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Spells (Baldur's Gate II)

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Spells which can be cast by controllable characters are categorized into two spellbooks: the Wizard&Priest spellbook with nine different schools of magic. The Wizard spellbook has nine levels of spells and the Priest spellbook has seven levels of spells available. The intelligence of the wizard and the wisdom of a priest determine which spell levels are available to the individual. See Character Abilities for more information.

Many spells can only be categorized into only one spellbook, but there are some exceptions and these are at different spell levels or the same level available in the different spellbooks. To cast spells, wizards & priests need spell slots, which can be filled with a spell of specific level and can only be used once. Spells assigned to slots restore themselves after resting in either inns or outside in the wilderness.

Schools of magicEdit

This are the nine different schools of magic:

  • 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.
  • Wild Magic, this school is based on unpredictable and powerful magic. This school which began to exist as a byproduct of the Time of Troubles[1] in 1358 DR. Mages who are specialised in this school are called wild mages and every time they cast a spell, an undesired effect may happen. Therefore use this with caution. This school has no school of opposition, compared to other school. This school was added by the expansion pack: Baldur's Gate II: Throne of Bhaal.


Users of the wizard spellbookEdit

Wizards spells can be used by mages, sorcerers, specialist mages, wild mages from class level 1. bards gain the ability to cast wizard spells when reaching level 2. This spellbook has many spells that inflict magical damage, negative status effects, spells that 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.


Users of the priest spellbookEdit

Priest spells can be used by clerics and druids from lvl 1. Rangers can use this spellbook from lvl 8, while paladins can use this spellbook when reaching class level 9. The only class with full access to all priest spells is the multi-class cleric / ranger.

The spellbook has many spell that can be used to heal/cause wounds of allies, status effects, boost armor class, summon magical weapons, increase resistance to evil, magic and elements, inflict negative status effecs, etc. It has supportive andoffensive spells, but more of the former.

List of spells (Baldur's Gate II)Edit

The spells in this table are alphabetically ordered. This list contains only the spells from the game with the expansion pack, Throne of Bhaal. 111 spells are from Baldur's Gate. Click here to see the list of spells in Baldur's Gate.

Legend:

- : Spell is a special ability to some classes.

& : Spell is in both spellbooks.

+ : Spell is a special ability of the protagonist earned during the game.

! : Information about this spell may not be accurate.

Numbers may be replaced by spell icons as soon they are uploaded. Try to describe the effect of the spell in maximum seven lines of text within the table, details can be added to the page of the spell itself.

# Name spell Effect Spellbook School Lvl.
1 Abi-Dalzim's Horrid Wilting This spell lets moisture evaporate from the creature, dealing 1d8 points of magical damage for every level of the caster, creatures can make a Save Vs Spell for halve damage. Creatures with high amounts of moisture receive -2 penalty to saving throws as well. Wizard Necromancy 8
2 Absolute Immunity It will confer complete immunity to all weapons, expect those of +5 and better quality. It will last 4 rounds or until dispelled Wizard Abjuration 9
3 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. Priest Conjuration 6
4 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
5 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
6 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. Priest Conjuration 4
7 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
8 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. Priest Conjuration 6
9 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. Priest / Wizard Conjuration 3 / 5
10 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
11 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. Priest Abjuration 1
12 Barkskin Raises armor class of the target and saving throw rolls vs attacks except magical. Priest Alteration 2
13 Black Blade of Disaster Summons a black bladed planar rift, acting as a sword +5. While the mages uses this weapon, it has the THACO of a warrior half his level and the every time the target is hit, it must make a save roll vs. death at +4 or be disintregrated. Wizard Evocation 9
14 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. Priest Evocation 6
15 Bless Raises morale, saving rolls vs. fear +1, increases attack rolls friendly target Priest Conjuration 1
16 Blindness Blinds target. If not a save roll, target receives -4 penalty to armor class& hit attack rolls Wizard Illusion 1
17 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
18 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. Priest Evocation 6
19 Breach When this spell is cast upon a creature, it breaches and dispels all of the specific and combat protection affecting the creature. This does not affect magic resistance. Wizard Abjuration 5
20 Burning Hands Jet of searing flames is cast from wizard hands causes fire damage in an arc of 120'. Wizard Alteration 1
21 Cacofiend This spell summons an rampaging demon attacking everything on sight, unless they are protected from evil. Lasts 15 rounds. Wizard Conjuration 7
22 Call Lightning Bolts of lightning are called down upon random hostile targets. Must be cast in open air. Priest Alteration 3
23 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 Priest ?? 4
24 Carrion Summons This spell summon one or two (35% chance) in an designed area. Then these carrion eaters are made more powerful and the effect lasts until they are slain or the spell runs out. Wizard Conjuration 6
25 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. Priest Necromancy 5
26 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. Priest Necromancy 4
27 Chain Contingency The mage chooses three spells which will be simultaneously released when certain conditions are met. The selected spells are of any level. Wizard Conjuration 9
28 Chain Lightning Arcs of electrical energy burst from the fingertips of the caster, leaping to enemies near the caster. For every two levels 1d6 damage is done, unless a save is made for half damage. Wizard Evocation 6
29 Chant Increases attack rolls and saving throws of friendly target in AoE by +1. Hostile targets receive -1 penalties. Priest Conjuration 2
30 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. Priest Alteration 5
31 Chaos Identical in effect like confusion, but lvl 4 enemies are always effected by it and lvl 5+ enemies receive saving throws at -4. Wizard Enchantment 5
32 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
33 Charm Person The target regards the caster as a friendly if successfully cast. The cast may obey orders. Wizard Enchantment 1
34 Charm Person or Mammal See charm person, includes also mammals Priest Enchantment 2
35 Chill Touch Caster can make touch attack dealing damage and THAC0 penalty. Wizard Necromancy 1
36 Chromatic Orb Cause and damage and varied effects depending on the level of the caster. Wizard Evocation 1
37 Clairvoyance Allows caster to see geographical buildings&features in the area he is exploring. Works only outside Wizard Divination 3
38 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. Priest Conjuration 4
39 Cloudkill Creates deadly yellowish green in a large area. Able to kill weak creatures. Similair to Stinking Gas. Wizard Evocation 5
40 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. Priest Enchantment 7
41 Colour Spray From the hand of the caster a spray of clashing colours spring forth. If successful, the target will lose conscious. Wizard Alteration 1
42 Command The caster commands the target to sleep a single round. Target will awaken unharmed. Priest Enchantment 1
43 Cone of Cold Creates a cone shaped area from the wizard's hand which is extremely cold does 1d4+1 for every lvl of the caster. Wizard Evocation 5
44 Confusion Causes the affected by the spell to go berserk, wander around and if they are attacked, they will defend themselves. Wizard Enchantment 4
45 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. Priest Conjuration 6
46 Conjure Air Elemental This spell summons an air elemental which serves the wizard. It has 12 Hit Dice (60%), 16 HD (35%) or 24 (5%). The wizard must concentrate for 3 rounds to gain control of the creature. Wizard Conjuration 6
47 Conjure Earth Elemental See the spell above. This has the same effect and hazards, but it summons an earth elemental. Priest / Wizard Conjuration 7 / 6
48 Conjure Fire Elemental See the spell above. This has the same effect and hazards, but it summons an fire elemental. Priest + Wizard Conjuration 6
49 Conjure Lesser Air Elemental This spell summons an air elemental which serves the wizard. It has 8 Hit Dice and there is 15% it will break free from the control of the wizard and go berserk. Wizard Conjuration 5
50 Conjure Lesser Earth Elemental See the spell above. This has the same effect and hazards, but it summons an earth elemental. Wizard Conjuration 5
51 Conjure Lesser Fire Elemental See the spell above. This has the same effect and hazards, but it summons an fire elemental. Wizard Conjuration 5
52 Contagion The spell inflicts weaknesses and diseases upon the creature, strength, dexterity and charisma are lowered by 2 points and the target is slowed. Cure Disease cures the creature completely. Wizard Necromancy 4
53 Contingency The mage chooses three spells which will be simultaneously released when certain conditions are met. The selectable spell levels increase for every three levels of the caster, with 6th spells being the highest possible. Wizard Evocation 6
54 Control Undead Allows the caster to take control of 1-4 undead within the area of effect. Undead with a Hit dice of 3 can't make saving throws to negate the effect. This effect can be dispelled. Wizard Necromancy 7
55 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. Priest Conjuration 7
56 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. Priest Necromancy 5
57 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. Priest Abjuration 3
58 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. Priest Necromancy 1
59 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. Priest Necromancy 3
60 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. Priest Necromancy 4
61 Deafness Victim become completely deaf if a saving throw isn't made in the favor of the victim. Victim has 50% chance of spell failure. Can be dispelled by Dispel Magic and Cure Disease Wizard Illusion 2
62 Death Fog Summons a acidic cloud with a 20 ft radiu which deals 8 points of damage to creatures and kills all summoned creatures instantly. Wizard Evocation 6
63 Death Spell This spells snuffs out all life forces out of the creatures in the area instantly. All creatures with a hit dice of 8 are immune to the effect, but summoned creatures are not. Wizard Necromancy 6
64 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. Priest Necromancy 4
65 Defensive Harmony Armor class of all affected creatures gains a +2 bonus, which lasts for 10 round. Priest Enchantment 4
66 Delayed Blast Fireball Very much like Fireball, but this creates a fireball which hovers around the determined area a while before exploding and doing 14d6 points of damage, with a save vs. spells for half damage Wizard Evocation 7
67 Detect Evil This spell makes any evil creatures in range glow red briefly Priest + Wizard Divination 1/2
68 Detect Illusion Cancels all illusions up to 3rd level. Wizard Divination 3
69 Detect Invisibility Allows the caster to see objects and beings which are invisible, astral, ethereal or out of phase. Wizard Divination 2
70 Dimension Door The caster can step in a dimension which transports the caster to any place in visual range. Wizard Alteration 4
71 Dire Charm Similiar to charm person, but this will put the target into berserker state, even fighting 'former' allies. Wizard Enchantment 3
72 Disintegrate A grey thin ray is shot at the target. The creature must make a save roll or be turned into dust, as well some if not all items the creature carries. Wizard Alteration 6
73 Dispel Magic& Removes all magical stats gained from potions, spells and magical item from anybody within AoE. Does not effect magical items themselves Priest + Wizard Abjuration 3
74 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. Priest Alteration, Necromancy 6
75 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
76 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. Priest Alteration 1
77 Draw Upon Holy Might+ Raises strenght, constitution and dexterity 1 point for every three lvls of the caster. Priest Evocation 2
78 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. Priest Alteration 7
79 Emotion-Hopelessness The character gives over all will to higher power and will lie downi fthey fail to make a save roll. Raises morale of the caster if succesfully cast. Wizard Enchantment 4
80 Enchanted Weapon Conjures a magical weapon of the caster's choice, this could be mace, axe, long sword etc. It's a +3 weapon lasting 1 day. Wizard Enchantment 4
81 Energy Drain This spell opens a channel between the caster's plane and the negative energy plane, draining two experience levels of the victim, which can only be restored by the priest spell Restoration. Wizard Necromancy 9
82 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
83 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. Priest Evocation 6
84 Farsight Allows the caster to view an area of the unexplored map. After casting, click on the area you want to view. Priest + Wizard Divination 4
85 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
86 Find Familiar Summons a random small animal which acts as a companion/aide of the magic. Gives bonuses to the wizard. Letting familairs die will cost the wizard one Constitution point permanently. Wizard Conjuration 1
87 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
88 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. Priest + Wizard Necromancy 7
89 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
90 Fireshield (Blue) Surrounds the caster with a shield of ice flame. Grants 50% cold resistance and protects caster from melee hits. Those hitting the caster suffer cold damage. Wizard Evocation, Alteration 4
91 Fireshield (Red) Surrounds the caster with a shield of flame. Grants 50% fire resistance and protects caster from melee hits. Those hitting the caster suffer fire damage. Wizard Evocation, Alteration 4
92 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. Priest Conjuration 6
93 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. Priest Evocation 7
94 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
95 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
96 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
97 Flesh to Stone If the target can't make a save throw against this spell, it will turn into stone, as well as his possessions. Statues can be shattered in order to make it impossible to resurrect the creature. Wizard Alteration 6
98 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
99 Freedom The reverse spell of Imprisonment. When cast at the area where the creature became imprisoned, it will be released instantly and also cancels the effects of Maze. Wizard Abjuration 9
100 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
101 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. Priest / Wizard Conjuration 7 / 9
102 Ghost Armor Creates magical armor with an armor class (2) of plate armor, which is cumulative with dexterity and shield bonuses. Does not restrcit movement, but it can be dispelled. Wizard Conjuration 3
103 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
104 Glitterdust Creates a cloud of glittering dust which may blind those in the area of effect. Makes invisible creatures visible. Recipients will receive a penalty of +4 armor class and -4 to attack rolls Wizard Conjuration 2
105 Globe of Invulnerability Creates an immoblie sphere around the caster that protects him from 4th level spells and lower. The caster can still cast spells while the globe is active. Can be dispelled. Wizard Abjuration 6
106 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. Priest Abjuration + Evocation 3
107 Goodberry Creates five magical berries which can be carried around and will heal 1 hitpoint if they are eaten. Priest Alteration + Evocation 2
108 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
109 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. Priest Enchantment 5
110 Greater Malison This spell affects all saving throws of the characters affected by the spell. All saving throws are done at -4. Wizard Enchantment 4
111 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. Priest Necromancy 7
112 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. Priest Necromancy 6
113 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
114 Heal This spells heals the target completely from diseases, blind- and deafness, feeblemind, mental disorders and injuries. Priest Necromancy 6
115 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
116 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
117 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. Priest / Wizard Enchantment 2 / 3
118 Hold Undead Holds 1d4 undead creatures immobile for 5 rounds and every undead 5 ft away from the target. Those who succeed on their saving throw are totally unaffected. Wizard Necromancy 3
119 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. Priest Necromancy 3
120 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. Priest Conjuration 7
121 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
122 Ice Storm Great hail stones in a diameter of 40 ft. inflict 2d8 upon any creature in the area of effect. This will last 4 rounds Wizard Evocation 4
123 Identify This spell will identify the names, the effects and curses bestowed on magical items and this is always successful. Wizard Divination 1
124 Imprisonment This spell will imprison the target in a small sphere beneath the earth. It can only be dispelled by Freedom, or the character will stay there for eternity. There is no saving throw. Wizard Abjuration 9
125 Improved Haste Like the spell Haste, this doubles attack and movement rate, but the recipient is not more fatigued by the spell and negates slow. Wizard Alteration 6
126 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 3
127 Improved Mantle Like mantle this gives immunity to all weapons, expect for weapons of +4 or better. This will last 4 rounds or until dispelled Wizard Abjuration 8
128 Incendiary Cloud This spell creates a cloud of roaring flame, doing 1-4 damage for every levels of the caster each round while in the area of effect, which is a 20-ft radius. Wizard Evocation 8
129 Infravision The recipient gains the ability to see with infravision, just like elves and dwarves for the during of the spell. Wizard Divination 1
130 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. Priest Conjuration 5
131 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
132 Invisibility 10' Radius 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
133 Invisibility Purge Dispels invisibilty of any creature in the area, including sanctuary, improved invisibility or shadow door. Priest Divination 3
134 Invisible Stalker Summons a 8 Hit Dice invisible stalker from the Elemental Planes which remains 9 hours or until slain under the control of the caster. Wizard Conjuration 6
135 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. Priest Alteration 5
136 Khelben's Warding Whip This spell will remove a spell protection of level 8 in or lower strength. The round thereafter it will dispel one more, until the spell expires. Wizard Abjuration 7
137 Knock Open locked, held, magical locked doors, secret doors, boxes and containers. Does not raise barred gates or anything like that. Wizard Alteration 2
138 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. Priest + Wizard Divination 2
139 Larloch's Minor Drain This spell drains 1-4 life 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
140 Lesser Restoration This spell raises life energy and reverses level drain of one creature. After casting this spell, the priest will be fatigued. Priest Necromancy 4
141 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 lvl of the caster and harms anybody if possible multiple times and could even kill the caster of the spell. Wizard Evocation 3
142 Limited Wish This spell will fulfill one wish of the caster which may alter past, present or future, but this will not change major realities. Depending on the wisdom of the mage, it can end in disaster or benefit him. Wizard Conjuration 7
143 Lower Resistance This spell lowers magic resistance by 10% +1% for each level of the wizard. It's cumulative and can't be dispelled by Dispel Magic. There is no saving throw against it Wizard Abjuration + Alteration 5
144 Luck Recipient receives +1 to any of his actions. Includes, but is not limited to thieving skills, saving throws, hit chances. Wizard Enchantment 2
145 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
146 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. Priest Alteration 5
147 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
148 Mantle Gives the recipient of this spell complete immunity to weapon, expect for +3 or better. Will not work conjuction with other likewise spells and last only 4 rounds. Wizard Abjuration 7
149 Mass Cure This heals all party members in the area of effect with 1d8 + 1 points, which is 30-ft radius from the target. Pries Necromancy 5
150 Mass Invisibilty This spell makes all friendly creatures invisible in a 30-ft radius. The invisible creatures are able to attack, cast spells while remaining unseen. However, some traces may been seen which allows enemies to attack Wizard Illusion 7
151 Maze The target of the spell is transported to a shifting maze, depending on the intelligence of the creature, determines the time spend there. Wizard Conjuration 8
152 Melf's Acid Arrow The caster conjures an acid arrows which does 2d4 damage. For every three lvls of the sorcerer it will last another round. Wizard Conjuration 2
153 Melf's Minute Meteors Summons one small globe of fire for each level of the caster. Does 1d4 +3 missile and +3 fire damage to the creature struck. Wizard may discharges 5 meteors/round. Wizard Evocation 3
154 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
155 Meteor Swarm This spells pulls down meteors from above in a random area of effect. Those in the AoE will suffer 4-40 points of damage/round. There is no saving throw. Wizard Evocation 9
156 Minor Globe of Invulnerability Creates an immobile sphere around the caster that grants immunity to lvl 1, 2 and 3 spells. It can be dispelled with a successful Dispel Magic. Wizard Abjuration 4
157 Minor Sequencer Allows the wizard to store two 2nd level or lower spells and access them simultaneously from the special abilities. A mage can have only one at a time. Wizard Evocation 4
158 Minor Spell Deflection Similiar to Spell Deflection, this spell absorbs spells directly cast at the wizards, it will absorb 4 spell levels. If a level 2 spell is cast and the mage has 1 spell level left, it will not be absorbed and the spell deflection is dispelled. Wizard Abjuration 3
159 Minor Spell Turning This spells send spells from enemies back to the caster for a total of 4 spell levels, this includes scrolls and innate abilities. As long as these spells are directly send to the caster. Wizard Abjuration 5
160 Mirror Image This magic creates 2-8 duplicates which do exaclty the same as the wizard does. Opponents must destroy the illusions first before they can harm the cster. Wizard Illusion 2
161 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
162 Mislead This spell creates an image of the mage, where the wizard stands and makes the wizard teleport and invisible. Image will remain until dispelled or reaching zero hit points. Wizard Illusion 6
163 Mordenkainen's Sword This summons a shimmering sword-like weapon which acts as a +4 weapon along with the THACO of a fighter half the level of the mage. Mage can still perform other actions. Wizard Evocation 7
164 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
165 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
166 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
167 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. Priest Illusion 7
168 Negative Plane 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. Priest Abjuration 4
169 Neutralize Poison! It cures the poison instantly and restores 1-10 points of health Priest Necromancy 4
170 Non-Detection It renders target immune to multiple spells aimed at locating invisible beings Wizard Abjuration 3
171 Oracle It will dispel all illusion spells around the target in a 20 ft. radius of level 5 and lower. This is done indiscriminately and magic resistance is ignored. Wizard Divination 5
172 Phantom Blade Summons a magical blade acting as +3 weapon in terms of bonuses. This +10 extra damage against undead creatures. It can be dispelled. Wizard Evocation 5
173 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. Priest Alteration 6
174 Pierce Magic Lowers magic resistance by 1% for every level of the caster and dispels one spell of protection of 6th level or lower. Wizard Abjuration 6
175 Pierce Shield This spell lowers magic resistance with 10% +1% for every level of the caster. Next it will dispel one protection spell of any level. This spell is not affected by magic resistance and the effect can't be dispelled. Wizard Abjuration 8
176 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. Wizard Illusion 5
177 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 Priest Necromancy. 4
178 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
179 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
180 Power Word Blind Every creature in a 10-ft area from the target will be blinded for 1 turn or until dispelled. Gives victims all related bonuses of blindness Wizard Conjuration 8
181 Power Word, Kill This spell will kills any creature instantly with 60 or less hitpoints left at the moment of casting. There is no saving throw. Wizard Conjuration 9
182 Power Word Silence This spell silence the target and any creature within an 1-foot area, which disables spellcasting requiring verbal components. No saving throw involved, last 3 rounds or until dispelled Wizard Conjuration 6
183 Power Word Sleep Like Command, this spell will cause the target to sleep if a save roll isn't made. Targets with less than 20 Hit dice don't get a saving throw. Sleeping creatures can be attacked with bonuses. Wizard Conjuration 2
184 Power Word, Stun Any creature which is target by this spell will be paralysed, depending on current hitpoints. 1-29: 4d4 turns, 30-59: 2d4 turns, 60-89 1d4 turns. Enemies with more than 90 are not affected by this spell. Wizard Conjuration 7
185 Prismatic Spray Multi-colored rays of the light flash from the hands. Creatures with 8 HD or less are blinded 5 turns. Depending on the one or two rays, there are additional serious effects. Wizard Conjuration 7
186 Project Image An illusionary copy from the caster steps outside his body. The illusion can move around and cast spells only. If the wizards takes any damage or the image is destroyed, then the wizard can move again. Can be dispelled. Wizard Illusion 7
187 Protection from Acid Confers complete resistance to all acid based attacks for the duration of the spell which 1 round / caster level or until dispelled. Wizard Abjuration 5
188 Protection from Cold Confers complete resistance to all non magical cold attacks and absorb 50% of magical cold damage. Wizard Abjuration 3
189 Protection from Electricity Confers complete resistance to all Electrical attacks both magical and non-magical. Wizard Abjuration 5
190 Protection from Energy This spell confers a 75% resistance to energies attacks such as fire, cold, electricity, magic acid, etc. from magical and non magical sources. Does not protect against physical hits as enchanted hammer. Last for 1 turn/ level or until dispelled. Wizard Abjuration 8
191 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. Priest + Wizard Abjuration 1
192 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. Priest Abjuration 4
193 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. Priest Abjuration 3
194 Protection from Lightning The recipient gains absolute protection from any from of lighting. duration is 5 round for each lvl of the caster. Priest Abjuration 4
195 Protection from Magic Energy This spells gives the caster 50% magic resistance to all magic based attacks. It last 1 round for every level of the caster or until dispelled Wizard Abjuration 6
196 Protection from Magical Weapons The spell will give complete immunity against enchanted and blessed weapons. It lasts 4 round or until dispelled. Wizard Abjuration 6
197 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
198 Protection from Normal Weapons This protects the target of the spell completely from damage caused by normal weapons. It can't be cast on anyone under the effects of protection fron magical weapons. Wizard Abjuration 5
199 Protection from Petrification Grants absolute immunity from petrification attacks from cursed scrolls, creatures and magic Wizard Abjuration 1
200 Protection from the Elements Gives the caster a 75% resistance against all elemental attacks such as fire. Whether magical or not, the damage is reduced. Last 1 round for each level of the caster or until dispelled. Wizard Abjuration 7
201 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. Priest Necromancy 5
202 Ray of Enfeeblement Lowers the strength of the target to 5 with all related penalties. Strength boosting items are not affected. A save vs. spells can be made by the victim. Wizard Enchantment 2
203 Reflected Image Like the spell Mirror Image, this creates but only 1 image of the wizard which disappears if it's dispelled, hit or when spell runs out. Wizard Illusion 1
204 Regeneration Gives a creature ability to regenerate 3 hit points per second. Priest Necromancy 7
205 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. Priest + Wizard Abjuration 3 / 4
206 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
207 Remove Magic Removes all magical stats gained from potions, spells and magical item from any caster enemy within AoE. Does not effect magical items themselves Wizard Abjuration 3
208 Remove Paralysis The caster can release one subject from the effects of paralyzation caused by magic. Priest Abjuration 3
209 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. Priest Abjuration 5
210 Otiluke's Resilient Sphere This spell causes victim to save vs. spell if unsuccessful target creature is imprisoned in a sphere immune to all damage incapable of affecting outside world as much as outside world is incapable of affecting trapped being. Wizard Alteration 4
211 Resist Fire/Cold All cold or fire damage sustained on the creature affected by this spell is reduced by 50%. Priest Alteration 2
211 Resurrection This returns a character back to life, but healed, so their can continu their life once more. Priest Necromancy 7
212 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. Priest Alteration 5
213 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
214 Ruby Ray of Reversal This spell dispels one spell protection of the highest level. If there are two of the sam level, the choice is mad random. Magic resistance is ignored. Wizard Alteration 7
215 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
216 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
217 Shapechange The caster is allowed to take shape of any powerful creature and will have almost all abilities. He can change then into another creature, but the current hitpoints of the mage are the same as the creatures he changes in. Wizard Alteration 9
218 Secret Word This spell will dispel one spell of protection of 8th level or lower. This does not affect magic resistance. Wizard Abjuration 4
219 Sphere of Chaos Every creature in the area of effect makes a save vs. wands. If failing to do so, random effects occur, such as polymorph squirrel, confused, burst into flames, disintegrate, healed 20 points and many more. Wizard Alteration 7
220 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
221 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
222 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. Priest Abjuration 7
223 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. Priest Alteration 1
224 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
225 Simulacrum Creates a duplicate of the caster of 60% of the level and with 60% of the hitpoints of the caster. It has also all abilities and is under full control of the mage. Wizard Illusion 8
226 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
227 Skull Trap The caster throws a skull at the target area. The skull will explode, affecting those in a 30 ft radius when a creature comes closer than 20 ft to the floating skull. Wizard Necromancy 3
228 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. Priest Necromancy 5
229 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
230 Slow This spell causes creatures to move and attack half their movement and attack rates. Negates the effect of haste. Wizard Enchantment 3
231 Slow Poison This spell cures the recipient of most poison and slows the most lethal poisons in doing damage. Priest Necromancy 2
232 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. Priest Evocation 6
233 Spell Deflection This absorbs up to total of 10 spell levels of spells, as long as these spells are directly cast at the caster, this may be from scrolls as innate abilities. Wizard Abjuration 6
234 Spell Immunity Grants the caster immunity from one school of magic for which complete immunity is gained while the spell lasts. Wizard Abjuration 5
235 Spell Sequencer This spell allows the mages to store three 4th or lower spells as a special ability. Then all three spells can be cast simultaneously. After that, the special ability icon disappears. Wizard Evocation 7
236 Spell Shield The caster of the spell will be protected from the next spell cast at him, this includes spells dispelling protection spells. Wizard Abjuration 5
237 Spell Thrust It will dispel all spells of protection of 5th level and lower from the affected creature. This does not include magic resistance. Wizard Abjuration 3
238 Spell Trigger This spell allows the mages to store three 6th or lower spells as a special ability. Then all three spells can be cast simultaneously. After that, the special ability icon disappears. Wizard Evocation 8
239 Spell Turning This spells send spells from enemies back to the caster for a total of 12 spell levels, this includes scrolls and innate abilities. As long as these spells are directly send to the caster. Wizard Abjuration 7
240 Spellstrike This spell dispels all spell protections and magic resistance does not affect this spell. Wizard Abjuration + Alteration 9
241 Spell Trap Creates a barrier around the caster which absorbs spells. If the caster has previously cast the spell which absorbed by the barrier, it will be memorised again. Absorbs all level spells up to total of 30 spell levels. Wizard Abjuration 9
242 Spider Spawn This spell is used to summon full grown spiders that remain in control of the wizard. At class level 7, giant spider are summoned, at 9 phase spiders and at 12+ sword spiders. Wizard Conjuration 4
243 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. Priest Evocation 2
244 Spook Allows wizards to be seen as a creature which is feared by the targets. If the creatures does not make a save, it will run as far as possible from the wizard. Wizard Illusion 1
245 Stinking Cloud This spell creates a mass of vapours, like cloudkill, but creatures must make a save roll or fall unconscious 1 round. The cloud itself will last 1 round. Can be removed by zone of sweet air. Wizard Evocation 2
246 Stone To Flesh This is the reverse spell of Flesh to Stone, It requires no saving throw and is instantly cast. Turns possessions to normal Wizard Alteration 6
247 Stoneskin Creates a skin of stone around the wizard which does not affect the wizard for every two levels. Every skin protects the wizard from physical damage once or until dispelled. Priest + Wizard Alteration 4
248 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
249 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. Priest Alteration 3
250 Summon Djinni This spell summons a djinni from the Elemental Planes of Air. It will serve the wizard, but when mistreated, it will betray the caster. Wizard Conjuration 7
251 Summon Efreeti This spells summon an efreeti from the Elemental Planes of Air. It will serve the wizard, but it will betray its master when abused. Wizard Conjuration 7
252 Summon Fiend More powerful than Cacofiend, this summons a frenzied fiend. It will attack everyone not protected by protection from evil. Only for the most desperate situations. Wizard Conjuration 8
253 Summon Haskeashar Like Summon Nishruu, but more powerful. But this creature has more hp and is immune to normal weapons. Like Nishruu, this will also absorb spells to heal itself. Wizard Conjuration 7
254 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. Priest Conjuration 3
255 Summon Nishruu It summons a nishruu to serve the wizard. It will attack those using magic. It drains charges from magical items and drains memorization of the highest level spell from the target. It will serve until slain or when duration runs out. Wizard Conjuration 6
256 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. Priest Evocation + Alteration 7
257 Sunfire Like the spell Fireball, this sends a ball to the target and detonates, doing 1d6 for every level of the caster (up to lvl 15). Those who make a save roll, receive half damage. Wizard Evocation 5
258 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. Priest / Wizard Conjuration 7 / 8
259 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. Priest / Wizard Conjuration 7 / 8
260 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. Priest / Wizard Conjuration 7 / 8
261 Teleport Field All creatures in a 30 ft area are teleported at random places as far as the wizard may see. Can buy the mage some time. Wizard Alteration 4
262 Tenser's Transformation Transform the caster into an berserker, doubling the hit points and giving a +4 bonus to armor class. All attacks are as a fighter of the same level. Last until dispelled or 1 round per caster level Wizard Alteration 6
263 Time Stop Stops the time in the area of effect. The caster can then do any action during 6 six turns, while all other creatures are frozen in time. Nothing can enter the area without being stopped. Wizard Alteration 9
264 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. Priest Divination 5
265 True Sight This will dispel all hostile illusion spells in the area, a rough 20 ft area of the target. Magic resistances is ignored and this will not dispel illusion spells from party members. Wizard Divination 6
266 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. Priest Necromancy 3
267 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. Priest Conjuration 7
268 Vampiric Touch If this spell is cast and the caster hits an target successfully in melee combat, it will transfer 1-6 hitpoints from the target to the mage. Raises max hit points and if there is more life gained to restore health. Wizard Necromancy 3
269 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
270 Wail of the Banshee The wizard will shout like a banshee and kills anyone who fail a save. vs death magic will die instantly. Wizard Necromancy 9
271 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
272 Wizard Eye Creates an invisible eye which can see 60 ft in brightly lit areas and is mobile. It can be detected and the wizard is submitted to gaze attacks met by the eye. Wizard Alteration 4
273 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. Priest Alteration 6
274 Wyvern Call This spell summons a wyvern, which under mental command of the wizard, except if the beast charmed against the wizard. It will serve until slain or the spell runs out. Wizard Conjuration 7
275 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. Priest Abjuration 3

Spells (Throne of Bhaal)Edit

With the Throne of Bhaal expansion pack, some new spells have been added. Some these spells are only available to certain classes when picking an ability. This are the level 10 spells for wizards and the quest spells for priest.

# Name spell Effect Spellbook School Lvl.
276 Aura of Flaming Death Causes the caster to be enveloped in an aura of intense flame with a 5-feet radius. All enemies attacking the caster with the radius suffer 2d10 points of flame damage. Grants 90% fire resistance, +4 armor bonus and protection from non-magical weapons. 1 round / 2 levels is duration of the spell. Priest Evocation + Alteration Quest
277 Bigby's Clenched Fist A disembodied hand constricts the target and doing 3d6 damge. Second round, target can save vs. paralyzation at -2 to escape or suffer 4d6 damage. Third round they can escape again with no penalty, or suffer 6d6 points of damage. Wizard Evocation 8
278 Bigby's Crushing Hand A disembodied hand crushed and pins the target and doing 2d10 damge. Second round, target can save vs. paralyzation at -4 to escape or suffer 3d10 damage. Third round they can escape again with no penalty, or suffer 4d10 points of damage. Wizard Evocation 9
279 Chaos Shield Increases a wild mage's to gain favourable results when casting Nahal's Reckless Dweomer. When a roll is made on the wild surge table, there is 15 added to it. Wild mages can only cast this spell. Wizard Abjuration 7
280 Comet A huge meteor strikes the earth, doing damage to all in its path and sends a 30-feet radius shockwave on impact doing 10d10 points of damage. Knocked down enemies must make a save or be stunned. Does not harm party members. Wizard Any 10
281 Dragon's Breath This spell creates a disembodied dragon head to breathe fire, doing 20d10 points of fire damage. Knocks enemies from their feet and away from caster. Enemies can make saves for half damage not be knocked down. Does not harm party members. Wizard Any 10
282 Energy Blades Summons 1 discus / lvl of the caster,which does 1d4-5 ranged damage and 1D10 electrical damage. Number of attacks is set to 9 when throwing these discus. Wizard Any 10
283 Elemental Summoning Summons 2 HD16 randomly chosen from earth, air or fire. They will obey the caster for 10 round or until slain. There is 10% chance an elemental prince is summoned instead. Priest Any Quest
284 Elemental Transformation (Earth) This spell transforms the druid to transform into hit-dice 24 earth elemental with -5 armor class, 2 THACo and 2d10 points of crushing damage. The druid is healed 3d10 when taking normal form. Priest Any Quest
285 Elemental Transformation (Fire) This spell transforms the druid to transform into hit-dice 24 fire elemental with -5 armor class, 2 THACo and 1d10 normal and 1d10 points of fire damage. The druid is healed 3d10 when taking normal form. Priest Any Quest
286 Globe of Blades Creates a globe of blades spinning around the caster. Any creature attempting to pass the barrier suffer 10d10 points of damage. Priest Any Quest
287 Greater Elemental Summoning Summons elemental princes randomly chosen from earth, air or fire. They will obey the caster for 10 round or until slain. Priest Any Quest
288 Implosion Creates a rift beneath the target of the spell which implodes dealing 10d10 crushing damage, 2d10 fire damage and holding the target for 1 round. Priest Evocation Quest
289 Improved Alacrity Removes the pause needed between casting spells, this effect lasts 2 rounds. Wizard Any 10
290 Improved Chaos Shield Increases a wild mage's to gain favourable results when casting Nahal's Reckless Dweomer. When a roll is made on the wild surge table, there is 25 added to it. Wild mages can only cast this spell. Wizard Abjuration 7
291 Mass Raise Dead Brings up to 5 party member back to life and healing all party members 3d10 points. Priest Necromancy Quest
292 Nahal's Reckless Dweomer Released a sudden flood of wild magical energy to seize and shape the energy into the desired spell effect. If failed, something will happen, which may be beneficial or disastrous. The mage selects the spell, (must be in the spellbook). Wizard Evocation 1
293 Storm of Vengeance Causes the earth to shake and released acidic rain and lightning in 30-feet radius. 6th level enemies and lower are instantly slain, survivors are poisoned and suffer 1d6, fire, acid and electrical damage each round. Priest N.a. Quest
294 Summon Dark Planetar Summons an fallen Planetar to fight at the wizard side until slain or when duration runs out. Lasts 4 round + 1 for every level of the caster. Wizard N.a. 10
295 Summon Deva Summons an angelic deva to fight at the caster's side. Lasts 4 rounds + 1 for each level of the caster or until slain. Priest N.a Quest
296 Summon Fallen Deva Summons an demonic deva to fight at the caster's side. Lasts 4 rounds + 1 for each level of the caster or until slain. Priest N.a. Quest
297 Summon Planetar Summons Planetar to fight at the wizard side until slain or when duration runs out. Lasts 4 round + 1 for every level of the caster. Wizard N.a. 10
298 Wish More potent version of Limited Wish, this spell will fulfill one wish of the caster which may alter past, present or future, but this will not change major realities. Depending on the wisdom of the mage, it can end in disaster or benefit him. Wizard Conjuration + Evocation 9

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