| Abi-Dalzim's Horrid Wilting | Type: Wizard (Necromancy)
|
| Level: 8 | Casting Time: 8 | Duration: Instant | Saving Throw: 1/2
|
| Range: Sight | Target: Point | Area 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 Immunity | Type: Wizard (Abjuration)
|
| Level: 9 | Casting Time: 1 | Duration: 4 rounds | Saving Throw: N/A
|
| Range: 0 | Target: Caster | Area 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 Servant | Type: Priest (Cleric, Conjuration)
|
| Level: 6 | Casting Time: 9 | Duration: 1 turn/level | Saving Throw: N/A
|
| Range: Sight | Target: Point | Area 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 Scorcher | Type: Wizard (Invocation/Evocation)
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| Level: 2 | Casting Time: 3 | Duration: 3 seconds | Saving Throw: None
|
| Range: Sight | Target: 1 creature | Area 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. |
| Aid | Type: Priest (Cleric, Necromancy/Conjuration)
|
| Level: 2 | Casting Time: 5 | Duration: 1 rd. + 1 rd/lvl | Saving Throw: N/A
|
| Range: Touch | Target: Creature | Area 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 I | Type: Priest (Shared, Conjuration)
|
| Level: 4 | Casting Time: 8 | Duration: 4 hours | Saving Throw: N/A
|
| Range: Sight | Target: Point | Area 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 II | Type: Priest (Shared, Conjuration)
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| Level: 5 | Casting Time: 8 | Duration: 4 hours | Saving Throw: N/A
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| Range: Sight | Target: Point | Area of Effect: Special
|
| Description: Exactly the same as Animal Summoning I, except that the creatures summoned have up to 8 Hit Dice.
|
| Animal Summoning III | Type: Priest (Shared, Conjuration)
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| Level: 6 | Casting Time: 9 | Duration: 4 turns | Saving Throw: N/A
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| Range: Sight | Target: Point | Area 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)
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| Level: 3 (Priest), 5 (Wizard) | Casting Time: 5 | Duration: 8 hours | Saving Throw: N/A
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| Range: Sight | Target: Point | Area 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. |
| Armor | Type: Wizard (Conjuration/Summoning)
|
| Level: 1 | Casting Time: 1 round | Duration: 10 turns / 9 hours | Saving Throw: N/A
|
| Range: 0 | Target: Caster | Area 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 Faith | Type: Priest (Shared, Abjuration)
|
| Level: 1 | Casting Time: 1 | Duration: 3 rds. + 1 rd/lvl | Saving Throw: N/A
|
| Range: 0 | Target: Caster | Area 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. |
| Barkskin | Type: Priest (Shared, Alteration)
|
| Level: 2 | Casting Time: 5 | Duration: 4 rds. + 1 rd/lvl | Saving Throw: N/A
|
| Range: Touch | Target: Creature | Area 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 Fist | Type: Wizard (Evocation)
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| Level: 8 | Casting Time: 8 | Duration: 4 rounds | Saving Throw: Special
|
| Range: Sight | Target: Creature | Area 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 Hand | Type: Wizard (Evocation)
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| Level: 9 | Casting Time: 9 | Duration: 3 rounds | Saving Throw: Special
|
| Range: Sight | Target: Creature | Area 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 Disaster | Type: Wizard (Invocation/Evocation)
|
| Level: 9 | Casting Time: 9 | Duration: 1 rd/lvl | Saving Throw: N/A
|
| Range: 0 | Target: Caster | Area 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 Barrier | Type: Priest (Cleric, Evocation)
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| Level: 6 | Casting Time: 9 | Duration: 1 turn | Saving Throw: Special
|
| Range: Touch | Target: Caster | Area 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.
|
| Bless | Type: Priest (Shared, Conjuration)
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| Level: 1 | Casting Time: 1 round | Duration: 6 rounds | Saving Throw: N/A
|
| Range: Sight | Target: Point | Area 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. |
| Blindness | Type: Wizard (Illusion)
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| Level: 1 | Casting Time: 2 | Duration: 10 turns | Saving Throw: Negates
|
| Range: Sight | Target: Creature | Area 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. |
| Blur | Type: Wizard (Illusion)
|
| Level: 2 | Casting Time: 2 | Duration: 3 rds. + 1 rd/lvl | Saving Throw: N/A
|
| Range: 0 | Target: Caster | Area 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 Glory | Type: Priest (Cleric, Evocation)
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| Level: 6 | Casting Time: 9 | Duration: Instant | Saving Throw: None
|
| Range: Sight | Target: Creature | Area 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). |
| Breach | Type: Wizard (Abjuration)
|
| Level: 5 | Casting Time: 5 | Duration: Instant | Saving Throw: None
|
| Range: Sight | Target: Creature | Area 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 Hands | Type: Wizard (Alteration)
|
| Level: 1 | Casting Time: 1 | Duration: Instant | Saving Throw: 1/2
|
| Range: Touch | Target: Creature | Area 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. |
| Cacofiend | Type: Wizard (Conjuration/Summoning)
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| Level: 7 | Casting Time: 9 | Duration: 15 rounds | Saving Throw: N/A
|
| Range: Sight | Target: Point | Area 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 Lightning | Type: Priest (Druid, Alteration)
|
| Level: 3 | Casting Time: 1 round | Duration: 1 turn/level | Saving Throw: 1/2
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| Range: Sight | Target: None | Area 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 Beings | Type: Priest (Druid, Conjuration)
|
| Level: 4 | Casting Time: 7 | Duration: 3 turns | Saving Throw: N/A
|
| Range: Sight | Target: Point | Area 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 Summons | Type: Wizard (Conjuration/Summoning)
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| Level: 6 | Casting Time: 1 round | Duration: 7 rds. + 1 rd/lvl | Saving Throw: N/A
|
| Range: Sight | Target: Point | Area 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 Wounds | Type: Priest (Shared, Necromancy)
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| Level: 5 | Casting Time: 8 | Duration: Permanent | Saving Throw: None
|
| Range: Touch | Target: Creature | Area 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 Wounds | Type: Priest (Shared, Necromancy)
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| Level: 4 | Casting Time: 7 | Duration: Permanent | Saving Throw: None
|
| Range: Touch | Target: Creature | Area of Effect: Creature touched
|
| Description: Exactly the same as Cause Critical Wounds, except that the target will take 17 damage from being hit. |
| Chain Contingency | Type: Wizard (Invocation/Evocation)
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| Level: 9 | Casting Time: 1 round | Duration: Special | Saving Throw: N/A
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| Range: 0 | Target: Caster | Area 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 Lightning | Type: Wizard (Invocation/Evocation)
|
| Level: 6 | Casting Time: 5 | Duration: Instant | Saving Throw: 1/2
|
| Range: Sight | Target: Creature | Area 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 Strength | Type: Priest (Cleric, Alteration)
|
| Level: 5 | Casting Time: 2 | Duration: 3 rds/lvl | Saving Throw: N/A
|
| Range: Sight | Target: Creature | Area 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. |
| Chant | Type: Priest (Cleric, Conjuration)
|
| Level: 2 | Casting Time: 1 round | Duration: 1 rd. + 1 rd/lvl | Saving Throw: N/A
|
| Range: Sight | Target: Point | Area 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. |
| Chaos | Type: Wizard (Enchantment/Charm)
|
| Level: 5 | Casting Time: 4 | Duration: 5 rds. + 1 rd/lvl | Saving Throw: 1/2
|
| Range: Sight | Target: Point | Area 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 Shield | Type: Wizard (Abjuration)
|
| Level: 2 | Casting Time: 2 | Duration: 5 rds+10 rds/5 lvls | Saving Throw: N/A
|
| Range: 0 | Target: None | Area 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 Commands | Type: Priest (Cleric, Enchantment)
|
| Level: 5 | Casting Time: 3 | Duration: 1 turn / level | Saving Throw: N/A
|
| Range: Sight | Target: Creature | Area 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 Person | Type: Wizard (Enchantment/Charm)
|
| Level: 1 | Casting Time: 1 | Duration: 5 turns | Saving Throw: Negates
|
| Range: Sight | Target: Creature | Area 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 Mammal | Type: Priest (Druid, Enchantment)
|
| Level: 2 | Casting Time: 5 | Duration: 5 turns | Saving Throw: Negates
|
| Range: Sight | Target: Creature | Area 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 Touch | Type: Wizard (Necromancy)
|
| Level: 1 | Casting Time: 1 | Duration: 10 rounds | Saving Throw: Negates
|
| Range: Touch | Target: None | Area 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 Orb | Type: Wizard (Invocation/Evocation)
|
| Level: 1 | Casting Time: 1 | Duration: Special | Saving Throw: Special
|
| Range: Sight | Target: Creature | Area 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. |