ClairvoyanceType: Wizard (Divination)
Level: 3Casting Time: 3Duration: PermanentSaving Throw: None
Range: 0Target: NoneArea of Effect: Entire map area
Description: This spell only works outdoors, in above-ground areas. It reveals the lay of the land and all buildings, just as if the map area had been explored by normal means. It does not reveal creatures, items, or Traps.


Cloak of FearType: Priest (Shared, Conjuration)
Level: 8Casting Time: 6Duration: Instant Saving Throw: Negates
Range: TouchTarget: NoneArea of Effect: Caster
Description: This spell wraps the caster in an aura of cold horror�all hostile creatures within melee range must Save vs. Spells or flee in terror for 4 rounds, potentially even dropping items in their panic.


CloudkillType: Wizard (Invocation/Evocation)
Level: 5Casting Time: 5Duration: 1 rd/lvlSaving Throw: Special
Range: SightTarget: PointArea of Effect: 20' radius from target
Description: A large, rancid cloud of toxic vapors appears, centered on the point chosen by the caster. The poisonous fumes will instantly kill any creature of 4th level or lower, while creatures of 5th to 6th level are allowed a Save vs. Death with a +4 penalties to avoid the Cloud's most lethal effects. All creatures caught within, or remaining within, the cloud will take 1D10 points of poison damage each round.


Color SprayType: Wizard (Alteration)
Level: 1Casting Time: 1Duration: InstantSaving Throw: Negates
Range: 20 feetTarget: PointArea of Effect: 60-degree wedge up to 20' long
Description: This spell causes a spray of light to stream from the caster's hand�of all creatures in the area of effect, those 1D4 creatures that are closest to the caster must Save vs. Spells or fall unconscious. Creatures over Level 4 are immune to its effects.


Command Word: DieType: Priest (Cleric, Enchantment)
Level: 8Casting Time: 1Duration: 1 roundSaving Throw: None
Range: SightTarget: CreatureArea of Effect: Creature
Description: The Cleric is able to force 1 creature to fall unconscious for one round. There is no Saving Throw.


Cone of ColdType: Wizard (Invocation/Evocation)
Level: 5Casting Time: 5Duration: InstantSaving Throw: 1/2
Range: TouchTarget: PointArea of Effect: 120-degree wedge
Description: A fan-shaped dischange of extreme cold erupts from the caster's hands, shooting outward to range of 1 foot per level of the caster. All creatures caught within the spray will take 1D4 cold damage per caster level, with a Save vs. Spells for half.


ConfusionType: Wizard (Enchantment), Priest (Shared, Enchantment)
Level: 4 (Wizard), 7 (Priest)Casting Time: 7Duration: 2 rds. + 1 rd/lvl Saving Throw: Negates
Range: SightTarget: PointArea of Effect: 20' radius from target
Description: At the moment the spell is cast, all creatures within the area of effect must Save vs. Spells with a -2 penalty, or become Confused: For each round until the spell expires, they will erratically choose between aimlessly wandering, attacking random creatures, or simply standing there.


Conjure Air ElementalType: Wizard (Conjuration/Summoning)
Level: 6Casting Time: 1 roundDuration: 1 turn/levelSaving Throw: N/A
Range: SightTarget: PointArea of Effect: Special
Description: A denizen of the Elemental Plane of Air is summoned to the Prime Material, to fight for the caster. There is a 60% chance of a 12 Hit Dice Elemental appearing, a 35% chance that the creature will have 16 Hit Dice, and a 5% chance of 24 Hit Dice. After the creature is summoned, the caster must lock wills with it in order to implant mental control; this takes three rounds, and there is no chance of the Elemental turning hostile, unless the Wizard's concentration is broken.


Conjure AnimalsType: Priest (Shared, Conjuration)
Level: 6Casting Time: 9Duration: 4 turnsSaving Throw: N/A
Range: SightTarget: PointArea of Effect: Special
Description: Either 1 or 2 Mountain Bears (the most powerful type of Bear) will be summoned and will fight for the caster until slain or the spell expires.


Conjure Earth ElementalType: Wizard (Conjuration/Summoning)
Level: 6Casting Time: 1 roundDuration: 1 turn/levelSaving Throw: N/A
Range: SightTarget: PointArea of Effect: Special
Description: Exactly the same as Conjure Air Elemental.


Conjure Fire ElementalType: Wizard (Conjuration), Priest (Druid, Conjuration)
Level: 6 (Wizard), 6 (Priest)Casting Time: 1 roundDuration: 1 turn/levelSaving Throw: N/A
Range: SightTarget: PointArea of Effect: Special
Description: Exactly the same as Conjure Air Elemental, except that it is a 6th-Level Druid spell as well. Also, when cast by a Druid, the spellcaster does not have to spend 3 rounds in a battle of wits with the creature: The Fire Elemental obeys its summoner automatically and without question.


Conjure Lesser Air ElementalType: Wizard (Conjuration/Summoning)
Level: 5Casting Time: 1 roundDuration: 1 trn + 1 rd/lvlSaving Throw: N/A
Range: SightTarget: PointArea of Effect: Special
Description: An 8 Hit Dice Air Elemental is summoned from its home plane. After the spell is completed, the caster must engage in a contest of willpower to establish dominance over the creature�the mental struggle takes 3 rounds, and there is a 15% chance that the caster will fail, and the Elemental will turn hostile. If the caster wins, he is able to direct the Air Elemental just like any other summoned creature for the duration of the spell.


Conjure Lesser Earth ElementalType: Wizard (Conjuration/Summoning)
Level: 5Casting Time: 1 roundDuration: 1 trn + 1 rd/lvlSaving Throw: N/A
Range: SightTarget: PointArea of Effect: Special
Description: Exactly the same as Conjure Lesser Air Elemental.


Conjure Lesser Fire ElementalType: Wizard (Conjuration/Summoning)
Level: 5Casting Time: 1 roundDuration: 1 trn + 1 rd/lvlSaving Throw: N/A
Range: SightTarget: PointArea of Effect: Special
Description: Exactly the same as Conjure Lesser Air Elemental.


ContagionType: Wizard (Necromancy)
Level: 4Casting Time: 4Duration: PermanentSaving Throw: Negates
Range: SightTarget: CreatureArea of Effect: Creature
Description: If the targeted creature fails to Save vs. Spells, their skin erupts in a painful rash, with open, festering sores, infected lesions oozing pus, etc. Their Strength, Dexterity and Charisma all take -2 penalties, and the creature is Slowed. The condition is permanent until healed with a Cure Disease spell.


ContingencyType: Wizard (Invocation/Evocation)
Level: 6Casting Time: 1 turnDuration: SpecialSaving Throw: N/A
Range: 0Target: NoneArea of Effect: Caster
Description: The caster may choose 1 memorized spell to be placed in the Contingency�the maximum spell level allowed is determined by the caster's level: One Spell Level for every 3 Experience Levels of the caster. The wizard may choose the trigger that will cause the Contingency to fire, but not the target of the spell�the Contingency will only fire the spell upon the caster (You may still use an area-of-effect spell, such as Resist Fear, and benefit your party members as well as yourself). The Contingency remains active until used; that is, the spell stored in it does not need to be memorized again. Even if you Rest, or even erase that spell from your Mage Book, it will be cast on you when the Contingency is triggered.


Control UndeadType: Wizard (Necromancy)
Level: 7Casting Time: 7Duration: 6 rds + 1 rd/lvlSaving Throw: Special
Range: SightTarget: PointArea of Effect: Special
Description: The 1-4 Undead creatures nearest to the target are affected by this spell. If they have 3 or fewer Hit Dice, they fall under the caster's control and will obey all commands. If they have 4 or more Hit Dice, they are allowed a Save vs. Spell to avoid being dominated.


Creeping DoomType: Priest (Druid, Conjuration)
Level: 7Casting Time: 1 roundDuration: 6 roundsSaving Throw: 1/2 Duration
Range: SightTarget: PointArea of Effect: Special
Description: A cloud of biting and stinging insects swarms toward the target, attacking any of the caster's enemies that happen to be nearby. Creatures caught within the swarm take 2 points of damage per round, and suffer a 100% chance of Spell Failure. Victims who Save vs. Breath Weapon can escape the insects after only half the normal duration.


Cure Critical WoundsType: Priest (Shared, Necromancy)
Level: 5Casting Time: 8Duration: PermanentSaving Throw: N/A
Range: TouchTarget: CreatureArea of Effect: Creature
Description: The Priest can use this spell to heal 27 hitpoints of damage from any 1 living creature. This will not heal the person beyond their maximum number of hitpoints.


Cure DiseaseType: Priest (Shared, Abjuration)
Level: 3Casting Time: 1Duration: PermanentSaving Throw: N/A
Range: TouchTarget: CreatureArea of Effect: Creature
Description: A creature who has been afflicted with Blindness, Deafness, Contagion, etc., can have the symptoms removed by means of this spell. Note that this does not protect the creature from being hit by these spells in the future. Some magical diseases are too complex for this simple spell to cure.


Cure Light WoundsType: Priest (Shared, Necromancy)
Level: 1Casting Time: 5Duration: PermanentSaving Throw: N/A
Range: TouchTarget: CreatureArea of Effect: Creature
Description: Exactly like the Cure Critical Wounds spell, except that it heals 8 hp of damage.


Cure Medium WoundsType: Priest (Shared, Necromancy)
Level: 3Casting Time: 5Duration: PermanentSaving Throw: N/A
Range: TouchTarget: CreatureArea of Effect: Creature
Description: Exactly like the Cure Critical Wounds spell, except that it heals 14 hp of damage.


Cure Serious WoundsType: Priest (Shared, Necromancy)
Level: 4Casting Time: 5Duration: PermanentSaving Throw: N/A
Range: TouchTarget: CreatureArea of Effect: Creature
Description: Exactly like the Cure Critical Wounds spell, except that it heals 17 hp of damage.


DeafnessType: Wizard (Illusion/Phantasm)
Level: 2Casting Time: 2Duration: PermanentSaving Throw: Negates
Range: SightTarget: CreatureArea of Effect: Creature
Description: If the target of this spell fails their Save vs. Spell, they become completely deaf, which gives all spellcasters a 50% Casting Failure rate. The effects can be removed by a Cure Disease spell or a Dispel Magic.


Death FogType: Wizard (Invocation/Evocation)
Level: 6Casting Time: 6Duration: 15 roundsSaving Throw: None
Range: SightTarget: PointArea of Effect: 20' radius from target
Description: A cloud of acidic vapors appears around the target�all creatures within this cloud take 8 Acid Damage for each round they stay in the area of effect. This spell will also instantly kill all summoned creatures, even if they are immune to Acid, with the exception of angelic or demonic creatures (these last 2 types of creatures are "gated," not "summoned." They come of their own free will, and are immune to Death Spell, as well as Death Fog).


Death SpellType: Wizard (Necromancy)
Level: 6Casting Time: 6Duration: InstantSaving Throw: None
Range: SightTarget: PointArea of Effect: 20' radius from target
Description: This spell will cause instant death to any creture in the Area of Effect, if that creature is Level 8 (8 Hit Dice) or lower, or if that creature has been summoned. There is no Saving Throw.


Death WardType: Priest (Shared, Necromancy)
Level: 4Casting Time: 1 roundDuration: 1 turn/levelSaving Throw: N/A
Range: SightTarget: CreatureArea of Effect: Creature
Description: The recipient of this spell becomes immune to all death-magic spells such as Finger of Death, Death Spell, Power Word: Kill, Wail of the Banshee, etc., and also other spells and magic attacks that cause instant death, such as Disintegrate.


Defensive HarmonyType: Priest (Cleric, Enchantment)
Level: 4Casting Time: 1Duration: 6 roundsSaving Throw: N/A
Range: 0Target: NoneArea of Effect: 10' radius from caster
Description: All friendly creatures within 10' of the caster at the moment this spell is completed will gain a temporary -2 AC bonus for the duration. In BG2, Defensive Harmony can also be cast by Druids.


Delayed Blast FireballType: Wizard (Invocation/Evocation)
Level: 7Casting Time: 7Duration: SpecialSaving Throw: 1/2
Range: SightTarget: PointArea of Effect: 20' radius from target
Description: A Fireball streaks to the target designated by the caster, but does not erupt until a creature comes too close to it, at which point it detonates into a 14D6 blast of flame, with a Save vs. Spells for half.


Detect EvilType: Wizard (Divination), Priest (Shared, Divination)
Level: 2 (Wizard), 1 (Priest)Casting Time: 1 roundDuration: InstantSaving Throw: None
Range: 0Target: NoneArea of Effect: Special
Description: This spell discovers emanations of evil from any creature in the current location of the caster. This location could range from the interior of a small hut to the outdoors portion of an entire map area. Any Evil creatures in the area of effect will briefly glow red, and their names will appear in the text box. This spell will also report all creatures with a high Magic Resistance, because if they Resisted the spell, they could potentially be Evil. (Guilty until proven innocent.)


Detect IllusionType: Wizard (Divination)
Level: 3Casting Time: 3Duration: InstantSaving Throw: None
Range: 0Target: NoneArea of Effect: 20' radius from caster
Description: This spell cancels and dispels all Illusion spells of Level 3 or lower in the vicinity of the caster, including those protecting the caster and his allies.


Detect InvisibilityType: Wizard (Divination)
Level: 2Casting Time: 2Duration: 4 turnsSaving Throw: None
Range: 0Target: NoneArea of Effect: Sight of caster
Description: Any Invisible or Stealthed creature within sight range of the caster at the moment the spell was completed will be visible to the caster for the duration of the spell. Note that this does not reveal Invisible creatures that enter the caster's sight range after the spell was cast.


Dimension DoorType: Wizard (Alteration)
Level: 4Casting Time: 1Duration: InstantSaving Throw: N/A
Range: SightTarget: PointArea of Effect: Special
Description: Using this spell, the caster is able to teleport himself to any point in his sight range. He cannot take anyone else with him, nor can he travel through solid walls. Note: This spell is not available in BG2�you will never be able to cast this spell. There are certain parts in the game where plot events are triggered by a party member walking over certain parts of the floor, and BioWare feared that some players might cause bugs by (whether by accident or intention) Dimension Dooring over those trigger spots and preventing the plot event from taking place.


Dire CharmType: Wizard (Enchantment/Charm)
Level: 3Casting Time: 3Duration: 2 turnsSaving Throw: Negates
Range: SightTarget: CreatureArea of Effect: Creature
Description: This spell is identical to Charm Person, except that the Charmed humanoid goes into a beserk rage, attacking all enemies of the caster, even former allies.


DisintegrateType: Wizard (Alteration)
Level: 6Casting Time: 6Duration: PermanentSaving Throw: Negates
Range: SightTarget: CreatureArea of Effect: Creature
Description: The target of this spell must make their Save vs. Spell or die instantly�and with no chance of resurrection. Their body crumbles into a pile of fine dust, and all items they were carrying will most likely be destroyed as well.


Dispel MagicType: Wizard (Alteration), Priest (Cleric, Alteration)
Level: 3 (Wizard), 3 (Priest)Casting Time: 3Duration: InstantSaving Throw: None
Range: SightTarget: PointArea of Effect: 20' radius from target
Description: This spell can remove magical effects (whether good or bad) currently affecting any creature within the area of effect, including effects given from spells, potions, scrolls, and some magic items. In BG1, the spell will automatically cancel all magical effects, while in BG2, the odds of Dispelling a particular effect depend on the level of the orginal caster, and the level of the caster attempting to Dispel. If the 2 casters are the same level, the chance of a successful Dispel is 50%. If the caster trying to Dispel is lower-level than the original caster, there is a 10% penalty for every level of difference. If the caster trying to Dispel is higher, he gets a 5% bonus per level of difference. In BG2, Druids can cast Dispel Magic as well. Certain magics cannot be negated by this spell, but they will state this in their Spell Descriptions.


Dolorous DecayType: Priest (Druid, Alteration/Necromancy)
Level: 6Casting Time: 1Duration: InstantSaving Throw: Special
Range: SightTarget: CreatureArea of Effect: Creature
Description: There are 2 parts to this spell: If the target fails to Save vs. Death with a +2 penalty, it will take 1 poison damage every second for 50 seconds. Also, the target creature will be Slowed, against which there is no Saving Throw.


DominationType: Wizard (Enchantment/Charm)
Level: 5Casting Time: 5Duration: 12 hoursSaving Throw: Negates
Range: SightTarget: CreatureArea of Effect: Creature
Description: The target must Save vs. Spells with a +2 penalty in order to avoid falling completely under the caster's power, becoming his slave.


DoomType: Priest (Shared, Alteration)
Level: 1Casting Time: 1 roundDuration: 1 turnSaving Throw: None
Range: SightTarget: PointArea of Effect: Creature
Description: This powerful spell causes the target to suffer -2 penalties to all rolls, including THAC0 and Saving Throws, for the spell's duration.


Draw Upon Holy MightType: Priest (Cleric, Evocation)
Level: 2Casting Time: 2Duration: 1 turnSaving Throw: N/A
Range: 0Target: NoneArea of Effect: Caster
Description: The Cleric prays to his god to grant him enhanced physical prowess. For the duration of the spell, the Cleric's Strength, Dexterity, and Constitution all recieve a +1 bonus for every 3 levels of the caster.


EarthquakeType: Priest (Shared, Alteration)
Level: 7Casting Time: 1 roundDuration: 6 roundsSaving Throw: Special
Range: 0Target: NoneArea of Effect: Entire map area
Description: Three powerful seismic disruptions rip through the area, at the rate of 1 tremor every other round. The first quake deals 6D6 damage to all creatures in the area of effect (Save vs. Spells with a +6 penalty for half), and knocks them uncinscious for 4 rounds (making the Save negates this). The second wave causes 3D6 damage (Save for half), and the third 2D6 (Save for half). In addition, all creatures that fail any of the Saving Throws will drop their weapons, and the spell also has a chance of summoning a hostile Earth Elemental.


Emotion: HopelessnessType: Wizard (Enchantment/Charm)
Level: 4Casting Time: 4Duration: 2 rnds + 1 rnd/lvlSaving Throw: Special
Range: SightTarget: PointArea of Effect: 20' radius from target
Description: At the moment the spell is cast, all hostile creatures within the area of effect must Save vs. Spells or succumb to feelings of despair and apathy and fall to the ground, weeping and bewailing their fate for the spell's duration.

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