| Shadow Door | Type: Wizard (Illusion)
|
| Level: 5 | Casting Time: 2 | Duration: 1 round / level | Saving Throw: None
|
| Range: 0 | Target: None | Area of Effect: Caster
|
| Description: This spell is very similar to Improved Invisibility, in that the caster becomes invisible, and can then attack or cast
spells, and still remain mostly invisible. It has the advantages, however, of a longer duration, and not requiring speech to cast, and so can be used even
when Silenced. |
| Shapechange | Type: Wizard (Alteration)
|
| Level: 9 | Casting Time: 9 | Duration: 5 turns | Saving Throw: N/A
|
| Range: 0 | Target: None | Area of Effect: Caster
|
| Description: For the spell's duration, the caster is able to shift between the forms of several powerful creatures: Earth Elemental,
Fire Elemental, Giant Troll, Greater Wolfwere, Iron Golem, and Mind Flayer, as many times as he wishes. The caster gains all of the creature's natural
abilities, resistances, and attacks, including the Iron Golem's physical, elemental, and magic resistance, and the Mind Flayer's ability to cause INT drain by
using its melee attacks to rip enemies' brains right out of their skulls. |
| Shield | Type: Wizard (Evocation)
|
| Level: 1 | Casting Time: 1 | Duration: 5 turns | Saving Throw: N/A
|
| Range: 0 | Target: None | Area of Effect: Caster
|
| Description: This spell creates a force field around the caster, setting his AC to 4 against melee attacks, and to 2 against missile
weapons. In BG2, it also makes the caster immune to Magic Missile. |
| Shield of the Archons | Type: Priest (Shared, Abjuration)
|
| Level: 7 | Casting Time: 9 | Duration: 3 rounds / level | Saving Throw: N/A
|
| Range: 0 | Target: None | Area of Effect: Caster
|
| Description: Similar to the Wizard's Spell Trap, Shield of the Archons will absorb and negate spells aimed at the caster. The total
number of spell levels that can be nullified is equal to half the caster's level. |
| Shillelagh | Type: Priest (Shared, Alteration)
|
| Level: 1 | Casting Time: 2 | Duration: 4 rnds + 1 rd/lvl | Saving Throw: N/A
|
| Range: 0 | Target: None | Area of Effect: Caster
|
| Description: The priest creates a Club that carries a -1 THAC0 bonus, although the Club does not strike as an enchanted weapon in terms
of what it can hit. As with almost all magical weapons created from spells, it cannot be removed from the caster's hand until it vanished with the expiration of
the spell. |
| Shocking Grasp | Type: Wizard (Alteration)
|
| Level: 1 | Casting Time: 1 | Duration: Special | Saving Throw: None
|
| Range: 0 | Target: None | Area of Effect: Caster
|
| Description: This spell turns the caster's hand into a melee weapon that has one charge, and will deal 1D10 electrical damage to the
victim. Since the merest touch is sufficient to discharge the shock, the caster cannot miss his melee attack. |
| Silence 15' Radius | Type: Priest (Cleric, Alteration)
|
| Level: 2 | Casting Time: 5 | Duration: 2 rounds / level | Saving Throw: Negates
|
| Range: Sight | Target: Point | Area of Effect: 15' radius from target
|
| Description: At the moment this spell reaches its target, all creatures in the area of effect must Save vs. Spell or be rendered
incapable of making any sound�the primary result of which is the inability to cast almost any spells. |
| Simulacrum | Type: Wizard (Illusion)
|
| Level: 8 | Casting Time: 9 | Duration: 1 round / level | Saving Throw: N/A
|
| Range: 0 | Target: None | Area of Effect: Special
|
| Description: This spell is similar to its 7th-level variant, Project Image, in that it creates an Illusionary copy of the caster that can
cast its own spells, and carries the exact same weapons, armor, Quick Items, etc. Unlike Project Image, though, the phantasm created by Simulacrum is not an exact
copy of the caster�it is at 60% of the caster's level, and has the hitpoints and spell capabilities that the caster had at that level. Also, even though it is an
illusion, it can still make melee attacks and do damage, and the original caster is not frozen in place�the wizard and his clone can fight and cast spells
simultaneously. |
| Skull Trap | Type: Wizard (Necromancy)
|
| Level: 3 | Casting Time: 3 | Duration: 8 hours | Saving Throw: None
|
| Range: 20 feet | Target: Point | Area of Effect: 10' radius from target
|
| Description: The caster throws a skull to the target area, where it hovers until the spell expires or a creature comes within 10 feet of
it, causing it to explode, dealing 1D6 points of damage per caster level to all creatures within the blast radius. Note that its range is shorter than many other
spells, which can cause problems if you cast Skull Trap into a Spell Trigger or similar Contingency spells: You can stand 30 feet away from your target and fire
your Spell Trigger at them�the Spell Trigger will funtion perfectly at that distance, but the Skull Traps within it will get a Spell Failure, because you
exceeded their maximum range. Note that you are not required to have a Skull in your Inventory to cast Skull Trap. |
| Slay Living | Type: Priest (Cleric, Necromancy)
|
| Level: 5 | Casting Time: 1 | Duration: 3 rounds | Saving Throw: Special
|
| Range: Touch | Target: None | Area of Effect: Caster
|
| Description: After casting this touch-damage spell, the Cleric has 3 rounds to score a successful melee hit; if he swing and misses, the
spell is wasted. If his hit connects, the victim must Save vs. Spells or die instantly�even if he makes his Save, he still takes 2D6+9 damage. |
| Sleep | Type: Wizard (Enchantment)
|
| Level: 1 | Casting Time: 1 | Duration: 5 rounds / level | Saving Throw: Negates
|
| Range: Sight | Target: Point | Area of Effect: 20' radius from target
|
| Description: All creatures caught within the area of effect when this spell fires must Save vs. Death with a +3 penalty, or fall asleep
for the spell's duration. Creatures that do not sleep, including all Undead, are immune to this spell, as are creatures above Level 4. |
| Slow | Type: Wizard (Alteration)
|
| Level: 3 | Casting Time: 3 | Duration: 1 turn | Saving Throw: Negates
|
| Range: Sight | Target: Point | Area of Effect: 20' radius from target
|
| Description: All creatures within the area of effect at the moment this spell is cast must Save vs. Spells with a +4 penalty, or have
their movement and attack rates cut in half for the duration, and also recieve +4 penalties to their AC and THAC0. This spell will negate Haste. |
| Slow Poison | Type: Priest (Shared, Necromancy)
|
| Level: 2 | Casting Time: 1 | Duration: Permanent | Saving Throw: N/A
|
| Range: Touch | Target: Creature | Area of Effect: Creature
|
| Description: When cast upon a creature that has been Poisoned, this spell will slow the progress of the venom down to a standstill, so
that the poison's duration will likely expire before it can cause any further hitpoint loss. Certain extremely fast-acting poisons, however, may still do damage
to their victims. |
| Sol's Searing Orb | Type: Priest (Cleric, Evocation)
|
| Level: 6 | Casting Time: 6 | Duration: Instant | Saving Throw: Special
|
| Range: Sight | Target: Creature | Area of Effect: Creature
|
| Description: The Cleric creates a small stone which glows and burns with the heat of the sun itself�he must quickly rid himself of it
by throwing or slinging it at an enemy. He gains a +3 bonus to his normal THAC0 during this attack, and the Orb itself strikes as a +5 weapon. If it hits, it will
inflict 6D6 hitpoints of fire damage and Blind the enemy for 1D6 rounds, with a Save vs. Spell for half damage and to avoid blindness. If the victim is Undead,
the Orb will cause 12D6 fire damage and cause Blindess for 12 rounds, with a Save for 9D6 damage and Blindness for 6 rounds. |
| Spell Deflection | Type: Wizard (Abjuration)
|
| Level: 6 | Casting Time: 6 | Duration: 3 rounds / level | Saving Throw: N/A
|
| Range: 0 | Target: None | Area of Effect: Caster
|
| Description: This spell erects a protective sphere around the caster that will absorb and nullify spells targeted directly at the
caster�it will deflect a total of 10 spell levels; such as 5 Melf's Acid Arrows or 2 Feebleminds. It will also protect against 2 Power Word: Kills�when
the first PW:K is cast, it will cancel 9 of the 10 levels of the Spell Deflection, leaving a single level which is capable of stopping any other targeted
spell, including another PW:K. |
| Spell Immunity | Type: Wizard (Abjuration)
|
| Level: 5 | Casting Time: 5 | Duration: 3 rnds + 1 rd/lvl | Saving Throw: N/A
|
| Range: 0 | Target: None | Area of Effect: Caster
|
| Description: After casting this spell, the caster is allowed to choose which of the 8 Schools of magic he wishes to be immune to.
Once he makes his choice, he cannot be affected by ANY spells from that School for the duration of the Spell Immunity, unless his protection is
Dispelled�which cannot be done if he chooses to be immune to Abjuration spells. Note that beneficial spells are blocked as well�if you chose Spell Immunity
(Necromancy), you're shielded from Abi-Dalzim's Horrid Wilting�and from all of the Healing spells that your Priest is trying to cast on you. (Now you
know why I describe all of the Priest spells as being part of Wizard Schools.) Even the 9th-level Spellstrike can be blocked by Spell Immunity. |
| Spell Sequencer | Type: Wizard (Evocation)
|
| Level: 7 | Casting Time: 1 round | Duration: Special | Saving Throw: N/A
|
| Range: 0 | Target: None | Area of Effect: Caster
|
| Description: Upon casting this spell, the wizard is presented with a menu showing all of his currently memorized spells from Levels 1
through 4. The wizard may choose 3 of those spells to be cast into the Sequencer, which then appears as one of the caster's Special Abilities. The Sequencer will
remain there until used, even after Resting, which effectively grants the caster extra spells: He can cast 3 Fireballs into his Spell Sequencer, Rest (memorizing
new Level 3 spells), and then the next day, can cast all of his memorized Level 3 spells�and then use his Special Ability and fire off 3 Fireballs
simultaneously. |
| Spell Shield | Type: Wizard (Abjuration)
|
| Level: 5 | Casting Time: 8 | Duration: Instant | Saving Throw: N/A
|
| Range: 0 | Target: None | Area of Effect: Caster
|
| Description: The Spell Shield will absorb one Anti-Protection spell (Breach, Spell Thrust, Secret Word, Lower Resistance, Pierce Magic,
Ruby Ray of Reversal, Khelben's Warding Whip, Pierce Shield, & Spellstrike) aimed at the caster, and then disappear. Note that if an Anti-Protection spell says
it dispels Spell Shield, both descriptions are correct�the two spells cancel each other out, meaning they both did their jobs. |
| Spell Thrust | Type: Wizard (Abjuration)
|
| Level: 3 | Casting Time: 3 | Duration: Permanent | Saving Throw: None
|
| Range: Sight | Target: Creature | Area of Effect: Creature
|
| Description: Spell Thrust will tear down all spell protections of Level 5 or lower from the target. |
| Spell Trigger | Type: Wizard (Evocation)
|
| Level: 8 | Casting Time: 1 round | Duration: Special | Saving Throw: N/A
|
| Range: 0 | Target: None | Area of Effect: Caster
|
| Description: Spell Trigger is part of the Spell-Storage family of magic, from Minor Sequencer all the way up to Chain Contingency. Spell
Trigger is exactly like Spell Sequencer, except that it can store 3 spells, which can be as high as Level 6. Note that, in the case of Cleric/Mages, Priest
spells can be placed in Spell-Storage just as effectively as Wizard spells. |
| Spell Trap | Type: Wizard (Abjuration)
|
| Level: 9 | Casting Time: 9 | Duration: 1 round / level | Saving Throw: N/A
|
| Range: 0 | Target: None | Area of Effect: Caster
|
| Description: Spell Trap is the most powerful member of the Spell Deflection/Turning family. It will absorb the power of 30 spell levels
targeted directly at the caster, but instead of simply letting the energy dissipate (as Spell Deflection does), or firing the spell back at the enemy (like Spell
Turning), Spell Trap funnels the energy inward toward the caster, enabling him to recall to memory spells that he has already cast that day. Each spell level
absorbed will refresh one of the caster's spell levels�a Level 7 Finger of Death could restore a previously cast Flesh to Stone (Level 6) and a Magic Missile
(Level 1). Like the other members of its family, Spell Trap will not shield the caster from Area of Effect spells not aimed at the caster himself, nor will
it block spells cast from within melee range (All spells with "Touch" as the maximum range), as they are already within the Spell Trap barrier by the time they
are cast. |
| Spell Turning | Type: Wizard (Abjuration)
|
| Level: 7 | Casting Time: 7 | Duration: 3 rounds / level | Saving Throw: N/A
|
| Range: 0 | Target: None | Area of Effect: Caster
|
| Description: In a nice twist of poetic justice, all spells aimed directly at the caster will rebound to strike the enemy Wizard or Priest
who cast them. A total of 12 spell levels will be reflected back onto the attacker. |
| Spellstrike | Type: Wizard (Abjuration/Alteration)
|
| Level: 9 | Casting Time: 5 | Duration: Permanent | Saving Throw: None
|
| Range: Sight | Target: Creature | Area of Effect: Creature
|
| Description: The most powerful Anti-Protection spell there is, Spellstrike will dispel ALL of the Spell Protections shielding the victim
you have chosen to strip naked�from Minor Globe of Invulnerability to Spell Trap, all spells that block other spells will be gone. Note that Combat Protections,
such as Stoneskin, Protection from Fire/Cold, and Protection from Magic Weapons, will not be dispelled. |
| Sphere of Chaos | Type: Wizard (Alteration)
|
| Level: 7 | Casting Time: 7 | Duration: 1 turn | Saving Throw: Special
|
| Range: Sight | Target: Point | Area of Effect: 20' radius from target
|
| Description: Most properly cast by an Intoxicated Chaotic Neutral Wild Mage, Sphere of Chaos is a true weirdo spell: All creatures must
Save vs. Spells for each round they stay within the area, and if they fail their Save, they will randomly do one of the following: Take 1D20 Fire Damage, be
healed 20 HP, turn into a squirrel, fall unconscious, Dimension Door to some random point in their sight range, or be randomly Confused, Disintegrated, Held, or
Hasted. |
| Spider Spawn | Type: Wizard (Conjuration)
|
| Level: 4 | Casting Time: 6 | Duration: 5 rnds + 1 rd/lvl | Saving Throw: N/A
|
| Range: Sight | Target: Point | Area of Effect: Special
|
| Description: A large spider appears at a point selected by the caster, and will fight for him until slain or the duration expires. There
is a 20% chance that 2 spiders will appear instead of 1, and more advanced wizards are able to summon stronger spiders: Levels 7-8: Giant Spider, Levels 9-11:
Phase Spider, Levels 12 and up: Sword Spider. These spiders have the same attacks and abilities of their natural counterparts, including their immunity to Web.
|
| Spirit Armor | Type: Wizard (Necromancy)
|
| Level: 4 | Casting Time: 3 | Duration: 10 turns | Saving Throw: N/A
|
| Range: 0 | Target: None | Area of Effect: Caster
|
| Description: Behold the only defensive Necromancy spell in the whole Mage Book. Spirit Armor draws its power from the user's own
life force, and sets the caster's AC to 1 for the duration of the spell, as well as granting a temporary -3 bonus to his Save vs. Spells. When the spell's
duration expires, however, the life force expended with the casting will vanish, dealing 2D4 damage to the caster, unless he Saves vs. Spells. |
| Spiritual Hammer | Type: Priest (Cleric, Evocation)
|
| Level: 2 | Casting Time: 5 | Duration: 3 rnds + 1 rd/lvl | Saving Throw: N/A
|
| Range: 0 | Target: None | Area of Effect: Caster
|
| Description: This spell creates a magical warhammer in the Cleric's hand, which cannot be removed until the spell expires. For every 6
caster levels, the enchantment on the warhammer increases by 1, to a maximum of +3 for a 13th-level Cleric. |
| Spook | Type: Wizard (Illusion)
|
| Level: 1 | Casting Time: 1 | Duration: 3 rounds | Saving Throw: Negates
|
| Range: Sight | Target: Creature | Area of Effect: Creature
|
| Description: If the target creature fails to Save vs. Spell, they will fall under the illusion that a terrifying presence is attacking
them, and will be so horrified that they can do nothing but flee from the caster as fast as they can, for the full 3 rounds of the spell's duration. The spell
becomes more powerful as you gain levels: For every 2 caster levels, the target takes a +1 penalty to his Save against this spell, to a maximum of +6 when cast by
a Level 12 Wizard. Creatures who are immune to Fear (Undead) and those who are incredibly stupid (Golems) will not be affected at all. I should note that there
are no scrolls of Spook anywhere in the game, unless you happen to find one as a random treasure. |
| Stinking Cloud | Type: Wizard (Evocation)
|
| Level: 2 | Casting Time: 2 | Duration: 1 round / level | Saving Throw: Negates
|
| Range: Sight | Target: Point | Area of Effect: 20' radius from target
|
| Description: Sickly vapors of a sickening, bilious-green hue fill the area, and anyone unhappy enough as to inhale them must Save vs.
Death or fall to the ground unconscious, gasping and retching, for a full round, after which they can get up, take a deep breath, and be forced to make another
Save or go through it all over again, until the spell expires. Creatures who are immune to Poison will not be affected. |
| Stone to Flesh | Type: Wizard (Alteration)
|
| Level: 6 | Casting Time: 6 | Duration: Permanent | Saving Throw: N/A
|
| Range: Sight | Target: Creature | Area of Effect: Creature
|
| Description: This spell will only function on a creature that has been turned into stone, by whatever method. The creature and all items
he or she was carrying will revert to their normal state, although the creature will have only 1 hitpoint, as a result of the Petrification. The spell can be
used in BG1, but only by obtaining scrolls of the spell, which may be used by any character. |
| Stoneskin | Type: Wizard (Alteration)
|
| Level: 4 | Casting Time: 1 round | Duration: 12 hours | Saving Throw: N/A
|
| Range: 0 | Target: None | Area of Effect: Caster
|
| Description: An immensely useful (and popular) spell, Stoneskin effectively renders a Wizard's poor AC irrelevant: Paper-thin layers of
stone rise up from the ground and protect the caster without impeding his spellcasting or weighing him down. For every 2 caster levels, one skin will appear, and
each skin will absorb the impact of one blow, either from a weapon or from a spell that creates projectiles, such as Magic Missile. Note that Stoneskin, like
Ironskin, will not stop elemental damage: It will not protect the caster from spells such as Fireball, and if the caster is struck by a weapon that does cold
damage, the hit from the weapon itself will be deflected (shattering one of the Stoneskins), but the Cold damage would still penetrate. |
| Strength | Type: Wizard (Alteration)
|
| Level: 2 | Casting Time: 1 round | Duration: 1 hour / level | Saving Throw: N/A
|
| Range: 0 | Target: None | Area of Effect: Caster
|
| Description: This spell increases the Strength of the character to 18(50), along with the Weight Allowance and melee THAC0 bonuses that
they would have from a natural 18(50) STR. If the target already has a STR higher than 18(50), this spell will actually lower it. |
| Strength of One | Type: Priest (Cleric, Alteration)
|
| Level: 3 | Casting Time: 3 | Duration: 1 turn | Saving Throw: N/A
|
| Range: 0 | Target: None | Area of Effect: The party
|
| Description: Every member of the party, no matter how far they were from the caster at the moment the spell was completed, will have a
Strength of 18(76) for one turn, even if their Strength was naturally higher. Each character's Weight Allowance and melee THAC0 will be adjusted to reflect the
18(76) Strength. In BG2, this spell is also open to Druids. |