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Wizard Spellbook (Baldur's Gate II)

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

The Wizard Spellbook in Baldur's Gate II: Shadows of Amn has 181 spells, with an additional 12 spells added in Baldur's Gate II: Throne of Bhaal.

Spell ListEdit

# Name spell Effect School Level
195 Protection from Fire This spell gives target creature complete immunity to non-magical fire and 80%/50% resistance to magical fire Abjuration 3
194 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. Sphere can be destroyed with Dispel Magic Alteration 4
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. Necromancy 8
2 Absolute Immunity It will confer complete immunity to all weapons, except those of +5 or better enchantment. It will last 4 rounds or until dispelled Abjuration 9
3 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
4 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
5 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
6 Bigby's Clenched FistToB Giant Hand holds target for 3 rounds and each round deals damage. 3d6 in first round 4d6 second round and 6d6 in third round. In second and third round victim is allowed to make save vs. paralyzation. Evocation 8
7 Bigby's Crushing HandToB Giant Hand pins target to the ground for 3 rounds and each round deals damage. 2d10 in first round 3d10 second round and 4d10 in third round. In second and third round victim is allowed to make save vs. paralyzation. Evocation 9
8 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 disintegrated. Evocation 9
9 Blindness Blinds target. If not a save roll, target receives -4 penalty to armor class& hit attack rolls 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. Illusion 2
11 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. Abjuration 5
12 Burning Hands Jet of searing flames is cast from wizard hands causes fire damage in an arc of 120'. Alteration 1
13 Cacofiend This spell summons an rampaging demon attacking everything on sight, unless they are protected from evil. Lasts 15 rounds. Conjuration 7
14 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. Conjuration 6
15 Chain Contingency The mage chooses three spells which will be simultaneously released when certain conditions are met. The chosen spells can be of levels 1-8. Conjuration 9
16 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. Evocation 6
17 Chaos Identical in effect like confusion, but lvl 4 enemies are always affected by it and lvl 5+ enemies receive saving throws at -4. Enchantment 5
18 Chaos ShieldToB Adds +15 on caster wild surge rolls. Abjuration 2
19 Charm Person The target regards the caster as a friendly if successfully cast. The cast may obey orders. Enchantment 1
20 Chill Touch Caster can make touch attack dealing damage and THAC0 penalty. Necromancy 1
21 Chromatic Orb Cause and damage and varied effects depending on the level of the caster. Evocation 1
22 Clairvoyance Allows caster to see geographical buildings&features in the area he is exploring. Works only outside Divination 3
23 Cloudkill Creates deadly yellowish green in a large area. Able to kill weak creatures. Similar to Stinking Cloud. Evocation 5
24 Colour Spray From the hand of the caster a spray of clashing colours spring forth. If successful, the target will lose conscious. Alteration 1
25 CometToB More powerful version of Meteor Swarm, dealing 10d10 fire damage and stunning enemies for 1d4 rounds if they do not make a Save vs. Death. Any School 10
26 Cone of Cold Creates a cone shaped area from the wizard's hand which is extremely cold; it does 1d4+1 cold damage for every lvl of the caster. Evocation 5
27 Confusion Causes the creatures affected by the spell to go berserk, wander around and, if they are attacked, they will defend themselves. Enchantment 4
28 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. Conjuration 6
29 Conjure Earth Elemental See the spell above. This has the same effect and hazards, but it summons an earth elemental. Conjuration 6
30 Conjure Fire Elemental See the spell above. This has the same effect and hazards, but it summons an fire elemental. Conjuration 6
31 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. Conjuration 5
32 Conjure Lesser Earth Elemental See the spell above. This has the same effect and hazards, but it summons an earth elemental. Conjuration 5
33 Conjure Lesser Fire Elemental See the spell above. This has the same effect and hazards, but it summons an fire elemental. Conjuration 5
34 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. Necromancy 4
35 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 level spells being the highest possible. Evocation 6
36 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. Necromancy 7
37 Deafness This spell causes the victim to become completely deaf if a saving throw isn't succeeded. Victim has a 50% chance of spell failure while this spell is active. Can be dispelled by Dispel Magic and Cure Disease. Vocalize negates this spell. Illusion 2
38 Death Fog Summons a acidic cloud with a 20 ft radius which deals 8 points of damage to creatures and kills all summoned creatures instantly. Evocation 6
39 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. Necromancy 6
40 Delayed Blast Fireball Very much like Fireball, but this creates a fireball which hovers around the determined area a while before exploding and dealing 15d6 points of damage, with a save vs. spells for half damage. Evocation 7
41 Detect Evil This spell makes any evil creatures in range glow red briefly. Divination 2
42 Detect Illusion Cancels all illusions up to 3rd level. Divination 3
43 Detect Invisibility Allows the caster to see objects and beings which are invisible, astral, ethereal or out of phase. Divination 2
44 Dimension Door The caster can step in a dimension which transports the caster to any place in visual range. Alteration 4
45 Dire Charm Similar to charm person, but this will put the target into berserker state, even fighting 'former' allies. There is no saving throw bonus. Enchantment 3
46 Disintegrate A grey thin ray is shot at the target. The creature must make a save roll or be turned into dust, as well as some if not all items the creature carries. Alteration 6
47 Dispel Magic Removes all magical stats gained from potions, spells and magical item from anybody within AoE. Does not effect magical items themselves Abjuration 3
48 Domination 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
49 Dragon's BreathToB Disembodied Dragon head appears and deals 20d10 fire damage to all enemies within the spell's area of effect as well as knock them down and blow them away from explosion. Any school 10
50 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. Enchantment 4
51 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. Enchantment 4
52 Energy BladesToB Creates energy blades dealing 1d4+5 missile damage and 1d10 electrical damage. The caster's attacks are set to 10 per round for the duration of the spell. Any School 10
53 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. Necromancy 9
54 Farsight Allows the caster to view an area of the unexplored map. After casting, click on the area you want to view. Divination 4
55 Feeblemind 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
56 Find Familiar Summons a random small animal which acts as a companion/aide of the magic. Gives bonuses to the wizard. Letting familiars die will cost the wizard one Constitution point permanently. Conjuration 1
57 Finger of Death The caster points at the target and after incantation is complete, life will be removed from the target, unless it can make save vs. spell at -2. If so, the target will suffer 2d8 +1 damage instead. Necromancy 7
58 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
59 Fireshield (Blue) Surrounds the caster with a shield of ice flame. Grants 50% cold resistance and protects caster from melee attacks. Those hitting the caster suffer cold damage. Evocation, Alteration 4
60 Fireshield (Red) Surrounds the caster with a shield of flame. Grants 50% fire resistance and protects caster from melee attacks. Those hitting the caster suffer fire damage. Evocation, Alteration 4
61 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
62 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. Alteration 6
63 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. Abjuration 9
64 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
65 Gate The caster summons an outer plane creature to attack her enemies or the caster self. It will attack anyone not protected by protection from evil. Conjuration 9
66 Ghost Armor Creates magical armor with an armor class (2) of plate armor, which is cumulative with dexterity and shield bonuses. Does not restrict movement, but it can be dispelled. Conjuration 3
67 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
68 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 Conjuration 2
69 Globe of Invulnerability Creates an immobile 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. Abjuration 6
70 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
71 Greater Malison This spell affects all saving throws of the characters affected by the spell. All saving throws are done at -2. Enchantment 4
72 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
73 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. Enchantment 5
74 Hold Person The spell will prevent movement from 1-4 humanoid creatures at mansize or smaller for five or more rounds. If a successful save roll is made, the creature is unaffected. Does not prevent worsening off effects. Enchantment 3
75 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. Necromancy 3
76 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
77 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 Evocation 4
78 Identify This spell will identify the names, the effects and curses bestowed on magical items and this is always successful. Divination 1
79 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. Abjuration 9
80 Improved AlacrityToB This spell erases pause between casting spells for 2 rounds. Any school 10
81 Improved Chaos ShieldToB Adds +25 on caster wild surge rolls. Abjuration 7
82 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. Alteration 6
83 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
84 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 Abjuration 8
85 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. Evocation 8
86 Infravision The recipient gains the ability to see with infravision, just like elves and dwarves for the during of the spell. Divination 1
87 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
88 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. Illusion 3
89 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. Conjuration 6
90 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. Abjuration 7
91 Knock Open locked, held, magical locked doors, secret doors, boxes and containers. Does not raise barred gates or anything like that. Alteration 2
92 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
93 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
94 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. Evocation 3
95 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. Conjuration 7
96 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 Abjuration + Alteration 5
97 Luck Recipient receives +1 to any of his actions. Includes, but is not limited to thieving skills, saving throws, hit chances. Enchantment 2
98 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
99 Mantle Gives the recipient of this spell complete immunity to weapon, expect for +3 or better. Will not work conjunction with other likewise spells and last only 4 rounds. Abjuration 7
100 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 Illusion 7
101 Maze The target of the spell is transported to a shifting maze, depending on the intelligence of the creature, determines the time spend there. Conjuration 8
102 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. Conjuration 2
103 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. Evocation 3
104 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. Evocation 9
105 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. Abjuration 4
106 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. Evocation 4
107 Minor Spell Deflection Similar 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. Abjuration 3
108 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. Abjuration 5
109 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
110 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. Illusion 6
111 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. Evocation 7
112 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. Conjuration 3
113 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. Conjuration 4
114 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. Conjuration 5
115 Nahal's Reckless DweomerToB This spell creates wild surge. Evocation 1
116 Non-Detection It renders target immune to multiple spells aimed at locating invisible beings Abjuration 3
117 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. Divination 5
118 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. Evocation 5
119 Pierce Magic Lowers magic resistance by 1% for every level of the caster and dispels one spell of protection of 6th level or lower. Abjuration 6
120 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. Abjuration 8
121 Polymorph Other It transform the target of the spell into a squirrel unless the target can make a save roll vs. petrification, polymorph. Alteration 4
122 Polymorph Self This spell transforms the caster into another creature. The wizards gains the physical mode, attributes, natural resistance, breathing of the creature. Alteration 4
123 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 Conjuration 8
124 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. Conjuration 9
125 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 Conjuration 6
126 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. Conjuration 2
127 Power Word, Stun Any creature which is target by this spell will be paralyzed, 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. Conjuration 7
128 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. Conjuration 7
129 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. Illusion 7
130 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. Abjuration 5
131 Protection from Cold Confers complete resistance to all non magical cold attacks and absorb 50% of magical cold damage. Abjuration 3
132 Protection from Electricity Confers complete resistance to all Electrical attacks both magical and non-magical. Abjuration 5
133 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. Abjuration 8
134 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
135 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 Abjuration 6
136 Protection from Magical Weapons The spell will give complete immunity against enchanted and blessed weapons. It lasts 4 round or until dispelled. Abjuration 6
137 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
138 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 from magical weapons. Abjuration 5
139 Protection from Petrification Grants absolute immunity from petrification attacks from cursed scrolls, creatures and magic Abjuration 1
140 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. Abjuration 7
141 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. Enchantment 2
142 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. Illusion 1
143 Remove Curse It removes the curse from the subject which is affected by a curse. It does not remove the curse from the object which caused it. Abjuration 4
144 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 Abjuration 3
145 Ruby Ray of Reversal This spell dispels one spell protection of the highest level. If there are two of the same level, the choice is made random. Magic resistance is ignored. Alteration 7
146 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
147 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. Alteration 9
148 Secret Word This spell will dispel one spell of protection of 8th level or lower. This does not affect magic resistance. Abjuration 4
149 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. Alteration 7
150 Spirit Armor Similar to Ghost Armor, but is fueled by the life force of the mage. It offers a +3 bonus vs. magical attacks in addition. Conjuration 4
151 Shield When the spell is cast, a barrier comes into being in front of the caster that sets armor class to 4 and protection from missiles to 2. Evocation 1
152 Shocking Grasp Deals 1-10 electrical damage on the target touched by the caster. It always hits unless the mage is disrupted. Alteration 1
153 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. Illusion 8
154 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. Necromancy 3
155 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
156 Slow This spell causes creatures to move and attack half their movement and attack rates. Negates the effect of haste. Enchantment 3
157 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. Abjuration 6
158 Spell Immunity Grants the caster immunity from one school of magic for which complete immunity is gained while the spell lasts. Abjuration 5
159 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. Evocation 7
160 Spell Shield The caster of the spell will be protected from the next spell cast at him, this includes spells dispelling protection spells. Abjuration 5
161 Spell Thrust It will dispel all spells of protection of 5th level and lower from the affected creature. This does not include magic resistance. Abjuration 3
162 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. Evocation 8
163 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. Abjuration 7
164 Spellstrike This spell dispels all spell protections and magic resistance does not affect this spell. Abjuration + Alteration 9
165 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 memorized again. Absorbs all level spells up to total of 30 spell levels. Abjuration 9
166 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. Conjuration 4
167 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. Illusion 1
168 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. Evocation 2
169 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 Alteration 6
170 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. Alteration 4
171 Strength Set the strength of the recipient to 18/50, whether it was higher or lower before the spell, does not matter. Alteration 2
172 Summon Dark PlanetarToB This spell summons fallen Planetar to aid caster. Any School 10
173 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. Conjuration 7
174 Summon Efreeti This spells summon an efreeti from the Elemental Planes of Fire. It will serve the wizard, but it will betray its master when abused. Conjuration 7
175 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. Conjuration 8
176 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. Conjuration 7
177 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. Conjuration 6
178 Summon PlanetarToB This spell summons planetar to fight for caster. Any School 10
179 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. Evocation 5
180 Symbol, Death Allows the wizard to inscribe on the surface. When a creature comes too close to it, it will exploded and the creature must make a save vs. death or die. Creatures with more than 60 current hitpoints are immune to the spell. Conjuration 8
181 Symbol, Fear Allows the wizard to inscribe on the surface. When a creature comes too close to it, it will be activated and the creature must make a save vs. spells at -4 or be affected by fear for 1 round for every level of the caster. Conjuration 8
182 Symbol, Stun Allows the wizard to inscribe on the surface. When a creature comes too close to it, it will be activated and the creature must make a save vs. spells at -4 or be stunned for 1 round for every level of the caster. Conjuration 8
183 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. Alteration 4
184 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 Alteration 6
185 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. Alteration 9
186 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. Divination 6
187 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
188 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
189 Wail of the Banshee The wizard will shout like a banshee and kills anyone who fail a save. vs death magic will die instantly. Necromancy 9
190 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
191 WishToB Creates various effects. Wisdom dependent. Conjuration/Summoning, Evocation/Invocation 9
192 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. Alteration 4
193 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. Conjuration 6

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