| Enchanted Weapon | Type: Wizard (Enchantment/Charm)
|
| Level: 4 | Casting Time: 4 | Duration: 24 hours | Saving Throw: N/A
|
| Range: 0 | Target: None | Area of Effect: Special
|
| Description: Upon completing this spell, the caster will be prompted to choose either an Axe, Long Sword, Short Sword, or Mace. A +3
weapon of this type will appear in the caster's Inventory, to be used by anyone who can wield such weapons. This magical weapon will vanish after 1 day.
|
| Energy Drain | Type: Wizard (Necromancy)
|
| Level: 9 | Casting Time: 3 | Duration: Permanent | Saving Throw: None
|
| Range: Touch | Target: Creature | Area of Effect: Creature
|
| Description: The caster is able to "bend" the negative energy plane to briefly make contact with an enemy creature. The creature will be
immediately drained of 2 levels of experience and all the benefits of those levels, which can only be regained through Restoration. |
| Entangle | Type: Priest (Shared, Alteration)
|
| Level: 8 | Casting Time: 4 | Duration: 1 turn | Saving Throw: Negates
|
| Range: Sight | Target: Point | Area of Effect: 20' radius from target
|
| Description: All plant life in the area of effect (even if there was no plant life there to begin with) immediately sprouts long,
clinging vines that try to wrap around nearby creatures, who must Save vs. Spells with a -3 bonus if they wish to remain able to walk around. Entangled creatures'
arms are usually left free, though, so they can still use their weapons just as normal. In BG2, this spell can only be cast by Druids & Rangers. |
| False Dawn | Type: Priest (Cleric, Evocation)
|
| Level: 6 | Casting Time: 9 | Duration: Instant | Saving Throw: None
|
| Range: 0 | Target: None | Area of Effect: 20' radius from caster
|
| Description: This spell floods the local area with bright light, of the same hue as early dawn. All Undead creatures within the area of
effect take 6D6 damage and will be confused for 5 rounds. (For some reason, this spell works equally well on any Undead you may happen to meet walking around in
broad daylight.) |
| Farsight | Type: Wizard (Divination), Priest (Shared, Divination)
|
| Level: 4 (Wizard), 4 (Priest) | Casting Time: 4 | Duration: 3 rds + 1 rd/lvl | Saving Throw: N/A
|
| Range: Entire local area | Target: Special | Area of Effect: Special
|
| Description: The caster gains extrasensory knowledge of any portion of the current map area. After completing the spell, the caster chooses which part
of the map to spy on, and for the spell's duration, they will be able to see that area (and all creatures in it) as with their normal vision. |
| Feeblemind | Type: Wizard (Enchantment/Charm)
|
| Level: 5 | Casting Time: 5 | Duration: Permanent | Saving Throw: Negates
|
| Range: Sight | Target: Creature | Area of Effect: Creature
|
| Description: If the target of a Feeblemind fails to Save vs. Spell with a +2 penalty, their mental capacities are reduced to that of an
idiot child�they can perform only basic bodily functions such as breathing, and will be unable to walk, talk, or fight until the Feeblemind is Dispelled.
|
| Find Familiar | Type: Wizard (Conjuration/Summoning)
|
| Level: 8 | Casting Time: 1 round | Duration: Permanent | Saving Throw: N/A
|
| Range: Sight | Target: Point | Area of Effect: Special
|
| Description: This spell cannot be cast by anyone except the PC. It calls into being a small animal, whose type varies
with your Alignment. This animal can fight, cast spells, or perform Thief skills, and the caster gains a HP bonus equal to 1/2 the Familiar's total. If
the Familiar dies, the caster loses that HP bonus, takes damage equal to that bonus, and loses 1 point of CON permanently. The spell may be cast again,
but you may only have 1 Familiar at once. If you wish to keep your Familiar out of combat, you can tell it to climb into your Backpack. |
| Find Traps | Type: Priest (Shared, Divination)
|
| Level: 2 | Casting Time: 5 | Duration: 3 turns | Saving Throw: None
|
| Range: Sight | Target: Point | Area of Effect: 10' radius from target
|
| Description: This spell gives the caster knowledge of all potentially harmful Traps in the area of effect, causing them to
glow (in his mind) as if he were a Thief or Monk. This does NOT enable the Priest to disarm the Traps�merely to avoid them, or prepare himself for
their harmful effects. |
| Finger of Death | Type: Wizard (Necromancy), Priest (Shared, Necromancy)
|
| Level: 7 (Wizard), 7 (Priest) | Casting Time: 5 | Duration: Permanent | Saving Throw: Negates
|
| Range: Sight | Target: Creature | Area of Effect: Creature
|
| Description: If one is to believe this spell's icon, the caster extends his middle finger in the direction of the target creature and
utters the killing word. The victim must Save vs. Spell (not Save vs. Death?) with a +2 penalty or die instantly. Even if he makes his Save, he still takes 2D8+1
damage. |
| Fire Seeds | Type: Priest (Druid, Conjuration)
|
| Level: 6 | Casting Time: 1 round | Duration: 3 turns | Saving Throw: 1/2
|
| Range: 0 | Target: None | Area of Effect: Caster
|
| Description: This spell causes 4 small seeds to appear in the caster's Inventory, each of which will erupt into a small fireball when thrown at
enemies, dealing 2D8 damage to all within its area of effect, with a Save vs. Spells for half damage. |
| Fireshield (Blue) | Type: Wizard (Alteration, Evocation)
|
| Level: 4 | Casting Time: 4 | Duration: 3 rds + 1 rd/lvl | Saving Throw: None
|
| Range: 0 | Target: None | Area of Effect: Caster
|
| Description: The caster is surrounded by a ring of ice flame, which moves with him as he walks. The frost grants 50% Cold Resistance, and also
does 1D8 Cold damage to anyone who scores a melee hit on the caster. |
| Fireshield (Red) | Type: Wizard (Alteration, Evocation)
|
| Level: 4 | Casting Time: 4 | Duration: 3 rds + 1 rd/lvl | Saving Throw: None
|
| Range: 0 | Target: None | Area of Effect: Caster
|
| Description: Exactly the same as Fireshield (Blue) except that the protective ring of fire grants 50% Fire Resistance and deals 1D8 Fire damage
to opponents each time they make a melee hit on the caster. |
| Fire Storm | Type: Priest (Shared, Evocation)
|
| Level: 7 | Casting Time: 1 round | Duration: 4 rounds | Saving Throw: None
|
| Range: Sight | Target: Point | Area of Effect: 20' radius from target
|
| Description: The area of effect of this spell becomes a blast furnace: All creatures within it will suffer 2D8 hitpoints, plus 1 hitpoint per
level of the caster, of Fire damage for each round they remain within the affected area. There is no Save for half damage. |
| Fireball | Type: Wizard (Evocation)
|
| Level: 3 | Casting Time: 3 | Duration: Instant | Saving Throw: 1/2
|
| Range: Sight | Target: Point | Area of Effect: 20' radius from target
|
| Description: A small ball of flame shoots from the caster's hand to the chosen target, and erupts into a large ball of flame, which deals 1D6 fire damage
per level of the caster (to a maximum of 10D6) to all creatures caught by the blast, with a Save vs. Spell for half damage. |
| Flame Arrow | Type: Wizard (Conjuration)
|
| Level: 3 | Casting Time: 4 | Duration: Instant | Saving Throw: None
|
| Range: Sight | Target: Creature | Area of Effect: Creature
|
| Description: This spell creates a special Fire Arrow that streaks unerringly toward a single creature. When it hits, it deals 4D6 hp of Fire damage
(the victim may Save vs. Spells for half damage) and 1D6 piercing damage. In addition, for every 5 levels of the caster, an additional bolt is created and fires at the same time.
|
| Flame Blade | Type: Priest (Shared, Evocation)
|
| Level: 2 | Casting Time: 4 | Duration: 4 rds + 1 rd/2 lvls | Saving Throw: None
|
| Range: 0 | Target: None | Area of Effect: Caster
|
| Description: A sheet of fire coalesces into the caster's hand, forming a sword-like weapon to be used in melee combat. The Priest wields this flame as
if he was proficient in its use, and each hit inflicts 1D4+4 fire damage, with an additional 2 hp against Undead. This spell will not harm enemies that are immune to Normal
Weapons. |
| Flame Strike | Type: Priest (Cleric, Evocation)
|
| Level: 5 | Casting Time: 8 | Duration: Instant | Saving Throw: 1/2
|
| Range: Sight | Target: Creature | Area of Effect: Creature
|
| Description: The Cleric calls upon his god to wreak vengeance upon a single enemy�a pillar of fire roars down from the heavens, dealing 1D8 hp of
damage per level of the caster, with a Save vs. Spells for half. This spell will function anywhere. |
| Flesh to Stone | Type: Wizard (Alteration)
|
| Level: 6 | Casting Time: 6 | Duration: Permanent | Saving Throw: Negates
|
| Range: Sight | Target: Creature | Area of Effect: Creature
|
| Description: If the target of a Flesh to Stone fails their Save vs. Spell, they instantly turn into a statue�their body and all items they were
wearing or carrying turn to stone. If the resulting statue takes damage of any kind, it will instantly shatter, causing the irreversible death of the victim and destruction of
the items. The only way to turn the subject back is the reverse spell, Stone to Flesh. Certain Undead, suck as Ghouls and Skeletons, are immune to petrification. If the PC gets
Petrified, the game ends and you must Reload, even if your party members had a Stone to Flesh scroll, or had the spell memorized. |
| Free Action | Type: Priest (Cleric, Abjuration/Enchantment)
|
| Level: 2 | Casting Time: 7 | Duration: 1 turn/level | Saving Throw: N/A
|
| Range: Touch | Target: Creature | Area of Effect: Creature
|
| Description: The recipient of this spell is immune to all spells that affect his movement: This includes spells that obstruct movement
(Entangle, Slow), those that stop movement altogether (Hold), and even those that enhance movement rates, such as Haste. |
| Freedom | Type: Wizard (Abjuration)
|
| Level: 9 | Casting Time: 9 | Duration: Permanent | Saving Throw: N/A
|
| Range: 0 | Target: None | Area of Effect: Entire local area
|
| Description: This is the only counter-spell to Imprisonment: At the moment Freedom is cast, all creatures that have been Mazed or Imprisoned from that
area will immediately return to their original location. This spell will have no effect on their being Mazed or Imprisoned again. |
| Friends | Type: Wizard (Enchantment/Charm)
|
| Level: 1 | Casting Time: 1 | Duration: 1 turn + 1 rd/lvl | Saving Throw: N/A
|
| Range: 0 | Target: None | Area of Effect: Caster
|
| Description: The caster uses this spell to temporarily gain 6 points of Charisma. This enhanced personality might be used to get information from
difficult sources, lower prices at shops, and convince people to do what you want them to. |
| Gate | Type: Wizard (Conjuration), Priest (Cleric, Conjuration)
|
| Level: 9 (Wizard), 7 (Priest) | Casting Time: 9 | Duration: 33 rounds | Saving Throw: N/A
|
| Range: Sight | Target: Point | Area of Effect: Special
|
| Description: This spell opens a gateway to the Abyss and admits a Pit Fiend, one of the most powerful types of demon. The Pit Fiend augments its
formidable melee combat with spellcasting, and it will attack anyone�including the caster�who is not Protected from Evil. |
| Ghost Armor | Type: Wizard (Conjuration/Summoning)
|
| Level: 3 | Casting Time: 1 | Duration: 10 turns | Saving Throw: N/A
|
| Range: 0 | Target: None | Area of Effect: Caster
|
| Description: An enhanced version of the Armor spell, Ghost Armor sets the caster's base AC to 2 for the spell's duration.
|
| Ghoul Touch | Type: Wizard (Necromancy)
|
| Level: 2 | Casting Time: 3 | Duration: 5 rounds | Saving Throw: Negates
|
| Range: 0 | Target: None | Area of Effect: Caster
|
| Description: This spell gives the caster the ability to paralyze opponents with his melee attack, just as Ghouls do. The caster must
make a successful attack on the first try, otherwise the spell is wasted. The victim is allowed a Save vs. Death to avoid paralysis. |
| Glitterdust | Type: Wizard (Conjuration/Summoning)
|
| Level: 2 | Casting Time: 2 | Duration: 4 rounds | Saving Throw: Special
|
| Range: Sight | Target: Point | Area of Effect: 10' radius from target
|
| Description: A cloud of sparkling dust bursts over the area, landing on all creatures in the area. If a creature fails to Save vs. Spell, the
dust gets into their eyes, Blinding them (+4 penalties to THAC0, AC, & Saving Throws) for the duration. Whether the creature makes his Save or not, he will be covered
by the reflective dust, by which means even Invisible creatures can be easily seen. |
| Globe of Invulnerability | Type: Wizard (Abjuration)
|
| Level: 6 | Casting Time: 4 | Duration: 1 round/level | Saving Throw: N/A
|
| Range: 0 | Target: None | Area of Effect: Caster
|
| Description: The caster becomes surrounded by a spherical shield that moves with him and prevents all 1st-level through 4th-level spells from entering
the Globe, including Area of Effect spells. Spells of any level may pass out of the Globe, but only 5th-level spells or higher can penetrate from the outside in. A successful
Dispel Magic will cancel the Globe. |
| Glyph of Warding | Type: Priest (Cleric, Abjuration/Evocation)
|
| Level: 3 | Casting Time: 1 round | Duration: 8 hours | Saving Throw: None
|
| Range: Sight | Target: Point | Area of Effect: 10' radius from target
|
| Description: The Cleric creates a symbol of power that flies from his hand to its designated target, where it floats until the spell wears out, or until
triggered by a creature coming too close to it, at which point it will shatter, inflicting 1D4 electrical damage per level of the caster, to every creature within range.
|
| Goodberry | Type: Priest (Druid, Alteration/Evocation)
|
| Level: 2 | Casting Time: 1 round | Duration: Permanent | Saving Throw: N/A
|
| Range: 0 | Target: None | Area of Effect: Caster
|
| Description: 5 magical blueberries will appear in the caster's Inventory. They can be placed in any character's Quickslots and will heal 1 hp of damage
for each berry eaten. |
| Grease | Type: Wizard (Conjuration/Summoning)
|
| Level: 1 | Casting Time: 1 | Duration: 3 rds + 1 rd/lvl | Saving Throw: Special
|
| Range: Sight | Target: Point | Area of Effect: 15' radius from target
|
| Description: All ground surfaces in the area of effect become slippery. Any creature in the area must Save vs. Spells each round, or have their movement
rate slowed to 1/2, due to slipping and sliding. |
| Greater Command | Type: Priest (Cleric, Enchantment)
|
| Level: 5 | Casting Time: 1 | Duration: 1 round/level | Saving Throw: Negates
|
| Range: Sight | Target: Point | Area of Effect: 20' radius from target
|
| Description: This enhanced version of Command Word: Die forces all creatures caught in the area of effect to Save vs. Spells or fall asleep for the
spell's full duration. |
| Greater Malison | Type: Wizard (Enchantment/Charm)
|
| Level: 4 | Casting Time: 4 | Duration: 2 rounds/level | Saving Throw: None
|
| Range: Sight | Target: Point | Area of Effect: 20' radius from target
|
| Description: At the moment this spell is completed, all hostile creatures in the area of effect will have all of their Saving Throws weakened by 4.
|
| Greater Restoration | Type: Priest (Cleric, Necromancy)
|
| Level: 7 | Casting Time: 3 | Duration: Permanent | Saving Throw: N/A
|
| Range: Touch | Target: Creature | Area of Effect: Creature
|
| Description: This very powerful version of Restoration not only reverses the effects of Level Drain, but also leaves the recipient fully healed, cured
of any poison or disease, and removes all mind-affecting spells, such as Feeblemind and Charm. After casting this spell, the Cleric will immediately become Fatigued.
|
| Harm | Type: Priest (Cleric, Necromancy)
|
| Level: 6 | Casting Time: 1 round | Duration: Permanent | Saving Throw: None
|
| Range: Touch | Target: None | Area of Effect: Caster
|
| Description: This spell turns the caster's hand into a very powerful melee weapon: The Cleric has 2 rounds to score a melee hit on the
first try (if he misses, the spell is wasted), and when this hit connects, the victim will be reduced to a single hitpoint, regardless of how many it had
previously. |
| Haste | Type: Wizard (Alteration)
|
| Level: 3 | Casting Time: 3 | Duration: 3 rds + 1 rd/lvl | Saving Throw: N/A
|
| Range: Sight | Target: Point | Area of Effect: 20' radius from target
|
| Description: All creatures within the area of effect at the moment the spell fires will be able to run twice as fast as they could normally. This does
not double their number of attacks per round; they may make 1 more attack per round, that is all. Haste has no effect on the rate of casting additional spells. Multiple castings
of Haste are not cumulative, and after the spell wears off, all Hasted creatures will be Fatigued for a while. |