw is allowed and if successful, there are no harmful effects. If a victim is blinded he receives -4 to hit on his attack rolls and has a 4 point armor class penalty.
Comments: The effects of the spell are rather nice as a blinded enemy is likely to miss and won't be able to dodge you worth spittle. Blindness also causes one's field of vision to be dramatically reduced, almost to nothing. This can cause the enemy to simply stand there doing nothing due to poor AI. However, Blindness is fairly easy to resist. The effect scales well later in the game assuming you drop enough spells to lower magic resistances and saving throws for it to land semi-reliably.
Description: When the wizard casts this spell, a jet of searing flame shoots from his fingertips. His hand must be held so as to send forth a fan-like sheet of flames: the wizard's thumbs must touch each other and fingers must be spread. The burning hands send out flame jets of five-foot length in a horizontal arc of 60 degrees in front of the wizard. Any creature in the area of the flames suffers 1d3 + 2/level of caster (max 1d3+20) points of fire damage. Those successfully saving vs. spell receive half damage.
Comments: The area of effect on this spell is too difficult to aim properly for it to be of any use, and the effects are not terribly damaging to begin with. It also requires the mage be in melee range of enemies which is generally to be avoided. The total possibly top-end damage with the spell is 23 and that isn't until level 10 anyway. If you want level 1 damage spells, avoid this one unless fighting trolls.
Description: This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman or humanoid of man-size or smaller. The person receives a saving throw vs. spell with a +3 modifier to avoid the effect. If the spell recipient fails his saving throw, he regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him orders and the charmed individual will carry them out as quickly as possible.
If the caster harms or attempts to harm the charmed person by some overt action or if a dispel magic spell is successfully cast upon the charmed person, the charm spell is broken. If two or more charm effects simultaneously affect a creature, the most recent charm takes precedence. Note that the subject has full memory of the events that took place while he was charmed.
Also note that you cannot have a charmed creature leave the area where he was charmed.
Comments: While enemies gain a bonus to saves vs. this spell, it is one of the best level 1 spells for two major reasons: 1) It gives you a temporary ally in bigger fights, as well as limiting the amount of enemies you will face for a time and 2) you can use it to denature spellcasters whom you know will have to fight against soon but can get the drop on before they turn hostile. A must-have for any caster for that reason alone.
Description: When the caster completes this spell, a blue glow encompasses his hand. This energy attacks the life force of any living creature upon which the wizard makes a successful melee attack. The attack deals 1d2 crushing damage (plus strength bonus) and the victim must make a saving throw vs. spell or suffer 1d8 points of cold damage and receive a -2 penalty to its THAC0.
Comments: Chill Touch suffers the same devastating badness of all touch spells: it requires the mage to make a successful melee attack or the spell is simply wasted. The potential help giving an enemy a penalty to THAC0 only really matters through BG1 and unless you are rolling a fighter/mage, you will never successfully land it. Plus, a saving throw with no penalty attached simply negates the whole effect of the spell including damage. If you have some scrolls, it could be worth casting against powerful melee enemies, but only if you've beefed up your mage to help him land a blow. There is never a real point in learning/memorizing this spell.
Description: This spell causes a 2-foot-diameter sphere to appear in the caster's hand. When thrown, the sphere heads unerringly to its target. The effect the orb has upon the target varies with the level of the mage who casts the spell. Each orb will do damage to the target against which there is no save and an effect against which the target must save vs. spell at +6.
|1||1d4 magical||Blindness for 1 round|
(-4 THAC0 & AC penalty)
|2||1d4 magical||Inflicts pain for 10 seconds|
(-1 Strength, Dexterity, AC, and THAC0 penalty)
|3||1d6 magical||Extra 1d8 fire damage|
|4||1d6 magical||Blindness for 1 turn|
(-4 THAC0 & AC penalty)
|5||1d8 magical||Stunned for 3 rounds|
|6||1d8 magical||Weakness for 1 turn|
(-4 THAC0 penalty)
|7||1d10 magical||Paralysis for 2 turns|
|10||1d12 acid||Petrification (permanent)|
|12||2d8 acid||Instantly kills victim|
Comments: Chromatic Orb is a fairly useful spell which you can spam over and over due to being 1st level. It doesn't really gain any neat side effects until 4th level, but they all scale pretty well. The damage portion of the ability is underwhelming, but the chance for instant death as a 12th level or higher mage should never be overlooked. It's very easy for enemies to save vs. the spell so if you are trying to hit a higher level target, throw some spells his way to lower his saving throws first before throwing orbs at him.
Description: Upon casting this spell, the wizard causes a vivid, fan-shaped spray of clashing colors to spring forth from his hand. 1d6 creatures within the area are affected in order of increasing distance from the wizard. All creatures in the area of effect that are 4th level of lower must make a saving throw or be rendered unconscious for five rounds.
Comments: Color Spray is pretty bad, all things considered. It can be mildly helpful early on in BG1 to knock out a band of Xvarts or something, but the problem is Sleep does the same thing but with increased range, area of effect, with a -3 saving throw penalty, and it won't affect your party. Use it until you learn Sleep, then drop it from your spell book.
Description:This spell can only be cast by the PC.
This spell enables the caster to summon a familiar to act as his aide and companion. Familiars are typically small creatures. A creature acting as a familiar can benefit a wizard, conveying its sensory powers to its master, conversing with him, and serving as a guard/scout/spy as well. A wizard can have only one familiar at a time, and the familiar summoned is dependent upon the caster's alignment.
The creature is always more intelligent than others of its type (typically by 2 or 3 intelligence points) and its bond with the wizard confers upon it an exceptionally long life. The wizard has an empathic link with the familiar and can issue it mental commands. The caster receives half the familiar's total hit points as bonus hit points. However the caster must take care to treat his familiar well for if the familiar should die, the caster loses the bonus hit points and half the bonus hit points again as damage. Also when the familiar dies, the caster PERMANENTLY loses 1 point of constitution.
|Creature Type||AC||Hit Points|| Magic
|Pseudo Dragon||-2||24||50%||2 Attacks per round at 13 THAC0 for 1d3 damage. Save or be rendered unconscious for 2 rounds.|
|Fairy Dragon||4||24||32%||Can cast mirror image and invisibility 10' radius.|
|Ferret||0||24||50%||Has 75% Pick Pockets, 40% Hide in Shadows/Move Silently and 20% detect traps.|
|Rabbit||-4||24||75%||Has 50% Detect Traps, and 30% Hide in Shadows/Move Silently|
|Cat||0||24||50%||Has 99% in Move Silently and Hide in Shadows|
|Imp||2||18||25%||Can cast the Polymorph Self spell|
|Dust Mephit||6||24||10%||Can cast glitter dust 2 times per day.|
|Quasit||2||24||25%||Can cast Horror and Blur|
Comments: Find Familiar is 99% about giving your mage/sorcerer/beast master 12 bonus HP. Leaving it out to battle is a bad idea because they all have terrible HP and none of them have a ranged attack so losing out on that 1 constitution permanently is a huge possibility if you don't carry it in your sack.
That said, a handful of them are actually fairly useful. Fairy Dragon's Invisibility Radius 10' spell is helpful when planning surprise attacks on enemy parties you know are lurking around the corner if not avoiding the encounter period. Rabbit has 50% detect traps, handy in a pinch if you don't have a thief in the party (or are waiting on Imoen to regain her thief levels in BG1). Cat is an excellent scout, having a default near perfect score to hide in shadows. Lastly Quasit can cast Horror inherently.
Avoid being Lawful Evil. The point of find familiar is to get bonus HP and you lose out on 3 HP should you take it.
Final note: Mages should start with this spell, then delete it from their book once summoned. As it was a spell added for BG2, you will need to be running BGtutu to get it in BG1 and there are no scrolls for the spell in the entire game. Obviously do not take this spell as a Sorcerer because you can just use a scroll to get the familiar and it's not worth giving up a known spell for something you literally only cast once.
Description: A friends spell causes the wizard to temporarily gain 6 points of Charisma. Those who view the caster tend to be very impressed and make an effort to be friends or helpful toward the spellcaster as appropriate to the situation. Officious bureaucrats might decide to become helpful; surly gate guards might wax informative; attacking orcs might spare the caster's life, taking him captive instead.
Comments: Despite the flavor text of the spell, there are no role-playing situations having this spell on influences. That said, it's still a fairly handy spell. Certain NPCs in BG1 will only join you if you have a high enough charisma and so you can throw a Friends spell on in order to acquire them. Furthermore it also means you only need 14 Charisma and this spell in order to reach the max discount stores offer (75%). If you have a bard, have them learn this considering their minimum charisma is 15 anyway.
Description: A grease spell covers a material surface with a slippery layer of a fatty, greasy nature. Any creature entering the area or caught in it when the spell is cast must save vs. spell at +2 or have their movement rate set to 1 for that round. Those who successfully save can reach the nearest non-greased surface by the end of the round. Those who remain in the area are allowed a saving throw each round until they escape the area.
Comments: Just about the only scaling crowd control spell at level 1, it still isn't terribly useful. Enemies who slip and skid aren't down for the count so it only really helps against melee fighters, most of whom will save against the spell every time anyway. It also gets in the way of your own ability to tangle it up in melee. It is useful when trying to kite enemies around so pick it up if you do not have a druid with Entangle or would rather save your higher spell slots for damage rather than crowd control.
Description:When this spell is memorized, go the history page of an unidentified item and press the identify button. The chance of identifying the item is 100%. The spell identifies the item's name, what it does, and if it is cursed.
Comments: Just about as straightforward a spell as there is, it allows you to identify those pesky unidentified items. Not really needed for a bard due to their insane Lore skill, but just about every other arcane spellcaster should take it. Conjurers lose out as it falls under their opposed school.
Description: Upon the casting of this spell, the recipient gains the ability to see with infravision just as any elf or dwarf would. This effect lasts for the duration of the spell or until dispelled.
Comments: Golly gee willickers, a spell which makes people and enemies faintly red in the dark making them slightly easier to see! Stupid, worthless spell. Considering you are probably an elf already when rolling a mage, there is no point at all even if it did something useful.
Larloch's Minor Drain
Description: With this spell the wizard drains the life force from a target and adds it to his own. The target creature suffers 4 damage while the mage gains 4 hit points. If the mage goes over his maximum hit point total with this spell, he loses it after 1 turn.
Comments: Decent spell early in BG1 as it gives your mage a way to recover minor health losses. It's not enough damage to fell the mightiest of foes nor is it enough to save you from dying while getting pummeled but still, 4 HP is 4 HP.
Description: Use of the Magic Missile spell, one of the most popular first level spells, creatures up to 5 missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target, which must be a creature of some sort. Each missile inflicts 1d4+1 points of damage. For every two levels beyond the first of experience, the wizard gains an additional missile - 2 missiles at 3rd, 3 missiles at 5th, 4 missiles at 7th and the maximum 5 missiles at 9th level.
Comments: Magic Missile is a staple of any wizard without evocation as an opposed school. The instant cast time and decent damage it inflicts helps you interrupt enemy spellcasters or simply fling damage around. As a first level spell, you can have a billion of them memorized too so it's not like you ever feel bad for throwing them out with reckless abandon. An instant 10-25 damage never goes out of style. Pick up this spell.
Nahal's Reckless Dweomer
Description: This spell is the wild mage's ultimate last-resort spell. When cast, the mage releases a sudden flood of wild magical energy in the hope of seizing and shaping that energy into a desired spell effect. The attempt usually fails, but something almost always occurs in the process.
To use Reckless Dweomer, simply cast it and then choose from your list of known spells. A burst of magical energy is released, which the wild mage tries to manipulate into the desired form. The actual effect of the spell is determined randomly by a dice roll on the Wild Surge Table.
Because the release of energy is planned by the mage, his level is added to the dice roll. If the result indicates success, the mage has shaped the magical energy into the desired effect. More often than not, the effect is completely unexpected. The result may be beneficial to the mage or it may be completely disastrous; this is the risk the mage takes in casting Nahal's Reckless Dweomer.
Comments: If wild mages weren't unpredictable enough, they can attempt to cast a 9th level spell as a 1st level and occasionally drop a cow from the sky instead of the desired effect. Read the table for a full list of effects. This is a gimmick spell. If you manage to get it to cast properly, it's pretty handy and the point of being a Wild Mage is to roll the dice and hope for the best. Also note its casting time of 0 - you can use it like a miniature Improved Alacrity to cast a second spell in the same round.
Protection from Evil
Description: When this spell is cast, it creates a magical barrier around the recipient at the distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a -2 penalty to each attack roll; Second, any saving throws caused by such attacks are made by the protected creature with a +2 bonus.
Comments: This spell is often overlooked. The vast majority of major battles in the game are against evil creature. Unfortunately this spell doesn't last nearly as long as the 10 ft. Level 4 version that a cleric can cast, making this spell more battle-specific. That said, there isn't much call for your mage to have it anyway. It's also a level 1 Divine spell for clerics and they are better off memorizing this than your mage is because their Level 1 version also lasts 1 round longer per level. Paladins get a billion casts of it for free, as well. If you aren't pressed for memorization space, it's a worthwhile addition to your book.
Protection from Petrification
Description: This spell grants the recipient immunity to all petrification attacks. This includes basilisk and medusa gaze, cursed scrolls of petrification, etc.
Comments: A great spell in Baldur's Gate 1 as you actually encounter a fair number of basilisks. Getting it early on allows you to hunt them for extreme XP gains with little risk to self. That said, it's borderline useless in BG2. There are maybe a handful of battles in the entire game where there are enemies who can petrify and by the time you encounter them, you should have alternate, better ways to protect against their barrage of spells.
Description: Upon casting this spell the wizard creates 1 image of himself that will travel along beside him. The image will perform all of the actions that the wizard does so that if any enemies are trying to attack the wizard they will not know which one is real. There is a 50% chance that an attacker will attack the image and a 50% chance that he will attack the caster. The image will disappear with a successful dispel magic, when attacked or when the duration of the spell expires.
Comments: This might be a worthwhile spell if you didn't already get a bajillion more images by casting the level 2 spell Mirror Image. Not worth the spell slot. Skip this spell.
Description: When this spell is cast, an invisible barrier comes into being in front of the wizard. It sets the wizard's armor class to 4 against all melee weapons and 2 against missile weapons. It also grants the wizard immunity from the spell Magic Missile. The effect lasts for the duration of the spell or until dispelled.
Comments: Complimentary to Armor, this spell lowers AC even further. It only lasts 5 rounds, however, so it only really viable as a per-battle spell rather than something you cast and never have to think about until resting again. A great spell to fling up when under assail of arrows or against enemy mages as they almost all love to spam magic missiles.
Description: When the wizard touches a creature while this spell is in effect, an electrical charge will deal 1d8 + 1 damage/level, plus 1d2+strength bonus crushing damage to the creature touched. The wizard only has one charge and once an opponent has been touched the spell's energies have been used. If the mage misses, then the spell is wasted. The wizard has 1 round per level in order to touch the target creature.
Comments: Let me get this straight: Not only do I have to make a successful melee attack, it does less damage than an equivalent 5th level wizard throwing magic missiles which cannot err? Avoid this spell. If you really want to do 1d8 damage in a melee attack, roll fighter/mage and use longswords.
Description: When a wizard casts a sleep spell, he causes a comatose slumber to come upon one or more creatures (other than undead and other magical sleep immune creatures). All creatures to be affected by the spell must be within 30 feet of each other. Creatures in the area of effect must make a saving throw at a -3 penalty or fall asleep. Monsters with 4HD+3HP or more are unaffected. The center of the area of effect is determined by the spellcaster. Attacks against sleeping opponents always hit.
Comments: Even though the spell eventually loses its usefulness once you begin encountering creatures above 4th level, it's a great spell to help you get to that point. Entire waves of enemies will collapse, giving you free reign to beat them down even with the pathetic THAC0 of a mage. It will serve you well while exploring the outside regions of the Sword Coast in BG1 but tapers off in usefulness about the time you breach the city walls.
Description: A spook spell enables the wizard to play upon the natural fears of a target creature to cause it to percieve the spellcaster as someone or something inimical which then appears to advance upon it in a threatening manner. If the creature does not make a successful saving throw vs. spell, it turns and flees at maximum speed as far from the wizard as possible. The creature has a saving throw penalty of -1 for every two experience levels of the caster to a maximum of -6 at 12th level. Although the caster does not actually pursue the fleeing creature, a phantasm from its own mind does. The spell only functions against creatures with 2 or more intelligence and undead are not affected.
Comments: This is actually a fairly useful spell throughout the entire saga. The eventual -6 penalty creatures suffer when trying to save against the spell make it land fairly regularly. Its also a way for Illusionists to fear creatures as the level 2 spell "Horror" is under the opposed school. It only affects one enemy but often times making just one guy run around like a coward is all you need to beat down the rest of his party.
Level 2 Spells
Some level 2 spells retain their usefulness throughout the entire saga, namely Mirror Image and Blur. The damage spells listed are mediocre but handy simply due to the sheer amount of level 2 spells a high level mage has access to.
Description: Upon casting this spell, a jet of flame appears at the caster's fingertips and bursts out toward one target of the caster's choice. That target will be hit by this flame for 3d6 points of damage, as will any creatures that are in the flame's path. The flame jet strikes a second time halfway through its duration, and the caster may move while the spell is in effect. There is no Saving Throw against this spell, though anti-fire capabilities such as Fire Resistance will apply and may reduce or eliminate the damage.
Comments: An interesting spell. The damage is quite decent for a level 2, and it hits twice with no saving throw against it. Plus, the flame jet can be extended far beyond its normal range by having your mage walk away from the target. You can damage a large swathe of enemies this way since it hits everything in its path, but this spell will hit friendlies too, so watch out. Memorize one if you've got room in your spellbook.
Description: When a Blur spell is cast, the wizard causes the outline of their form to blur, shifting and wavering. This distortion causes all missile and melee attacks against the caster to be made with a -3 penalty. The wizard also gains a +1 bonus to all of his Saving Throws.
Comments: Blur by itself is nothing to be amazed by, but it's more helpful when combined with other defensive spells and AC lowering gear. It has a modestly long duration too, so depending on your level, it will last for one fight or several. Memorize one after putting a couple Mirror Images in your spellbook.
Description: Chaos Shield increases a Wild Mage's chance to gain a favorable result when a Wild Surge occurs. Every time a roll is made on the Wild Surge chart, an extra 15 is added to the dice roll. When Nahal's Reckless Dweomer is cast, the bonus from Chaos Shield stacks with the Wild Mage's level bonus
Comments: Whether this spell is useful or not at low levels is up for debate, given that not all low rolls on the Wild Surge Table are bad and that not all high rolls are good. Personally I don't think this spell is worth using until high levels, where you can stack it with the Improved version and spam Nahal's Reckless Dweomer to get mostly-reliable Wish cheese.
Description: The Deafness spell causes the recipient to become totally unable to hear any sounds. The victim is allowed a Saving Throw vs. Spell to negate the effect. Deafened spellcasters have a 50% chance to miscast any spells. This deafness can be done away with by means of a Dispel Magic spell or a Cure Disease spell.
Comments: It's not that this spell is bad, its just the the level 2 cleric spell Silence is simply better than this one in every way, other than duration and casting time. Interestingly, this spell's duration is permanent and cannot be countered by Vocalize like Silence can.
Description: Any evil creature within the range of the spell will glow red briefly.
Comments: About as useful as Infravision!
Description: When the wizard casts a Detect Invisibility spell, they are able to see clearly any objects or beings that are invisible, as well as any that are astral, ethereal, or out of phase. In addition, this spell enables the wizard to detect hidden or concealed creatures (e.g., Thieves hiding in shadows, halflings in underbrush, and so on). It does not reveal the method of concealment or invisibility, except in the case of astral travelers (where the silver cord can be seen). It does not reveal illusions or enable the caster to see through physical objects.
Comments: Enemy wizards love using invisibility against you, so pick this up and you'll be able to dispel it. Detect Invisibility also works against Improved Invisibility, but it will not let you see through other illusions, like Mirror Image or Mislead. It's short casting time makes it useful throughout the entire saga, especially in fights where you don't have time to wait for True Sight's lengthy cast time.
Description: When the caster completes this spell, a red glow encompasses their hand. When the wizard makes a successful melee attack against a creature, that creature is punched for 1d2 fist damage (Strength bonuses apply) and must make a Saving Throw vs. Spell or be paralyzed for 5 rounds.
Comments: Another one of those idiotic touch spells that don't do anything worth the risk of moving your mage into melee range. Avoid, unless you wish to experiment with it on a Fighter/Mage.
Description: This spell creates a cloud of glittering golden particles within the area of effect. All enemies in the area must roll a successful Saving Throw vs. Spell or be blinded (-4 penalty to attack rolls and Armor Class) for 4 rounds. In addition, all enemies who fail their Saving Throw are covered by the dust, which cannot be removed and continues to sparkle until it fades, thus revealing invisible creatures. The dust fades in 4 rounds
Comments: Blindness and Detect Invisibility wrapped up into one spell, but it's save-or-nothing. Useful for all types of opponents. Highly recommended.
Description: All enemies within the area of effect when this spell is cast must save vs. Spell or flee in terror. Certain creatures are immune to the effects of fear, including all undead.
Comments: This spell will be the bane of your existence during BG1 if you don't have the spells to counter it. Using it against your enemies is not quite as devastating, as you still have to chase them down and kill them. Using ranged weapons makes this part easier, but it can still be a hassle sometimes, especially if the bad guys flee further into the dungeon and toward more enemies.
Description: This spell causes the creature touched to vanish from sight and be undetectable by normal vision or even infravision. Of course, the invisible creature is not magically silenced, and certain other conditions can render the creature detectable. The spell remains in effect until it is magically broken or dispelled, until the recipient attacks any creature, or until 24 hours have passed. The caster cannot perform any actions that manipulate the environment around them such as opening doors, disarming a trap, picking a lock, or opening a chest. The caster can, however, cast defensive spells on him-or herself and fellow party members. And if they attack, they immediately become visible, though the invisibility enables them to attack first.
Comments: Mage/Thieves will get the most utility out of this spell because it allows them to stay hidden and buff up, and then backstab. Later on in BG2, this spell quickly loses its usefulness because the game provides plenty of invisibility potions to drink instead, not to mention that most enemy mages have True Sight. Once you obtain the Cloak of Non-Detection, stealth is usually the better option.
Description: The Knock spell opens locked, held, or wizard-locked doors. It opens secret doors as well as locked boxes or chests. It does not raise barred gates or similar impediments.
Comments: Unfortunately this spell does not give the XP you would get for picking open the lock instead. It's good for thieves and NPCs that choose to increase other skills before Open Locks. Knock sees a lot of use in solo runs where the PC is not a thief-type but a mage of some sort.
Description: A Know Alignment spell enables the Mage to exactly read the aura of a creature. If the creature rolls a successful Saving Throw vs. Spell, the caster learns nothing about that particular creature from the casting. A character hit by this spell will glow red if evil, green if good, and white if neutral. Certain magical devices negate the power of the Know Alignment spell.
Comments: Useless fluff spell.
Description: I'm foregoing the game's original description of this spell because its exceedingly vague on what exactly it does and writing my own.
The recipient of this spell gains a +1 Luck bonus for 3 rounds. "For every point of Luck, the character receives a +1 bonus to the minimum damage caused by his weapons (up to the normal maximum damage of the weapons) and a +1 bonus to hit. Furthermore, Luck also reduces the damage from offensive spells by 1 dice roll (i.e. a character with 1 Luck would receive 10d5 damage from a Fireball instead of 10d6)." - Rogue Rebalancing Readme They also receive +5 to all thieving skills and +1 to all saving throws. Luck spells will not stack with themselves; they will merely replace the previous casting.
Comments: Now that we know what Luck does, it's easy to see that those bonuses sound really nice. But the duration is extremely short which severely limits its usefulness. Its defensive benefits could be used as a last resort to help one of your party members survive what would normally be a total wipe. Offensively it can be used at low levels to help a thief set up and perform a backstab since it increases thief skills and minimum weapon damage rolls.
Melf's Acid Arrow
Description: By means of this spell, the wizard creates a magical arrow that speeds to its target unerringly. The arrow has no attack or damage bonus, but inflicts 2d4 points of acid damage (there is no splash damage). For every 3 levels of the caster, the acid lasts for another round, unless somehow dispelled, inflicting another 2d4 points of damage each round. So at 3rd-5th level, the acid lasts 2 rounds, at 6th-8th level, the acid lasts for 3 rounds, and so on.
Comments: The spell of choice for finishing off trolls. The lingering damage also means trouble for any spellcaster you use this on, if you can sneak it past their defenses, because the damage ticks can interrupt their spellcasting. Make sure you're packing a couple of these.
Description: When a Mirror Image spell is invoked, the caster causes from 2 to 8 exact duplicates of himself to come into being around him. These images do exactly what the wizard does. Since the spell causes a blurring and slight distortion when cast, it is impossible for opponents to be certain which are the illusions and which is the actual wizard. When an image is struck by a melee or missile attack, magical or otherwise, it disappears. Any other existing images remain intact until they are struck. However, it is important to note that this will not protect the caster against every attack as it is possible for an enemy to choose the real caster amongst all the images.
Comments: THE defensive spell of Level 2. Think of it as a Lesser Stoneskin. It will protect you from many things, but not everything. It can absorb different single-target damage spells like Magic Missile and Flame Arrow. However, it will not protect against the extra elemental damage attached to certain weapons like the Varscona +2 longsword's extra cold damage, though it will absorb the physical damage. Plus, weapons that have been poisoned by Assassins or Blackguards will still let the accumulating poison damage get through. This is important to note because there are many enemy mages that cast this spell as well. Always make sure you've got at least 2 of these memorized.
Power Word: Sleep
Description: When a wizard calls upon a Power Word, Sleep spell, they cause a comatose slumber to come upon 1 creature (other than undead and certain other creatures specifically excluded from the spell's effects). The creature targeted must have less than 21 CURRENT Hit Points and gets no Saving Throw. Attacks against magically sleeping opponents always hit. The Sleep effect will last for 5 rounds. This spell has no effect on creatures with more than 20 Hit Points.
Comments: Pretty bad because of the very low HP threshold required for this spell to even work. Sleep is generally superior to this spell for anything that's got HP this low, though I suppose it could also be used in BG1 to take out enemy mages that you get the drop on but they put up a Mirror Image. Outside that niche use, this spell is worthless. Remember that elves and half-elves will resist sleep spells 90% and 30% of the time, respectively.
Ray of Enfeeblement
Description: By means of a Ray of Enfeeblement, a wizard weakens an opponent, reducing its Strength and thereby the attacks that rely upon it. The victim is reduced to a Strength of 5 for the duration of the spell unless a Save vs. Spell is made. This spell does not affect combat bonuses due to magical items, and those conferring increased Strength function normally. However the target receives all of the penalties for a 5 Strength (-2 THAC0, -1 damage, 15 lbs. weight allowance).
Comments: Cast this on anything with a deadly melee attack and watch as it cripples their fighting ability. Sit back and laugh as that bad guy in plate mail can't even move. This is an excellent spell to use against fighter types because their saving throws vs. spell suck. This spell is extremely useful in BGTutu and BG1EE.
Description: The wizard instills courage in the spell's recipients, raising their morale to its highest. The recipients' morale will gradually reset to normal as the duration runs out. If the recipients are affected by fear, they will regain their composure.
Comments: Always have at least one of these memorized, even if your cleric has some Remove Fears memorized too. Because if your cleric gets scared, you'll really wish you had this.
Description: When casting a Stinking Cloud spell, the wizard creates a billowing mass of nauseous vapors up to 90 ft. away from their position. Any creature caught within the cloud must roll a successful Saving Throw vs. Poison at +2 or be sent reeling and fall down for 1d2 rounds. Those who make successful Saving Throws can leave the cloud without suffering any ill effects, although those remaining in the cloud must continue to save each round. A Dispel Magic will remove the nausea on a particular character, but if they remain in the cloud, then they are still subject to its effects.
Comments: More effective than Entangle for incapacitating groups of enemies, but you should still mind the area of effect. Thieves and Mages have particularly bad saving throws vs. death, so even with the saving throw bonus it's likely that they'll still fail to save. If you've got a dwarven or halfling warrior with high Constitution, you can send them into the cloud to mop up with no worries due to their shorty saves vs. death.
Description: Application of this spell sets the Strength of the character to 18 and then adds a +50% bonus on top of this. The character receives any strength bonuses appropriate. For example, if a character has between 18/50 and 18/00 Strength, then his Strength will just be set to 18/00. If a character has a Strength between 18/01 and 18/50, then his Strength will become 18/50 + original percentage. If their Strength is less than 18, then it will just become 18/50.However, this spell will actually lower a character's Strength if it is already 19 or more. This spell will not stack with itself; the original casting must run out first.
Comments: A great, long-lasting spell for fighter types whose strength is sub-par, like paladins that had to gimp their strength to get good stats elsewhere and monks since they can't roll for Exceptional Strength. Also good for multiclasses and thieves that backstab a lot. If you need this spell, memorize at least one. Strength loses utility in the middle of BG2 because of how plentiful strength-increasing items are.
Description: Gives immunity to Silence.
Comments: The only time you're going to be silenced is if you're playing with SCS. Priests in the vanilla game are not going to be casting Silence on you, nor will mages be using Power Word, Silence. Without SCS this spell is completely forgettable, but if you are using it, you should always have at least one memorized.
Description: A Web spell creates a many-layered mass of strong, sticky strands similar to spider webs but far larger and tougher. The Web spell covers a maximum area of about 30 ft. in radius (roughly the same size as a Fireball). Creatures caught within webs, or simply touching them, become stuck among the gluey fibers. Anyone in the area when the spell is cast must roll a Saving Throw vs. Spell with a -2 penalty. If the Saving Throw is successful, then the creature is free to move out of the area. A failed Saving Throw means the creature is stuck in the webs unable to move. Each round that a creature remains in the web, it must make a Saving Throw or be unable to move.
Comments: Web is the best crowd control spell of Level 2. It has a saving throw penalty and anything that fails is considered paralyzed, which means automatic hits. Throw out one of these, stand back with ranged weapons, and nail anything that gets caught. Or send out multiple Webs and watch as your enemies are engulfed in it. Spider Spawn synergizes with this spell very well since the summoned spiders are immune to webs, and since webbed enemies suffer automatic hits, its all but guaranteed that they'll be poisoned by the spiders as well.
Level 3 Spells
Now the real fun begins with level 3 spells. There are quite a few good spells to be found on this level.
Description: The Clairvoyance spell empowers the wizard to see in his mind the geographical features and buildings of the region he is currently exploring. It extends to a great range, but cannot reveal creatures or their movements.
Comments: The only time this spell will see any use is if you're new to Baldur's Gate and want to know what lies ahead on the map. Otherwise, skip it.
Description: When cast at a point designated by the wizard this spell will cancel all Illusion spells of 3rd level and lower in the area. The spells that are affected by this are Reflected Image, Invisibility, Mirror Image, and Non-Detection. It is important to note that the caster can control just who this spell affects. Therefore, it will affect only creatures that are not in the caster's party. The target's magic resistance, if any, does not come affect with this spell.
Comments: An improved version of the level 2 spell Detect Invisibility, this spell will let you cancel all enemy illusion spells of 3rd level or lower. You should memorize one of these in BG1, but its utility drops off massively in BG2 because spellcasters will have higher level ways of concealing themselves from sight.
Description: This spell works in the exact same manner as Charm Person, with one difference: There is no Saving Throw bonus.
Comments: This spell will work more reliably than its 1st level version due to not having a saving throw bonus. Sometimes all you need to win a fight is to take control of one of their guys and turn him back on them. Dire Charm only lasts for 30 seconds, so don't be afraid to send your "friend" into the fray and burn off their spells and abilities.
Description: A Dispel Magic spell removes magical effects upon anyone within the area. This includes effects given from spells, potions, and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning and Spell Deflection. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the Dispel Magic is above the original caster, their chance of success increases by 5%. For every level that the caster of Dispel Magic is below the original caster, their chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 5% chance of success or failure. Thus, if a caster is 10 levels higher than the magic they are trying to dispel, there is only a 5% chance of failure. Similarly if the caster is 4 levels lower than the magic they are trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster. Note: While this spell dispels the individual effects of Grease, Web, Stinking Cloud, and other
such spells, it does not dispel the area of effect.
Comments: You should always have at least one of these memorized at all times, preferably two. You never know when a party member might receive a crippling debuff and you need him back in the fight. Sure, it'll dispel all your buffs but that's preferable to a death that could've been easily avoided. Dispel Magic also works on enemies, but not nearly as well as allies, mainly because mages that you encounter will be higher level than you.
Description: A Fireball is an explosive burst of flame, which detonates with a low roar and delivers damage proportional to the level of the wizard who cast it—1d6 points of damage for each level of experience of the caster (up to a maximum of 10d6). Creatures failing their Saving Throws each suffer full damage from the blast. Those who roll successful Saving Throws manage to dodge, fall flat, or roll aside, each receiving half.
Comments: The classic level 3 spell. I don't think I need to tell you anything about this one, but it gets outclassed by Skull Trap in BG2.
Description: This spell enables the caster to hurl fiery bolts at opponents within range. Each bolt inflicts 1d6 points of piercing damage, plus 4d6 points of fire damage. Only half of the fire damage is inflicted if the creature struck saves vs. spell. The caster receives one bolt for every five experience levels beyond 5th (two bolts at 10th level, three at 15th level, etc.). All of the bolts will streak towards the target of the spell.
Comments: Excellent single-target damage, but any sort of fire resistance will severely decrease the damage done due to the way the spell works. It actually deals two sets of 2d6 fire damage per arrow in addition to the piercing damage. Thus, succeeding in the save causes only 1 set of the 2d6 fire damage per arrow to get through. Still better than Magic Missile damage-wise, though.
Description: By means of this spell, the wizard creates a magical field of force that serves as if it were field plate armor (AC 2). It is cumulative with Dexterity and, in the case of fighter/mages, with the shield bonus. The armor spell does not hinder movement, adds no weight or encumbrance, nor does it prevent spellcasting. It lasts until successfully dispelled or until the duration runs out.
Comments: This doesn't last nearly as long as the 1st level Armor spell but it protects you a bit better. You're trading an extra 4 AC for an extremely decreased duration, so this spell will only last you for a few battles. Fighter/Mages and Blades that haven't found any armor to cast in yet will make good use of this spell, and it's also good for Kensai->Mages who can't wear any armor but still want to get up close and personal. Still, the 4th level Spirit Armor spell is much better.
Description: When this spell is cast, all creatures affected function at double their normal movement rate, gain a -2 initiative bonus, and receive an extra attack each round. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. At the instant the spell is completed, it affects all ally creatures in a 30-foot sphere centered on a point selected by the caster (thus, creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not). Note that affected creatures expend as much energy during this spell as they would normally in a whole day, significantly raising their fatigue level. This spell is not cumulative with itself or with other similar magic. Spellcasting and spell effects are not affected. Note that this spell negates the effects of a slow spell.
Comments: The best buff spell of level 3. Haste is awesome. And despite the second-to-last sentence in the description, some effects do work twice as fast while under Haste, such as regeneration AND poison. Anyway this spell will greatly increase the capability of your fighters as well as your summons. If they have decently high Constitution as well, they won't be affected by the fatigue bonus as much, so you can keep buffing them with it. Useful for thieves as well because it makes it easier to run away to cut off enemies' line of sight and re-stealth for another backstab, and it also makes re-stealth attempts cool down twice as fast. Always have one or more memorized.
Description: This spell holds one or more humans, demihumans, or humanoid creatures rigidly immobile and in place for 1 turn. This includes brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be held, while an ogre could not.
The effect is centered on the victim selected by the caster. Every enemy within 5 feet of the target is also affected. Those who succeed on their saving throws are totally unaffected by the spell. Undead creatures cannot be held. Held creatures cannot move or speak, but they remain aware of events around them. Time passes for the held creature at the same rate as if they were not held, even though they cannot move or even speak. In other words, being held does not prevent the worsening of the subjects' condition due to wounds, disease, or poison.
Comments: If you're good at aiming spells, Hold Person can turn the tide of a difficult battle by disabling multiple enemies. Sometimes its enough to disable just one. Debuffer mages should get some mileage out of this spell. Just keep in mind that the spell's AoE is pretty small if you're trying to bag multiple humanoids.
Description: This spell holds 1d4 undead creatures rigidly immobile and in place for 12 or more rounds. The effect is centered on the victim selected by the caster. Any enemies within 10 ft. of the target are also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subject's condition due to wounds.
Comments: Not really useful because anything worth using this on is either:
1) Not that dangerous
2) Has magic resistance
3) Is immune (Liches)
Invisibility 10' Radius
Description: As Invisibility, but affects everyone in a 10 ft. radius of the caster.
Comments: Excellent for group sneak attacks. You can use this spell to bypass the meat shields that enemy mages usually hide behind, and attack a group of enemies from a different angle. Sometimes that's all it takes to win a battle. The casting time for this spell is a full round, so that restricts its best usage to outside of battle unless you're talented.
Description: Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). If the lightning bolt intersects with a wall, it will bounce until it reaches its full length.
Comments: This spell is best used indoors where it can bounce off the walls to hit enemies multiple times. That said, its extremely dangerous because it can strike your party members as well, so take precautions. Mages in BG1 are very fond of this spell for that reason.
Melf's Minute Meteors
Description: This spell creates several small globes of fire, one for each experience level the wizard has obtained (up to 20), which are held in the wizard's hands in place of their usual weapons. The meteors can be hurled at targets up to 270 feet away and are treated as missiles with a +6 enchantment bonus and +5 bonus to the attack rolls. Each meteor bursts into a 1-ft. diameter sphere upon impact, inflicting 1d4+3 points of damage plus an additional 3 points of fire damage to any creature struck. The wizard may hurl up to five missiles per round.
Comments: Quite an interesting spell here. These meteors count as +6 weapons, making them one of the few that can pierce Absolute Immunity. Unfortunately they can be thrown back at the caster if the victim has one of the Spell Turning defenses up. The meteors do decent damage, can be thrown pretty fast, and receive THAC0 bonuses from Dexterity. They also last until all of them are discharged, so you can rest in between castings and still retain them, though you can't stack them up with repeated castings. Save a slot for this spell.
Minor Spell Deflection
Description: This spell is similar to the 6th-level spell Spell Deflection, which causes the spells cast against the wizard to be absorbed and consumed. This spell affects a total of 4 spell levels, including spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the wizard, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the wizard, it will be absorbed. This spell will only affect up to 7th-level spells, but if it tries to absorb a spell that goes over its limit, the spell will fail and the spell deflection will be canceled. For example, if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be absorbed while canceling the Spell Deflection.
Comments: This spell marks the beginning of mage fencing duels. It can only absorb 4 spell levels but protects up to level 7 spells, so it will protect you against mages through all of BG1 and the beginning of BG2. Not quite as useful on mages in a party since in vanilla, enemy wizards will target whatever is closest to them, and since they're usually guarded by melee fighters, its not a good idea to send in your mage who's only protected against spells. Plus, in SCS, they'll take notice of your protection and target someone else or attempt to dispel your spell deflection. Memorize one.
Monster Summoning I
Description: With the casting of this spell, the wizard summons a random selection of 3-HD monsters. There is a 60% chance of receiving one monster and a 40% chance of receiving two monsters. The monster(s) appear within spell range and attack the spellcaster's opponents until the spell duration expires or until they are slain.
Comments: These summons are far too weak to be of any real threat to an enemy by the time you get this in BG1. In BG2 they're even more useless. Skip this.
Description: This spell is supposed to protect against Divination spells that dispel invisibility, but it doesn't.
Comments: Obviously there is something wrong with this spell since it doesn't work how its supposed to. However, it will protect a thief in stealth from being revealed by True Sight/Seeing. And that's its ONLY use. Skip.
Protection From Cold
Description: Gives 100% cold damage immunity and 50% immunity to magical cold damage.
Comments: Cold damage isn't that common, and magical cold damage is extremely rare. This spell lasts a long time so if you happen to have room in your spellbook for it, take one.
Protection From Fire
Description: Gives 100% fire damage immunity and 50% immunity to magical fire damage.
Comments: Fire damage is very common but magical fire isn't. This spell lasts a long time too, so you should memorize one.
Protection From Normal Missiles
Description: By means of this spell, the wizard bestows total invulnerability to non-magical hurled and projected missiles such as arrows, axes, bolts, javelins, and sling stones. Note, however, that this spell does not convey any protection from such magical attacks as Fireballs, Lightning Bolts, Magic Missiles, or magical missiles such as arrows +1.
Comments: In BG1 this will save your mage from being poked full of arrows in case enemies decide to target him. Less useful in BG2 because enemies using nonmagical ammo are hardly a threat anyway and will be stopped by the Stoneskin you'll have up, if they hit you at all.
Description: As Dispel Magic, but only affects enemies.
Comments: I don't really see the need for this spell because you can simply aim Dispel Magic so it won't affect your party. You can use this against mid-level mages who are more of a nuisance than a problem without fear of hitting your own party. This spell sees use in ToB because you start to gain crazy amounts of XP and level up really fast, so the dispelling works much more reliably then.
Description: When this spell is cast, a skull is thrown by the caster at the target area. The skull floats in the area until a creature comes within 20 ft. of it. When this happens, the skull is triggered and explodes damaging everyone within a 30-ft. radius. The damage inflicted is equal to 1d6 per level of the caster (up to 20d6), or half with a successful Saving Throw vs. Spell. When casting this spell, it is wise to set it far away from the party lest they set it off accidentally.
Comments: This spell scales up to level 20, unlike Fireball which caps at level 10 and Delayed Blast Fireball which caps at 15d6 damage. It also deals magical damage instead of the commonly-resisted fire damage. Finally, it can also be used as a trap since it hovers at the targeted point until someone comes close to it. For maximum cheese, you can put several in one spot. Skull Trap can be used like a fireball as well but it has a short delay before it explodes. Nuker mages should memorize many of these.
Description: A Slow spell causes creatures to move and attack at half of their normal rates. It negates Haste, but does not otherwise affect magically hasted or slowed creatures. Slowed creatures have an Armor Class and attack penalty of -4. Creatures save at -4 vs. Spell.
Comments: An excellent debuffing spell with a stiff saving throw penalty. Slow is perfect for anything that's tanky and requires many hits to kill, and it's also good against anything with good THAC0. Regeneration rate on the victims (if any) will be halved but the number of poison ticks they'll take will also be halved. Debuffer mages should take a few of these.
Description: When this spell is cast at a target creature, it will dispel all of the spell protections of 5th level and lower affecting it. This includes the following spells: Minor Spell Deflection, Minor Globe of Invulnerability, Spell Immunity, and Minor Spell Turning. The target's Magic Resistance, if any, does not affect this spell.
Comments: This is what you'll be using at lower levels to tear down mages' defenses against your spells. It retains its usefulness even at high levels because it tears down all the protections listed above, while the higher level spell protection removers tend to only remove one at a time. Memorize 1 of these in BG1, but memorize a 2 or so in BG2.
Description: When this spell is cast, the target loses 1d6 Hit Points for every 2 caster levels, to a maximum drain of 6d6 for a 12th-level caster. These Hit Points are added to the caster's current Hit Points, with any Hit Points over the caster's normal maximum treated as temporary additional Hit Points. The temporary Hit Points last for 1 hour.
Note: This spell may not be cast multiple times to radically increase the caster's Hit Points. The caster must wait for the first Vampiric Touch spell to run its course before casting another.
Comments: At least you don't have to make an attack roll for this spell, unlike all the other Touch spells. Still, it's not a good idea to put your mage in melee range unless it's a Fighter/Mage, in which case you can use this spell to heal yourself a bit and ease the burden on your cleric.
Wraithform (Enhanced Editions only)
Description: When this spell is cast, the wizard and all of their gear become insubstantial. The caster is subject only to magical or special attacks, including those by weapons of +1 or better enchantment, or by creatures otherwise able to affect those struck only by magical weapons. The wizard also gains 25% resistance to magic damage. While in Wraithform, the caster cannot cast either arcane or divine spells.
Comments: This was a spell that was in the original BG1 but was never implemented. Now it drops in BG1EE and also works in BG2EE. This spell is best used on Fighter/Mages since spellcasting is turned off while using Wraithform. Some dangerous enemies can be tanked using this spell, like Sarevok.
Level 4 Spells
Defensive and debuff spells get much better at this level. The most notable level 4 spells are obviously Stoneskin, followed by Greater Malison.
Description: This spell causes confusion in one or more creatures within the area, creating indecision and the inability to take effective action. All creatures within the area of effect are allowed Saving Throw vs. Spell with a -2 penalty. Those successfully saving are unaffected by the spell, whereas those who fail their Saving Throws will either go berserk, stand confused, or wander about for the duration of the spell. Wandering creatures move as far from the caster as possible, according to their most typical mode of movement (characters walk, fish swim, bats fly, etc.). Any confused creature that is attacked perceives the attacker as an enemy and acts according to its basic nature. The spell lasts for 5 rounds plus 1 round every 6 levels of the caster.
Comments: Great for disabling packs of fighters, Confusion will let you finish them off at your leisure. Enemies will also occasionally attack each other, which can weaken an ambush further. But this spell is far more deadly when it is used against your own party for the reasons already listed. Debuff mages should memorize some of these.
Description: This spell causes a major disease and weakness in a creature. The afflicted individual is immediately stricken with painful and distracting symptoms: boils, blotches, lesions, seeping abscesses, and so on. Strength, Dexterity, and Charisma scores are reduced by 2. The afflicted character is also Slowed. These effects persist until the character receives a Cure Disease spell.
Comments: An utterly 'meh' spell. The effects may be permanent, but you're just going to kill whatever you've casted this on anyway. The stat drain is negligible and the slow, while interesting, still cannot redeem this spell from its overall mediocrity. Pass.
Description: This spell transports the caster to any place within range of the spell.
Comments: Dimension Door isn't available in BG2(EE) without using the console or mods, but it can be bought from Sorcerous Sundries in BG1(EE) and then imported via a CHARNAME that has the spell scribed in their book. Anyway, this spell is good for getting your mage out of sticky situations in a hurry, like if a bunch of fighters or archers decide to gang up on him. You can go anywhere on the map that's already been explored. Be careful about where you use it though, you might end up going somewhere that results in a sequence break. That is probably why the spell is unobtainable in normal gameplay in BG2.
Description: When this spell is cast the wizard can disturb the emotional state of those around him. The effect of this is to inflict a feeling of hopelessness upon the enemies within the visual sight of the caster. Upon a failed save vs. spell, the affected will lie down where they stand and give over all their will to a higher power. Sometimes they can be heard to exclaim things such as 'I lay down and die', or 'I'm going home'. This will last for the duration of the spell upon which they will return to normal.
The secondary effect of this spell is to instill upon the caster the feeling of courage. This will remove any effects of panic and restore his morale, as well as prevent the above from creeping forth into his psyche. There is no save vs. this and it will last for the duration of the spell.
Comments: Combines a disabler and a buff into one spell. Although this spell doesn't have a save penalty like Confusion, I prefer it because enemies will stay down longer and they'll stay still. The anti-fear buff is more of a novelty than anything, but it does its job even if it doesn't give you an anti-fear portrait icon to let you know that its working.
Description: This spell conjures forth a +3 enchanted weapon that may be used by anyone. The weapon may be either a mace, axe, long sword, or short sword. The weapon stays in existence for 1 day.
Comments: Not especially useful in either game. By the time you get it in BG1, the weapons you've got may not be enchanted as high as +3, but come with other useful effects. In BG2, its the same thing but +3 weapons are much easier to find. If you somehow have to deal with an iron golem or something else that requires at least +3 weapons to hit, and haven't found one yet, you can use this spell.
Description: When Farsight is cast, the caster is able to view an area of an unexplored map. After casting the spell, simply click on a section of the map that you want to view. For the duration of the spell, the caster can spy on that area, noting creatures and fortifications.
Comments: An upgraded version of Clairvoyance, this spell will let you see the creatures that are further ahead. Still useless if you already know BG2 like the back of your hand.
Description: The blue fireshield protects the user from cold damage by surrounding the caster with a shield of ice flame. This shield not only grants the user 50% cold resistance, but also protects the caster from attacks made within a 5' radius around the caster. An opponent that hits the caster with any weapons or spells within this radius suffers 1d8 +2 cold damage.
Comments: The usefulness of this spell varies wildly depending on what kind of mage your character is and what they're fighting. Fighter/mages and Blades can use this to punish enemies for landing hits on them while buffed with Stoneskin and Mirror Image to negate the damage. Single-classed mages can buff with Protection from Magic Weapons and this spell and watch as enemies keep hitting themselves with the retaliation damage over and over. If you want to use the retaliation damage offensively, the Blue fire shield is a better choice because cold isn't resisted as often as fire. Attacks made against the caster beyond 5 feet, in the case of archers, will not trigger the retaliation damage. Offensive spells that cause damage such as Magic Missile will trigger it as well, but only if they are within 5 feet of the caster. Debuff spells and spells that otherwise do not cause damage will not trigger it.
Description: The red fireshield protects the user from fire damage by surrounding the caster with a shield of flame. This shield not only grants the user 50% fire resistance, but also protects the caster from attacks made within a 5' radius around the caster. An opponent that hits the caster with any weapons or spells within this radius suffers 1d8 +2 fire damage.
Comments: Same as the Blue fireshield, but better defensively because it protects against fire instead of cold. But why bother with using just one? Its far more effective to use both at the same time than to stick with one version. Enemies will be punished twice as hard and you'll take 50% less damage from both elements. Also the shield will look purple, which is kind of neat.
Description: The spell allows the caster to adversely affect all the saving throws of his enemies. The effect is applied to all hostile creatures within the area of effect. Opponents under the influence of this spell make all saving throws at a penalty of -4.
Comments: The second best Level 4 spell. You can combine Greater Malison with other spells to make it more likely that they will hit with their full effects. This spell will not stack with itself, but saving throw penalties from other spells such as Slow (-4), Silence (-5), and Web (-2) will stack with Greater Malison. Debuffer mages should memorize as many of these as they can, within reason.
Description: When this spell is cast, great hail stones pound down for four rounds in a 60-ft. diameter area and inflict 2d8 points of cold damage to any creatures within the area of effect. Also, anyone that remains within the area of effect takes 2d8 damage each round for 4 rounds.
Comments: Mages' first damage cloud spell. As such, its unimpressive. It only does 2-16 damage but at least there's no save.
Description: This spell is similar to Invisibility, but the recipient is able to attack by missile discharge, melee combat, or spellcasting while remaining unseen. However, telltale traces — a shimmering - allow an observant opponent to attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has made their presence known). Attacks against the invisible character suffer a -4 penalty to attack rolls, and the invisible character's Saving Throws are made with a +4 bonus.
Note: After making an attack, the wizard is no longer completely invisible. Opponents can target the wizard with weapons.
Comments: To clear up some confusion, Improved Invisibility acts exactly like standard Invisibility when first cast, but the extra AC and saves last throughout the duration. After the caster attacks somehow, by weapon or spell, they can be attacked with weapons and are not considered invisible (i.e. you cannot backstab even though your character still looks like its under invisibility). The caster still cannot be directly targeted by spells. This targeting protection lasts until the spell wears off or is dispelled.
So, that said, its easy to see why enemy mages like using this spell so much. They buff themselves up to be untouchable by fighter-types and then use this to make it so your mages can't tear down their protections with Breach and the like. Improved Invisibility is probably the 3rd best spell of Level 4.
Minor Globe of Invulnerability
Description: This spell creates a faintly shimmering magical sphere around the caster that prevents any 1st-, 2nd-, or 3rd-level spell effects from penetrating. This includes innate abilities and effects from devices. However, any type of spell can be cast out of the magical sphere, and these pass from the caster of the globe to their subject without affecting the globe. Spells of 4th level or higher are not affected by the globe.
Comments: Extremely powerful in BG1, this spell will let you ignore a majority of mages' spells. It is decidedly less useful in BG2 because mages cast much higher level spells, but can still make a huge difference in certain fights.
Description: This spell allows a wizard to store two spells and activate them both at the same time from their Special Ability button. Both spells must be of 2nd level or lower. To create a sequencer, a Mage must memorize not only Minor Sequencer but also the spells they intend to store in it (a Sorcerer can store spells of any level for which they still have spell slots). After casting Minor Sequencer, the player will be prompted to choose the sequenced spells from those they have memorized.
A sequencer lasts until activated and, once used, releases its spells immediately (no casting time). The Special Ability icon also disappears until the next time a sequencer is formed. A wizard can possess only one Minor Sequencer at a time, and it may not be given to other characters.
Comments: Mages' first sequencer spell. Keep in mind that there's no way to see what spells you've stored in the sequencer after you've cast it, so pay attention. There are many combinations you can use, whether offensively, defensively, or both. Cleric/Mages can also load their sequencers with cleric spells, so there's even more combinations you can try by using that multiclass.
Monster Summoning II
Description: This spell is much like the 3rd-level Monster Summoning I spell, except that this spell summons 4-HD monsters. There is a 60% chance of receiving one monster and a 40% chance of receiving two monsters. These monster(s) appear within spell range and attack the caster's opponents until the spell duration expires or until they are slain.
Comments: Still just as worthless as its 3rd level counterpart. Pass.
Otiluke's Resilient Sphere
Description: When this spell is cast, the result is a globe of shimmering force that encloses the subject creature if it fails to Save vs. Spell. The resilient sphere will contain its subject for the duration of the spell. The sphere is completely immune to all damage; in fact, the only method of removing the sphere is a successful Dispel Magic. Hence, the creature caught inside the globe is completely safe from all attacks, but at the same time completely unable to affect the outside world.
Comments: There are two uses for this spell and they're both unreliable. The first one is to seal off a dangerous bad guy so you can deal with all the other trash surrounding him. Needless to say, everything worth using this spell on is straight-up immune or needs to have its magic resistance AND its saves lowered for it to work. The spell's second use is to save a party member that's near death and your cleric is still waiting for his next round so he can cast Greater Restoration or something. Usually the party member you're trying to save will either have saving throws good enough to block the spell or their magic resistance will block it instead. On the off-chance that the spell does pull through, its a lifesaver.
Description: The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form.
Comments: Might as well be an instant-death spell since it turns the victim into a pathetically weak squirrel. It's still save-or-nothing, so cast a Greater Malison before trying it to make sure it works.
Description: When this spell is cast, the wizard is able to assume the form of another creature. The caster also gains the physical mode of locomotion and breathing as well. This spell does not give the new form's other abilities such as special attacks and magic, nor does it run the risk of the wizard changing personality and mentality.
When the spell is cast, for the duration of the spell the caster may transform into any of the new forms at any time, and as many times as he wishes. The caster gains the natural attacks of the new form in some cases and may use weapons in others. The mental attributes of the wizard remain the same, however all the physical attributes are attained from the new form. Also, any natural protections that the new form offer are conferred to the wizard, such as the resistance to missile and blunt weapons possessed by the slime form. The possible forms are:
|Counts as +1
Speed Factor 3
|Base AC 6
100% Cold resist
100% Magic Cold resist
50% Electricity resist
|Counts as +1
1d6+6 (STR) piercing
Speed Factor 3
|Base AC 7||Hasted|
|Counts as +1
1d6+6 (STR) piercing
Speed Factor 3
|Base AC 6||Hasted|
|Counts as +3
1d6 crushing (ranged)
Speed Factor 3
|Base AC 0
50% Cold resist
100% Electricity resist
100% Magic resist
50% Magic Cold resist
30% Slashing resist
60% Crushing resist
100% Piercing resist
85% Missile resist
Slow on hit for 20 seconds; save vs. petrify/poly negates
|Counts as +1
1d4+1 (STR) piercing
Speed Factor 2
|Base AC 3||Hasted|
Poison on hit: 1 HP/2 sec. for 6 rounds, no save
Extra -4 AC bonus
Immunity to Web
|Counts as +1
Morningstar: 4d6+6 (STR) crushing
Speed Factor 7
|Base AC 5||Hasted|
|Counts as +3
Halberd +1: 1d10+1 piercing, +1 fire, +1 STR
Speed Factor 8
|Base AC 1||Hasted|
Comments: The Mustard Jelly form has the most defense of all the transformations, including a cheesy 100% magic resistance! Slither up to a mage and exhaust his spells, then call in your friends to finish him off. Or change into a spider, drink an invisibility potion, and poison him, then turn back into a mustard jelly to survive his crippled magical onslaught. Every form disables spellcasting so you can't actively buff yourself further while transformed. Although, contingencies and sequencers still work, which can lead to some very interesting offensive and defensive combinations, indeed...
Description: Upon casting this spell, the wizard is usually able to remove a curse on an object, on a person, or in the form of some undesired sending or evil presence. Note that the remove curse spell does not remove the curse from a cursed shield, weapon, or suit of armor, for example, although the spell typically enables the person afflicted with any such cursed item to get rid of it. Certain special curses may not be countered by this spell, or may be countered only by a caster of a certain level or more.
Comments: The only time you'll have a use for this spell is if you equip an unidentified item that turns out to be cursed. There's perhaps a grand total of 1 cursed item in the game that's actually useful enough to voluntarily equip anyway, so this spell is more like an antidote for your own stupidity. However, there are some effects in ToB while playing with the Deck of Many Things that can only be dispelled by Remove Curse, such as the Strength Curse, so this spell isn't entirely useless to the wise.
Description: When this spell is cast at a target creature it will dispel one spell protection of 8th level or lower. The spells that are affected by this are: Minor Spell Turning, Minor Globe Of Invulnerability, Spell Immunity, Spell Deflection, Spell Turning, and Spell Shield. The target's magic resistance, if any, does not affect this spell.
Comments: While Spell Thrust removes all spell protections of 5th level and lower, Secret Word will only remove one but it goes up to 8th level instead. One of the staple spells in mage fencing duels.
Description: Upon casting this spell, the wizard must throw several spider eggs into the air while saying the final command word. The result is that the eggs morph into a fully grown spider that will remain under the wizard’s telepathic control. The type of spider that appears depends upon the level of the wizard casting the spell.
-7th: giant spider
-9th: phase spider
-12th+: sword spider
When the spell is cast, there is a 20% chance that two spiders of the proper type will appear instead of just one. These spiders will remain under the wizard’s control until they are slain, or until the spell duration expires.
Comments: These summons aren't particularly hardy but that's not their role. Their main draw is the poison they can inflict, and the fact that they're immune to webs makes it easy to trap your foes in one and let the spiders do the rest. Top it off with a Greater Malison and you and your spiders will be very happy.
Description: This spell is very similar to the 3rd-level spell Ghost Armor in that it creates a corporeal barrier around the target's body for the duration of the spell. This spell, however, actually taps in to the target's life force in order to create the barrier. The armor itself is weightless and does not hinder movement or spellcasting at all.
The spirit armor does not work cumulatively with any other armor; however, Dexterity bonuses still apply as well as magic rings and shields. While in effect, the Armor Class of the recipient will be set to 1, as if they were wearing full plate. Also, due to the magical nature of the spell, they will also receive a +3 bonus to Save vs. Spell.
There is a danger, however, as when the spell runs out, the external portion of the spirit is temporarily lost, inflicting 2d4 points of magical damage upon the target unless the creature makes a Saving Throw vs. Spell.
Comments: This is the strongest in the line of Armor spells. Nearly all mages can enjoy the defensive benefits, especially Kensai->Mages, but Illusionists sadly miss out. You gain an extra 1 AC and another hour in duration over Ghost Armor, and a +3 bonus to saves vs. spells for whatever reason. Not only that, but unlike the other Armor spells, you can cast this on other characters and not just yourself. It's pretty much a straight upgrade. The 2d4 damage that happens when the duration runs out isn't a big deal since you can save against it and it's not a whole lot of damage anyway. To get the most out of the spell's duration, cast it after entering a dungeon but before the first fight.
Description: When a wizard casts this powerful spell upon himself, an outer skin of stone will move up from the ground completely covering him. This skin is of course magical and will hinder the wizard in no way. The effect of this is to protect the wizard from physical attacks such as melee weapons and projectiles. For every 2 levels of the caster an additional skin is gained upon casting, for example a 10th level wizard would receive 5 skins while a 20th level wizard would receive 10. For each skin the wizard possesses the spell will stop one attack, so a 10th level wizard would be protected from the first 5 attacks made against him, but the sixth would affect him normally. The skins will remain on the wizard until he is affected by a dispel magic, all of the skins are removed due to physical attacks, or the spell duration expires. It is important to note that this will not protect the wizard from any magical attacks such as fireball.
Comments: Pretty much the best defensive spell there is against weapons outside Protection from Magic Weapons. The duration is very long, the casting time is short, and it completely stops attackers from dealing physical damage (though elemental damage attached to said weapons will still get through). It lasts long enough that you can cast it, rest, and then cast it again if the skins are destroyed or the rest of the duration runs out. When paired with Mirror Image, you can turn your mage into a tank whether their AC is good or bad. It's great for Fighter/Mages and Blade bards as well because if enemies get past your AC, it still won't hurt you. Always have at least one memorized, two in the case Blades and Fighter/Mages.
Description: The wizard instigates a teleportation effect that randomly teleports all enemies in this area for the duration of the spell. Teleport Field is best used against multiple enemies, serving to confuse them and allowing the wizard to concentrate on activating their defenses.
Comments: It's not quite as effective as I wish it was, but it will keep anything that's not highly magic-resistant from staying within its area of effect for too long. The teleportation effect occurs once every round, so depending on the speed of the creature being teleported, it will either give you some breathing room or it will only get them off you for a second. It's also handy for clearing out choke points if there's a mage in the back that your fighters can't reach because some meatshields are blocking the way.
Description: When this spell is employed, the wizard creates an invisible sensory organ that sends him visual information. The Wizard Eye can see with normal vision up to 60 ft. away in brightly lit areas, and can travel in any direction as long as the spell lasts. It has substance and a form that can be detected (by a Detect Invisibility spell, for instance). Solid barriers prevent the passage of a Wizard Eye. The powers of the eye cannot be enhanced by other spells or items. The caster is subject to any gaze attack met by the eye. A successful Dispel Magic spell cast on the wizard or the eye ends the spell.
Comments: For anyone doing their first playthrough, this spell can be invaluable because it lets you scout out whatever lies ahead. The eye is fragile though, so you can kiss it goodbye if it is detected. One devious use for Wizard Eye is to cast Project Image, then have the image cast this spell so you can guide it like a remote-controlled clone of yourself that has all the spells you have memorized at the time of casting. That way if you have multiple Project Image spells memorized, you only need to have one Wizard Eye memorized.
Level 5 Spells
Level 5 spells are the highest level spells you'll be able to cast in BG1. Like level 4, there's more quality disabler spells with a couple worthwhile damage spells. Notable spells this level include Breach, Chaos, Cone of Cold, Lower Resistance, and Spell Immunity.
Description: This spell causes a skeleton warrior to rise and serve the caster under any conditions. The type of skeleton warrior that appears depends upon the level of the wizard casting the spell.
- 1st – 6th: a 3 HD skeleton warrior wielding a long sword.
- 7th – 10th: a 5 HD skeleton warrior wielding a long sword +1.
- 11th – 14th: a 7 HD skeleton warrior wielding a bastard sword +1.
- 15th and up: a 9 HD skeleton warrior wielding a two-handed sword +1.
The skeleton warrior can follow the caster, remain in an area and attack any creature entering the place, etc. It remains animated until it is destroyed in combat, 8 hours pass, or it is turned. This spell cannot be dispelled.
Comments: The skeletons summoned by this spell aren't particularly strong or hardy, but their magic resistance is pretty high for the level you can summon each one at, so they're good in fights with other mages. The skeleton summoned at level 15+ has an impressive 90% magic resistance and is reasonably tough, so it can take some punishment before going down. They are still vulnerable to Death Spell, however. Each of them are immune to Mind Flayers' brain-drain attacks, which can be a godsend since not a whole lot else you can summon can say the same. Clerics can cast Animate Dead as a level 3 spell, so multi-classed Cleric/Illusionists can still cast this even though Necromancy is their school of opposition. Clerics also get access to the 9 HD skeleton faster since it takes less XP to get to level 15 than a mage.
Description: When this spell is cast at a creature, it breaches and dispels all of the specific and combat protections on the target creature.
Here is a complete list of all the specific protection spells that are dispelled by Breach: Shield, Protection Circle, Resist Fear, Protection From Fire/Cold, Fireshield, Protection From Acid, Protection From Electricity, Protection From Magic Energy, Protection From The Elements, and Protection From Energy.
The combat protection spells dispelled by Breach are Protection From Normal Missiles, Protection From Normal Weapons, Protection From Magical Weapons, Stoneskin, Armor, Ghost Armor, Spirit Armor, Absolute Immunity, Mantle, and Improved Mantle. The target's Magic Resistance, if any, does not affect this spell.
Comments: The important part of this spell is that it strips away the protections that a mage uses to avoid damage from melee/ranged weapons, most notably Stoneskin and Protection From Magic Weapons. You should memorize several of these, no matter what kind of mage you are. Liches are unfortunately immune to this spell, since they're immune to ALL spells of level 5 and lower.
Description: The effects of this spell are identical to the 4th level spell confusion in all respects. The victims wander around as if in a daze, sometimes wandering away, sometimes attacking, either friend or foe. If the victim is 4th level or lower, he does not receive a saving throw versus the effects. However, if the victim is 5th level or higher, he receives a save vs. spell at -4. The spell lasts for the duration or until a successful dispel magic is cast.
Comments: Chaos' save penalty is higher than Confusion's but is otherwise identical. Also it will automatically confuse victims that are 4th level and lower, but there's nothing that dangerous about 4th level enemies anyway. Cast Greater Malison before this and the combined save penalty will make sure that all but the luckiest enemies are struck by the confusion.
Description: This spell generates a billowing cloud of ghastly, yellowish green vapors that is so toxic as to slay any creature with 4 or fewer Hit Dice, and causes creatures with 5 to 6 Hit Dice to roll Saving Throws vs. Poison with a -4 penalty or be slain. Holding one's breath has no effect on the lethality of the spell. Those above 6th level (or 6 Hit Dice) must leave the cloud immediately or suffer 1d10 points of poison damage each round while in the area of effect.
Comments: In BG1, this spell can cause a full-party wipe. In BG2, its usefulness obviously tapers off but there are still a lot of irritating things that it can be used on to kill them instantly, such as mephits, kobolds, hobgoblins, spiders, trolls, umber hulks, and creatures from the first challenge room in ToB. In BG2 you'll find enough Wands of Cloudkill that it's not worth memorizing.
Cone of Cold
Description: When this spell is cast, it generates a cone-shaped area of extreme cold originating at the wizard's hand and extending outward. It drains heat and causes 1d4+1 points of damage per level of the caster, up to 20d4+20. For example, a 10th-level wizard would cast a cone of cold causing 10d4+10 points of damage.
Comments: Cone of Cold can be highly damaging with a good roll and a failed save. Its targeting range is kind of short, so don't try to cast this on an enemy that is too far away or you'll move closer to it to cast it; however, the cone of cold itself that extends outward after casting has a respectable reach. Be careful though, enemies that are near death and take an overkill amount of damage from Cone of Cold will be frozen and then shatter, causing whatever loot they had on them to be destroyed (except plot items).
Conjure Lesser Air Elemental
Description: A caster who performs a conjure lesser air elemental spell summons an air elemental to do his bidding. The elemental is 8 Hit Dice and will serve the caster's every whim until banished back to its home plane, the spell duration expires, or upon the elemental's death. However, every time this spell is cast there is a 15% chance that the elemental will escape the instructions of the caster upon which it will go berserk attacking the mage who dared summon it. If it can't reach the summoner it will fight its way towards him. This berserking elemental will also remain until slain, or the spell duration expires. This spell requires rigid concentration after the casting in order to implant control in the summoned creatures psyche. The elemental is locked into a psychic contest with the caster for three rounds after being summoned. At the end of this time if the caster has won he has control of the elemental. However, if he has lost, the elemental goes berserk and tries to kill him. This does not prevent the use of other charm type spells cast afterwards if the contest was lost. It might be good to note that if charm spells are used before the contest is over they will have no effect on the outcome.
Comments: Due to the 3 rounds that it takes to win control over the elemental, this spell is not for use while in battle, especially because your mage is helpless during those 3 rounds. That said, this spell is exceedingly mediocre. Lesser Air Elementals are immune to nonmagical and +1 weapons, but otherwise have absolutely no special offensive or defensive capabilities whatsoever. They have 2 AC, 13 THAC0, 1 attack/round, 13 STR, 64 HP, and they deal 1d20 crushing damage which counts as a +3 weapon. I recommend using aTweaks if you wish to make elemental summons actually useful.
Conjure Lesser Earth Elemental
Description: Same as Conjure Lesser Air Elemental.
Comments: Identical stats and defenses as the Lesser Air Elemental, but deals 4d8 crushing damage which counts as a +3 weapon. Basically a straight upgrade to the Lesser Air Elemental. I continue to recommend aTweaks to remedy this.
Conjure Lesser Fire Elemental
Description: Identical stats and defenses as the other two elementals, but the Lesser Fire Elemental has 1 more point of Strength and is immune to fire and magical fire. It deals 3d8 crushing and 1d6 fire damage which counts as a +4 weapon.
Comments: The Lesser Fire Elemental is the best of the three lesser elemental summons because its immune to fire and hits as a +4 weapon. Still recommend aTweaks.
Description: The Domination spell enables the caster to control the actions of any creature while the spell is in effect. This control is maintained through a telepathic link between the caster and the victim. Unlike the 4th-level priest spell Mental Domination, the target has no option for release, even if made to do something against his morals. This effect can only be reversed by Dispel Magic. The target is allowed a Saving Throw vs. Spell with a -2 penalty to negate the effect.
Comments: An improved version of Dire Charm, this spell has a saving throw penalty, lasts 3 rounds longer, and will also work on anything - not just humanoids. Give it a try and see what you can snag with it. It might work on creatures that you'd think would be immune to charm, such as elementals. You can also use it to turn wizards' summons against them, since the mage in question will usually have some kind of spell protection up preventing you from casting it on him instead. Disabler mages should memorize several of these.
Description: Feeblemind causes the subject's intellect to degenerate into that of a simple beast of burden. The subject remains in this state until a successful dispel magic is cast upon them. The victim must make a save vs. spell at -2 in order to avoid the effect.
Comments: Feeblemindedness causes the affected creature to simply stand there doing nothing, so it's pretty much a death sentence if the saving throw is failed. Clerics and warrior-types have the worst saving throws vs. spell, so it's more likely to work on them than other classes. There aren't a whole lot of enemies that are immune to feeblemind other than undead and fiends, so combine this with Greater Malison and you've got a good way to shut down just about anything.
Description: This spell holds 1d4 creatures of any type rigidly immobile and in place for 9 or more rounds, unless a Saving Throw vs. Spell is made with a -2 penalty. The effect is centered on the victim selected by the caster. Any enemies within 7.5 ft. of the target are also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Undead creatures cannot be held.
Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subject's condition due to wounds, diseases, or poison.
Comments: Another upgraded version of a lower level spell. Hold Monster does the same thing as Hold Person but its saving throw penalty is slightly increased and it will also work on everything except undead. It's probably a better idea to use Chaos instead in most cases if you wish to disable your enemies.
Description: When cast upon a target creature, this spell will lower the Magic Resistance of this creature by 10% + 1% per level of the caster, up to -30% at level 20. There is no Saving Throw, and the target's Magic Resistance, if any, does not affect this spell. For example, if a creature has 60% Magic Resistance and this spell is cast on it by a 15th-level Mage, then the target's Magic Resistance would be lowered by 25% automatically. This effect is cumulative for each casting of this spell: If Lower Resistance was cast upon the same creature again, the creature's Magic Resistance would be 60% - 25% (initial casting) - 25% (current casting), which would leave the creature with 10% Magic Resistance. This spell will last until its duration expires and cannot be dispelled before then.
Comments: An extremely useful spell but the effect of just one casting is often not enough, which is why you should memorize several. This spell will let you affect creatures that would normally be resistant or completely immune to your magic, such as golems, fiends, drow, and dragons. Liches are still immune to this spell, since it's a level 5 spell.
Minor Spell Turning
Description: This spell is similar to the 7th-level Spell Turning, which causes the spells cast against the wizard to rebound upon the original caster. This affects a total of 4 spell levels—including spells cast from scrolls and innate spell-like abilities—but excludes the following: area effects that are not centered directly upon the wizard, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the wizard, it will be reflected back upon the caster. This spell will only affect up to 4th-level spells, but as long as there are levels remaining, a spell will be reflected. For example, if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be reflected while canceling the Spell Turning.
This spell will not protect the caster from Dispel Magic, but will not be dispelled by Dispel Magic either.
Comments: By the time you get this, wizards are going to be casting spells higher than level 4 and the ones that don't aren't much of a threat to warrant the casting of this spell anyway.
Monster Summoning III
Description: This spell is much like the 3rd-level Monster Summoning I spell, except that this spell summons 5-HD monsters. There is a 60% chance of receiving one monster and a 40% chance of receiving two monsters. These monster(s) appear within spell range and attack the caster's opponents until the spell duration expires or until they are slain.
Comments: The Monster Summoning line of spells really are useless, unless you're playing in regular BG2 where you'll get to summon more monsters than in BG2EE. Don't know why they were nerfed for the EEs, all the other spells work the exact same way as they did before.
Description: When cast, this spell will cancel all Illusion/Phantasm spells of 5th level and lower within its area of effect. The spells affected are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, and Shadow Door. The caster can control just whom this spell affects. Therefore, it will affect only creatures that are not in the caster's party. The area of effect is roughly a 60-ft. radius around the caster.
Comments: An upgraded version of the level 3 spell Detect Illusion. It's still not as good as True Sight but it can at least cancel Improved Invisibility and Shadow Door. Take one if you really don't have anything else to fill out the rest of your level 5 slots.
Description: This spell creates a translucent, shadow-like, weightless area of magical force extending from the fingers of one of the caster's hands. The silent, blade-shaped construct's cutting edges inflict damage just as those of a real sword do. The caster wields the phantom blade as if proficient with it, at their normal THAC0. The blade deals 1d10+3 damage.
The phantom blade acts as a +3 magical sword in terms of to-hit and damage bonuses as well as the type of creatures it can hit. However, due to its etheric nature, it causes an extra +10 slashing damage against undead creatures. This sword can only be used by the caster and remains in their hand for the duration of the spell or until dispelled.
Comments: Forgettable. Even as a Blade or Fighter/Mage, the Phantom Blade isn't that good since the extra 10 damage is dealt as slashing damage instead of something like magical damage. Many undead have some amount of resistance to slashing damage too, so the usefulness of this spell is decreased even further.
Protection From Acid
Description: When the spell is cast, it confers complete invulnerability to all acid-based attacks, whether magical or non-magical, such as Acid Arrow or a creature's special attacks. This effect lasts for the duration of the spell or until dispelled.
Comments: There's not a lot of things in BG2 that do acid damage, let alone a large amount. The only time you'll want to use this spell is against Draconis in ToB. Skip.
Protection From Electricity
Description: When the spell is cast, it confers complete invulnerability to all electrical attacks, whether magical or non-magical, such as Lightning Bolt or certain breath weapons. This effect lasts for the duration of the spell or until dispelled.
Comments: More useful than Protection From Acid, but electrical damage still isn't that common. It'll protect you from Chain Lightning, lightning bolt traps, and the rogue lightning bolts that may strike you while it's raining outdoors.
Protection From Normal Weapons
Description: When the spell is cast, it confers complete invulnerability to all non-magical weapons. This does not include weapons that are blessed or enchanted. This spell may not be cast on someone who is protected from magical weapons. This effect lasts for the duration of the spell or until dispelled.
Comments: Another mediocre protection spell. By the time you get this, most enemies will be striking you with at least +1 weapons, and those that don't aren't that dangerous anyway. It's good against Wraith Sarevok at the end of SoA though, but that's just about its only use.
Description: By means of this spell, the wizard creates the illusion of a door. The illusion also permits the wizard to appear to step through this "door" and disappear. In reality he has darted aside and can flee, totally invisible (as per the Improved Invisibility spell), for the spell duration. A true seeing spell, a gem of seeing, or similar magical means can discover the wizard.
Comments: Upgraded Improved Invisibility. It lasts a bit longer and has a faster casting speed, but you can only cast it on yourself and it uses level 5 slots. Decide for yourself if you wish to use it over its standard variant.
Description: Casting this spell grants the wizard protection from one spell school of her choice. After the spell is cast, the wizard must choose the school they wish to be protected from. All spells of this school will not be able to harm or aid the caster for the duration of this spell. This includes all spells from this school, including any priest spells that might benefit the caster.
Comments: Extremely powerful when immunity to the right school is chosen for the right situation. A favorite of mages if SCS is installed.
Abjuration: This will let you be almost completely immune to dispel attempts and spell protection removal. The only spell protection remover that isn't classified as Abjuration is Ruby Ray of Reversal, which is Alteration, and it can remove this Spell Immunity, but it may take several attempts because Ruby Ray removes only one protection at a time and it will go for the highest level protections first. Since this spell is only level 5, it is low on Ruby Ray's priority list, which is a great boon to both you and enemies. Therefore, if playing with SCS, you should memorize many Ruby Rays because mages love to become immune to Abjuration. Additionally, it will protect you from Imprisonment and the Demilich variant Trap the Soul.
Alteration: There isn't really anything that dangerous under Alteration besides Disintegrate and Flesh to Stone, so you'd be better off using Spell Deflection or Spell Turning to protect yourself from those. It will not protect against Time Stop either.
Conjuration: Conjuration immunity will let you become immune to Power Words and Symbols, which are some of the deadliest spells of its school. Also provides immunity to the nasty insect swarm spells. Conjuration immunity is not that useful otherwise.
Divination: This will keep your invisibility from being destroyed, especially from True Sight. It will also keep your Simulacrums and Projected Images from being killed by True Sight if they cast them. Another favorite of SCS mages. Some will even combine immunity to Divination and Abjuration to keep you from even touching them. Again, the only solution to this is to use Ruby Ray of Reversal several times or to try to hit them with stationary AoE cloud spells.
Enchantment: Gives immunity to many of the disabler spells from levels 1-5, but you'd be better off casting one of the Globes of Invulnerability if you want protection from them.
Evocation: Immunity to Evocation will let you ignore the vast majority of the most dangerous damage spells, including stationary AoE cloud spells.
Illusion: Useless. The only offensive Illusion spells are Spook, Blindness, and Deafness.
Necromancy: This will mainly save you from Horrid Wilting, but other Necromancy spells aren't nearly as dangerous.
Description: When this spell is cast, the wizard is protected from the next magical attack against them. The spells from which the wizard is protected are Spell Thrust, Secret Word, Breach, Lower Resistance, Pierce Magic, Ruby Ray, Khelben's Warding Whip, Pierce Shield, and Spellstrike. If one of these spells is cast at the wizard, this spell activates and absorbs the attack. However, this only works once and this spell is consumed in the process. Otherwise, it will last for its duration.
Comments: This will prevent your buffs from being dispelled by the above listed magical attacks. It's basically a longer-lasting Spell Immunity: Abjuration but it will only protect against them once. I'd say that Spell Immunity is more useful, though.
Description: A sunfire is like a fireball -- an explosive burst of flame, which detonates with a low roar and delivers damage proportional to the level of the wizard who cast it - 1d6 points of damage for each level of experience of the spellcaster (up to a maximum of 15d6). The wizard gestures with his hand and the entire area around him erupts in flames, striking all except for the caster. Creatures failing their saving throws each suffer full damage from the blast. Those who roll successful saving throws manage to dodge, fall flat, or roll aside, each receiving half.
Comments: An upgraded Fireball that is centered on the caster. The only thing that's different is that it has a higher damage cap. Interestingly in regular BG2, it also sets your fire resistance to 100% for 3 seconds, probably because the fireball also hits the caster (but for no damage due to the fire resistance). It will also ignore magic resistance. In BG2EE both of these this were fixed: the fireball does not affect the caster at all anymore so the fire resistance was done away with, and the fireball properly checks for magic resistance.
Level 6 Spells
There are some seriously good protective spells on this level, such as Mislead, Protection from Magic Weapons, and Improved Haste. These are the highest level spells a Bard can cast without mods.
Description: There are two parts to this spell. First, a small portal opens and summons 1d2 carrion crawlers to a point designated by the wizard. Second, the magic mutates the carrion crawlers into larger, more vicious versions of themselves. The wizard now has control over these creature(s) until they are slain or the spell's duration expires. There is a 35% chance that two carrion crawlers will be summoned instead of one.
Comments: The carrion crawler is no bigger threat to enemies than it was to you back in Baldur's Gate 1. With their low strength, 15 THAC0, 3 AC, 40 HP, and crappy saves, these summons are easily killed. The only special thing about them is that they have 4 attacks (counts as a mundane weapon and deals 1d2 crushing) and can paralyze foes on hit for 7 rounds unless they save vs. death. I'd be more forgiving if this was a lower level spell, but its completely worthless by the time you're able to cast level 6 spells. Consider its scroll as 6000 free XP. Otherwise give it a wide berth.
Description: When the wizard casts chain lightning, arcs of electrical energy burst from his fingertips. These brilliant arcs of lightning leap at all enemies near the caster, burning them with electrical damage. The lightning causes 1d6 points of damage for every two levels of the caster. If the target of the lightning saves against spells only half damage is inflicted. Thus, a 12th level wizard will cause 6d6 damage to a victim (3d6 if the victim makes his saving throw vs. spells).
Comments: Think of this as a party-friendly fireball that deals electrical damage. It's not worth a level 6 slot just for that though, so find something else to put in there instead.
Conjure Air Elemental
Description: Upon casting a conjure air elemental spell, the caster opens a special gate to the elemental plane of Air, and an air elemental is summoned to the vicinity of the spellcaster. It is 60% likely that a 12 hit dice elemental appears, 35% likely that a 16 hit dice elemental appears, and 5% likely that a 24 hit dice elemental appears. Once the elemental appears the caster must concentrate on the creature for 3 rounds in order to assure that the elemental will not turn on him (there is a 15% chance of losing control). However, after this period has passed the elemental will do the bidding of the caster until it is slain, or the duration of the spell runs out. All of the commands given to the elemental are done so telepathically, so there is no time lost due to miscommunication, and it is not necessary to know the language of the summoned creature.
9 everything else
1d20+1 (STR) crushing
Speed Factor 0
Immune to normal
and +1 weapons
9 everything else
1d20+7 (STR) crushing
Speed Factor 0
Immune to normal
and +1 weapons
9 everything else
1d20+10 (STR) crushing
Speed Factor 0
Immune to normal
and +1 weapons
Comments: Like its lesser level 5 version, the air elemental is the weakest of the 3 elemental summons. There's nothing it can do that the other two elementals can't do better. I still recommend aTweaks to rectify this, as it makes each type of elemental unique in accordance to its abilities in PnP.
Conjure Earth Elemental
Description: Same as Conjure Air Elemental, but the Earth Elementals hit harder.
4d8+1 (STR) crushing
Speed Factor 0
Immune to normal
and +1 weapons
4d8+7 (STR) crushing
Speed Factor 0
Immune to normal
and +1 weapons
4d8+10 (STR) crushing
Speed Factor 0
Immune to normal
and +1 weapons
Comments: Better than its lesser version in every respect, as well as the regular Air Elemental. If you need brute force, the Earth Elemental is the one for the job.
Conjure Fire Elemental
Description: Same as Conjure Air Elemental, but has an extra point of Strength, does slightly more damage plus bonus fire damage, and is immune to fire.
3d8+2 (STR) crushing, +1d6 fire
Speed Factor 0
Immune to normal
and +1 weapons
100% fire resist
100% magic fire resist
3d8+8 (STR) crushing, +1d6 fire
Speed Factor 0
Immune to normal
and +1 weapons
100% fire resist
100% magic fire resist
3d8+11 (STR) crushing, +1d6 fire
Speed Factor 0
Immune to normal
and +1 weapons
100% fire resist
100% magic fire resist
Comments: Now that each elemental has +4 fists, its competing with the Earth Elemental for your spell slots. But its still an obvious choice to go with the Fire Elemental, since it may not hit as hard, but it deals an extra 1d6 fire damage which can go through Stoneskins and for its immunity to fire. Don't forget about the initial 3 round mental combat.
Description: Upon casting this spell the wizard is allowed to choose a spell out of his repertoire of memorized spells. One spell level for every three levels of the caster is allowed up to 18th level or 6th level spells. Once the spell is chosen the caster is allowed to choose a condition of some kind from the list provided. The starting condition can be anything from reaching 10% of his/her hit points to an enemy being sighted. Once this starting condition is satisfied the spell that was chosen will be cast automatically. You may pick from the following list of trigger conditions:
Caster is hit; Enemy Sighted; Hit Points at 50%, 25%, or 10%; Helpless; Poisoned
The limitation of this spell is that the target of the spell placed in the contingency must be the caster. Therefore it cannot be an offensive spell and cannot target any other party members.
Comments: Your first contingency spell. You can check how you set up your contingencies in the spellbook menu. After the trigger condition is met, it actually takes a few seconds for the stored spell to go off, so setting it to occur at 10% HP is very unreliable. Like sequencers, this spell's usage varies wildly depending on what kind of mage you are. Standard mages may use it to cast Mislead or Summon Earth Elemental if they are rendered helpless. Fighter/mages and Blades may want to use it to cast Tenser's Transformation when their HP reaches 50%. Cleric/mages can load their contingency with a cleric spell instead, perhaps choosing Heal when poisoned, rendered helpless, or their HP is low. Those are just some of the possibilities you can take advantage of.
Description: The casting of a Death Fog spell creates an area of solid fog that has the additional property of being highly acidic. All animal life not immune to acid suffers 8 points of damage for each round they are exposed to the vapors of the Death Fog. Death Fog will also instantly kill all summoned creatures, regardless of their Hit Dice and immunities.
Comments: Death Fog is kind of like a specialized version of Cloudkill. It'll do more damage over time on average than Cloudkill and because of its ability to kill summoned creatures instantly, this makes it a good spell to drop next to a hostile mage, then pelt him with arrows from afar. It can interrupt his spellcasting as well as instantly killing any reinforcements he summons (except demons gated in via the fiend-summoning line of spells). Still, there are better ways to kill mages and its not as if they constantly summon monsters anyway. Illusionists miss out on Death Spell, so this can be used as its replacement.
Description: When a Death Spell is cast, it snuffs out the life force of creatures within the area of effect, instantly and irrevocably. Creatures with more than 8 Hit Dice are immune to this spell with the exception of summoned creatures, which are automatically slain. Only enemies are affected by this spell.
Comments: Works better than Cloudkill for killing stuff instantly, but there's no pressing need to have this spell memorized. Still, I would recommend putting it in a slot anyway because there are some really irritating summons that mages sometimes use like the djinni, efreeti, nishruu, and Mordenkainen's Sword. You can also use Death Spell if the lingering AoE from Cloudkill or Death Fog is bothersome.
Description: When this spell is cast at another creature, a thin green ray is shot out. Upon contact with the ray, the creature must make a Saving Throw vs. Spell or be transformed into dust. This transformation is instantaneous and irreversible. There is also a good chance that this will destroy some if not all of the items that the creature is carrying.
Comments: Avoid. Everything worth using this on usually has some good loot, and this spell will destroy it. Plot items are an exception.
Flesh to Stone
Description: This spell turns flesh of any sort to stone. All possessions on the person of the creature likewise turn to stone. The intended subject of the spell receives a Saving Throw vs. Spell to avoid the effect. If a statue created by this spell is subjected to attacks of any sort, it will shatter into tiny pieces, making it impossible for the creature to be returned to flesh. The reverse of this spell may be cast upon the victim in order to restore life, but this is the only way.
Comments: Avoid for the same reason as Disintegrate. However, there's a cheesy trick you can use with this spell to rack up XP. When you petrify a creature this way, you are awarded XP as if you'd killed it instead. By casting Stone to Flesh on a petrified creature, you will restore it to life with 1 HP, but you can just cast Flesh to Stone on it again to "kill" it and be awarded the XP again.
Globe of Invulnerability
Description: This spell creates an immobile, faintly shimmering magical sphere around the caster that prevents any 1st-, 2nd-, 3rd-, or 4th-level spell effects from penetrating (i.e., the area of effect of any such spells does not include the area of the Globe of Invulnerability). This includes innate abilities and effects from devices. However, any type of spell can be cast out of the magical sphere, and these pass from the caster of the globe to their subject without affecting the globe. 5th- and higher level spells are not affected by the globe, and magical attacks of 5th-level or higher, such as Spellstrike and Pierce Magic, can bring it down.
Comments: Like its 3rd-level counterpart, this spell can make a huge difference in certain fights because it lets you no-sell hostile magics up to 4th level. The globe can't be dispelled by Dispel Magic, but it won't protect you from its effects either. If you've got slots to spare, memorize this. Otherwise, don't bother until you need it.
Description: The affected creature functions at double its normal movement and attack rates and receives a +2 bonus to its speed factor. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. Spellcasting and spell effects are not sped up. There are three major differences between the 3rd-level wizard spell Haste and this spell: First, there is no period of fatigue following the expiration of the spell; second, this spell will only affect one creature; third, this spell actually doubles the number of attacks per round of the hasted creature. This spell also negates the effects of a Slow spell, but it is not cumulative with itself or with other similar magic. Its effects will last for the duration or until dispelled.
Comments: The best buff spell of level 6 because it doubles attacks per round instead of adding just one. Casting it on dual-wielding fighters basically gives them a longer-lasting Whirlwind Attack, turning them into engines of destruction! Blade bards can turn themselves into proper fighters by using this spell in conjunction with Tenser's Transformation. Remember that regeneration and poison rates will be doubled while (Improved) Hasted as well. Definitely memorize one of these.
Description: This spell summons an invisible stalker from the Elemental Plane of Air. This 8-Hit-Dice monster obeys and serves the caster in performing whatever tasks are set before it, even if this means being sent to certain death. The creature remains under the caster's control for 9 hours or until it is killed—at which point it will return to its native plane, only slightly annoyed at having to serve a mortal.
2d8+3 (STR) crushing
Speed Factor 0
30% fire resist
30% cold resist
30% electrical resist
30% acid resist
30% magic fire resist
30% magic cold resist
80% missile resist
|Mind affecting spells and effects
(i.e. charm, domination, panic, confusion, etc.)
Hold and Paralysis
Slay (but not by Death Spell)
Finger of Death
Wail of the Banshee
|Invisible when summoned|
Comments: Holy immunities, Batman! The invisible stalker is a versatile summon indeed. It should be able to hold its own for a little while against a mid-level mage just because of all the immunities and resistances it has, though it can still be killed by Death Spell despite its immunity to instant-death effects. Its much weaker against melee types because of its lowish HP and its bad THAC0, but its got a healthy -6 AC due to its dexterity bonus. If you can't decide on a summon for this level, go with the Invisible Stalker.
Description: When this spell is cast the wizard is affected with an Improved Invisibility spell and is teleported a few feet away from his original position. Meanwhile an exact image of the caster is created where he used to be with exactly the same hit points as the caster. The image cannot perform any actions at all such as attacking or casting spells. It can, however, move around and act as a decoy for the invisible mage. The image will remain under the control of the caster until it is reduced to 0 hit points, or until it is affected by a dispel magic or a spell that destroys illusions such as True Sight.
Comments: Without a doubt the cheesiest spell of level 6, or possibly the cheesiest in the entire game. As long as your decoy is still alive, nothing can attack you directly by blade or spell (except creatures that can see invisible like dragons and kuo-toa). That means you can send the decoy into a corner somewhere far away, safe and sound while you tear bad guys a new one. You are considered Improved Invisible for the duration of the spell or until your decoy is killed. As such, mage/thieves and fighter/mage/thieves can use Mislead to backstab enemies over and over, making you a murderously efficient killing machine. Bards that cast this can use their decoys to sing bard songs, and since you're not limited to just one decoy, you can cast this several times to stack the effects of your bard song, which can boost your damage, THAC0, and AC through the roof if you're a Skald or have the Enhanced Bard Song HLA. Just imagine how effective a Kensai or Archer would be if they were in the range of all those bard songs at once...
Description: When this spell is cast upon a target creature, there will be two major effects: First, the creature's Magic Resistance, if any, will be lowered by 1% per level of the caster; second, one spell protection of 8th level or lower affecting the creature, if any, will be canceled. For example, if this spell were cast by a 15th-level wizard, the target creature would lose 15% of its Magic Resistance from its current total (reducing it to 0 if less than that remains), and one 8th- or lower level spell protection affecting the creature would be dispelled. Spells affected by Pierce Magic are Minor Spell Deflection, Minor Spell Turning, Spell Deflection, Spell Turning, Minor Globe of Invulnerability, Spell Immunity, and Globe of Invulnerability. The target's Magic Resistance, if any, does not affect this spell, nor do any of the spell protections. Magic Resistance remains lowered for 1 round per level of the caster.
Comments: Combines Secret Word and a less powerful version of Lower Resistance into one spell. Memorize one, they're important in mage-fencing duels where your opponent also happens to have magic resistance, like drow.
Power Word, Silence
Description: In using this spell, the wizard points at an individual and utters the Power Word. For the next 7 rounds, that creature cannot make any sound. This silence completely foils any spells that require verbal components. The only ways to counter this spell are either a Dispel Magic or a Vocalize spell. There is no Saving Throw.
Comments: If you can get the drop on a mage with this spell, you'll have already won the fight. Some mages may try to counter with Vocalize, and in SCS that's exactly what they'll do. Therefore, this spell will either buy you a round or will end the fight before it even starts. Memorize one.
Protection From Magic Energy
Description: When the spell is cast it confers 100% invulnerability to all magic based attacks such as magic missile or Abi Dalzim's Horrid Wilting. This effect lasts for the duration of the spell or until dispelled.
Comments: Really the only thing you need to worry about that deals magical damage is Horrid Wilting. Still, it can be a lifesaver in mage fights and against liches. Memorize one if one of those are coming up.
Protection From Magical Weapons
Description: When the spell is cast, it confers complete invulnerability to all magical weapons. This includes weapons that are blessed or enchanted. The attacks of powerful monsters are also considered magical weapons. This spell cannot be cast on anyone who is protected from normal weapons as well as anyone protected by Mantle, Improved Mantle, or Absolute Immunity. Due to the nature of this spell, with the short casting time and duration, it is mainly used to buy the wizard a few rounds in the thick of combat. This effect lasts for the duration of the spell or until dispelled.
Comments: Protection From Magical Weapons, commonly abbreviated as PfMW, is the best way to stop incoming melee/ranged damage outside of Stoneskin. Many of the more dangerous monsters have attacks that are considered magical weapons, including Mind Flayers. With this spell, Fighter/Mages can go into a hive of illithids, carve them up, and come out with their brain still intact. Always have at least one memorized.
Description: This powerful abjuration spell causes any spells cast against the wizard to be absorbed and consumed. This affects a total of 10 spell levels. This includes spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the wizard, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the wizard it will be absorbed. Something to note is that as long as there are levels remaining, then the spell will be absorbed. For example, if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be absorbed while canceling the spell deflection. It is not affected by a Dispel Magic.
Comments: Finally, a proper spell absorption buff. It has a rather good duration for a battle-specific spell, but don't try to use it like buffs that last 1 turn/level. A vital spell in mage fencing duels. Memorize one if you expect mage fights.
Stone to Flesh
Description: This spell is the reverse of Flesh to Stone and will return any creature that has been turned to stone back to flesh. All possessions on the creature likewise return to normal. The effect is instantaneous and there are no Saving Throw checks required.
Comments: You're better off just keeping this as a scroll in your Bag of Holding, unless you plan on doing that XP trick mentioned above in the Flesh to Stone entry.
Description: By casting the Summon Nishruu spell, a wizard calls into existence a magical being of considerable power: the nishruu. At first glance, this appears to be some sort of mist, but upon closer examination, this boiling, churning red mass of vapors and shapes moves with a life of its own. Drawn toward magic like a moth to the flame, the nishruu feed on the energies surrounding and used by wizards. Luckily, there is no question as to the loyalty of the creature, and it will not attack its summoner even though it would like nothing better. The nishruu have no physical attacks at all, although physical attacks can hurt them. Each time a nishruu touches a target wizard and wraps its tendrils around him, two things happen: all magical items with charges in possession of the target will be drained by 1 charge, destroying them if only 1 charge was left; second, the wizard loses 1 random spell of the highest level currently memorized. The nishruu is completely immune to magic (except for Death Spell), and magic will actually heal it. The creature will remain under the wizard's control until slain or until the spell's duration expires.
|Counts as mundane weapon
Deals only 1 damage per hit
Speed Factor 0
100% elemental resist
100% magic resist
20% slashing resist
50% crushing resist
50% piercing resist
80% missile resist
Magic (except Death Spell)
|Detects invisible like dragons|
Heals when attacked by magic
On hit: drains items by 1 charge, including weapons,
potentially destroying them
On hit: drains 1 wizard spell of highest level memorized
2x Magic Missile
1x Stinking Cloud
1x Melf's Acid Arrow
1x Agannazar's Scorcher
1x Ghost Armor
1x Lightning Bolt
Comments: The bane of mages everywhere. Send out one of these against them and watch as they flounder trying to kill it. Be careful who you use this on because it may eat some of the loot you'd get from their corpse. The only ways to kill it are with physical attacks or Death Spell. The nishruu can cast Ghost Armor which can help it survive, but its really not meant to tank or deal damage. The nishruu's attacks are completely useless against Liches though, since Liches are immune to normal weapons, but it can still absorb the lich's repertoire of spells. But liches usually have at least one Death Spell memorized, so send something else out to fight the lich before you send in the nishruu.
Description: Tenser's transformation is a sight guaranteed to astound any creature not aware of its power. For when the wizard casts the spell, he undergoes a startling transformation. The size and strength of the wizard increase to heroic preportions, so he becomes a formidable fighting machine. The spell causes the caster to become a berserk fighter. The wizard's hit points double, and all damage he sustains comes first from the magical points gained. The armor class of the wizard is 4 better than he possessed prior casting the spell, up to a maximum armor class of -10. All attacks are as a fighter of the same level as the wizard (i.e. the wizard uses the combat values normally reserved for fighters). As well, each attack is made at +2, and each successful hit in combat inflicts an additional 2 points of damage. The effect lasts for the duration or until dispelled. NOTE: This spell does not give the caster any extra attacks.
Comments: Basically a Fighter/Mage's or Blade's super mode. It works better if you cast it at full health because enemies will have to get through all the extra HP you gained. When the duration runs out, you'll go back to your default maximum health. If your current health was above your default maximum HP when the duration ran out, you'll be back at full health. As a plain mage or cleric/mage, its not worth taking just for the free health because it disables all spellcasting, including innate abilities. Like I said, its a super mode for melee types.
Description: When this spell is cast, an area roughly 70 ft. in radius around the caster will be affected. Instantly and once per round for 1 turn after this spell is cast, all hostile Illusion/Phantasm spells in the area of effect will be dispelled. The spells that are affected by this are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, Shadow Door, Mislead, Project Image, and Simulacrum. The area of effect is roughly a 70-ft. radius around the caster. The target's Magic Resistance, if any, does not come into effect with this spell. This spell only affects enemies, thus it is unable to dispel invisibility from a party member.
Comments: A wonderful spell which destroys all illusion spells in a far bigger radius than your sight range. This will force mages and thieves out of hiding. If using SCS, mages will often protect themselves from Divination spells so their illusionary defenses don't get destroyed by True Sight. Always have at least one memorized.
Description: When this spell is cast the wizard opens up a magical channel that will summon a wyvern to his aid. This creature will be totally under his mental control with no chance of it turning on him except, of course, through magical means like charm monster. The creature will remain under the wizard's control, and will live and die at his command until the spell duration expires.
9 everything else
Speed Factor 3
|On hit: poison for 20 seconds|
(save vs. death at -4 negates)
Comments: Pretty useless compared to the Invisible Stalker. The poison might be nice since victims save with a -4 penalty, but that's if the wyvern even decides to use it. Skip. Take Invisible Stalker instead.
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