Prismatic SprayType: Wizard (Conjuration/Summoning)
Level: 7Casting Time: 7Duration: SpecialSaving Throw: Special
Range: SightTarget: PointArea of Effect: 30' long cone
Description: Seven powerful rays of light shoot from the caster's hand to the edge of his sight radius; These light rays will pass straight through all creatures within the area of effect, with each colored ray inflicting the following effects: Red: 20 hp of magic damage, Save vs. Spell for 1/2. Orange: 40 hp of magic damage, Save vs. Spells for 1/2. Yellow: 80 hp of magic damage, Save vs. Spells for 1/2. Green: Save vs. Death and take 20 hp of Poison damage, fail your Save and die instantly. Blue: Save vs. Polymorph or be Petrified. Indigo: Save vs. Wands or be Feebleminded. Violet: Save vs. Spells or be Disintegrated. In addition, any enemy of 7th level or lower (7 Hit Dice) caught in the flash of light will be Blinded for 5 rounds, with no Save.


Project ImageType: Wizard (Illusion)
Level: 7Casting Time: 1Duration: 1 round / levelSaving Throw: N/A
Range: SpecialTarget: NoneArea of Effect: Special
Description: Usually considered the most munchkin spell in the game, Project Image is the gateway to opening up a whole new level of horror for your enemies. The spell creates an Illusionary copy of the caster that will remain until Dispelled, revealed as an illusion, destroyed in combat (it has the same AC and hp as the caster), the spell's duration expires, or the caster takes any damage. While the Projected Image remains, the caster cannot move, attack, or cast spells: His mind is fully occupied with controlling the Image. The Image itself can walk around, and though it cannot make any physical attacks, it can cast exactly the same spells that the caster had memorized, without those spells being wiped from the original caster's memorization slots.


Protection from AcidType: Wizard (Abjuration)
Level: 5Casting Time: 6Duration: 1 turn / levelSaving Throw: N/A
Range: TouchTarget: CreatureArea of Effect: Creature
Description: The recipient of this spell becomes immune to all forms of Acid attacks for the spell's duration, or until Dispelled.


Protection from ColdType: Wizard (Abjuration)
Level: 3Casting Time: 3Duration: 1 turn / levelSaving Throw: N/A
Range: TouchTarget: CreatureArea of Effect: Creature
Description: Protection from Cold grants the recipient 100% Resistance to normal cold (such as a raging blizzard or the icy breath of the Winter Wolf), and 50% Resistance to magical forms of cold, such as the breath weapon of a White Dragon.


Protection from ElectricityType: Wizard (Abjuration)
Level: 5Casting Time: 5Duration: 1 turn / levelSaving Throw: N/A
Range: TouchTarget: CreatureArea of Effect: Creature
Description: This spell grants 100% resistance to all forms of electrical attack.


Protection from EnergyType: Wizard (Abjuration)
Level: 8Casting Time: 8Duration: 1 round/levelSaving Throw: N/A
Range: TouchTarget: CreatureArea of Effect: Creature
Description: This spell confers upon its recipient 75% Resistance to Magic Damage and all forms of elemental damage: Acid, Cold, Fire, Electricity and Poison.


Protection from EvilType: Wizard (Abjuration), Priest (Cleric, Abjuration)
Level: 1 (Wizard), 1 (Priest)Casting Time: 1Duration: 1 turnSaving Throw: N/A
Range: TouchTarget: CreatureArea of Effect: Creature
Description: For the spell's duration (or until dispelled), the recipient enjoys a -2 AC bonus against physical attacks made by Evil creatures, and -2 bonuses to all Saving Throws against maggical attacks by Evil creatures. Also, demons that are summoned by means of spells to the Prime Material Plane are incapable of seeing or attacking anyone who is Protected from Evil.


Protection from Evil, 10' RadiusType: Priest (Cleric, Abjuration)
Level: 4Casting Time: 7Duration: 1 turn / levelSaving Throw: N/A
Range: 0Target: NoneArea of Effect: 10' radius from caster
Description: This spell casts Protection from Evil on all creatures that are within 10 feet of the caster at the moment the spell is completed. It has all the properties of the single-target Protection from Evil spell, and with a much longer duration.


Protection from FireType: Wizard (Abjuration), Priest (Shared, Abjuration)
Level: 3 (Wizard), 3 (Priest)Casting Time: 6Duration: 1 round / levelSaving Throw: N/A
Range: TouchTarget: CreatureArea of Effect: Creature
Description: The recipient of this spell becomes 50% resistant to normal fires (such as a fireplace or being burned at the stake), and 80% resistant to magical forms of fire, such as Flamestrike or the breath attack of a Red Dragon. Wizards are not able to cast this spell until BG2, although version has a duration of 3 rounds longer than the Priest version.


Protection from LightningType: Priest (Shared, Abjuration)
Level: 4Casting Time: 7Duration: 5 rounds / levelSaving Throw: N/A
Range: TouchTarget: CreatureArea of Effect: Creature
Description: 100% resistance to all forms of electrical damage.


Protection from Magic EnergyType: Wizard (Abjuration)
Level: 6Casting Time: 6Duration: 1 turn / levelSaving Throw: N/A
Range: TouchTarget: CreatureArea of Effect: Creature
Description: For the spell's duration or until dispelled, the creature touched is granted 50% Resistance to Magic Damage, effectively halving the damage caused by such spells as Magic Missile, Skull Trap, and Abi-Dalzim's Horrid Wilting.


Protection from Magic WeaponsType: Wizard (Abjuration)
Level: 6Casting Time: 1Duration: 4 roundsSaving Throw: N/A
Range: 0Target: NoneArea of Effect: Caster
Description: This very useful spell will only affect the caster; for 4 rounds, he becomes completely immune to all physical weapons that have an enchantment of +1 or better�such weapons cannot even touch him. This spell cannot be cast on any creature that is already shielded against Normal Weapons by means of a spell, but creatures that are naturally immune to Normal Weapons may use this spell, creating quite a problem for an enemy Fighter.


Protection from Normal MissilesType: Wizard (Abjuration)
Level: 3Casting Time: 3Duration: 1 turn / levelSaving Throw: N/A
Range: TouchTarget: CreatureArea of Effect: Creature
Description: The recipient of this spell is enclosed within a glowing blue cylinder that prevents all non-enchanted missile weapons (arrows, bolts, bullets, darts) from entering. The spell does not protect its recipient from enchanted missiles, such as Bullets+1, Arrows of Fire, Bolts of Biting, etc., nor does it shield against missiles created by spells, such as Melf's Acid Arrow. A creature under this spell may still fire missile weapons normally.


Protection from Normal WeaponsType: Wizard (Abjuration)
Level: 5Casting Time: 2Duration: 1 round / levelSaving Throw: N/A
Range: TouchTarget: CreatureArea of Effect: Creature
Description: The recipient of this spell becomes completely immune to all types of non-enchanted weapons; such weapons will have literally no effect. This spell cannot be cast on someone who is already Protected from Magic Weapons.


Protection from PetrificationType: Wizard (Abjuration)
Level: 1Casting Time: 1Duration: 3 rounds / levelSaving Throw: N/A
Range: TouchTarget: CreatureArea of Effect: Creature
Description: The creature touched will become immune to all petrification attacks, from the lethal gaze attack of the Basilisk to the spell Flesh to Stone.


Protection from the ElementsType: Wizard (Abjuration)
Level: 7Casting Time: 7Duration: 1 round / levelSaving Throw: N/A
Range: TouchTarget: CreatureArea of Effect: Creature
Description: Exactly like Protection from Energy, except that it grants 75% Resistance to elemental damage only, not to Magic Damage.


Raise DeadType: Priest (Cleric, Necromancy)
Level: 5Casting Time: 1 roundDuration: PermanentSaving Throw: N/A
Range: SightTarget: SpecialArea of Effect: Creature
Description: This spell will restore a dead party member to life: The spell is cast on the portrait of the deceased party member, and their body will appear, once again upright and animate. They will have only 1 hitpoint, however�Raise Dead only restores the person to life, it confers no healing benefits. The Raised character will also have to put all their equipment back on. Note that if you boot a Dead character from the party, their portrait vanishes�meaning you will not be able to bring them back to life, ever. The only way to cast this spell in BG1/ToSC is by removing the EXP cap, although you can purchase the service of Raise Dead at any Temple.


Ray of EnfeeblementType: Wizard (Enchantment / Charm)
Level: 2Casting Time: 2Duration: 1 round / levelSaving Throw: Negates
Range: SightTarget: CreatureArea of Effect: Creature
Description: The creature targeted must Save vs. Spell or have its natural Strength reduced to 5, which can seriously reduce its skill in melee combat and its Weight Allowance, even to the point that it becomes too Encumbered to move. Note: If the creature has its Strength enhanced by some spell or item, that bonus will not be negated by this spell.


Reflected ImageType: Wizard (Illusion)
Level: 1Casting Time: 1Duration: 3 rnds + 1 rd/lvlSaving Throw: N/A
Range: 0Target: NoneArea of Effect: Caster
Description: A weaker version of Mirror Image, Reflected Image creates a single Illusionary copy of the caster that moves about with him and mimics his actions. If the caster is attacked, there is a 50/50 chance that the blow will be aimed at the illusion instead, destrying the copy but saving the real caster from being hit. Otherwise, the image will remain until dispelled, revealed as an illusion, or the spell expires.


Remove CurseType: Wizard (Abjuration), Priest (Cleric, Abjuration)
Level: 4 (Wizard), 3 (Priest)Casting Time: 6Duration: PermanentSaving Throw: N/A
Range: TouchTarget: CreatureArea of Effect: Creature
Description: When cast on a character who is wearing a Cursed item, this spell causes a momentary clearness of mind that enables the person to see the item for what it is, and remove it. Note that this is the only effect of this spell: It will not change the item itself in any way. The Wizard version of this spell first becomes available in ToSC.


Remove FearType: Priest (Abjuration)
Level: 1Casting Time: 1Duration: 2 turnsSaving Throw: N/A
Range: SightTarget: PointArea of Effect: 20' radius from target
Description: All creatures affected by this spell will have their morale set to its highest, negating the effects of any Fear they may be experiencing. Note that this will not shield them from further attacks of panic, such as that caused by a Horror spell. In BG2, this spell is no longer available to Druids.


Remove MagicType: Wizard (Abjuration)
Level: 1Casting Time: 3Duration: InstantSaving Throw: None
Range: SightTarget: PointArea of Effect: 20' radius from target
Description: Exactly like Dispel Magic, except that the caster and his allies are immune to its effects�Remove Magic can only nullify the spells that are currently affecting creatures hostile to the party.


Remove ParalysisType: Priest (Cleric, Abjuration)
Level: 3Casting Time: 6Duration: PermanentSaving Throw: N/A
Range: SightTarget: CreatureArea of Effect: Creature
Description: This spell enables the Cleric to restore freedom of movement to a creature under the effects of paralyzing magic, such as a Hold spell. It will not free creatures whose immobility is mental in nature, which is the case with Feeblemind.


Repulse UndeadType: Priest (Cleric, Abjuration)
Level: 5Casting Time: 5Duration: 1 turnSaving Throw: None
Range: 0Target: NoneArea of Effect: Caster
Description: Something like Turn Undead encapsulated into spell form, this spell produces powerful waves of anti-Undead energy, which radiate outward from the caster. Although not powerful enough to make Undead creatures die on the spot, as Turn Undead can, the spell of Repulse Undead does not block combat or further spellcasting, and all Undead creatures in the area must flee from the caster as fast as they can while this spell remains in effect.


Resist FearType: Wizard (Abjuration)
Level: 2Casting Time: 1Duration: 2 turnsSaving Throw: N/A
Range: SightTarget: PointArea of Effect: 20' radius from target
Description: All creatures in the area of effect will have their morale set to its highest (it gradually resets to normal over time), and for the duration of the spell, are immune to magically-based Fear attacks, such as Symbol: Fear.


Resist Fire / ColdType: Priest (Shared, Alteration)
Level: 2Casting Time: 5Duration: 1 round / levelSaving Throw: N/A
Range: TouchTarget: CreatureArea of Effect: Creature
Description: The recipient of this spell becomes partially immune to extremes of temperature; they gain 50% resistance to both fire and cold, whether of normal or magical origin.


ResurrectionType: Priest (Cleric, Necromancy)
Level: 7Casting Time: 1 turnDuration: PermanentSaving Throw: N/A
Range: TouchTarget: SpecialArea of Effect: Creature
Description: A greatly enhanced version of Raise Dead, and the most potent healing spell there is, Resurrection first Raises the targeted character from the dead, then removes any Level Drain from them, and casts Heal on them for good measure. This spell will not Fatigue the caster.


Righteous MagicType: Priest (Cleric, Alteration)
Level: 5Casting Time: 1 roundDuration: 1 round / levelSaving Throw: N/A
Range: 0Target: NoneArea of Effect: Caster
Description: A very useful combat spell, Righteous Magic grants the caster 1 bonus point of STR for every 3 caster levels, inflicts the maximum damage with each hit, and gives the caster 1 extra hitpoint per level, for the spell's duration.


Rigid ThinkingType: Priest (Cleric, Enchantment)
Level: 3Casting Time: 5Duration: 1 round / levelSaving Throw: Negates
Range: SightTarget: CreatureArea of Effect: Creature
Description: Essentially, a single-target Confusion spell that Priests can use. If the targeted creature fails to Save vs. Spell, each round they remain under the enchantment they will randomly choose between either wandering aimlessly about, standing still going, "Duhhhhh," or attacking some random creature. In BG2, this spell can be cast by Druids as well. Note that drinking a Potion of Mind Focusing will also put the "Rigid Thinking" icon in your portrait, but it will not cause you to become Confused�it would be more likely to make you resistant to Confusion.


Ruby Ray of ReversalType: Wizard (Alteration)
Level: 7Casting Time: 5Duration: PermanentSaving Throw: None
Range: SightTarget: CreatureArea of Effect: Creature
Description: Ruby Ray will ignore the target's Magic Resistance and spell protections to cancel and dispel 1 spell protection from the target creature. It will dispel the highest-level (any level) spell protecting the creature�in the event of a tie, the choice is random.


SanctuaryType: Priest (Cleric, Abjuration)
Level: 1Casting Time: 4Duration: 10 roundsSaving Throw: N/A
Range: 0Target: NoneArea of Effect: Caster
Description: The Cleric becomes invisible for the duration of the spell, unless he deliberately breaks the protection by either attacking an enemy, casting an offensive (red icon) spell, or targeting a spell on another creature.


Secret WordType: Wizard (Abjuration)
Level: 4Casting Time: 4Duration: PermanentSaving Throw: None
Range: SightTarget: CreatureArea of Effect: Creature
Description: A handy little anti-Protection spell, Secret Word will nullify one spell protection of up to 8th level. Saving Throws, Magic Resistance and spell protections are all ignored.

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