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Wizard Spellbook (Baldur's Gate)

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The Wizard Spellbook is used by mages, specialist mages, and bards. Bards have a limited selection of spells available. Specialist mages cannot use spells from the school opposed to their specialization.

The Wizard Spellbook in Baldur's Gate has 70 spells; 57 from the main game, 12 added in Tales of Sword Coast, and 1 Easter egg spell.

Note: The summaries provided below in the effects column for each spell are from the Original Baldur's Gate game. Link's to each individual spell will reveal that several wizard spell's have been altered for the Enhanced Edition (Animate Dead being a good example). The description on these spell page's have been updated to reflect how the spell works in the Enhanced Edition.

Spell ListEdit

Number Name Effect School Level
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. Evocation 2
2 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 5
3 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. Conjuration + Summoning 1
4 Blindness Blinds target. If not a save roll, target receives -4 penalty to Armor Class and attack rolls Illusion 1
5 Blur Blurs the image of the caster. +1 bonus to all saving throws, -3 hit penalty of melee and ranged attacks to the caster. Illusion 2
6 Burning Hands Jet of searing flames is cast from wizard hands causes fire damage in an arc of 120'. Alteration 1
7 Chaos

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Identical in effect like confusion, but lvl 4 enemies are always effected by it and lvl 5+ enemies receive saving throws at -4. Enchantment 5
8 Charm Person The target regards the caster as a friendly if successfully cast. The cast may obey orders. Enchantment 1
9 Chill Touch Caster can make touch attack dealing damage and THAC0 penalty. Necromancy 1
10 Chromatic Orb Cause and damage and varied effects depending on the level of the caster. Evocation 1
11 Clairvoyance Allows caster to see geographical buildings&features in the area he is exploring. Works only outside Divination 3
12 Cloudkill Creates deadly yellowish green in a large area. Able to kill weak creatures. Similar to Stinking Gas. Evocation 5
13 Color Spray From the hand of the caster a spray of clashing colours spring forth. If successful, the target will lose conscious. Alteration 1
14 Cone of Cold

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Creates a cone shaped area from the wizard's hand which is extremely cold does 1d4+1 for every level of the caster. Evocation 5
15 Confusion Causes the affected by the spell to go berserk, wander around and if they are attacked, they will defend themselves. Enchantment 4
16 Detect Invisibility Allows the caster to see objects and beings which are invisible, astral, ethereal or out of phase. Divination 2
17 Dimension Door The caster can step in a dimension which transports the caster to any place in visual range. Alteration 4
18 Dire Charm Similar to charm person, but this will put the target into a berserker state, even fighting 'former' allies. Enchantment 3
19 Dispel Magic Removes all magical stats gained from potions, spells and magical item from anybody within the AoE. Does not effect magical items themselves Abjuration 3
20 Domination

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Enables the caster of this spell to control the actions of the victim. Target receives a saving throw at -4 to avoid it. Enchantment 5
21 Emotion: Hopelessness

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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. Enchantment 4
22 Feeblemind

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Lowers the intelligence of the target to the level of a moron. Victim can make save roll at -2 to avoid the effect. Enchantment 5
23 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. Evocation 3
24 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. Conjuration 3
25 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. Enchantment 1
26 Ghost Armor Creates magical armor with an Armor Class of plate armor (2), which is cumulative with dexterity and shield bonuses. Has no restrictions Conjuration 3
27 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. Necromancy 2
28 Grease Creates a slippery&fatty surface. Anyone within the area must make a save roll or will not be able to move normally. Conjuration 1
29 Greater Malison

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This spell affects all saving throws of the characters affected by the spell. All saving throws are done at -2. Enchantment 4
30 Haste When the spell is cast, all affected creatures move and attack at double rates. Spells not included. Negates slow and is not Cumulative Alteration 3
31 Hold Monster

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Spell hold any 1d4 creature into immobile state, like hold person, but for monsters. Undead are immune to it. saving throw made at -2. Enchantment 5
32 Hold Person The spell will prevent movement from 1-4 humanoid creatures of human size or smaller for five or more rounds. If a successful save roll is made, the creature is unaffected. Does not prevent worsening of effects. Enchantment 3
33 Horror If successful, all affected creature will run in terror when this spell is cast. Undead and certain creatures are immune to the effect. Necromancy 2
34 Identify This spell will identify the names, the effects and curses bestowed on magical items and this is always successful. Divination 1
35 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. Illusion 4
36 Infravision The recipient gains the ability to see with infravision, just like elves and dwarves for the during of the spell. Divination 1
37 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. Illusion 2
38 Knock Open locked, held, magical locked doors, secret doors, boxes and containers. Does not raise barred gates or anything like that. Alteration 2
39 Know Alignment Identifies the alignment of creature, is the target successfully makes a save roll, the caster will learn nothing. Evil creatures will glow, neutral blue and good ones green. Divination 2
40 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. Necromancy 1
41 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. Evocation 3
42 Luck Recipient receives +1 to any of his actions. Includes, but is not limited to thieving skills, saving throws, hit chances. Enchantment 2
43 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. Evocation 1
44 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. Conjuration 2
45 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. Abjuration 4
46 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. Illusion 2
47 Monster Summoning I The caster summons 8 Hit Dice of monsters, which appear in the caster's range and will attack enemies. They can perform other services if there are no enemies to fight. Conjuration 3
48 Monster Summoning II The caster summons 12 Hit Dice of monsters, which appear in the caster's range and will attack enemies. They can perform other services if there are no enemies to fight. Conjuration 4
49 Monster Summoning III The caster summons 16 Hit Dice of monsters, which appear in the caster's range and will attack enemies. They can perform other services if there are no enemies to fight. Conjuration 5
50 Non-Detection It renders target immune to multiple spells aimed at locating invisible beings Abjuration 3
51 Otiluke's Resilient Sphere

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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. Alteration 4
52 Polymorph Other

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It transform the target of the spell into a squirrel unless the target can make a save roll vs. petrification, polymorph. Alteration 4
53 Polymorph Self

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This spell transforms the caster into another creature. The wizards gains the physical mode, attributes, natural resistance, breathing of the creature. Alteration 4
54 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 1
55 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. Abjuration 3
56 Protection from Petrification Grants absolute immunity from petrification attacks from cursed scrolls, creatures and magic Abjuration 2
57 Remove Curse

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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 4
58 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. Illusion 5
59 Shield When the spell is cast, a barriers comes into being in front of the caster that sets Armor Class to 4 and protection from missiles to 2. Evocation 1
60 Shocking Grasp Deals 1-10 electrical damage on the target touched by the caster. It always hits unless the mage is disrupted. Alteration 1
61 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' to the floating skull. Necromancy 3
62 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. Enchantment 1
63 Slow This spell causes creatures to move and attack half their movement and attack rates. Negates the effect of haste. Alteration 3
64 Spirit Armor

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Similar to Ghost Armor, but is fueled by the life force of the mage. It offers a +3 bonus vs. magical attacks in addition. Necromancy 4
65 Stinking Cloud This spell creates a mass of vapours, like cloudkill, but creatures must make a save roll or fall unconscious. Evocation 2
66 Strength Set the strength of the recipient to 18/50, whether it was higher or lower before the spell, does not matter. Alteration 2
67 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. Necromancy 3
68 Vocalize Allows to the cast to cast spell without needing sound to do so. Silenced characters affected by this spell can still cast spells. Alteration 2
69 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. Evocation 2

Easter Egg SpellsEdit

# Name spell Effect School Level
70 Summon Cow Summons cow on target creature. Conjuration 2

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