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Priest Spellbook (Baldur's Gate II)

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Priest Spellbook is used by Clerics and Druids. Paladins can use up to 4th level spells and Rangers up to 3rd level.

Baldur's Gate II has 118 spells 109 are in Shadows of Amn and 9 additional in Throne of Bhaal.

Spell ListEdit

  • "*" Throne of Bhaal only spells
# Name spell Effect School Sphere Lvl.
1 Aerial Servant Summons an aeriel servant to do the bidding of the priest. It can attack enemies until duration runs out or if it's slain. Conjuration Summoning 6
2 Aid Raises maximum hitpoints with 1d8 and adds that number to current health. When the spell runs out of duration, only the added hitpoint above the maximum are removed from the recipient. Necromancy Necromantic 2
3 Animal Summoning I Summons up to three animals with a hit dice of 4 or less. The summoned animals depend on the area where it's cast. Conjuration Animal, Summoning 4
4 Animal Summoning II Summons up to three animals with a hit dice of 8 or less. The summoned animals depend on the area where it's cast. Only normal or giant animals may be summoned, no monsters&dragons. Conjuration Animal, Summoning 5
5 Animal Summoning III Summons up to three animals with a hit dice of 12 or less. The summoned animals depend on the area where it's cast. Only normal or giant animals may be summoned, no monsters&dragons. Conjuration Animal, Summoning 6
6 Animate Dead Summons the lowest undead minions which can be commanded by the priest. For every level of the caster, one more undead can be commanded. This will last until the undead are destroyed or when they are turned. Conjuration Necromantic 3
7 Armor of Faith Summons armor which absorbs 5% of melee and magical damage. For every five levels, the casters gains 5% more absorption. Lasts 3 turn +1/lvl of the caster. Abjuration Protection 1
8 Aura of Flaming Death* This spell grants caster immunity to non magical melee weapons and missiles, 4 AC bonus, 90% fire resistance. All createrus attacking caster within 1,5 meter radius from caster receives 2d10 fire +2 damage. Evocation, Alteration ? Quest
9 Barkskin Raises armor class of the target and saving throw rolls vs attacks except magical. Alteration Protection, Plant 2
10 Blade Barrier It employs a wall of circling blades around the priest, which makes him immobile. Any creatures passing this wall will receive 8d8 points of damage. When the spell is cast in there are creatures around, they can make a save vs. spells to avoid damage. Evocation Guardian, Creation 6
11 Bless Raises morale, saving rolls vs. fear +1, increases attack rolls friendly target Conjuration All 1
12 Bolt of Glory Channels a bolt of divine energy against one creature. Depending on the plane the creatures originates, it receives damage. Undead receive 8d6, demons 10d6, elementals 3d4 and Prime Material Plane 6d6. Evocation Combat, Summoning 6
13 Call Lightning Bolts of lightning are called down upon random hostile targets. Must be cast in open air. Alteration Weather 3
14 Call Woodlands Beings This spells summons an nymph who will aid the party with spells, like mental domination, confusion and many healing spells. Lasts 3 turns ?? Animal, Summoning 4
15 Cause Critical Wounds Opposite of Cure Wounds. Causes 27 points of damage if the priest manages to touch the target within two turns, or else it's wasted. Na saving throw can be made against the effect. Necromancy Healing 5
16 Cause Serious Wounds Opposite of Cure Wounds. Causes 17 points of damage if the priest manages to touch the target within two turns, or else it's wasted. Na saving throw can be made against the effect. Necromancy Healing 4
17 Chant Increases attack rolls and saving throws of friendly target in AoE by +1. Hostile targets receive -1 penalties. Conjuration Combat 2
18 Champion's Strength Raises thaco +1 for every three lvls of the caster and sets str to 18/00. Priests cannot cast spells during this. Alteration Law 5
19 Chaotic Commands Makes an target immune for any status effects involving the mind. Charm, domination, sleep, confusion have no effect on the character. Enchantment Chaos 5
20 Charm Person or Mammal See charm person, includes also mammals Enchantment Animal 2
21 Cloak of Fear The caster will radiate a personal aura of fear in a 3-foot radius. All affected creatures must make save vs. spells or will run away in panic, possible dropping items. Party members are immune. Conjuration Charm 4
22 Confusion This spell causes confusion on one or more creatures within the 30-foot area of effect. All saving throws vs. spells are made at -2. Those successful are unaffected by the spell. Spell last 2 round + 1 for every level of the caster. Enchantment Chaos 7
23 Command The caster commands the target to sleep a single round. Target will awaken unharmed. Enchantment Charm 1
24 Conjure Animals Summons one or two mountain bears which do the bidding of the caster. Last until slain or duration runs out, which is 4 turns. Conjuration Summoning 6
25 Conjure Earth Elemental See the spell above. This has the same effect and hazards, but it summons an earth elemental. Conjuration Elemental, Summoning 7
26 Conjure Fire Elemental See the spell above. This has the same effect and hazards, but it summons an fire elemental. Conjuration Elemental, Summoning 6
27 Creeping Doom Summons 1000 insects which will creep upon the target. All those between the path of the insects may make saving throw vs. breath weapon at -2 penalty for half duration of the spell. They suffer 2 points of damage each rounds and 100% spell failure. Conjuration Animal, Summoning 7
28 Cure Critical Wounds Heals 27 hitpoints on the subject the spell is cast upon. They cannot be healed above their max. health. Creatures not living, extraplanar and creatures without corporeal bodies can't be healed. Necromancy Healing 5
29 Cure Disease The caster can cure almost every disease by casting this spell, including deafness and blindness. It does not protect the recipient from diseases in the future. Abjuration Necromantic 3
30 Cure Light Wounds Heals eight hitpoints on the subject the spell is cast upon. They cannot be healed above their max. health. Creatures not living, extraplanar and creatures without corporeal bodies can't be healed. Necromancy Healing 1
31 Cure Medium Wounds Heals 14 hitpoints on the subject the spell is cast upon. They cannot be healed above their max. health. Creatures not living, extraplanar and creatures without corporeal bodies can't be healed. Necromancy Healing 3
32 Cure Serious Wounds Heals 17 hitpoints on the subject the spell is cast upon. They cannot be healed above their max. health. Creatures not living, extraplanar and creatures without corporeal bodies can't be healed. Necromancy Healing 4
33 Death Ward Protects the target from all death magic as long as the duration of the spell, which 1 turn for every level of the caster. This includes Disintegrate, Power Word Kill and Finger of Death. Necromancy ? 4
34 Defensive Harmony Armor class of all affected creatures gains a +2 bonus, which lasts for 10 round. Enchantment Law 4
35 Detect Evil This spell makes any evil creatures in range glow red briefly Divination ? 1
36 Dispel Magic Removes all magical stats gained from potions, spells and magical item from anybody within AoE. Does not effect magical items themselves Abjuration Protection 3
37 Dolorous Decay The target of this spell will be slowed. Also, if the target fails save vs. poison made at -2, it will suffer 1 point of damage until 50 are received in total. Alteration, Necromancy Combat, Necromantic 6
38 Doom By casting this spell, the target receives a -2 penalty to all his roles, this includes, but is not limited to saving throws and THACO. The recipeint can't make save throw to negate the effect. Alteration ? 1
39 Draw Upon Holy Might Raises strenght, constitution and dexterity 1 point for every three lvls of the caster. Evocation Combat 2
40 Earthquake A local tremor rips open the ground in the are of effect. Three tremors will follow. First tremor does 6d6 point of damage, second 3d6, and last 2d6. Saving throws can be made for half damage. May summon angry Earth elementals. Alteration Elemental (Earth) 7
41 Elemental Summoning* 90% chance of summoning 2 HD 16 Elementals(Air, Earth, Fire), and 10% of summoning 1 of Elemental Princes(Prince of Air Chan, Prince of Fire Zaaman Rul, Prince of Earth Sunnis) ? ? Quest
42 Entangle The caster cause all kinds of plants to wrap and twist around creatures and holding them into places in a certain area. Alteration Plant 1
43 False Dawn Creates a bright reddish light that harms the undead 6d6 points of damage in the area of effect. No saving throw can be made. Also they all are confused the round thereafter. Evocation Sun 6
44 Farsight Allows the caster to view an area of the unexplored map. After casting, click on the area you want to view. Divination ? 4
45 Find Traps All traps concealed normally, magically and mechanically become apparent to the caster, the same as find trap mode for thiefs. Divination Divination 2
46 Finger of Death The caster points at the target and after incanation is complete, life will be removed from the target, unless it can make save vs. spells at -2. If so, the target will suffer 2d8 +1 damage instead. Necromancy War 7
47 Fire Seeds Creates 4 fire seeds in the caster's inventory for three turns. If thrown. they will do 2-16 points of damage in the area of effect with a save vs. spells for half damage. Conjuration Elemental 6
48 Fire Storm A 20-foot radius area is pelted by fiery balls of lava and fire. Creatures within the are suffer 2d8 points of damage for each level of the caster. It lasts four rounds and there is no savin throw against this. Evocation Elemental (Fire) 7
49 Flame Blade A blazing ray of hot fire spring forth from the hand of the caster, acting like a weapon from the small sword proficiency to calculate attack rolls and attacks per round. Evocation Elemental (Fire) 2
50 Flame Strike The caster sends down a column of flames at the target which must roll a saving throw or be burned heavily. Evocation Combat 5
51 Free Action The subject under influence of this spell is able to normally, even when magic affecting movement is upon the victim. Abjuration Charm 4
52 Gate The caster summons an outer plane creature to attack her enemies or the caster self. It will attack anyone not protected by protection from evil. Conjuration Summoning 7
53 Globe of Blades* Deals 10d10 damage to enemies trying to get through barrier. Successful save vs. spell with -2 penalty negates. Evocation Guardian/Creation Quest
54 Glyph of Warding Can be used to prevent entering&passing areas and opening containers. When glyph is violated, 1-4 damage will be dealt for every lvl of the caster. Abjuration + Evocation Guardian 3
55 Goodberry Creates five magical berries which can be carried around and will heal 1 hitpoint if they are eaten. Alteration + Evocation Plant 2
56 Greater Command More powerful version of Command. Causes creatures in 20-foot area to sleep, spell last 1 round for every level of the caster. Creatures awaken unharmed. Enchantment Charm 5
57 Greater Elemental Summoning* Summons 1 of Elemental Princes(Prince of Air Chan, Prince of Fire Zaaman Rul, Prince of Earth Sunnis) ? ? Quest
58 Greater Restoration Raises life energy of the recipient of this spell. It will restore intelligence, cures insanity, heals the target fully and cures disease and potion. This causes heavy fatigue on the priest, which needs to rest after casting it. Necromancy Necromantic 7
59 Harm This spell will reduce the hit points of the target to 1 one one a successful first hit after casting this spell. It must be done in 2 rounds. Necromancy Healing 6
60 Heal This spells heals the target completely from diseases, blind- and deafness, feeblemind, mental disorders and injuries. Necromancy Healing 6
61 Hold Animal This spell disables movement of normal and giant-sized animals. Those that successfully make a save roll are unaffected by the spell. Does not prevent worsening off effects. Enchantment Animal 3
62 Hold Person The spell will prevent movement from 1-4 humanoid creatures at mansize or smaller for five or more rounds. If a successful save roll is made, the creature is unaffected. Does not prevent worsening off effects. Enchantment Charm 2
63 Holy Smite Unleashes energy in an area of effect which inflicts 1-4 damage on evil creatures for every level of the caster. If the victim fails his save, he is blinded for 1 round. Necromancy Healing 3
64 Holy Word Creates magic of tremendous power which only affects evil creatures with effects depending on the creature. Those with less than 4 hit dice will die. 4-7 are stunned for 1 turn. 8-11, slowed for turn with 75% spell failure. 12 and higher, deafened with 50% spell failure. Conjuration Combat 7
65 Implosion* Deals 10d10 blunt damage and 10d10 fire damage. Save vs spell for half damage. Evocation ? Quest
66 Insect Plague More powerful version of Summon Insects. Swarm will attack six enemies in total. Spellcasting is impossible while being attacked. Invisibility does not offer protection. Each victim must make saving throw or run in fear. Conjuration Combat 5
67 Invisibility Purge Dispels invisibilty of any creature in the area, including sanctuary, improved invisibility or shadow door. Divination Divination 3
68 Iron Skins The caster will be covered in iron skins, one for every two levels of the caster. Every skin protects the caster once from melee hits and projectiles. This can be dispelled, run out skins or duration. Alteration Elemental 5
69 Know Alignment Identifies the alignment of creature, is the target succesfully makes a save roll, the caster will learn nothing. Evil creatures will glow, neutral blue and good ones green. Divination Divination 2
70 Lesser Restoration This spell raises life energy and reverses level drain of one creature. After casting this spell, the priest will be fatigued. Necromancy Necromantic 4
71 Magic Resistance The caster receives magic protection of 2%/ level up to 40%. If the target has a higher magic resistance than the priest may offer, it's actually lowered by this spell. This can be dispelled. Alteration Protection 5
72 Magical Stone Enchants a pebble which is thrown at the target for 1-4 points of damage. It acts like a magical projectile, it can harm enemies immune to normal weapons. Enchantment Combat 1
73 Mass Cure This heals all party members in the area of effect with 1d8 + 1 points, which is 30-ft radius from the target. Necromancy Healing 5
74 Mass Raise Dead* Brings back to life up to 5 party members and heals 3d10+1 damage per caster level. Necromancy Necromantic Quest
75 Mental Domination Allows the priest to control the action of the target, but is weaker than domination and the priest cannot cast spell during that time. Enchantment Thought 4
76 Miscast Magic The magic casters which are under the effect of this spell, have 80% chance of failure. It can be avoided, but it is does at -2. Enchantment Chaos 3
77 Nature's Beauty Transform the caster into a beauttiful creatures, depending on the target. Those affect must make saving throw with a +3 bonus or die instantly. Those who succeed their throw, are permanently blinded. Party members are immune to spell. Illusion Elemental 7
78 Negative Plain Protection Offers the recipient of this spell partial protection from monster of the negative energy plain connections (vampires). Protects the recipient protection from level drain. This may not be cast on the Negative Energy Plain. Abjuration Protection, Necromantic 4
79 Neutralise Poison It cures the poison instantly and restores 1-10 points of health Necromancy Healing 4
80 Physical Mirror This spell creates an invisible disk which reverses missiles back to the sender of it. Speed, range and damage are unaffected. Caster may sends missiles normally while under this effect. Alteration Numbers 6
81 Pixie Dust Creates a handful of pixie dust which turns anyone invisible for 24 hours, until dispelled, cancelling or attacking. Range of the dust is about 10 foot. Illusion ? 5
82 Poison The caster can poison victims if they don't make a save vs.poison. The level of the caster determines the damage and how the effects lasts Necromancy. ? 4
83 Protection from Evil It creates a magical barrier around the recipient. This barrier gives -2 penalty to attack rolls of evil creatures and gives a +2 bonus to all saving throws made by the protected creatures. Abjuration Protection 1
84 Protection from Evil, 10' Radius Is identical to Protection from Evil, effects more than one recipients. They +2 saving throws from evil and lowers attack chance of evil creatures as well. Abjuration Protection 4
85 Protection from Fire Grant s complete immunity from natural fires like torches and 80% resistance from magical fires. The spell last one round for each caster lvl. Abjuration Protection, Elemental (Fire) 3
86 Protection from Lightning The recipient gains absolute protection from any from of lighting. duration is 5 round for each lvl of the caster. Abjuration Protection, Weather 4
87 Raise Dead The priest can restore life to any humanoid. This body must be in one piece. It brings the character back to life with only one hitpoint left. Necromancy Necromantic 5
88 Regeneration Targeted creature regenerates 3 hit points per second for 1 round/2 levels. Necromancy Healing 7
89 Remove Curse It removes the curse from the subject which is affected by a curse. It does not remove the curse from the object which caused it. Abjuration Protection 3
90 Remove Fear This spell instills courage into the spell recipients, racing morale to the highest. It will negate the effect of fear. Abjuration Charm 1
91 Remove Paralysis The caster can release one subject from the effects of paralyzation caused by magic. Abjuration Protection 3
92 Repulse Undead Creates a wave of anti negative energy which pushes undead away from the caster. There is one wave each round and the undead can't make a swing throw. Lasts 1 turn. Abjuration ? 5
93 Resist Fire and Cold All cold or fire damage sustained on the creature affected by this spell is reduced by 50%. Alteration Protection 2
94 Resurrection This returns a character back to life, but healed, so their can continu their life once more. Necromancy Necromantic 7
95 Righteous Magic When cast, it gives the priest 1 hitpoint/each level, 1 strength point/ 3 levels (max. is 24) and inflicts maximum damage with every hit. Last 1 round/ level or until dispelled. Alteration Combat 5
96 Rigid Thinking All targets must make a save roll or subdue under its effect. It causes characters to wander, attack the nearest person or stand confused. Enchantment Law 3
97 Sanctuary Causes all opponents to ignore the existence of the priest, who can use the time to do all kinds of non-offensive actions. Doing offensive actions will end the effect of the spell. Abjuration Protection 1
98 Shield of the Archons This creates a powerful shield which absorbs up to total of spell levels half the level of the priest, as long they are directly cast at the priest and includes innate abilities and spell scrolls. Abjuration Protection 7
99 Shillelagh Summons a magical crudgel which does 2d4 points of damage with a +1 bonus to attack rolls. Uses small Sword proficiency to calculate attacks rolls and number of attacks. Alteration Combat, Plant 1
100 Silence, 15' Radius Stops all sounds made by creatures in the affected area when casted, stopping spellcasting of the creatures affected by the spell. Alteration Guardian 2
101 Slay Living The priest has to touch a target and the spell creates an item on the target. In 18 seconds, the priest must hit the first to inflict 2d6 +9 points of damage and if the target doesn't make a save vs.spells, it dies. Necromancy Combat 5
102 Slow Poison This spell cures the recipient of most poison and slows the most lethal poisons in doing damage. Necromancy Healing 2
103 Sol's Searing Orb Creates a glowing orb which must be thrown immediatly at the target with a +3 bonus to attack rolls and being proficient. Does 6d6 to creatures and blinds them 1d6 rounds. Undead suffer double damage and six rounds blinded if a save vs. spells fails. Evocation Sun 6
104 Spiritual Hammer This spell brings a magical hammer into existence, which may be used to strike enemies for as long as it lasts. The basis damage is 1d4+1 points. Uses War Hammer proficiency. Evocation Combat 2
105 Storm of Vengeance* Instantly kills all hostile creatures of less than 8 levels, per round it deals 1d6 acid damage(save vs. spell for half), 1d6 electrical damage and 1d6 fire damage. All creatures being range of spell in first round has chance of being poisoned(save vs. death negates.) ? ? Quest
106 Strength of One Sets the strength of the entire party to 18/76 during for one turn, which 60 seconds. Party members with higher strength have their strength actually lowered. Alteration Law 3
107 Summon Deva* Summons Deva to aid caster. Conjuration ? Quest
108 Summon Fallen Deva* Summons Fallen Deva to aid caster. Conjuration ? Quest
109 Summon Insects This summons a swarm of insects which attacks one enemy. The victim may make a save.vs breath to escape the swarm. Otherwise he will suffer 1 damage/ 2 sec, receives -2 penalties to armor and attack, with 50% spell failure. Conjuration Animal 3
110 Sunray A ray of sunlight beams down upon the caster and all within a 20-foot radius. All creatures will suffer 3-18 points of damage and must make a save roll vs. spells or be blinded for 10 rounds. Undead take 1-6 damage / caster level and make save roll. If they fail, they are destroyed. Evocation + Alteration Sun 7
111 Symbol, Death Allows the wizard to inscribe on the surface. When a creature comes too close to it, it will exploded and the creature must make a save vs. death or die. Creatures with more than 60 current hitpoints are immune to the spell. Conjuration Guardian 7
112 Symbol, Fear Allows the wizard to inscribe on the surface. When a creature comes too close to it, it will be activated and the creature must make a save vs. spells at -4 or be affected by fear for 1 round for every level of the caster. Conjuration Guardian 7
113 Symbol, Stun Allows the wizard to inscribe on the surface. When a creature comes too close to it, it will be activated and the creature must make a save vs. spells at -4 or be stunned for 1 round for every level of the caster. Conjuration Guardian 7
114 True Seeing This will dispel all hostile illusion spells in the area, a rough 70 ft area of the target. Magic resistances is ignored and this will not dispel illusion spells from party members. Divination Divination 5
115 Unholy Blight The opposite of Holy Smite. All good creatures receive 1-4 points of damage for every level of the caster. If the victim fails his role, he will have -2 penalty to all his roles. Necromancy Healing 3
116 Unholy Word Creates magic of tremendous power which only affects good creatures with effects depending on the creature. Those with less than 4 hit dice will die. 4-7 are stunned for 1 turn. 8-11, slowed for turn with 75% spell failure. 12 and higher, deafened with 50% spell failure. Conjuration Combat 7
117 Wondrous Recall Brings two spells of level 5 and lower back into memory after they have been casted by this spell, If no spells have been cast, nothing happens. Alteration Charm, Creation 6
118 Zone of Sweet Air Removes noxious gases from the area, including magical ones like Stinking Cloud and Incediary Cloud. Does not offer protection from gases created by dragons. Abjuration Wards 3

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