Enchanted WeaponType: Wizard (Enchantment/Charm)
Level: 4Casting Time: 4Duration: 24 hoursSaving Throw: N/A
Range: 0Target: NoneArea 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 DrainType: Wizard (Necromancy)
Level: 9Casting Time: 3Duration: PermanentSaving Throw: None
Range: TouchTarget: CreatureArea 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.


EntangleType: Priest (Shared, Alteration)
Level: 8Casting Time: 4Duration: 1 turnSaving Throw: Negates
Range: SightTarget: PointArea 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 DawnType: Priest (Cleric, Evocation)
Level: 6Casting Time: 9Duration: InstantSaving Throw: None
Range: 0Target: NoneArea 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.)


FarsightType: Wizard (Divination), Priest (Shared, Divination)
Level: 4 (Wizard), 4 (Priest)Casting Time: 4Duration: 3 rds + 1 rd/lvlSaving Throw: N/A
Range: Entire local areaTarget: SpecialArea 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.


FeeblemindType: Wizard (Enchantment/Charm)
Level: 5Casting Time: 5Duration: PermanentSaving Throw: Negates
Range: SightTarget: CreatureArea 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 FamiliarType: Wizard (Conjuration/Summoning)
Level: 8Casting Time: 1 roundDuration: PermanentSaving Throw: N/A
Range: SightTarget: PointArea 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 TrapsType: Priest (Shared, Divination)
Level: 2Casting Time: 5Duration: 3 turnsSaving Throw: None
Range: SightTarget: PointArea 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 DeathType: Wizard (Necromancy), Priest (Shared, Necromancy)
Level: 7 (Wizard), 7 (Priest)Casting Time: 5Duration: PermanentSaving Throw: Negates
Range: SightTarget: CreatureArea 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 SeedsType: Priest (Druid, Conjuration)
Level: 6Casting Time: 1 roundDuration: 3 turnsSaving Throw: 1/2
Range: 0Target: NoneArea 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: 4Casting Time: 4Duration: 3 rds + 1 rd/lvlSaving Throw: None
Range: 0Target: NoneArea 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: 4Casting Time: 4Duration: 3 rds + 1 rd/lvlSaving Throw: None
Range: 0Target: NoneArea 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 StormType: Priest (Shared, Evocation)
Level: 7Casting Time: 1 roundDuration: 4 roundsSaving Throw: None
Range: SightTarget: PointArea 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.


FireballType: Wizard (Evocation)
Level: 3Casting Time: 3Duration: InstantSaving Throw: 1/2
Range: SightTarget: PointArea 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 ArrowType: Wizard (Conjuration)
Level: 3Casting Time: 4Duration: InstantSaving Throw: None
Range: SightTarget: CreatureArea 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 BladeType: Priest (Shared, Evocation)
Level: 2Casting Time: 4Duration: 4 rds + 1 rd/2 lvlsSaving Throw: None
Range: 0Target: NoneArea 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 StrikeType: Priest (Cleric, Evocation)
Level: 5Casting Time: 8Duration: InstantSaving Throw: 1/2
Range: SightTarget: CreatureArea 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 StoneType: Wizard (Alteration)
Level: 6Casting Time: 6Duration: PermanentSaving Throw: Negates
Range: SightTarget: CreatureArea 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 ActionType: Priest (Cleric, Abjuration/Enchantment)
Level: 2Casting Time: 7Duration: 1 turn/levelSaving Throw: N/A
Range: TouchTarget: CreatureArea 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.


FreedomType: Wizard (Abjuration)
Level: 9Casting Time: 9Duration: PermanentSaving Throw: N/A
Range: 0Target: NoneArea 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.


FriendsType: Wizard (Enchantment/Charm)
Level: 1Casting Time: 1Duration: 1 turn + 1 rd/lvlSaving Throw: N/A
Range: 0Target: NoneArea 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.


GateType: Wizard (Conjuration), Priest (Cleric, Conjuration)
Level: 9 (Wizard), 7 (Priest)Casting Time: 9Duration: 33 roundsSaving Throw: N/A
Range: SightTarget: PointArea 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 ArmorType: Wizard (Conjuration/Summoning)
Level: 3Casting Time: 1Duration: 10 turnsSaving Throw: N/A
Range: 0Target: NoneArea 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 TouchType: Wizard (Necromancy)
Level: 2Casting Time: 3Duration: 5 roundsSaving Throw: Negates
Range: 0Target: NoneArea 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.


GlitterdustType: Wizard (Conjuration/Summoning)
Level: 2Casting Time: 2Duration: 4 roundsSaving Throw: Special
Range: SightTarget: PointArea 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 InvulnerabilityType: Wizard (Abjuration)
Level: 6Casting Time: 4Duration: 1 round/levelSaving Throw: N/A
Range: 0Target: NoneArea 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 WardingType: Priest (Cleric, Abjuration/Evocation)
Level: 3Casting Time: 1 roundDuration: 8 hoursSaving Throw: None
Range: SightTarget: PointArea 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.


GoodberryType: Priest (Druid, Alteration/Evocation)
Level: 2Casting Time: 1 roundDuration: PermanentSaving Throw: N/A
Range: 0Target: NoneArea 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.


GreaseType: Wizard (Conjuration/Summoning)
Level: 1Casting Time: 1Duration: 3 rds + 1 rd/lvlSaving Throw: Special
Range: SightTarget: PointArea 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 CommandType: Priest (Cleric, Enchantment)
Level: 5Casting Time: 1Duration: 1 round/levelSaving Throw: Negates
Range: SightTarget: PointArea 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 MalisonType: Wizard (Enchantment/Charm)
Level: 4Casting Time: 4Duration: 2 rounds/levelSaving Throw: None
Range: SightTarget: PointArea 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 RestorationType: Priest (Cleric, Necromancy)
Level: 7Casting Time: 3Duration: PermanentSaving Throw: N/A
Range: TouchTarget: CreatureArea 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.


HarmType: Priest (Cleric, Necromancy)
Level: 6Casting Time: 1 roundDuration: PermanentSaving Throw: None
Range: TouchTarget: NoneArea 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.


HasteType: Wizard (Alteration)
Level: 3Casting Time: 3Duration: 3 rds + 1 rd/lvlSaving Throw: N/A
Range: SightTarget: PointArea 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.

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