Abi-Dalzim's Horrid WiltingType: Wizard (Necromancy)
Level: 8Casting Time: 8Duration: InstantSaving Throw: 1/2
Range: SightTarget: PointArea of Effect: 15' radius from target
Description: This spell evaporates moisture from the body of every hostile creature within the area of effect, inflicting 1D8 damage per level of the caster. Creatures who Save vs. Spells will take half damage. Creatures with greater-than-average dependence on water, such as plant life and Water Elementals, incur a +2 penalty to their Saving Throws.


Absolute ImmunityType: Wizard (Abjuration)
Level: 9Casting Time: 1Duration: 4 roundsSaving Throw: N/A
Range: 0Target: CasterArea of Effect: Caster
Description: This spell renders the caster immune to all weapons of less than +5 enchantment. Its casting time is very short, enabling the caster to buy a few rounds even when in a close melee. It offers no protection against spells, and will last for the duration or until dispelled. It may not be used in combination with Protection From Magic Weapons.


Aerial ServantType: Priest (Cleric, Conjuration)
Level: 6Casting Time: 9Duration: 1 turn/levelSaving Throw: N/A
Range: SightTarget: PointArea of Effect: Special
Description: This spell summons an Aerial Servant to fight for the caster. It will remain until killed, or until the spell expires.


Agannazar's ScorcherType: Wizard (Invocation/Evocation)
Level: 2Casting Time: 3Duration: 3 secondsSaving Throw: None
Range: SightTarget: 1 creatureArea of Effect: Line from caster to target
Description: A thin stream of flame shoots from the caster's hands to the targeted creature, dealing 3D6 fire damage to it and any creature caught by the fiery jet or attempting to cross it. If the target creature moves, the line of flame will follow it.


AidType: Priest (Cleric, Necromancy/Conjuration)
Level: 2Casting Time: 5Duration: 1 rd. + 1 rd/lvlSaving Throw: N/A
Range: TouchTarget: CreatureArea of Effect: Creature touched
Description: The target of this spell enjoys the same benefits granted by a Bless spell (-1 bonuses to THAC0 & Saving Throws), as well as 1D8 additional hitpoints. These extra hitpoints will vanish when the creature loses them in battle or when the spell expires.


Animal Summoning IType: Priest (Shared, Conjuration)
Level: 4Casting Time: 8Duration: 4 hoursSaving Throw: N/A
Range: SightTarget: PointArea of Effect: Special
Description: Up to 3 animals (normal or giant-sized only, usually native to the region) with up to 4 Hit Dice each will appear at the point designated by the caster. They will fight for the caster for the duration of the spell or until slain.


Animal Summoning IIType: Priest (Shared, Conjuration)
Level: 5Casting Time: 8Duration: 4 hoursSaving Throw: N/A
Range: SightTarget: PointArea of Effect: Special
Description: Exactly the same as Animal Summoning I, except that the creatures summoned have up to 8 Hit Dice.


Animal Summoning IIIType: Priest (Shared, Conjuration)
Level: 6Casting Time: 9Duration: 4 turnsSaving Throw: N/A
Range: SightTarget: PointArea of Effect: Special
Description: Exactly the same as Animal Summoning I, except that the creatures summoned have up to 12 Hit Dice.


Animate Dead Type: Priest (Cleric, Necromancy), Wizard (Necromancy)
Level: 3 (Priest), 5 (Wizard)Casting Time: 5Duration: 8 hoursSaving Throw: N/A
Range: SightTarget: PointArea of Effect: Special
Description: In BG1, this spell will summon forth 1 Skeleton per level of the caster, and in BG2, it has an 85% chance of summoning 1 Skeleton, and a 15% chance of raising 2. After the caster reaches Level 15, it will instead call a single Skeleton Warrior, a powerful ally with a natural immunity to Normal Weapons and very high Magic Resistance. Whatever Undead are summoned, they will serve the caster until they are destroyed in combat, Turned, or the spell expires.


ArmorType: Wizard (Conjuration/Summoning)
Level: 1Casting Time: 1 roundDuration: 10 turns / 9 hoursSaving Throw: N/A
Range: 0Target: CasterArea of Effect: Caster
Description: This spell creates a force field around the caster's body, afforing protection roughly equivalent to splint mail, setting the caster's base AC to 6 (with further modifications due to Dexterity, shields, etc). In BG1, the spell lasts for a full 9 hours; BG2 shortens this to 10 turns.


Armor of FaithType: Priest (Shared, Abjuration)
Level: 1Casting Time: 1Duration: 3 rds. + 1 rd/lvlSaving Throw: N/A
Range: 0Target: CasterArea of Effect: Caster
Description: This spell is unusual in that it protects against both physical and magical damage: It absorbs a certain percentage of the damage that the caster would otherwise recieve. The total amount "cushioned" is 5%, plus an additional 5% for every 5 caster levels.


BarkskinType: Priest (Shared, Alteration)
Level: 2Casting Time: 5Duration: 4 rds. + 1 rd/lvlSaving Throw: N/A
Range: TouchTarget: CreatureArea of Effect: Creature touched
Description: The recipient of this spell finds that his flesh has become as strong and tough as bark, bolstering his natural defenses: He gains -1 bonuses to all Saving Throws except Spells, and his base AC improves as well: In BG1, his AC gets a -2 bonus for the duration of the spell, in BG2, his base AC (before armor, Dexterity, etc.) is set to 6, with a further -1 AC bonus for every 4 levels of the caster.


Bigby's Clenched FistType: Wizard (Evocation)
Level: 8Casting Time: 8Duration: 4 roundsSaving Throw: Special
Range: SightTarget: CreatureArea of Effect: Creature
Description: A giant Hand appears and grabs hold of the victim, who gets no Saving Throw and suffers 3D6 damage. At the end of the 1st round, they may Save vs. Death with a +2 penalty to break free of the Hand. If they fail, they are trapped for another round and take an additional 4D6 damage. In the 3rd round, they have another chance to escape�if they fail to Save vs. Death, they will take 6D6 damage and be Held for two rounds.


Bigby's Crushing HandType: Wizard (Evocation)
Level: 9Casting Time: 9Duration: 3 roundsSaving Throw: Special
Range: SightTarget: CreatureArea of Effect: Creature
Description: A huge blue Hand appears and flattens an enemy to the ground. The first squash allows no Saving Throw, does 2D10 damage, and forces the hapless victim to Save vs. Death with a +4 penalty or be pinned for the 2nd squash, which does 3D10 damage and makes the enemy Save vs. Death at -2. If they still remain trapped, the Hand does a final 4D10 damage and vanishes. While pinned, the victim may also be subjected to other attacks.


Black Blade of DisasterType: Wizard (Invocation/Evocation)
Level: 9Casting Time: 9Duration: 1 rd/lvlSaving Throw: N/A
Range: 0Target: CasterArea of Effect: Caster
Description: A razor-thin planar rift, about 3 feet long, appears in front of the caster, which he then can wield as if it were a normal sword. This "weapon" remains equipped for the duration (cannot be dropped) & strikes as a +5 weapon. With each hit, victims will take 2D12 damage and be forced to Save vs. Death with a +4 bonus or be bisected�half in this plane, half in some other�and therefore Disintegrated. While the Black Blade is in use, the caster is considered to have the THAC0 of a Fighter half his level, who has 1 star in this weapon.


Blade BarrierType: Priest (Cleric, Evocation)
Level: 6Casting Time: 9Duration: 1 turnSaving Throw: Special
Range: TouchTarget: CasterArea of Effect: 5' radius from target
Description: Dozens of sharp knives spring into being around the caster and spin about him, creating a circular wall that travels with him as he moves. They will not harm the caster, but any creature within melee range will take 8D8 hp of damage for each round that it stays within the field. Exception: In the first round of the spell's effect, creatures are entitled a Save vs. Spell to avoid taking damage in that round.


BlessType: Priest (Shared, Conjuration)
Level: 1Casting Time: 1 roundDuration: 6 roundsSaving Throw: N/A
Range: SightTarget: PointArea of Effect: 20' radius from target
Description: All friendly creatures within the area of effect will be Blessed: They gain -1 bonuses to their THAC0 and their Save vs. Spell against all Fear effects.


BlindnessType: Wizard (Illusion)
Level: 1Casting Time: 2Duration: 10 turnsSaving Throw: Negates
Range: SightTarget: CreatureArea of Effect: Creature
Description: The target is allowed a Save vs. Spell to avoid the effects; if he fails, he will be Blinded (+4 penalties to THAC0 and AC) for the duration, or until the Blindness is dispelled.


BlurType: Wizard (Illusion)
Level: 2Casting Time: 2Duration: 3 rds. + 1 rd/lvlSaving Throw: N/A
Range: 0Target: CasterArea of Effect: Caster
Description: This spell distorts the image of the caster, causing it to blur and apparently flicker from place to place. This effectively grants the caster a -3 AC bonus, and also grants a -1 bonus to all of his Saving Throws.


Bolt of GloryType: Priest (Cleric, Evocation)
Level: 6Casting Time: 9Duration: InstantSaving Throw: None
Range: SightTarget: CreatureArea of Effect: Creature
Description: A burst of holy energy explodes within the body of the target, dealing damage based on the target's type or plane of origin: Elemental (3D4), Prime Material Plane (6D6), Undead (8D6), Demon (10D6).


BreachType: Wizard (Abjuration)
Level: 5Casting Time: 5Duration: InstantSaving Throw: None
Range: SightTarget: CreatureArea of Effect: Creature
Description: This spell will completely remove and dispel all combat protections that may be currently effecting the target. This includes anti-weapon spells (Ghost Armor, Stoneskin, Mantle, etc.), and anti-elemental spells (Protection from Acid, Protection from Magic Energy, Resist Fear, etc.). This spell ignores the target's Magic Resistance.


Burning HandsType: Wizard (Alteration)
Level: 1Casting Time: 1Duration: InstantSaving Throw: 1/2
Range: TouchTarget: CreatureArea of Effect: 60-degree triangle 5' to a side
Description: This spell enables the caster to shoot fire from his fingertips, in a fan of flames reaching up to 5 feet away. Any creatures caught within the area take 1D3 points of fire damage, plus 2 more hitpoints per level of the caster. A Save vs. Spell halves the damage.


CacofiendType: Wizard (Conjuration/Summoning)
Level: 7Casting Time: 9Duration: 15 roundsSaving Throw: N/A
Range: SightTarget: PointArea of Effect: Special
Description: A lesser Demon from the Lower Planes is gated into the Prime Material. This demon will attack anyone and everyone not Protected from Evil, including the caster.


Call LightningType: Priest (Druid, Alteration)
Level: 3Casting Time: 1 roundDuration: 1 turn/levelSaving Throw: 1/2
Range: SightTarget: NoneArea of Effect: Entire map area
Description: Once the spell is cast, bolts of lightning will start to fall from the sky and strike randomly chosen enemies of the caster. The storm lasts for 1 turn per caster level, with 1 bolt per turn. Each bolt does 2D4 electrical damage, + 1D8 per caster level, with a Save vs. Spells for half. This spell cannot be cast indoors or in any other area not open to the sky.


Call Woodland BeingsType: Priest (Druid, Conjuration)
Level: 4Casting Time: 7Duration: 3 turnsSaving Throw: N/A
Range: SightTarget: PointArea of Effect: Special
Description: A Nymph appears and lends her aid to the caster, including several Priest spells such as Confusion and Mental Domination.


Carrion SummonsType: Wizard (Conjuration/Summoning)
Level: 6Casting Time: 1 roundDuration: 7 rds. + 1 rd/lvlSaving Throw: N/A
Range: SightTarget: PointArea of Effect: Special
Description: This spell summons either 1 (65% chance) or 2 (35% chance) Giant Carrion Crawlers, whose melee hits can paralyze their prey. They will serve the caster until slain or until the spell expires.


Cause Critical WoundsType: Priest (Shared, Necromancy)
Level: 5Casting Time: 8Duration: PermanentSaving Throw: None
Range: TouchTarget: CreatureArea of Effect: Creature touched
Description: Upon casting this spell, the priest's hand becomes a melee weapon; he has 2 rounds in which to score a successful melee hit on an opponent�doing so will deal 27 hitpoints of damage to the target. If the priest misses, or the duration expires, the spell is wasted.


Cause Serious WoundsType: Priest (Shared, Necromancy)
Level: 4Casting Time: 7Duration: PermanentSaving Throw: None
Range: TouchTarget: CreatureArea of Effect: Creature touched
Description: Exactly the same as Cause Critical Wounds, except that the target will take 17 damage from being hit.


Chain ContingencyType: Wizard (Invocation/Evocation)
Level: 9Casting Time: 1 roundDuration: SpecialSaving Throw: N/A
Range: 0Target: CasterArea of Effect: Caster
Description: Upon casting Chain Contingency, the wizard will be prompted to choose 3 of his memorized spells (up to Level 9 spells can be used), a trigger that will cause them to fire (such as "Enemy Sighted" or "Caster reaches 50% hp or lower"), and a target for the spells (such as "Caster" or "Nearest Enemy"). The 3 spells chosen will vanish from the caster's memory as if they had been cast�they are now stored in the Chain Contingency. They will be released whenever the trigger condition is met, even after Resting. Memorizing other spells in the 3 used spell slots will not alter the stored Chain Contingency in any way, essentially giving the caster extra spell slots to be used the next day.


Chain LightningType: Wizard (Invocation/Evocation)
Level: 6Casting Time: 5Duration: InstantSaving Throw: 1/2
Range: SightTarget: CreatureArea of Effect: Special
Description: Arcs of lightning shoot from the caster to the target (unlike Lightning Bolt, this spell cannot be dodged) and does 1D6 electrical damage per 2 caster levels (8D6 for a 16th-level Wizard), with a Save vs. Spells for half. The lightning then spreads to other nearby enemies of the caster, doing the same damage to them, as well.


Champion's StrengthType: Priest (Cleric, Alteration)
Level: 5Casting Time: 2Duration: 3 rds/lvlSaving Throw: N/A
Range: SightTarget: CreatureArea of Effect: Creature
Description: This spell opens a link between the Cleric's God and the target of the spell, setting the target's Strength to 18(00) (potentially lowering it) and conferring a THAC0 bonus of 1 point per 3 levels of the Cleric. While this spell is in effect, the Cleric will not be able to cast any other spells.


ChantType: Priest (Cleric, Conjuration)
Level: 2Casting Time: 1 roundDuration: 1 rd. + 1 rd/lvlSaving Throw: N/A
Range: SightTarget: PointArea of Effect: 20' radius from target
Description: At the moment the spell is completed, all allies of the caster within the area of effect will gain +1 bonuses to their THAC0, damage rolls, and Saving Throws for the duration of the spell, while all enemies hit by the Chant will suffer +1 penalties to those stats. Multiple Chants do not stack.


ChaosType: Wizard (Enchantment/Charm)
Level: 5Casting Time: 4Duration: 5 rds. + 1 rd/lvlSaving Throw: 1/2
Range: SightTarget: PointArea of Effect: 20' radius from target
Description: This spell functions exactly the same as the Confusion spell, with the exception that its mind attacks are even more penetrating. Enemy creatures caught within the area of effect must Save vs. Spells with a +4 penalty to avoid the effects, and creatures of 4th level or lower recieve no Saving Throw at all. In BG1, the spell's duration is (3 rnds + 1 rnd/level), and in BG2 is (5 rnds + 1 rnd/6 levels).


Chaos ShieldType: Wizard (Abjuration)
Level: 2Casting Time: 2Duration: 5 rds+10 rds/5 lvlsSaving Throw: N/A
Range: 0Target: NoneArea of Effect: Caster
Description: Only known by Wild Mages, this spell guards against the potentially dangerous effects of Wild Surges; during the spell's duration, harmful Wild Surges are 15% less likely to occur.


Chaotic CommandsType: Priest (Cleric, Enchantment)
Level: 5Casting Time: 3Duration: 1 turn / levelSaving Throw: N/A
Range: SightTarget: CreatureArea of Effect: Creature
Description: The recipient of this spell becomes completely immune to all mind-controlling spells, such as Charm, Confusion, Sleep, and Command Word: Die.


Charm PersonType: Wizard (Enchantment/Charm)
Level: 1Casting Time: 1Duration: 5 turnsSaving Throw: Negates
Range: SightTarget: CreatureArea of Effect: Creature
Description: This spell may be cast on any bipedal humanoid roughly Gnoll-sized or smaller, including Hobgoblins, Orcs, Dwarves, Dryads, Kobolds, pixies, etc. Humanoid creatures larger than Gnolls are not affected by this spell. If the target fails their Save vs. Spell, they regard the caster as their leader and guide, and will obey all commands given. If the caster or the caster's allies attack the Charmed creature, the spell will be broken. The Charmed creature will not attack non-hostiles or its former allies, and no Charmed creature can leave the area where it was Charmed. If your party members become Charmed, you can Charm them back with no ill effects, but non-party NPCs will resent having their minds controlled and not like you afterwards.


Charm Person or MammalType: Priest (Druid, Enchantment)
Level: 2Casting Time: 5Duration: 5 turnsSaving Throw: Negates
Range: SightTarget: CreatureArea of Effect: Creature
Description: This spell is identical to Charm Person, except that it also may be cast on any mammal of bear-size or smaller.


Chill TouchType: Wizard (Necromancy)
Level: 1Casting Time: 1Duration: 10 roundsSaving Throw: Negates
Range: TouchTarget: NoneArea of Effect: Creature
Description: This spell turns the caster's hand into a melee weapon that will deal 1D8 blunt damage and, if the target fails his Save vs. Spells, inflict a +2 THAC0 penalty for the duration of the spell. This spell only works once�if the caster's melee attack misses, the spell is wasted.


Chromatic OrbType: Wizard (Invocation/Evocation)
Level: 1Casting Time: 1Duration: SpecialSaving Throw: Special
Range: SightTarget: CreatureArea of Effect: Creature
Description: There are two parts to this spell: Damage and magical effects. A colored sphere is fired at the target, with effects varying according to the caster's level: 1st level (1-4 damage and Blindness for 1 round), 2nd level (1-6 damage and inflicts pain), 3rd level (1-8 damage and burns the victim), 4th level (1-10 damage and Blindness for 10 rounds), 5th level (1-12 damage and Stun for 3 rounds), 6th level sphere (2-16 damage and imposes a STR penalty), 7th level (2-16 damage and Hold for 20 rounds). Other effects follow, including an Orb that can cast Flesh to Stone on the victim, and the spell reaches its height with a Caster Level of 12, at which point (and thereafter) the spell can cause instant death. In BG1, a Save vs. Spell negates the spell entirely, while in BG2, there is no Save against the damage, and the victim gets a +6 bonus to his Save vs. Spells against the other effects.

Hosted by www.Geocities.ws

1