Baldur's Gate: Arcane Spells List

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General Information

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.

Armor

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Spell School: Conjuration

Range: 0

Duration: 9 Hours

Casting Time: 1 Round

Area of Effect: Caster

Saving Throw: None

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 means 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.

Blindness

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Spell School: Illusion/Phantasm

Range: Visual range of the caster

Duration: 10 turns

Casting Time: 2

Area of Effect: 1 creature

Saving Throw: Negates

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 recieves -4 to hit on his attack rolls and has a 4 point armor 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. However, it 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.

Burning Hands

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Spell School: Alteration

Range: 5 feet

Duration: Instantaneous

Casting Time: 1

Area of Effect: 60 degree arc

Saving Throw: Half damage

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.

Charm Person

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Spell School: Enchantment/Charm

Range: Visual range of caster

Duration: 5 rounds

Casting Time: 1

Area of Effect: 1 person

Saving Throw: Negates

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.

Chill Touch

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Spell School: Necromancy

Range: 0

Duration: 1 Turn

Casting Time: 1

Area of Effect: Self

Saving Throw: Negates

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 touched creature must make a saving throw vs. spell or suffer 1d8 points of damage and recieve 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.

Chromatic Orb

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Spell School: Evocation

Range: 30 yards

Duration: special

Casting Time: 1

Area of Effect: Single Target

Saving Throw: Special

Description: This spell causes a 2-foot-diameter sphere to appear in the caster's hand. When thrown, the sphere heads enerringly 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.

First level: 1d4 damage and blinds the target for 1 round. Second level: 1d4 damage and inflicts pain upon the victim. Third level: 1d6 damage and burns the victim. Fourth level: 1d6 damage and blinds target for 1 turn. Fifth level: 1d8 damage and stuns for 3 rounds. Sixth level: 1d8 damage and causes weakness in victim. Seventh level: 1d10 damage paralyzes the victim for 2 turns. Tenth level: 1d12 acid damage and turns victim to stone. Twelfth level: 2d8 acid damage and 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 fairly 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.

Color Spray

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Spell School: Alteration

Range: 30 feet

Duration: Special

Casting Time: 1

Area of Effect: 60 degree arc

Saving Throw:Special

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, and with a -3 saving throw penalty attached. Use it until you learn Sleep, then drop it from your spell book.

Find Familiar

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Spell School: Conjuration/Summoning

Range: n/a

Duration: Special

Casting Time: 1 round

Area of Effect: Self

Saving Throw: Special

Description: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. (Note: This spell may only be cast by the protagonist.)

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 recieves 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.

Alignment
of Caster
Creature Type AC Hit Points Magic
Resistance
Special Abilities
Lawful/Neutral
Good
Pseudo Dragon-22450%2 Attacks per round at THACO: 13 for 1d3 damage. Save or be rendered unconscious for 2 rounds.
Chaotic
Good
Fairy Dragon42432%Can cast mirror image and invisibility 10' radius.
Lawful
Neutral
Ferret02450%Has 75% Pick Pockets, 40% Hide in Shadows/Move Silently and 20% detect traps.
True
Neutral
Rabbit-42475%Has 50% Detect Traps, and 30% Hide in Shadows/Move Silently
Chaotic
Neutral
Cat02450%Has 99% in Move Silently and Hide in Shadows
Lawful
Evil
Imp21825%Can cast the Polymorph Self spell
Neutral
Evil
Dust Mephit62410%Can cast glitter dust 2 times per day.
Chaotic
Evil
Quasit22425%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.

Friends

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Spell School: Enchantment/Charm

Range: 0

Duration: 1d4 rounds + 1 round/level

Casting Time: 1

Area of Effect: caster

Saving Throw: Special

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 friend's 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.

Grease

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Spell School: Conjuration

Range: 10 Yards

Duration: 3 rounds + 1 round/level

Casting Time: 1

Area of Effect: 30'x30' square area

Saving Throw: special

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 or slip and skid, unable to move quickly. 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.

Identification

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Spell School: Divination

Range: 0

Duration: Instantaneous

Casting Time: Special

Area of Effect: 1 item

Saving Throw: N/A

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.

Infravision

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Spell School: Divination

Range: Visual Range of caster

Duration: 10 turns

Casting Time: Special

Area of Effect: 1 Creature

Saving Throw: None

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

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Spell School: Necromancy

Range: 30 Yards

Duration: Special

Casting Time: 1

Area of Effect: Target Creature

Saving Throw: None

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.

Magic Missile

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Spell School: Evocation

Range: Visual range of caster

Duration: Instantaneous

Casting Time: 1

Area of Effect: 1 creature

Saving Throw: None

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

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Spell School: Invocation/Evocation

Range: Special

Duration: Special

Casting Time: 5

Area of Effect: Special

Saving Throw: Special

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.

Protection from Evil

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Spell School: Abjuration

Range: Touch

Duration: 2 rounds/level

Casting Time: 1

Area of Effect: Creature touched

Saving Throw: None

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. This spell lasts a long time per casts, and essentially gives you -2 AC and +2 saving throws against your most dangerous foes. The AC is handy early in the saga and the saving throws are always extremely useful.

That said, there isn't much call for your mage to have it. It's also a level 1 Divine spell for clerics and they are better off memorizing this than your mage is. 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

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Spell School: Abjuration

Range: 0

Duration: 5 turns

Casting Time: 1

Area of Effect: Target

Saving Throw: None

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 uselsss 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.

Reflected Image

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Spell School: Illusion/Phantasm

Range: 0

Duration: 3 rounds + 1 round/level

Casting Time: 1

Area of Effect: Caster

Saving Throw: None

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 effort. Skip this spell.

Shield

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Spell School: Evocation

Range: 0

Duration: 5 turns

Casting Time: 1

Area of Effect: caster

Saving Throw: None

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.

Shocking Grasp

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Spell School: Alteration

Range: Touch

Duration: Special

Casting Time: 1

Area of Effect: Touched Creature

Saving Throw: None

Description: When the wizard touches a creature while this spell is in effect, an electrical charge will deal 1d8 + 1 damage/level 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.

Sleep

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Spell School: Enchantment/Charm

Range: 30 Yards

Duration: 5 rounds/level

Casting Time: 1

Area of Effect: Special

Saving Throw: Negate

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. Magically sleeping opponents can be attacked with substantial bonuses.

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.

Spook

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Spell School: Illusion/Phantasm

Range: 30 ft.

Duration: 3 rounds

Casting Time: 1

Area of Effect: 1 creature

Saving Throw: Negates

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 usefullness 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.

Agannazar's Scorcher

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Blur

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Chaos Shield

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Deafness

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Detect Evil

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Detect Invisibility

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Ghoul Touch

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Glitterdust

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Horror

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Invisibility

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Knock

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Know Alignment

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Luck

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Melf's Acid Arrow

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Mirror Image

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Power Word: Sleep

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Ray of Enfeeblement

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Resist Fear

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Stinking Cloud

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Vocalize

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Web

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