Shadow DoorType: Wizard (Illusion)
Level: 5Casting Time: 2Duration: 1 round / levelSaving Throw: None
Range: 0Target: NoneArea 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.


ShapechangeType: Wizard (Alteration)
Level: 9Casting Time: 9Duration: 5 turnsSaving Throw: N/A
Range: 0Target: NoneArea 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.


ShieldType: Wizard (Evocation)
Level: 1Casting Time: 1Duration: 5 turnsSaving Throw: N/A
Range: 0Target: NoneArea 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 ArchonsType: Priest (Shared, Abjuration)
Level: 7Casting Time: 9Duration: 3 rounds / levelSaving Throw: N/A
Range: 0Target: NoneArea 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.


ShillelaghType: Priest (Shared, Alteration)
Level: 1Casting Time: 2Duration: 4 rnds + 1 rd/lvlSaving Throw: N/A
Range: 0Target: NoneArea 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 GraspType: Wizard (Alteration)
Level: 1Casting Time: 1Duration: SpecialSaving Throw: None
Range: 0Target: NoneArea 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' RadiusType: Priest (Cleric, Alteration)
Level: 2Casting Time: 5Duration: 2 rounds / levelSaving Throw: Negates
Range: SightTarget: PointArea 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.


SimulacrumType: Wizard (Illusion)
Level: 8Casting Time: 9Duration: 1 round / levelSaving Throw: N/A
Range: 0Target: NoneArea 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 TrapType: Wizard (Necromancy)
Level: 3Casting Time: 3Duration: 8 hoursSaving Throw: None
Range: 20 feetTarget: PointArea 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 LivingType: Priest (Cleric, Necromancy)
Level: 5Casting Time: 1Duration: 3 roundsSaving Throw: Special
Range: TouchTarget: NoneArea 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.


SleepType: Wizard (Enchantment)
Level: 1Casting Time: 1Duration: 5 rounds / levelSaving Throw: Negates
Range: SightTarget: PointArea 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.


SlowType: Wizard (Alteration)
Level: 3Casting Time: 3Duration: 1 turnSaving Throw: Negates
Range: SightTarget: PointArea 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 PoisonType: Priest (Shared, Necromancy)
Level: 2Casting Time: 1Duration: PermanentSaving Throw: N/A
Range: TouchTarget: CreatureArea 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 OrbType: Priest (Cleric, Evocation)
Level: 6Casting Time: 6Duration: InstantSaving Throw: Special
Range: SightTarget: CreatureArea 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 DeflectionType: Wizard (Abjuration)
Level: 6Casting Time: 6Duration: 3 rounds / levelSaving Throw: N/A
Range: 0Target: NoneArea 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 ImmunityType: Wizard (Abjuration)
Level: 5Casting Time: 5Duration: 3 rnds + 1 rd/lvlSaving Throw: N/A
Range: 0Target: NoneArea 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 SequencerType: Wizard (Evocation)
Level: 7Casting Time: 1 roundDuration: SpecialSaving Throw: N/A
Range: 0Target: NoneArea 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 ShieldType: Wizard (Abjuration)
Level: 5Casting Time: 8Duration: InstantSaving Throw: N/A
Range: 0Target: NoneArea 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 ThrustType: Wizard (Abjuration)
Level: 3Casting Time: 3Duration: PermanentSaving Throw: None
Range: SightTarget: CreatureArea of Effect: Creature
Description: Spell Thrust will tear down all spell protections of Level 5 or lower from the target.


Spell TriggerType: Wizard (Evocation)
Level: 8Casting Time: 1 roundDuration: SpecialSaving Throw: N/A
Range: 0Target: NoneArea 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 TrapType: Wizard (Abjuration)
Level: 9Casting Time: 9Duration: 1 round / levelSaving Throw: N/A
Range: 0Target: NoneArea 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 TurningType: Wizard (Abjuration)
Level: 7Casting Time: 7Duration: 3 rounds / levelSaving Throw: N/A
Range: 0Target: NoneArea 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.


SpellstrikeType: Wizard (Abjuration/Alteration)
Level: 9Casting Time: 5Duration: PermanentSaving Throw: None
Range: SightTarget: CreatureArea 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 ChaosType: Wizard (Alteration)
Level: 7Casting Time: 7Duration: 1 turnSaving Throw: Special
Range: SightTarget: PointArea 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 SpawnType: Wizard (Conjuration)
Level: 4Casting Time: 6Duration: 5 rnds + 1 rd/lvlSaving Throw: N/A
Range: SightTarget: PointArea 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 ArmorType: Wizard (Necromancy)
Level: 4Casting Time: 3Duration: 10 turnsSaving Throw: N/A
Range: 0Target: NoneArea 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 HammerType: Priest (Cleric, Evocation)
Level: 2Casting Time: 5Duration: 3 rnds + 1 rd/lvlSaving Throw: N/A
Range: 0Target: NoneArea 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.


SpookType: Wizard (Illusion)
Level: 1Casting Time: 1Duration: 3 roundsSaving Throw: Negates
Range: SightTarget: CreatureArea 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 CloudType: Wizard (Evocation)
Level: 2Casting Time: 2Duration: 1 round / levelSaving Throw: Negates
Range: SightTarget: PointArea 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 FleshType: Wizard (Alteration)
Level: 6Casting Time: 6Duration: PermanentSaving Throw: N/A
Range: SightTarget: CreatureArea 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.


StoneskinType: Wizard (Alteration)
Level: 4Casting Time: 1 roundDuration: 12 hoursSaving Throw: N/A
Range: 0Target: NoneArea 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.


StrengthType: Wizard (Alteration)
Level: 2Casting Time: 1 roundDuration: 1 hour / levelSaving Throw: N/A
Range: 0Target: NoneArea 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 OneType: Priest (Cleric, Alteration)
Level: 3Casting Time: 3Duration: 1 turnSaving Throw: N/A
Range: 0Target: NoneArea 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.

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