The Spells which can be cast by Gorion's Ward and select party members are categorized into two categories: the Wizard & Priest spellbooks, both of which are comprised of spells from eight different schools of magic. The priest spellbook has seven spell levels and the wizard spellbook has nine spell levels. Only the first five levels from each spellbook are available in the game. The eight different school of magic are:
- Alteration – this school has its focus on spells that alter reality in many different ways. Transmuters are specialists of this school.
- Abjuration – this school focuses on many spells that may protect or offer resistance from all kinds of elements and spells that may remove some status effects on the user. An Abjurer has specialised in this school.
- Conjuration / Summoning – this school focuses on the conjuration of armor and creatures not related to the undead. Conjurers are those specialised in this school.
- Divination – this school focuses on identifying items of magical nature, properties of creatures and protecting against creature of evil natures, traps. The specialists are called Diviners.
- Enchantment / Charm – this school is focused on the manipulation off the minds of any creature. Enchanters are specialists called from this school.
- Evocation / Invocation – this school is around spells that summon weapons and damage inflicting spells of any element. Those who are specialised in this school are called Invokers.
- Illusion / Phantasm – this school focuses on spell that alter appearance and invisibility. Illusionist specialise in this school.
- Necromancy – this school focuses on life and death and spells of this school can heal their target, drain life from the victim to the caster and allows undead minions to be summoned. Necromancers are specialists in this school.
Many spells can be categorized into only one spellbook, but there are some exceptions and these are at different spell levels available in the different spellbooks. To cast spells, wizards and priests use spell slots, which can be filled with a memorized spell of a specific level and can only be used once. Spells assigned to slots are restored after resting in inns, dungeons, or outside in the wilderness.
Wizards spells can be used by mages, bards and specialist mages. This spellbook has many spells that inflict magical damage, inflict negative status effects, raise the amount of protection for the caster, conjure creatures, etc. It has a more offensive character, with a lot of supportive spells as well, but those who can use this spellbook cannot heal poison or wounds.
Priest spells can be used by clerics and druids. Rangers can use this spellbook from level 8. The spellbook has many spells that can be used to heal the wounds of allies, cure status effects, boost armor class, summon magical weapons, increase resistance to evil, magic and elements, inflict negative status effects, etc. It has a supportive character, but has a limited amount of offensive spells as well.
Note: The summaries provided below in the effects column for each spell are from the Original Baldur's Gate game. Links to each individual spell will reveal that several wizard spells have been altered for the Enhanced Edition (Animate Dead being a good example). The description on these spell pages have been updated to reflect how the spell works in the Enhanced Edition.
List of spells (Baldur's Gate)Edit
The spells in this table are alphabetically ordered. This list contains only the spells from the game without the expansion pack. The list of spells from the expansion pack is under this one.
^ : Spell is a special ability to some classes.
+ : Spell is a special ability of the protagonist earned during the game.
|1||Agannazar's Scorcher||20–60 ft jet of flames causing 3d6 points of fire damage. There is no saving throw, but fire resistance will reduce/eliminate damage.||Wizard||Evocation||2|
|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.||Priest||Necromancy||2|
|3||Animal Summoning I||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.||Priest||Conjuration||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.||Priest||Conjuration||5|
|5||Animate Dead (priest)|
Animate Dead (mage)
|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.||Priest / Wizard||Conjuration||3/5|
|6||Armor||Conjures magical armor for the spellcaster with an armor class of 6. This cumulative with bonuses from items and stats. Will last until dispelled or for 10 turns.||Wizard||Conjuration, Summoning||1|
|7||Barkskin||Raises armor class of the target and saving throw rolls vs. attacks except magical.||Priest||Alteration||2|
|8||Bless||Raises morale, saving rolls vs. fear +1, increases attack rolls friendly target||Priest||Conjuration||1|
|9||Blindness||Blinds target. If not a save roll, target receives -4 penalty to armor class & hit attack rolls||Wizard||Illusion||1|
|10||Blur||Blurs the image of the caster. +1 bonus to all saving throws, -3 hit penalty of melee and ranged attacks to the caster.||Wizard||Illusion||2|
|11||Burning Hands||Jet of searing flames is cast from wizard hands causes fire damage in an arc of 120'.||Wizard||Alteration||1|
|12||Call Lightning||Bolts of lightning are called down upon random hostile targets. Must be cast in open air.||Priest||Alteration||3|
|13||Chant||Increases attack rolls and saving throws of friendly target in AoE by +1. Hostile targets receive -1 penalties.||Priest||Conjuration||2|
|14||Charm Person||The target regards the caster as a friendly if successfully cast. The cast may obey orders.||Wizard||Enchantment||1|
|15||Charm Person or Mammal||See charm person, includes also mammals||Priest||Enchantment||2|
|16||Chill Touch||Caster can make touch attack dealing damage and THAC0 penalty.||Wizard||Necromancy||1|
|17||Chromatic Orb||Cause and damage and varied effects depending on the level of the caster.||Wizard||Evocation||1|
|18||Clairvoyance||Allows caster to see geographical buildings & features in the area he is exploring. Works only outside||Wizard||Divination||3|
|19||Cloudkill||Creates deadly yellowish green in a large area. Able to kill weak creatures. Similar to Stinking Cloud.||Wizard||Evocation||5|
|20||Color Spray||From the hand of the caster a spray of clashing colors spring forth. If successful, the target will lose conscious.||Wizard||Alteration||1|
|21||Command||The caster commands the target to sleep a single round. Target will awaken unharmed.||Priest||Enchantment||1|
|22||Confusion||Causes the affected by the spell to go berserk, wander around and if they are attacked, they will defend themselves.||Wizard||Enchantment||4|
|23||Cure Light Wounds+||Heals 8 hit points on the subject the spell is cast upon. They cannot be healed above their max. health.||Priest||Necromancy||1|
|24||Cure Serious Wounds||Heals 17 hit points on the subject the spell is cast upon. They cannot be healed above their max. health.||Priest||Necromancy||4|
|25||Cure Critical Wounds||Heals 27 hit points on the subject the spell is cast upon. They cannot be healed above their max. health.||Priest||Necromancy||5|
|26||Detect Evil||This spell makes any evil creatures in range glow red briefly||Priest||Divination||1|
|27||Detect Invisibility||Allows the caster to see objects and beings which are invisible, astral, ethereal or out of phase.||Wizard||Divination||2|
|28||Dimension Door||The caster can step in a dimension which transports the caster to any place in visual range.||Wizard||Alteration||4|
|29||Dire Charm||Similiar to charm person, but this will put the target into berserker state, even fighting 'former' allies.||Wizard||Enchantment||3|
|30||Dispel Magic (priest)|
Dispel Magic (mage)
|Removes all magical stats gained from potions, spells, and magical item's from anybody within AoE. Does not effect magical items themselves.||Priest / Wizard||Abjuration||3/3|
|31||Draw Upon Holy Might+||Raises Strength, Constitution and Dexterity 1 point for every three levels of the caster.||Priest||Evocation||2|
|32||Entangle||The caster cause all kinds of plants to wrap and twist around creatures and holding them into places in a certain area.||Priest||Alteration||1|
|33||Find Traps||All traps concealed normally, magically and mechanically become apparent to the caster, the same as find trap mode for thiefs.||Priest||Divination||2|
|34||Fireball||The caster sends a fireball which detonates at the determined point and sends out a wave of flames from the center with a 20 ft radius.||Wizard||Evocation||3|
|35||Flame Arrow||The caster conjures a flame which inflicts both fire and physical damage to the target. Casters gains an extra arrow for every five levels.||Wizard||Conjuration||3|
|36||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.||Priest||Evocation||2|
|37||Flame Strike||The caster sends down a column of flames at the target which must roll a saving throw or be burned heavily.||Priest||Evocation||5|
|38||Free Action||The subject under influence of this spell is able to normally, even when magic affecting movement is upon the victim.||Priest||Abjuration||4|
|39||Friends||The spell increase the Charisma of the caster by 2d4, changing the behavior of all creatures who encounter the caster while under influence of the spell, making them more friendly.||Wizard||Enchantment||1|
|40||Ghost Armor||Creates magical armor with an armor class (2) of plate armor, which is cumulative with Dexterity and shield bonuses. Has no restrictions||Wizard||Conjuration||3|
|41||Ghoul Touch||If the spell is cast and the mages makes a successful melee attack, the target is paralyzed for five rounds. Uses blunt weapon proficiency to calculate attack rate & chance.||Wizard||Necromancy||2|
|42||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 level of the caster.||Priest||Abjuration + Evocation||3|
|43||Goodberry||Creates five magical berries which can be carried around and will heal 1 hit point if they are eaten.||Priest||Alteration + Evocation||2|
|44||Grease||Creates a slippery & fatty surface. Anyone within the area must make a save roll or will not be able to move normally.||Wizard||Conjuration||1|
|45||Haste||When the spell is cast, all affected creatures move and attack at double rates. Spells not included. Negates slow and is not cumulative.||Wizard||Alteration||3|
|46||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.||Priest||Enchantment||3|
|47||Hold Person (priest)|
Hold Person (mage)
|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 of effects.||Priest / Wizard||Enchantment||2/3|
|48||Horror||If successful, all affected creature will run in terror when this spell is cast. Undead and certain creatures are immune to the effect.||Wizard||Necromancy||2|
|49||Identify||This spell will identify the names, the effects and curses bestowed on magical items and this is always successful.||Wizard||Divination||1|
|50||Improved Invisibility||The recipient of the spell is be able to attack in melee combat, shooting projectiles and casting spells while remaining invisible. Observant enemies may find traces to attack the invisible creature.||Wizard||Illusion||4|
|51||Infravision||The recipient gains the ability to see with infravision, just like elves and dwarves for the during of the spell.||Wizard||Divination||1|
|52||Invisibility||Makes the recipient and armor undetectable by the eye, but are still detectable by other features. The affected can talk, eat, pick & drop items, climb stairs. Effect is dispelled when attacking, dispelled by magic, or runs out of duration.||Wizard||Illusion||2|
|53||Invisibility Purge||Dispels invisibility of any creature in the area, including sanctuary, improved invisibility, or shadow door.||Priest||Divination||3|
|54||Knock||Open locked, held, magical locked doors, secret doors, boxes and containers. Does not raise barred gates or anything like that.||Wizard||Alteration||2|
|55||Know Alignment (priest)|
Know Alignment (mage)
|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.||Priest / Wizard||Divination||2/2|
|56||Larloch's Minor Drain||This spell drains 1-4 hit points of the target which are added to the max. current hit points of the caster. The max hit points will return to normal after 10 rounds.||Wizard||Necromancy||1|
|57||Lightning Bolt||This spell releases a powerful bolt of electrical energy which will rebound when intersecting a wall. Inflicts 1-6 point of damage for each level of the caster and harms anybody if possible multiple times and could even kill the caster of the spell.||Wizard||Evocation||3|
|58||Luck||Recipient receives +1 to any of his actions. Includes, but is not limited to thieving skills, saving throws, hit chances.||Wizard||Enchantment||2|
|59||Magic Missile||The Caster may send up to five missiles at once to the target that inflicts 1d4+1 points of damage. Number of missiles depends on the level of the magician.||Wizard||Evocation||1|
|60||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.||Priest||Enchantment||1|
|61||Melf's Acid Arrow||The caster conjures an acid arrows which does 2d4 damage. For every three levels of the sorcerer it will last another round.||Wizard||Conjuration||2|
|62||Minor Globe of Invulnerability||Creates an immobile sphere around the caster that grants immunity to level 1, 2 and 3 spells. It can be dispelled with a successful Dispel Magic.||Wizard||Abjuration||4|
|63||Mirror Image||This magic creates 2-8 duplicates which do exactly the same as the wizard does. Opponents must destroy the illusions first before they can harm the caster.||Wizard||Illusion||2|
|64||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.||Priest||Enchantment||3|
|65||Monster Summoning I||The caster summons magically 8 Hit Dice of monsters, which appear in caster's range and will attack enemies. They can perform other services if there are no enemies to fight.||Wizard||Conjuration||3|
|66||Monster Summoning II||The caster summons magically 12 Hit Dice of monsters, which appear in caster's range and will attack enemies. They can perform other services if there are no enemies to fight.||Wizard||Conjuration||4|
|67||Monster Summoning III||The caster summons magically 16 Hit Dice of monsters, which appear in caster's range and will attack enemies. They can perform other services if there are no enemies to fight.||Wizard||Conjuration||5|
|68||Neutralize Poison||It cures the poison instantly and restores 1-10 points of health||Priest||Necromancy||4|
|69||Non-Detection||It renders target immune to multiple spells aimed at locating invisible beings||Wizard||Abjuration||3|
|70||Protection From Evil (divine)^|
Protection From Evil (arcane)
|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.||Priest / Wizard||Abjuration||1/1|
|71||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 level.||Priest||Abjuration||3|
|72||Protection from Normal Missiles||The caster bestows upon him-/herself total immunity to normal missile, like axes, arrows and bolts. Does not bestow immunity to projectiles conjured by magic or enchanted projectiles.||Wizard||Abjuration||3|
|73||Protection From Petrification||Grants absolute immunity from petrification attacks from cursed scrolls, creatures and magic||Wizard||Abjuration||2|
|74||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 hit point left.||Priest||Necromancy||5|
|75||Remove Curse (priest)|
Remove Curse (mage)
|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.||Priest / Wizard||Abjuration||3/4|
|76||Remove Fear||This spell instills courage into the spell recipients, racing morale to the highest. It will negate the effect of fear.||Priest||Abjuration||1|
|77||Remove Paralysis||The caster can release one subject from the effects of paralyzation caused by magic.||Priest||Abjuration||3|
|78||Resist Fire and Cold||All cold or fire damage sustained on the creature affected by this spell is reduced by 50%.||Priest||Alteration||2|
|79||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.||Priest||Enchantment||3|
|80||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.||Priest||Abjuration||1|
|81||Shadow Door||Like Dimension Door, this grants the wizard to move to anywhere within range and be invisible as well. It can be dispelled with any means that dispel magics or invisibility magics.||Wizard||Illusion||5|
|82||Shield||When the spell is cast, a barries comes into being in front of the caster that seta armor class to 4 and protection from missiles to 2.||Wizard||Evocation||1|
|83||Shillelagh||Summons a magical cudgel does 2d4 with +1 bonus to attack rolls. Uses small sword proficiency to calculate attacks rolls and number of attacks.||Priest||Alteration||1|
|84||Shocking Grasp||Deals 1-10 electrical damage on the target touched by the caster. It always hits unless the mage is disrupted.||Wizard||Alteration||1|
|85||Silence, 15' Radius||Stops all sounds made by creatures in the affected area when casted, stopping spellcasting of the creatures affected by the spell.||Priest||Alteration||2|
|86||Skull Trap||The caster throws a skull at the target area. The skull will explode in a 30 ft radius when a creature comes closer than 20 ft to the floating skull||Wizard||Necromancy||3|
|87||Sleep||When this spell is cast, one or more creatures could be affected by it unless they make a saving throw. If not, they fall asleep and can be attacked with great bonuses.||Wizard||Enchantment||1|
|88||Slow||This spell causes creatures to move and attack half their movement and attack rates. Negates the effect of haste.||Wizard||Enchantment||3|
|89||Slow Poison||This spell cures the recipient of most poison and slows the most lethal poisons in doing damage.||Priest||Necromancy||2|
|90||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||Priest||Evocation||2|
|91||Stinking Cloud||This spell creates a mass of vapours, like cloudkill, but creatures must make a save roll or fall unconscious.||Wizard||Evocation||2|
|92||Strength||Set the Strength of the recipient to 18/50, whether it was higher or lower before the spell, does not matter.||Wizard||Alteration||2|
|93||Strength of One||Sets the Strength of the entire party to 18/76 during one turn.||Priest||Alteration||3|
|94||Vampiric Touch||If this spell is cast and the caster hits an target successfully in melee combat, it will transfer 1-6 hit points from the target to the mage. Raises max hit points and if there is more life gained to restore health.||Wizard||Necromancy||3|
|95||Vocalize||Allows to the cast to cast spell without needing sound to do so. Silenced charactes affected by this spell can still cast spells.||Wizard||Alteration||2|
|96||Web||This spell creates a web in a large area. Creatures caught within the web are unable to move. Creatures making a successful roll, may move slowly or at normal speed out of the web.||Wizard||Evocation||2|
List of spells (Tales of the Sword Coast)Edit
The spells in this table are ordered by the spellbook in which they appear. This list contains only the spells added by the expansion pack, Tales of the Sword Coast (ToftSC)
^ : Spell is a special ability to some classes.
+ : Spell is a special ability of the protagonist earned during the game.
! : Information on this spell may be incorrect for any reason.
|97||Emotion: Hopelessness||The character gives over all will to higher power and will lie down if they fail to make a save roll. Raises morale of the caster if successfully cast.||Wizard||Enchantment||4|
|98||Greater Malison||This spell affects all saving throws of the characters affected by the spell. All saving throws are done at -2.||Wizard||Enchantment||4|
|99||Otiluke's Resilient Sphere||The recipient of this spell will be contained in a crystal sphere which grants immunity to all damage, but the subject can do nothing during it.||Wizard||Alteration||4|
|100||Polymorph Other||It transform the target of the spell into a squirrel unless the target can make a save roll vs. petrification, polymorph.||Wizard||Alteration||4|
|101||Polymorph Self||This spell transforms the caster into another creature. The wizards gains the physical mode, attributes, natural resistance, breathing of the creature.||Wizard||Alteration||4|
|102||Spirit Armor||Similair to Ghost Armor, but is fueled by the life force of the mage. It offers a +3 bonus vs. magical attacks in addition.||Wizard||Conjuration||4|
|103||Chaos||Identical in effect like confusion, but level 4 enemies are always effected by it and level 5+ enemies receive saving throws at -4.||Wizard||Enchantment||5|
|104||Cone of Cold||Creates a cone shaped area from the wizard's hand which is extremely cold does 1d4+1 for every level of the caster.||Wizard||Evocation||5|
|105||Domination||Enables the caster of this spell to control the actions of the victim. Target receives a saving throw at -4 to avoid it.||Wizard||Enchantment||5|
|106||Feeblemind||Lowers the Intelligence of the target to the level of a moron. Victim can make save roll at -2 to avoid the effect.||Wizard||Enchantment||5|
|107||Hold Monster||Spell hold any 1d4 creature into immobile state, like hold person, but for monsters. Undead are immune to it. saving throw made at -2.||Wizard||Enchantment||5|
|108||Defensive Harmony||Armor class of all affected creatures gains a +2 bonus, which lasts for 10 round.||Priest||Enchantment||4|
|109||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.||Priest||Enchantment||4|
|110||Protection From Evil, 10' Radius||Is identical to Protection from Evil, effects more than one recipients. They get +2 saving throws from evil and lowers attack chance of evil creatures as well.||Priest||Abjuration||4|
|111||Protection From Lightning||The recipient gains absolute protection from any form of lighting. Duration is 5 round for each level of the caster.||Priest||Abjuration||4|
|112||Champion's Strength||Raises THAC0 +1 for every three levels of the caster and sets str to 18/00. Priests cannot cast spells during this.||Priest||Alteration||5|
|113||Chaotic Commands||Makes an target immune for any status effects involving the mind. Charm, domination, sleep, confusion have no effect on the character.||Priest||Enchantment||5|
Easter Egg SpellsEdit
|114||Summon Cow||Summons cow on target creature.||Wizard||Conjuration||2|