Baldur's Gate: Divine Spells List: Difference between revisions
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There are a lot of strong spells at this level for both sides of the divine aisle. This is probably the level where Druids and Shamans are at their best, solely because of Insect Plague and Iron Skins. | There are a lot of strong spells at this level for both sides of the divine aisle. This is probably the level where Druids and Shamans are at their best, solely because of Insect Plague and Iron Skins. | ||
=== [[File:Animal_summoning_ii.PNG]] Animal Summoning II === | |||
{|class="wikitable" | |||
! School | |||
! Range | |||
! Duration | |||
! Casting Time | |||
! Area of Effect | |||
! Saving Throw | |||
|- | |||
| Conjuration | |||
| 30 ft. | |||
| 3 turns | |||
| 8 | |||
| Targeted point | |||
| None | |||
|} | |||
'''Description:''' By means of this spell, the caster calls from 1 to 3 animals that have 8 Hit Dice or less. The animals summoned aid the caster by whatever means they possess, staying until the spell duration expires. Only normal or giant animals can be summoned; fantastic animals or monsters cannot be summoned by this spell (no chimerae, dragons, gorgons, manticores, etc.). | |||
'''Comments:''' Gets you any combination of 1-3 of the following: | |||
{| class="wikitable zebra" | |||
! Animal | |||
! Stats | |||
! Combat Abilities | |||
! Defenses | |||
! Immunities | |||
! Special | |||
|- | |||
| Black Bear | |||
| 25 HP<br>16 INT<br>9 everything else | |||
| THAC0 17<br>3 attacks/round<br>1d6 crushing (strikes as normal weapon)<br>Speed Factor 0 | |||
| Base AC 7 | |||
| N/A | |||
| N/A | |||
|- | |||
| Brown Bear | |||
| 41 HP<br>16 STR & INT<br>9 everything else | |||
| THAC0 15<br>3 attacks/round<br>1d8 crushing (strikes as normal weapon)<br>Speed Factor 0 | |||
| Base AC 6 | |||
| N/A | |||
| N/A | |||
|- | |||
| Cave Bear | |||
| 50 HP<br>16 STR & INT<br>9 everything else | |||
| THAC0 13<br>3 attacks/round<br>1d10 crushing (strikes as normal weapon)<br>Speed Factor 0 | |||
| Base AC 6 | |||
| N/A | |||
| N/A | |||
|- | |||
| Panther | |||
| 33 HP<br>18 STR<br>11 DEX<br>9 everything else | |||
| THAC0 17<br>3 attacks/round<br>1d8 piercing (strikes as +1)<br>Speed Factor 0 | |||
| Base AC 6 | |||
| N/A | |||
| N/A | |||
|} | |||
These are okay-ish summons since they can take a hit or two, but it's pretty expensive to use a Level 5 slot on this when there's so many other better spells at this level. Skip. | |||
=== [[File:Cause_critical_wounds.PNG]] Cause Critical Wounds === | |||
{|class="wikitable zebra" | |||
! School | |||
! Range | |||
! Duration | |||
! Casting Time | |||
! Area of Effect | |||
! Saving Throw | |||
|- | |||
| Necromancy | |||
| 0 | |||
| 15 seconds or until expended | |||
| 8 | |||
| Caster; creature touched | |||
| None | |||
|} | |||
'''Description:''' This spell is the reverse of Cure Critical Wounds. Instead of healing the creature touched, it causes damage. On a successful touch from the priest with a +2 bonus to hit, the spell inflicts 27 points of damage upon the target. The next attack that the priest makes will cause this effect; however, they only have 15 seconds to make the attack before the spell fizzles. If the priest misses the target creature, the spell is wasted. There is no Saving Throw. The touch counts as a +6 weapon. | |||
'''Comments:''' Upgrade to Cause Serious Wounds. It still counts as Silver and Cold Iron but only does 10 more damage. Skip and just wait for Harm at the next level. | |||
=== [[File:Champion's_strength.PNG]] Champion's Strength === | |||
{|class="wikitable zebra" | |||
! School | |||
! Range | |||
! Duration | |||
! Casting Time | |||
! Area of Effect | |||
! Saving Throw | |||
|- | |||
| Alteration | |||
| 40 ft. | |||
| 3 rounds/level | |||
| 2 | |||
| 1 creature | |||
| None | |||
|} | |||
'''Description:''' When this spells is cast, the priest effectively draws on the strength of their god and lends it to the target creature, in effect creating a champion. The target gains a bonus to their THAC0 at a rate of 1 for every 3 levels of the caster. So a 9th level priest would confer a THAC0 bonus of 3 to the target, so on (up to +6 THAC0 at level 18). Also the target's Strength is set to 18/00 for the duration of the spell and receives all the bonuses to hit and damage rolls that this Strength confers. Note also that if the target's strength is above 18/00, it will actually be reduced to this value. | |||
The drawback to this is that the priest must concentrate on the connection between the target and their god for the duration of the spell, hence losing the ability to cast any spells during this time. The effect lasts for 3 rounds for every level of the caster (up to 60 rounds at level 20) or until dispelled. | |||
'''Comments:''' Also disables mage spellcasting for cleric/mage multiclasses. Pretty expensive for what it does, I think. The level 2 mage spell [[Baldur's_Gate:_Arcane_Spells_List#Strength|Strength]] can do mostly the same thing and without disabling spellcasting. Skip. | |||
=== [[File:Chaotic_commands.PNG]] Chaotic Commands === | |||
{|class="wikitable" | |||
! School | |||
! Range | |||
! Duration | |||
! Casting Time | |||
! Area of Effect | |||
! Saving Throw | |||
|- | |||
| Enchantment | |||
| 40 ft. | |||
| 1 turn/level | |||
| 3 | |||
| 1 creature | |||
| None | |||
|} | |||
'''Description:''' Chaotic Commands renders a creature immune to magical commands. The target becomes immune to Charm, Domination, Stun, Sleep, Feeblemind, Paralysis, Hold, Confusion, and Maze. This spell also protects the target from psionic blasts. This spell affects only 1 creature and lasts for the duration or until dispelled. | |||
'''Comments:''' Basically provides protection from most mind-affecting spells for a long time. I always have this memorized. Anything that keeps your dudes under your control is a good thing. Memorize a couple of these and throw them on your fighters. | |||
=== [[File:Cure_critical_wounds.PNG]] Cure Critical Wounds === | |||
{|class="wikitable" | |||
! School | |||
! Range | |||
! Duration | |||
! Casting Time | |||
! Area of Effect | |||
! Saving Throw | |||
|- | |||
| Necromancy | |||
| Touch | |||
| Instant | |||
| 8 | |||
| 1 creature | |||
| None | |||
|} | |||
'''Description:''' The Cure Critical Wounds spell is a very potent version of the Cure Light Wounds spell. The priest lays their hands upon a creature and heals 27 points of damage from wounds or other injuries. <strike>The spell does not affect creatures without corporeal bodies, those of extraplanar origin, or those not living.</strike> | |||
'''Comments:''' Potions of Extra Healing heal the same amount of HP as this spell. Cure Critical Wounds eventually gets outclassed by Mass Cure at high levels since it heals a comparable amount to all friendlies in a 30 ft. radius. Skip. | |||
=== [[File:Flame_strike.PNG]] Flame Strike === | |||
{|class="wikitable zebra" | |||
! School | |||
! Range | |||
! Duration | |||
! Casting Time | |||
! Area of Effect | |||
! Saving Throw | |||
|- | |||
| Evocation | |||
| 40 ft. | |||
| Instant | |||
| 8 | |||
| 1 creature | |||
| Spell 1/2 | |||
|} | |||
'''Description:''' When the priest calls down a Flame Strike spell, a vertical column of fire roars downward in the exact location called for by the caster. The target must roll a Saving Throw vs. Spell. Failure means the creature sustains 1d8 points of damage per level of the caster (up to 20d8); otherwise, the damage is halved. | |||
'''Comments:''' Potent single-target damage spell, although fire resistance is fairly common. That's all there is to say, really. Personally, I skip this in favor of more support and healing spells. | |||
=== [[File:Greater_command.PNG]] Greater Command === | |||
{|class="wikitable zebra" | |||
! School | |||
! Range | |||
! Duration | |||
! Casting Time | |||
! Area of Effect | |||
! Saving Throw | |||
|- | |||
| Enchantment | |||
| 35 ft. | |||
| 1 round/level | |||
| 1 | |||
| 30 ft. radius | |||
| Spell Negates | |||
|} | |||
'''Description:''' As with the 1st-level spell Command, this spell enables the priest to command other creatures to "die" (sleep), except that the effects of this spell last 1 round per level of the caster (up to 20 rounds). The area of effect is similar to that of a Stinking Cloud or a Fireball. | |||
'''Comments:''' Command with a party-friendly 30 foot radius. Great disabler and fast casting too, but since it causes Sleep, elves and half-elves are 90% and 30% resistant to this respectively if the G3 Fixpack is installed, or when playing with the Enhanced Editions. | |||
=== [[File:Insect_plague.PNG]] Insect Plague === | |||
{| class="wikitable" style="background-color:#ccded0;" | |||
! School | |||
! Range | |||
! Duration | |||
! Casting Time | |||
! Area of Effect | |||
! Saving Throw | |||
|- | |||
| Conjuration | |||
| 40 ft. | |||
| 6 rounds | |||
| 5 | |||
| 30 ft. radius of initial target | |||
| Breath Partial | |||
|} | |||
'''Description:''' When this spell is cast by the priest, a horde of creeping, hopping, and flying insects gather and swarm. This swarm will jump first to the target, then to the nearest allies of the target's<strike>, until up to 6 creatures have been affected</strike>. Spellcasting within the swarm is impossible (100% chance of spell failure). Creatures in the insect plague sustain 1 piercing damage every 2 seconds they remain within regardless of their Armor Class, due to the bites and stings of the insects. Invisibility is no protection. Due to the suffocating nature of the writhing insect swarm, each victim must make a Saving Throw vs. Breath Weapon or run away in fear for 1 round. | |||
'''Comments:''' One of the best, if not THE best offensive spells available to Druids. The casting failure shuts down priests and mages alike, though Liches are still conveniently immune to this since it's a level 5 spell. Hasted targets will suffer double damage over time. If an enemy happens to cast this on you, try running away from the insect swarm and lead it away from other party members so it doesn't spread to them. You can easily kite the swarm while Hasted or while wearing the Boots of Speed. Insect Plague will bypass spell protections if cast on an unprotected target within 30 ft. of a spellcaster. Memorize as many as you can! | |||
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This spell is devastating in Siege of Dragonspear since there are literal armies of enemies, with casters in the back where it is difficult to reach them through their walls of meat. This spell will let you shut down and damage those casters, plus it may scatter their meatshields due to the panic effect, which lets you concentrate on carving your way through the ones who made their save. Notable places to use this spell include the siege of Bridgefort and the siege of Dragonspear Castle. | |||
}} | |||
=== [[File:Iron_skins.PNG]] Iron Skins === | |||
{| class="wikitable" style="background-color:#ccded0;" | |||
! School | |||
! Range | |||
! Duration | |||
! Casting Time | |||
! Area of Effect | |||
! Saving Throw | |||
|- | |||
| Alteration | |||
| 0 | |||
| 12 hours | |||
| 9 | |||
| Caster | |||
| None | |||
|} | |||
'''Description:''' When a Druid casts this powerful spell upon himself, an outer skin of iron will move up from the ground, completely covering him. This skin is, of course, magical and will hinder the Druid in no way. The effect of this is to protect the Druid from physical attacks such as melee weapons and projectiles. For every 2 levels of the caster, an additional skin is gained upon casting (up to 10 total skins at level 20). For example, a 10th-level Druid would receive 5 skins. For each skin the Druid possesses, the spell will stop one attack, so a 10th-level Druid would be protected from the first 5 attacks made against him but the 6th would affect him normally. The skins will remain on the Druid until he is affected by a Dispel Magic, all of the skins are removed due to physical attacks, or the spell's duration expires. It is important to note that this will not protect the Druid from any area attacks such as Fireball; however, it will protect him from physical magical attacks such as Magic Missile. | |||
'''Comments:''' Stoneskin for Druids and Shamans. Still incredibly useful and it doesn't get dispelled by Breach either since it apparently counts as a Spell Protection (like Spell Deflection or Minor Globe). Always have one memorized. | |||
=== [[File:Magic_resistance.PNG]] Magic Resistance === | |||
{|class="wikitable" | |||
! School | |||
! Range | |||
! Duration | |||
! Casting Time | |||
! Area of Effect | |||
! Saving Throw | |||
|- | |||
| Alteration | |||
| Touch | |||
| 3 rounds + 1 round/level | |||
| 9 | |||
| 1 creature | |||
| None | |||
|} | |||
'''Description:''' When this spell is cast, the recipient receives a resistance to all magic. The resistance conferred is 2% per level of the caster, up to a maximum of 40% at 20th level. This resistance is set so that if the target already has more Magic Resistance than the priest would confer, it will actually lower it to the set value. This effect will last for the duration of the spell or until dispelled. | |||
'''Comments:''' This one has varying use depending on whether your or your ally's gear offers any magic resistance. The duration is pretty short, though. It is a well-known fact that you can use this at low levels to set an enemy's magic resistance to a much lower value, making it easier to weaken them with spells. The long casting time and touch range can make this a bit difficult to achieve without being interrupted somehow. | |||
=== [[File:Mass_cure.PNG]] Mass Cure === | |||
{|class="wikitable" | |||
! School | |||
! Range | |||
! Duration | |||
! Casting Time | |||
! Area of Effect | |||
! Saving Throw | |||
|- | |||
| Necromancy | |||
| 0 | |||
| Instant | |||
| 5 | |||
| 30 ft. radius | |||
| None | |||
|} | |||
'''Description:''' When casting this spell, the priest must picture the faces of their fellow party members clearly and focus on the unity of the group. Upon completion, all party members within a 30-ft. radius of the caster are healed 1d8 + 1/level Hit Points (up to 1d8 + 20). Curing is permanent only insofar as the creature does not sustain further damage; caused wounds will heal—or can be cured—just as any normal injury. | |||
'''Comments:''' Great party-wide healing spell that heals an amount comparable to Cure Critical Wounds at high levels. Also good for curing the area-wide intoxication wish, though the portrait icon will still remain. Memorize this. | |||
=== [[File:Pixie_dust.PNG]] Pixie Dust === | |||
{| class="wikitable" style="background-color:#ccded0;" | |||
! School | |||
! Range | |||
! Duration | |||
! Casting Time | |||
! Area of Effect | |||
! Saving Throw | |||
|- | |||
| Illusion | |||
| 0 | |||
| 24 hours or until broken | |||
| 9 | |||
| 30 ft. radius | |||
| None | |||
|} | |||
'''Description:''' This spell creates a small handful of pixie dust that the caster can use to toss into the air. Anyone hit by the dust becomes invisible (the range of the dust is about 30 ft.). Of course, the invisible creature is not magically silenced, and certain other conditions can render the creature detectable. Even allies cannot see the invisible creature or its gear, unless these allies can normally see invisible things or employ magic to do so. Items dropped or put down by the invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. | |||
The spell remains in effect until it is magically broken or dispelled, until the caster or recipient cancels it, until the recipient attacks any creature, or until 24 hours have passed. Thus, the invisible being can walk around and cast defensive spells; however, if they attack, they immediately become visible, although the invisibility enables them to attack first. | |||
'''Comments:''' Druid version of Invisibility 10' Radius, except it only affects allies and has a larger AoE. As with the mage version, try using this to cloak the whole party and defeat an encounter from a different angle. | |||
=== [[File:Raise_dead.PNG]] Raise Dead === | |||
{|class="wikitable zebra" | |||
! School | |||
! Range | |||
! Duration | |||
! Casting Time | |||
! Area of Effect | |||
! Saving Throw | |||
|- | |||
| Necromancy | |||
| Unlimited | |||
| Instant | |||
| 9 | |||
| 1 dead party member | |||
| None | |||
|} | |||
'''Description:''' When the priest casts a Raise Dead spell, they can restore life to a dwarf, gnome, half-elf, halfling, elf, half-orc, or human. | |||
Note that the body of the person must be whole, otherwise missing parts are still missing when the person is brought back to life. The person has but 1 Hit Point when raised and must regain the rest by natural healing or curative magic. | |||
'''Comments:''' I hope you don't need to memorize this too often. Pretty straightforward. Party members who were killed by being brought below -10 HP from damage (i.e. gibbed, burnt to a crisp, etc.), were victims of a Disintegration spell, or are otherwise permanently dead and therefore don't leave behind their greyed-out portrait on the party roster cannot be brought back. | |||
Druids don't get this spell, but Jaheira has her own version called Harper's Call that causes 10 crushing damage to her in order to bring the party member back to life with 1 HP. The raised party member also suffers -5 to all of their stats for 1 turn after being raised. | |||
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In the Enhanced Editions, Harper's Call also prevents the target from dying again immediately after being raised if their stats would reach 0 or lower from the stat drain. | |||
}} | |||
=== [[File:Repulse_undead.PNG]] Repulse Undead === | |||
{|class="wikitable zebra" | |||
! School | |||
! Range | |||
! Duration | |||
! Casting Time | |||
! Area of Effect | |||
! Saving Throw | |||
|- | |||
| Abjuration | |||
| 0 | |||
| 11 rounds | |||
| 5 | |||
| 18.75 ft. radius of caster | |||
| None | |||
|} | |||
'''Description:''' This powerful spell creates waves of anti-negative energy that sweep outward from the caster. These waves disrupt any undead that attempt to attack the caster, pushing them away from the caster for several seconds. There is one wave per round for the duration of the spell. All undead are affected with no Saving Throw. | |||
'''Comments:''' More of an annoyance than a help, but if you really can't afford to be hit by vampires or wraiths, this is your go-to spell. When undead get hit by this, they're blasted away from the caster in a straight line for about 70 feet, or just beyond your normal visual range. This does not interrupt any spells the undead may be casting, and Liches are still immune to this. | |||
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This spell may be more useful in Siege of Dragonspear than anywhere else just because it throws hordes of enemies at you on Core difficulty, but especially on Hard and Insane, Icewind Dale style. Repulse Undead will let you blast away the meat walls and destroy the skeletal mages and Shadowed Souls who buff the whole group and heal low-health enemies, respectively. Korlasz's Tomb (accessed immediately after defeating Sarevok) and the Repository of Undeath (inside the dwarven dig site in the Coast Way Crossing) are two such locations that encounters like this occur, and to a lesser extent, Kanaglym has this as well. | |||
}} | |||
=== [[File:Righteous_magic.PNG]] Righteous Magic === | |||
{|class="wikitable zebra" | |||
! School | |||
! Range | |||
! Duration | |||
! Casting Time | |||
! Area of Effect | |||
! Saving Throw | |||
|- | |||
| Alteration | |||
| 0 | |||
| 1 round/level | |||
| 9 | |||
| Caster | |||
| None | |||
|} | |||
'''Description:''' This is a powerful combat spell that enhances the priest's physical prowess, transforming them into a juggernaut of destruction. The effect adds 1 temporary Hit Point per level of the caster, adds 1 point of Strength every 3 levels of the caster (up to +6 STR and +20 HP at level 20, to a maximum of 25 Strength), and causes every successful hit to inflict maximum damage. The effects last for the duration of the spell or until dispelled. | |||
'''Comments:''' Fighter/Clerics and Fighter -> Clerics indeed become juggernauts of destruction with this spell. This lets them copy a Kensai's Kai ability but with the added bonus of extra strength and hitpoints, making them hit devastatingly hard. Combat focused clerics should pick this up. | |||
=== [[File:Slay_living.PNG]] Slay Living === | |||
{|class="wikitable zebra" | |||
! School | |||
! Range | |||
! Duration | |||
! Casting Time | |||
! Area of Effect | |||
! Saving Throw | |||
|- | |||
| Necromancy | |||
| 0 | |||
| 3 rounds or until expended | |||
| 1 | |||
| Caster; creature touched | |||
| Spell Partial | |||
|} | |||
'''Description:''' Upon casting this spell, the priest has to touch an opponent in order to visit the effect upon them. An item is created upon casting. The next attack the priest makes, which must happen in the next 3 rounds, will use this item. If the first attack misses, the item disappears and the spell is wasted; however, if the attack succeeds, the victim automatically takes 2d6+9 magical damage. Also, they must make a Save vs. Spell or be instantly killed. Slay Living can be dispelled if cast between the casting of this spell and the necessary attack. | |||
'''Comments:''' Slay Living works like the Cause Wound spells except it makes the target save vs. spell or be slain, else they take some magical damage. It still counts as Silver, Cold Iron, and +6, and the user gets a +3 bonus to hit with it. Still, this spell is quite the gamble since you have to roll to hit (possibly missing and ending the spell) and then the target must save or die (possibly succeeding and simply doing minor damage). Skip. | |||
=== [[File:True_sight.PNG]] True Seeing === | |||
{|class="wikitable" | |||
! School | |||
! Range | |||
! Duration | |||
! Casting Time | |||
! Area of Effect | |||
! Saving Throw | |||
|- | |||
| Divination | |||
| 0 | |||
| 1 turn | |||
| 8 | |||
| 235 ft. radius | |||
| None | |||
|} | |||
'''Description:''' Instantly and once each round for 1 turn after True Seeing is cast, all hostile Illusion/Phantasm spells in a 235-ft. radius around the caster will be dispelled. The spells affected are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, Shadow Door, Mislead, Project Image, and Simulacrum. The target's Magic Resistance, if any, does not affect this. | |||
'''Comments:''' Same spell, different name. Forces mages and invisibility-potion-spamming thieves to come out and fight you like a man. The radius of True Sight is absolutely huge, so moving a Mislead clone far away from an enemy using this spell will let you stay invisible while still being in True Sight's area of effect. Thieves have their own version of True Sight via their Detect Illusion skill, so if they have 100% in it, they will dispel any illusions within their sight range. Inquisitors and Clerics of Helm get this for free. | |||
---- | ---- |
Revision as of 03:03, 20 July 2017
General Information
Divine spells are those castable by clerics, paladins, rangers, druids, and shamans. Divine spells are heavily geared toward buffing, healing, and curing status effects, with an increasing focus on offensive magic as you go higher up in the spell circles. Druids and Shamans lose out on many of the cleric's more useful buff and utility spells while gaining only a few truly good spells in exchange. Unlike arcane magic, Clerics and Druids gain extra spell slots from having high Wisdom, so get it as high as you can as those classes. The Cleric/Ranger multiclass is notable here because it can cast from both the Cleric and Druid selections (but only up to 3rd level Druid spells in the Enhanced Editions unless 'Cleric Ranger Spells' is set to 0 in Baldur.lua). The Enhanced Edition-exclusive Shaman spells are available here.
Spells castable only by Clerics/Paladins will be displayed in purple, while those castable only by Druids/Rangers/Shamans will be displayed in green. Finally, those castable by both sides will simply be white.
Level 1 Spells
Available immediately upon rolling a cleric or druid, or dual-classing into one, level 1 spells are your most numerous casts. As such, they tend not to be very powerful and the vast majority do not scale well later into the game. Rangers will not be able to cast these until they hit level 8, and Paladins until they hit level 9.
Armor of Faith
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Abjuration | 0 | 3 rounds + 1 round/level | 1 | Caster | None |
Description: The caster of the Armor of Faith receives significant protection against melee and magical attacks. This magical armor is a force of energy that absorbs a portion of the damage intended for the caster. At 1st level, the protection is 5%, and every 5 levels of the caster improves this by another 5%, up to 25% at level 20.
Comments: The only spell of level 1 that scales well with more levels, Armor of Faith needs lots of them to start making a recognizable difference in damage reduction. It gives resistance to all damage types except poison. Naturally it works best when combined with other sources of damage resistance, such as Hardiness and Protection from (element) spells. Fighter/Clerics, Fighter/Druids, and high level Paladins and Rangers should memorize this.
Bless
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Conjuration | 40 ft. | 6 rounds | 9 | 30 ft. radius | None |
Description: Upon uttering the Bless spell, the caster raises the morale of friendly creatures by +1. Furthermore, it raises their attack and damage rolls by +1. The caster determines at what range (up to 40 ft.) the spell will be cast. At the instant the spell is completed, it affects all creatures in a 30-ft. radius centered on the point selected by the caster (thus, affected creatures leaving the area are still subject to the spell's effects; those entering the area after the casting is completed are not).
Comments: Awfully long casting time for just +1 THAC0 and damage for 36 seconds, though just about every divine buff features a huge casting time. The morale bonus is irrelevant. The short duration of this spell makes its use questionable even at low levels. It would probably be better to just help yourself to another Cure Light Wounds instead.
Command
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Enchantment | 35 ft. | 1 round | 1 | 1 creature | Spell Special (see below) |
Description: This spell enables the priest to command another creature to "die" (sleep) for a single round. At the end of the round, the creature awakens and is unharmed. Creatures with 6 or more Hit Dice (or experience levels) are entitled to a Saving Throw vs. Spell to ignore the command. Elves and half-elves have a 90% and 30% resistance to this spell, respectively.
Comments: This is the cleric's version of Sleep. It only affects one target, but as long as it is under 6 HD, it gets no save and is disabled for 1 round. Attacks against sleeping enemies automatically hit, so even characters with a mage's pathetic THAC0 can help beat them down. As with Sleep, it begins to lose its effectiveness after you breach the city walls of Baldur's Gate, but even if your target is 6 HD or higher, the spell still works as long as a save vs. spell is failed. That means it will still be somewhat useful against fighters, clerics, and druids since they have bad saves vs. spell. Drop it from your spellbook once you hit either Dragonspear or BG2.
Cure Light Wounds
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Necromancy | Touch | Instant | 5 | 1 creature | None |
Description: By casting this spell and laying their hand upon a creature, the priest causes 8 points of wound or other injury damage to the creature's body to be healed. This healing cannot affect creatures without corporeal bodies, nor can it cure wounds of creatures not living or of extraplanar origin. Curing is permanent only insofar as the creature does not sustain further damage; caused wounds will heal—or can be cured—just as any normal injury.
Comments: Disregard that bit about it not affecting extraplanar, incorporeal, or non-living creatures because it totally will. Only the aTweaks mod enforces this. Also this spell cures intoxication, which is very useful to know if you plan on (ab)using Wish's luck penalty from the intoxication wish. Anyway, this is your basic healing spell and very likely your only way of healing yourself and others early on outside potions. 8 HP is 8 HP. Memorize several.
Detect Evil
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Divination | 0 | Instant | 2 | 60 ft. radius | None |
Description: This spell discovers emanations of evil from any creature. Any evil creature within the range of the spell will glow red briefly.
Comments: Perfectly useless as Paladins get a zillion casts of this for free.
Doom
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Alteration | 25 ft. | 1 turn | 9 | 1 creature | None |
Description: This spell causes a feeling of doom to overwhelm the target. For the duration of the spell, the target receives a -2 penalty to all their rolls, including THAC0 and Saving Throws. There is no Saving Throw for this spell.
Comments: -2 to saves is already enough to make this worth considering; the THAC0 penalty is just icing on the cake. I find this to be indispensable while attempting to kill Shandalar in Ulgoth's Beard. Especially effective when combined with Greater Malison. You'll want one of these.
Entangle
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Alteration | 120 ft. | 1 turn; 9 seconds (entanglement) |
4 | 30 ft. radius | Spell Negates (+3) |
Description: By means of this spell, the caster is able to cause plants in the area of effect to entangle creatures within the area. The grasses, weeds, bushes, and even trees wrap, twist, and entwine about the creatures, holding them fast. Once per round, a creature can attempt to save vs. Spell with a +3 bonus to avoid entanglement. An entangled creature can still attack, but receives a -2 penalty to its Armor Class.
Comments: In old-school BG1, clerics could cast this too. It has since been changed to a Druid-only spell in BG2 and the EEs. Entangled enemies are not down for the count and can still attack you if you happen to be in melee range, or they'll just continue with ranged attacks or magic. This spell is more of a nuisance than anything because it hinders your own ability to tangle it up (snrk) with enemies, even if they do suffer an AC penalty for getting snared. Dwarves and Halflings with high Constitution can simply ignore this because of the +3 save bonus combined with their shorty saves vs. spell. Skip this.
Magical Stone
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Enchantment | 50 ft. | Instant | 4 | 1 creature | None |
Description: By using this spell, the priest can create a small magical pebble, which then flies out and hits a target opponent. The stone deals 1d4 points of magical damage to whomever it hits. The stones are considered +1 weapons for determining if a creature can be struck (those struck only by magical weapons, for instance), although they do not have an attack or damage bonus.
Comments: The +1 weapon part is irrelevant since you do not actually perform any attacks with this spell since it can still hurt things that need +2 or better weapons to damage. It's just a pale imitation of Magic Missile. Avoid this and never give it a second thought.
Protection from Evil
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Abjuration | Touch | 3 rounds/level | 4 | 1 creature | None |
Description: When this spell is cast, it creates a magical barrier around the recipient at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll. Second, any saving throws caused by such attacks are made by the protected creature with a +2 bonus. Third, summoned demons cannot target protected creatures.
Comments: Lasts 1 round/level longer than the wizard version. The AC is handy early in the saga and the saving throw bonus is always extremely useful. Paladins get a billion casts of this for free as well. You may want to skip this and just wait for the 10' radius version at 4th level because it lasts even longer and protects multiple party members. BG2 and both Enhanced Editions do check for the alignment of the attacker and only work against evil attackers.
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In BG1, the bonuses are not displayed on the character sheet but they work against any enemy, not just evil ones, contrary to the description. |
Remove Fear
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Abjuration | 30 ft. | 5 turns | 1 | 30 ft. radius | None |
Description: The priest instills courage in the spell's recipients, raising their morale to its highest. The recipients' morale will gradually reset to normal as the duration runs out. If the recipients are affected by magical fear, this is negated.
Comments: ALWAYS have at least one of these memorized. No and's, if's, or but's. Being struck by fear is a one-way ticket to death if you're playing solo and it's always annoying if you aren't, because it is difficult to target panicked party members since the projectile to this spell has a travel time, and they can potentially run outside the AoE before it hits if they are hasted or wearing Boots of Speed.
Sanctuary
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Abjuration | 0 | 1 turn | 4 | Caster | None |
Description: When the priest casts a sanctuary spell, it causes all of his opponents to ignore his existence; as if he is invisible. While protected by this spell, the subject cannot take direct offensive action without breaking the spell, but may use non-attack spells or otherwise act in any way that does not violate the prohibition against offensive action. This allows a warded priest to heal wounds, for example, or to bless himself. He cannot cast spells on other creatures without ending the spell.
Comments: Counts as an illusionary protection so it will be dispelled by Detect Illusion, Oracle, and True Sight whether by priest or mage. Sanctuary is a special kind of invisibility because it will allow you to interact with lootables, pick locks, and pick pockets without breaking the Sanctuary - all of which would normally break invisibility (but not Mislead). Here's a handy chart to help you keep track of what actions will maintain the Sanctuary and what will break it.
Safe | Unsafe |
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This is the ultimate scouting spell for cleric/thieves and is worth memorizing on anyone who can cast it just because it can get them out of danger if they need it. Enemies that can see through invisibility can also see through Sanctuary (dragons, liches). Memorize one or several.
Shillelagh
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Alteration | 0 | 4 rounds + 1 round/level | 2 | Caster | None |
Description: BG2:
- This spell enables the caster to create a magical cudgel that has a +3 bonus to its attack roll and inflicts 1d6+1 points of damage on opponents.
Enhanced Editions:
- This spell enables the caster to create a magical cudgel that has a +1 bonus to its attack roll and inflicts 2d4 points of damage on opponents.
Comments: Does not count as a club for weapon proficiency purposes. It doesn't even count as a magical weapon! Absolute garbage! Even Infravision is more useful than this.
Level 2 Spells
Not too many useful spells at this level and there's no dedicated healing spells at all at level 2.
Aid
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Necromancy | Touch | 1 round + 1 round/level | 5 | 1 creature | None |
Description: The recipient of this spell gains +1 to hit, damage, and saving throws, plus a special bonus of 1d8 additional hit points for the duration of the spell. The Aid spell enables the recipient to actually have more hit points than his full normal total. The bonus hit points are lost first when the recipient takes damage; they cannot be regained by curative magic.
Example: A 1st-level fighter has 8 hit points, suffers 2 points of damage (8 - 2 = 6), and then receives an aid spell that gives 5 additional hit points. The fighter now has 11 hit points, 3 of which are temporary. If he is then hit for 7 points of damage, 4 normal hit points and all 3 temporary hit points are lost. He then receives a spell that heals 4 points of damage, restoring him to his original 8 hit points.
Comments: The +1 to saving throws looks attractive but the duration is so short. The temporary HP is implemented as an effect that increases both your maximum and current HP, so this spell could also be used to heal minor wounds in addition to the combat bonuses. Still, the fact that even Cure Light Wounds out-heals this combined with the short duration makes this spell not worth memorizing.
Barkskin
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Alteration | Touch | 4 rounds + 1 round/level | 5 | 1 creature | None |
Description: When a priest casts the Barkskin spell upon a creature, its skin becomes as tough as bark, increasing its base Armor Class to 6, plus 1 for every 4 levels of the priest: Armor Class 5 at 4th level, Armor Class 4 at 8th, and so on, up to a maximum of Armor Class 1 at level 20. In addition, Saving Throws vs. all attack forms except spell gain a +1 bonus. This spell can be placed on the caster or on any other creature he touches.
Comments: Again, the save bonuses are nice but it is hindered by its short duration. If you really don't have anything else to lower base AC (like potions of defense, stone form, or invulnerability), then this will do in a pinch. Stay away from it otherwise.
Chant
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Conjuration | 0 | 1 turn/level | 9 | 30 ft. radius | None |
Description: By means of the Chant spell, the priest brings special favor upon himself and his party and causes harm to his enemies. When the Chant spell is completed, all the priest's allies within the area of effect gain a +1 bonus to attack rolls, minimum damage/healing rolls, and Saving Throws. Furthermore, damage dice for all effects outside a weapon's base damage is reduced by 1 (equivalent to +1 Luck). For example, a 6d6 fireball will do 6d5 damage, and an arrow of fire that deals 1d6 piercing plus 1d2 fire damage will deal 1d6 piercing plus 1 fire damage instead. The priest's enemies suffer the opposite effects (-1 to hit, minimum damage/healing rolls, saving throws, -1 Luck).
Multiple chants are not cumulative.
Comments: Great buff/debuff spell that's almost equal to giving yourself +2 Luck. It may not be as noticeable as, say, a Haste or Slow spell, but this is still quite strong. Memorize at least one.
Charm Person or Mammal
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Enchantment | 25 ft. | 1 turn | 5 | 1 person or animal | Spell Negates (+3) |
Description: If the spell's recipient fails their Saving Throw (with a +3 modifier), they regard the caster as a trusted friend and ally to be heeded and protected. The caster may give them orders, and the charmed individual will carry them out as quickly as possible.
If the caster harms — or attempts to harm — the charmed person by some overt action, or if a Dispel Magic spell is cast upon the charmed mammal, the Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while they were charmed. Also note that you cannot have a charmed creature leave the area where they are charmed.
Comments: Same as Charm Person but lasts twice as long, has a longer casting time, and also works on animals. If only it were a level 1 spell instead. Memorize this, if only because Druids don't have much to memorize at this level.
Draw Upon Holy Might
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Evocation | 0 | 1 turn | 2 | Caster | None |
Description: The priest calls upon his god to grant him power for a short period. When he does this, his strength, constitution and dexterity all are raised by 1 point for every 3 levels of the caster, up to 6 points at level 18. A third level caster would have his abilities raised by 1, while a 12th level caster would have all his abilities raised by 4.
Comments: Perfect buff spell for Fighter/Clerics and Paladins because it increases all three physical stats. The Strength bonus is especially good for anyone stuck below 18/Exceptional Strength, providing huge boosts to damage and THAC0. The Constitution bonus can also be used to regenerate most, if not all of your health by casting this first before resting. Paladins and combat-oriented clerics should memorize this whenever they get the chance. Players with 10+ reputation get this as a Bhaal power in BG1 as well.
Find Traps
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Divination | 0 | 3 turns | 5 | 30 ft. radius | None |
Description: When a priest casts a Find Traps spell, all traps — concealed normally or magically — of magical or mechanical nature become apparent to them. A trap is any device or magical ward that meets three criteria: it can inflict a sudden or unexpected result; the spellcaster would view the result as undesirable or harmful; and the creator specifically intended the harmful or undesirable result as such. Thus traps include glyphs and similar spells or devices. Due to the nature of the spell, the caster must stop to concentrate 1 per round which will effectively interrupt any action. This however will not affect spellcasting.
Comments: Reveals all traps in 30 ft. radius of the caster every round 100% of the time. This doesn't allow the caster to disarm them, though they can be disarmed by a thief with sufficient skill. There's no reason to cast this if your thief has a good enough Find Traps skill, but if they don't, it still presents the problem of disarming the trap. Skip.
Flame Blade
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Evocation | 0 | 4 rounds + 1 round/2 levels | 4 | Caster | None |
Description: With this spell, the caster causes a blazing ray of red-hot fire to spring forth from their hand. This blade-like ray is wielded as if it were a sword that the caster already knows how to use, hence there are no bonuses or penalties. If the caster successfully hits with the flame blade in melee combat, the creature struck suffers 1d4 points of slashing damage, plus an additional 1d2+4 points of fire damage. However, it is not a magical weapon in the normal sense of the term, so creatures struck only by magical weapons are not harmed by it.
Comments: Only useful to finish off trolls if you have no other source of fire or acid. Cannot be used to finish off Fire or Desert Trolls (they're immune to fire), or Spectral or Spirit Trolls (they're immune to normal weapons). Skip.
Goodberry
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Evocation | 0 | Permanent | 9 | Caster | None |
Description: Casting a Goodberry spell creates 5 magical berries that the caster can carry with them. These berries cure one point of physical damage for each one eaten.
Comments: 1 HP per berry. Woo...
Hold Person
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Enchantment | 35 ft. | 1 turn | 5 | 1 enemy humanoid and others in 7.5 ft. of initial target |
Spell Negates |
Description: This spell holds one or more humans, demihumans, or humanoid creatures rigidly immobile and in place for one turn. This includes: brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level Fighter could be held, while an ogre could not. The effect is centered on the victim selected by the caster. Every enemy within 7.5 ft. of the target is also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Undead creatures cannot be held.
Held creatures cannot move or speak, but they remain aware of events around them even though they are helpless to change them. Time passes at a normal rate for the targets and hence being held does not stop any worsening of their condition due to wounds, disease, or poison.
Comments: Same as the 3rd level mage version with a longer casting time and minus the save penalty. Hitting multiple enemies with the very small AoE is difficult since they have to be right next to each other. Move your tank in and let them bunch up in front of him, then try casting this. Attacks against held creatures automatically hit, which can be an absolute godsend if you manage to launch the spell like that.
Know Alignment
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Divination | 20 ft. | Instant | 9 | 1 creature | Spell Negates |
Description: A Know Alignment spell enables the Mage to exactly read the aura of a creature. If the creature rolls a successful Saving Throw vs. Spell, the caster learns nothing about that particular creature from the casting. When a character is hit by this spell, he will glow red if evil, green if good, and white if neutral. Certain magical devices negate the power of the Know Alignment spell.
Comments: Even Goodberry is more useful than this.
Resist Fire/Cold
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Alteration | Touch | 1 round/level | 5 | 1 creature | None |
Description: When this spell is placed upon a creature, the creature's body is toughened to withstand heat and cold. The recipient has all damage sustained by fire or cold reduced by 50%.
Comments: Situationally useful in the event that you can't use mage versions of Protection from Fire or Protection from Cold which give 100% immunity and last far longer. Not worth memorizing for any other reason.
Silence 15' Radius
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Alteration | 80 ft. | 2 rounds/level | 5 | 30 ft. radius | Spell Negates (-5) |
Description: Upon casting this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible and spells cannot be cast. Each creature in the area must make a Saving Throw vs. Spell with a -5 penalty; if the save is failed then they are silenced for the duration of the spell. Note that this spell does not continue to affect the area after being cast; only those in the area at the time of the casting are affected by the silence.
Comments: Great spell to disable packs of spellcasters and useful against rival parties because of its huge save penalty. In unmodded BG2(EE), mages have this irritating habit of casting Vocalize on their next round to negate this even while silenced because their script commands them to ForceSpell() if that happens. Playing with Sword Coast Stratagems changes this so that mages are properly all but helpless if they are silenced. As this is an AoE spell, it ignores spell protections if not cast directly at a shielded foe, though it will be stopped by (Minor) Globe of Invulnerability. Memorize one.
Slow Poison
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Necromancy | Touch | Instant | 1 | 1 creature | None |
Description: When this spell is placed upon a poisoned individual, it greatly slows the effects of venom, actually neutralizing all but the most deadly poisons.
Comments: The lesser of the two poison-curing spells. Also cures intoxication. You'll need this, especially when fighting wyverns. Players get this as a Bhaal power if their reputation is 10+; Dynaheir can cast this once per day.
Spiritual Hammer
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Evocation | 0 | 3 rounds + 1 round/level | 5 | Caster | None |
Description: By calling upon his deity, the caster of a spiritual hammer spell brings into existence a magical hammer. For the duration of the spell, the Priest may use the magic weapon without non-proficiency penalties. It strikes as a magical weapon with a bonus of +1 for every six experience levels (or fraction) of the spellcaster, up to a total of +3 to the attack roll and +3 to the damage roll for a 13th-level caster. The base damage inflicted when it scores a hit is exactly the same as a normal war hammer (1d4+1 vs. opponents plus the magical bonus).
Comments: Useful early on if you haven't killed Bassilus yet for his +2 warhammer. You should have a comparable weapon at the other breakpoints of this spell (7, 13). Skip. Branwen can cast this once per day.
Level 3 Spells
This is probably the only level where Druids don't get shafted too hard on spell selection. Call Lightning is really, really strong (but situational) and Summon Insects is pretty good.
Animate Dead
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Necromancy | 30 ft. | 8 hours | 9 | Targeted point | None |
Description: This spell causes a skeleton warrior to rise and serve the caster under any conditions. The type of skeleton warrior that appears depends upon the level of the wizard casting the spell. The skeleton warrior can follow the caster, remain in an area and attack any creature entering the place, etc. It remains animated until it is destroyed in combat, 8 hours pass, or it is turned. This spell cannot be dispelled.
Level | Skeleton Summoned |
Stats | Combat Abilities | Defenses | Immunities | Special |
---|---|---|---|---|---|---|
1-6 | 3 HD | 24 HP 16 STR 16 INT 9 everything else |
THAC0 17 1 attack/round Longsword: 1d8 slashing damage Speed Factor 5 |
Base AC 6 100% Cold resist |
Stun, Sleep, Poison, Domination, Charm, Panic, Morale Break, Hold, Level Drain, Confusion, Fatigue bonus, Petrification, Berserk, Paralyze, Slay, Nature's Beauty Dragon Rain, Chaos |
N/A |
7-10 | 5 HD | 40 HP 17 STR 16 INT 9 everything else |
THAC0 15 1½ attacks/round Longsword +1: 1d8+1 slashing damage Speed Factor 4 |
Base AC 4 100% Cold resist |
See above, but also critical hits | N/A |
11-14 | 7 HD | 60 HP 18 STR 16 INT 9 everything else |
THAC0 13 1½ attacks/round Bastard Sword +1: 2d4+1 slashing damage Speed Factor 7 |
Base AC 3 100% Cold resist |
See above, but also critical hits | N/A |
15+ | 9 HD | 80 HP 18/50 STR 16 INT 9 everything else |
THAC0 8 1 attack/round Two-handed Sword +1: 1d10+1 slashing damage Speed Factor 9 |
Base AC 2 100% Cold resist |
See above, but also critical hits and normal weapons |
N/A |
Comments: Be careful! These skeletons are vulnerable to your own Turn Undead attempts.
They are fairly durable thanks to their immunities, damage resistance, strong magic resistance, and above-average HP. Just don't pit them against anything using crushing damage or they'll fold easily. The 9 HD skeleton warrior is almost completely immune to magic, making it a good choice to tank enemy mages. That said, Bards and Clerics are better off casting this because they get access to the 9 HD skeleton sooner and Clerics get it as a level 3 spell.
Call Lightning
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Alteration | 80 ft. | 1 round/4 levels | 9 | Visual range | Spell 1/2 |
Description: Call Lightning must be cast outside; otherwise, it will not work and the spell is wasted. The caster is able to call down one bolt of lightning per turn round. The spell has a duration of 1 turn round every 4 levels of the caster. Each bolt causes 2d8 points of electrical damage, plus an additional 1d8 points per level of the caster. Thus, an 8th-level caster will call down two bolts, each dealing 10d8 (2d8 + 8d8) points of damage (up to 4 bolts at level 16 and 20d8 damage at level 18). The bolt of lightning flashes down in a vertical stroke at any of the priest's enemies. The first enemy struck by the lightning will be the enemy targeted. After that, any enemy (but no allies) may be struck by the ensuing lightning storm.
Comments: This spell can do Horrid Wilting-tier damage to a few targets over the course of a few rounds. The major drawback to this spell is that it only works outdoors, which is a major hindrance in BG2 as most of SoA takes place in dungeons or other interior areas, though about half of ToB is outdoors. However, its a fantastic spell in BG1 and SoD because at least 75% of both take place outdoors. Memorize at least one if you expect outdoor combat.
Call Lightning has this quirk where the spell will end and won't strike again if there is only 1 enemy in its AoE. For it to be most effective, it needs to have at least two targets still alive in order to call down all of the lightning bolts. If there are more lightning bolts than enemies, then at least one will be hit a second time if there any survivors.
Cure Disease
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Necromancy | Touch | Instant | 1 | 1 creature | None |
Description: By laying their hands upon a sickly person, the caster can cure almost any disease with this spell. The cure is permanent, but does not grant the recipient of the spell immunity from further afflictions. Blindness, deafness, and feeblemind are also cured with this spell. Some magically created diseases may not be curable by this spell.
Comments: Diseases are nothing to be concerned about in an unmodded game since they're usually just a very slow poison. Should you be playing with aTweaks installed, diseases can be deadly and lead to death from within a week or even a single day. Besides curing disease, this spell also removes blindness, deafness, and feeblemind. Memorize one if playing with aTweaks, otherwise you can probably ignore it even if it does cure a few extra ailments.
Cure Medium Wounds
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Necromancy | Touch | Instant | 5 | 1 creature | None |
Description: By casting this spell and laying their hand upon a creature, the priest heals 14 points of wound or other injury damage from the creature's body. This healing cannot affect creatures without corporeal bodies, nor can it cure wounds of creatures not living or of extraplanar origin. Curing is permanent only insofar as the creature does not sustain further damage; caused wounds will heal—or can be cured—just as any normal injury.
Comments: This heals almost double of what the 1st level version heals and still cures intoxication. Memorize as needed.
Dispel Magic
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Abjuration | 40 ft. | Instant | 6 | 30 ft. radius | None |
Description: A Dispel Magic spell removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning and Spell Deflection. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the Dispel Magic is above the original caster, their chance of success increases by 5%. For every level that the caster of Dispel Magic is below the original caster, their chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 5% chance of success or failure. Thus, if a caster is 10 levels higher than the magic they are trying to dispel, there is only a 5% chance of failure. Similarly if the caster is 4 levels lower than the magic they are trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster.
Note: While this spell dispels the individual effects of Grease, Web, Stinking Cloud, and other such spells, it does not dispel the area of effect.
Comments: Take note that Dispel Magic does not roll a dispel check for each individual buff/ailment; it either dispels everything or dispels nothing. However, the dispel check IS rolled for each source of buffs/ailments. For example, an illusionist/thief buffed by Haste has Protection from Evil cast upon him by the party's cleric. The cleric's caster level happens to be higher than the illusionist/thief's due to not being a multiclass. The illusionist/thief is affected by a Dispel Magic from an enemy mage, which strips him of his Haste buff but not the Protection from Evil cast by the cleric.
Unlike most spells, Dispel Magic's caster level does not have a cap. Because caster level matters on this spell much more than others, Bards, clerics, and BG1-range Druids are actually better off utilizing this spell than mages because they level up faster. In BG1, no matter your class, the difference between your caster level and your enemies' is not going to be very much so you still have a considerable chance of dispelling an enemy mage. But BG2 is all about high-level mage fencing, so this spell is not going to work on the particularly badass mages until you can catch up to them. Assuming you've done all the sidequests in Athkatla and the surrounding lands, this will happen for Bards and Clerics about the time you enter Spellhold and for mages it will be around the mid-way point of plumbing the Underdark. Druids won't catch up until the end of SoA if you have your XP uncapped, but if you don't, then it won't happen until ToB. This is just the offensive use of this spell.
For defense, this spell will attempt to cure any status effects on your allies caused by spells, and will dispel Feeblemind 100% of the time. Unfortunately it also tends to strip them of any buffs they have active too. Try using spells to cure them of specific ailments before trying Dispel Magic.
Glyph of Warding
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Abjuration | 60 ft. | Until triggered; instant | 9 | 23.4 ft. radius | Spell Negates |
Description: A Glyph of Warding is a powerful inscription magically drawn to prevent unauthorized or hostile creatures from passing, entering, or opening. It can be used to guard a small bridge, to ward an entry, or as a trap on a chest or box. Any creature violating the warded area is subject to the magic it stores, although a successful Saving Throw vs. Spell enables the creature to escape the effects of the glyph. When the spell is cast, the priest weaves a tracery of faintly glowing lines around the warding sigil. When the glyph is activated, it deals 1d4 points of electrical damage per level of the caster (up to 18d4).
Comments: Divine Skull Trap but so much worse. Slow casting time, less max damage, electrical damage, and - worst of all - a successful save means no damage at all. It's not party-friendly despite the flavor text in the description. Give this a wide berth.
Hold Animal
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Enchantment | 35 ft. | 2 rounds/level | 5 | 1 enemy animal and others in 7.5 ft. of initial target |
Spell Negates |
Description: This spell holds animals rigidly immobile and in place. Only normal- and giant-sized animals are affected by this spell; monsters such as wyverns, ankhegs, and carrion crawlers do not count as animals. The effect is centered on the victim selected by the caster; every enemy within 7.5 ft. of the target is also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subjects' condition due to wounds, disease, or poison.
Comments: Animals are no problem once you can cast this. Skip.
Holy Smite
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Necromancy | 25 ft. | Instant; 1 round (blindness) | 5 | 30 ft. radius | Spell Partial |
Description: This spell calls upon energy from the Positive Energy Plane in order to open a channel between it and the targets. The result is that any evil creatures within the spell's area of effect take 1d4 points of magical damage per level of the caster (up to 20d4), or half damage upon a successful Saving Throw vs. Spell. If the victims fail their Saving Throw, they are also blinded for 1 round.
Comments: Treat as a party-friendly fireball if you've got a non-evil party, and its still useful even if you are evil since most of the things you fight are evil too. The extra blindness is just gravy. Pick this up. The damage calculation is done differently in BG(2)EE and BG2.
Rolls double your level in d2s, save vs. spell for half (so a level 16 caster rolls damage for 32d2, 16d2 on a save).
Rolls half your level in d4s rolled twice (so a level 16 caster rolls damage for 8d4 with no save and another 8d4 for failing the save).
The end result is that, in general, you will see higher overall damage in BG2 and lower overall damage in BG1EE and 2EE, though they still share the same possible maximum amount.
Invisibility Purge
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Divination | 0 | Instant | 8 | 235 ft. radius | None |
Description: Any invisible creatures within the area of effect have their invisibility dispelled. This includes creatures under the effects of Sanctuary, Improved Invisibility, Shadow Door, Invisibility, Mislead, and so on.
Comments: Divine Detect Invisibility with a longer casting time and more than triple its radius. This does not dispel other illusionary protections like Mirror Image, Blur, or Project Image. Obviously True Sight is preferred, and if that's not an option, try Detect Invisibility. This spell just gives you one more way to dispel invisibility. Memorize if needed.
Miscast Magic
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Enchantment | 50 ft. | 1 turn | 5 | 1 creature | Spell Negates (-2) |
Description: Any spellcasting creature that is affected by this spell has its casting ability severely disabled (innate spells are the exception). When the creature attempts to cast a spell, it suffers an 80% chance of failure. Creatures can save vs. Spell to avoid the effect, but do so with a -2 penalty.
Comments: Good luck landing this on a mage. They'll probably be covered in magical protections and mages have strong saves vs. spell, even with a bit of a penalty. This will work better on clerics and druids since they have bad saves vs. spell and they don't have anything in the way of magical protections either. Skippable.
Protection from Fire
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Abjuration | Touch | 3 rounds + 1 round/level | 6 | 1 creature | None |
Description: The effects of a Protection From Fire spell last no longer than 3 rounds plus 1 round per level of the caster. When the spell is cast, it confers complete invulnerability to normal fires (torches, bonfires, oil fires, and the like) and to exposure to magical fires (fiery dragon breath, hell hound or pyrohydra breath, spells such as Burning Hands, Fireball, Fire Seeds, Fire Storm, Flame Strike, Meteor Swarm, and so on), absorbing 80% of all the damage dealt by such magical sources.
Comments: I don't think Magic Fire is even used as a damage type by anything in the game. It's always just plain old regular Fire damage. This doesn't last nearly as long as the mage version. The mage version also gives 100% resistance to Magic Fire damage, for whatever that's worth. Skip.
Remove Curse
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Abjuration | Touch | Instant | 6 | 1 creature | None |
Description: Upon casting this spell, the priest is usually able to remove a curse on an object, a person, or in the form of some undesired sending or evil presence. Note that the Remove Curse spell does not remove the curse from a cursed shield, weapon, or suit of armor, although the spell typically enables the person afflicted with any such cursed item to get rid of it. Certain special curses may not be countered by this spell, or may be countered only by a caster of a certain level or higher.
Comments: You'd have to be pretty dumb to equip a cursed item. They usually suck anyway - one exception being Durlag's Goblet from BG1 which has multiple full-heal uses. In ToB, this spell can also cure some of the negative draws from the Deck of Many Things.
Remove Paralysis
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Abjuration | 150 ft. | Instant | 6 | 30 ft. radius | None |
Description: By the use of this spell, the priest can free all creatures within the area from the effects of any paralyzation or related magic (such as a ghoul's touch or a Hold spell).
Comments: I always have one of these memorized. Not only does it cure paralysis, it also cures stun and web. Essential to a party member's survival if they get paralyzed, which usually spells death soon afterward. Get this.
Rigid Thinking
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Enchantment | 35 ft. | 1 turn | 5 | 1 creature | Spell Negates |
Description: The target of this spell must make a Saving Throw vs. Spell or come under its effects. When under the effects of the Rigid Thinking spell, the victim will randomly wander, attack the nearest person, or stand confused.
Comments: Single target Confusion, which makes this pretty terrible. No save penalty either. Skip.
Strength of One
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Alteration | 0 | 1 turn | 3 | 30 ft. radius | None |
Description: When this spell is cast, party members within the area of effect are given a Strength score of 18/75. If a party member has a Strength score higher than this (either naturally, or through a magical item), then their Strength is lowered to 18/75. The spell lasts for 1 turn, whereupon everyone's Strength returns to normal.
Comments: Depending on your party's makeup, this can be a neat buff spell or something you should ignore entirely. If you need to use this, send party members with strength higher than 18/75 out of the 30 ft. radius before casting. This may be good early on but it quickly loses its utility. Skip.
Summon Insects
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Conjuration | 60 ft. | 7 rounds | 9 | 1 creature | Breath Negates (-4) |
Description: The Summon Insects spell attracts a cloud or swarm of normal insects to attack one enemy of the caster. This swarm gathers at a point chosen by the caster within the spell's range and attacks any single creature the caster points to. The victim may make a Saving Throw vs. Breath Weapon with a -4 penalty to escape the swarm; otherwise, the victim receives 1 point of damage every 2 seconds for the duration of the spell. Moreover, the victim fights with a -2 penalty to their attack roll and a -2 penalty to their Armor Class. The swarm will repeatedly bite the target, making it very difficult to cast spells (50% chance of spell failure; innates are unaffected).
Comments: Very nice for a Druid spell. Every class except the warrior-types (those who roll for EX Strength) has bad saves vs. breath, especially Thieves and Bards. That makes this an acceptable choice to hinder a caster if you don't have the level 5 Insect Swarm yet. The 50% spell failure and the damage ticks will make it very difficult for a caster to get a spell off without failure or being disrupted by the insects. Insect Swarm is better in every conceivable way, however, so it is okay to skip this if you want to wait for it in the case of Shamans.
Unholy Blight
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Necromancy | 25 ft. | Instant; 4 rounds (save penalty) | 5 | 30 ft. radius | Spell Partial |
Description: This spell calls upon energy from the Negative Energy Plane in order to open a channel between it and the targets. The result is that any good creatures within the spell's area of effect take 1d4 points of damage per level of the caster (up to 19d4), or half damage upon a successful Saving Throw vs. Spell. If the victims fail their Saving Throw, they also receive a -2 penalty to all their rolls for 4 rounds.
Comments: Evil Holy Smite which works a little bit differently. There's hardly any good aligned enemies to fight. The only ones that come to mind are the Amnish reputation police and enemies in Dorn's BG2EE quest lines. For some reason, this spell only scales up to level 19 instead of 20 like its good-aligned version. The damage calculation is done differently in BG(2)EE and BG2.
Rolls double your level in d2s, save vs. spell for half (so a level 16 caster rolls damage for 32d2, 16d2 on a save).
Rolls half your level in d4s rolled twice (so a level 16 caster rolls damage for 8d4 with no save and another 8d4 for failing the save).
The end result is that, in general, you will see higher overall damage in BG2 and lower overall damage in BG1EE and 2EE, though they still share the same possible maximum amount.
Zone of Sweet Air
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Abjuration | 0 | Instant | 3 | Entire map | None |
Description: Zone of Sweet Air repels all noxious elements from poisonous vapors (including magically created vapors such as Cloudkill). This spell will dismiss all clouds in the entire area that the caster is currently in. The spell offers no protection against poisonous vapors created by a dragon's breath weapon (such as the chlorine gas of a green dragon).
Comments: Dispels Stinking Cloud, Cloudkill, Death Fog, and Writhing Fog. Useful to dispel one of those clouds so that you can rest, but not for much else. I usually have one memorized after the essentials of Level 3.
Level 4 Spells
Clerics are only exempt from one spell at this level. There are several strong defensive spells here.
Animal Summoning I
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Conjuration | 30 ft. | 3 turns | 7 | Targeted point | None |
Description: By means of this spell, the caster calls between 2 and 3 animals that have 4 Hit Dice or less. The animals appearing are randomly determined. They will remain under the caster's control until slain or the spell duration expires.
Comments: Gets you 2 or 3 War Dogs (17 HP) and/or Dire Wolves (33 HP). Fragile even for summoned fodder, they aren't worth making a summon table for since there is nothing special about them at all. You want something useful, cast Call Woodland Beings instead.
Call Woodland Beings
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Conjuration | 25 ft. | 3 turns | 7 | Targeted point | None |
Description: This spell summons forth a nymph to assist the party. The nymph has several priest spells at her disposal and will use them in the best interests of the party. She will remain under the caster's control until slain or the spell's duration expires.
Stats | Combat Abilities | Defenses | Immunities | Spell List |
---|---|---|---|---|
40 HP 9 STR/CON/INT 17 DEX 16 WIS 25 CHA |
THAC0 15 1½ attacks/round 1d6 crushing (strikes as normal weapon) Speed Factor 0 |
Base AC 9 | N/A | 2x Hold Person 2x Barkskin 1x Miscast Magic 1x Call Lightning 1x Cause Serious Wounds 1x Mental Domination 1x Mass Cure 1x Hold Monster 1x Confusion |
Comments: Very nice Druid-only summon. The Nymph is a support spellcaster and not a meatshield, though her caster level is only 5. This makes a few of her spells less effective than casting it yourself (Barkskin, Call Lightning, Mass Cure, Hold Monster, Confusion) but its still nice to have someone else casting them anyway. Her Mass Cure will heal for 1d8+9 HP. Memorize this.
Cause Serious Wounds
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Necromancy | 0 | 15 seconds; instant | 7 | Caster; creature touched | None |
Description: This spell is the reverse of Cure Serious Wounds. Instead of healing the creature touched, it causes damage. On a successful hit (with a +2 bonus to THAC0) from the priest, the spell inflicts 17 points of magical damage upon the target. The next attack that the priest makes will inflict this effect, however, they only have 2 rounds 15 seconds to make the attack before the spell fizzles. If the priest misses the target creature, the spell is wasted. There is no Saving Throw.
Comments: The lowliest of the Cause Wound spells. Cause Serious Wounds counts as a +6 weapon (and also counts as Silver and Cold Iron), with a Speed Factor of 1 and a +2 bonus to hit. 17 damage isn't really enough to warrant memorizing this spell since a greatsword could easily do as much damage instead, and if you miss, this fizzles. I think its only use is for a cleric to help kill Karoug and Mendas due to a lack of +4 or silver weapons.
Cloak of Fear
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Conjuration | 0 | Instant; 4 rounds (panic) | 6 | 30 ft. radius of caster | Spell Negates |
Description: Cloak of Fear empowers the caster to radiate a personal aura of fear out to a 30-ft. radius. All other characters and creatures within this aura must roll a successful Save vs. Spell or run away in panic for 4 rounds. Party members are immune to the effects, although the aura of fear may still disturb them.
Comments: Why in the world would you memorize a level 4 spell that essentially amounts to a short-duration casting of Horror?
Cure Serious Wounds
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Necromancy | Touch | Instant | 7 | 1 creature | None |
Description: This spell is a more potent version of the Cure Light Wounds spell. The priest lays their hand upon a creature and heals 17 points of wound or other injury damage to the creature's body. This healing cannot affect noncorporeal, nonliving, or extraplanar creatures.
Comments: Only heals 3 more HP than Cure Medium Wounds. Oh well. Healing spells are always good.
Death Ward
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Necromancy | 25 ft. | 1 turn/level | 9 (BG1EE) 1 (BG2/BG2EE) |
1 creature | None |
Description: This spell protects the target from all forms of death magic for the duration of the spell. This includes, but is not limited to, Disintegrate; Power Word, Kill; Death Spell; and Finger of Death.
Comments: I always have at least one of these memorized because the duration is quite long and protection from instant death is always good. Good candidates to cast this on include CHARNAME, thieves, and mages. There's nothing in BGEE or SoD that's nasty enough to have instant-kill powers, so this is definitely a BG2-oriented spell.
Defensive Harmony
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Enchantment | 0 | 6 rounds | 1 | 30 ft. radius | None |
Description: Defensive Harmony grants affected creatures a defensive bonus by bestowing an enchanted coordination on their attacks and defenses. This allows a group of creatures to act as a single unit for a single battle or encounter. The effect is always centered on the caster, but affects all those within a 30-ft. radius. Those affected can move outside of this area after the spell is cast and still enjoy the benefits of the harmony. While the spell is in effect, each affected creature gains a +2 bonus to their Armor Class. This lasts for 6 rounds or until dispelled.
Comments: The duration is too short for my liking, but getting some extra AC when you need it with a fast casting time never hurt anybody. I think there's a pun to be made there.
Farsight
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Divination | Special | 3 rounds + 1 round/level | 4 | Visual range radius | None |
Description: When Farsight is cast, the caster is able to view an area of an unexplored map. After casting the spell, simply click on a section of the map that you want to view. For the duration of the spell, the caster can spy on that area, noting creatures and fortifications.
Comments: Lasts slightly longer than Wizard Eye but is immobile. Against creatures that can see through invisibility (dragons, liches), it is superior to Wizard Eye, so you can safely send in summons this way without risking the Eye getting destroyed. This spell is pretty situational, so if you want to cast it, try using a scroll instead.
Free Action
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Abjuration | Touch | 1 turn + 1 round/level | 5 | 1 creature | None |
Description: While under the effects of this spell, the recipient becomes immune to anything that affects their movement. This includes the effects of Hold, Web, Grease, and Entangle.
Comments: Also cures stun. The biggest strike against this spell is that it also makes you immune to Haste and any movement speed increase effects (e.g. Boots of Speed). But it can be used like Remove Paralysis as well since it cures the effects that it protects against. Memorize one if you want to wade into combat with Webs instead of using ranged attacks from outside its radius.
Holy Power
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Evocation | 0 | 1 round/level | 6 | Caster | None |
Description: Through this spell, the caster imbues himself with the strength and skill of a Fighter of the same level. The priest's Strength score is set to 18/00—even if it is normally higher—his THAC0 becomes that of a Fighter of the same level, and he gains 1 temporary Hit Point per level (up to 20). This will last for the duration of the spell or until dispelled.
Comments: Good for a number of attacks equal to your caster level if you're a straight up cleric and need to tank. For Fighter/Cleric multi- and dual-classes, this can be useful or it can be obsolete if you've already found a strength-increasing item. This spell will only set your THAC0 up to that of a level 20 fighter, so after level 20, this spell loses much of its utility.
Lesser Restoration
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Necromancy | Touch | Instant | 2 | 1 creature | None |
Description: When this spell is cast, the life energy level of the recipient is raised. This reverses any previous life energy level drain of the creature by a force or monster. The casting of this spell is very draining on the priest and they will likely require rest immediately after the casting, as it will cause a day's worth of fatigue almost instantaneously.
Comments: Level drain causes the victim to lose levels (and therefore caster levels), Hit Dice, Hit Points, and abilities. It also causes any saving throw bonuses gained from any source (be they item or spell) to stop functioning - essentially setting your saving throws back to their default value at the level you are drained down to. This is why I always have one of these memorized: level drain is not just annoying, but it's also deadly.
Lesser Restoration bypasses your Constitution's fatigue modifier, bestowing a fatigue bonus of 7 upon casting it, which translates to a -1 luck penalty from a fresh rest. For more information on fatigue, visit the Constitution table.
Level drain clears out spell slots on casters as if you unmemorized them, so you have to go back and try to remember which spells you had memorized before you got level drained. Really annoying.
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At least now it just takes away the slot with the spell still "in" the missing slot so that it doesn't ruin your spellbook's organization. You still cannot cast the lost spells even though they're still "there," so you still need to get healed with a Restoration spell and rest to get them back. |
Mental Domination
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Enchantment | 40 ft. | 8 rounds | 4 | 1 creature | Spell Negates (-2) |
Description: When cast upon a subject, the subject must make a Saving Throw vs. Spell with a -2 penalty in order to avoid the priest entering their mind. The effects of this spell are similar to those of exactly the same as the wizard spell Domination, with a few minor differences. The priest simply is able to command the subject to perform certain tasks or functions during the spell's duration. To control the subject, the priest must be within range and must be able to see the subject. This control will last until dispelled or for the duration of the spell.
Comments: Improved version of Dire Charm in that it lasts a bit longer, has a saving throw penalty, and works on a wider variety of creatures. Don't be afraid to burn your new ally's abilities and spells since Domination only lasts for 48 seconds. The nymph from Call Woodland Beings can cast this too, so Druids don't actually miss out on this spell. Fairly nice even for a cleric spell.
Negative Plane Protection
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Necromancy | 30 ft. | 5 rounds | 3 | 1 creature | None |
Description: This spell affords the caster or the touched creature partial protection from undead monsters with Negative Energy Plane connections (such as vampires), and certain weapons and spells that drain energy levels. The Negative Plane Protection spell opens a channel to the Positive Energy Plane, possibly offsetting the effects of the negative energy attack. A protected creature struck by a negative energy attack is protected against any form of level draining for the duration of the spell. The protected creature suffers only normal Hit Point damage from the attack and does not suffer any drain of experience. This spell cannot be cast on the Negative Energy Plane.
Comments: If you're fighting things that can level drain you, you better kill them fast because this spell only lasts 30 seconds. The most likely culprits to level drain you are vampires. If you've got good enough AC, you can just avoid all their hits and kill them before they roll a 20 on you. Skip this spell and try to use items that give level drain immunity instead like the Amulet of Power or the illithium-coated Mace of Disruption.
Neutralize Poison
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Necromancy | Touch | Instant | 1 | 1 creature | None |
Description: This spell removes all toxins from the body, both natural and magical in nature. When this spell is cast upon a poisoned individual, it immediately neutralizes any poison and restores 10 lost Hit Points. This spell will also cure any diseases that the target might be suffering from, as well as blindness and deafness.
Comments: Wonderful restorative spell that cures poison, disease, blindness, deafness, and heals more than Cure Light Wounds. What's not to like?
Poison
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Necromancy | 10 ft. | Instant; 1 turn | 4 | 1 creature | Death Negates |
Description: Through this spell, the caster can poison victims who fail their Saving Throw vs. Poison. The damage inflicted depends on the level of the caster as detailed below:
7–9th level: 2d8 + 2/round 10–12th level: 3d8 + 3/round 13–14th level: 4d8 + 4/round 15–16th level: 6d8 + 5/round 17+ level: 8d8 + 6/round
Those who make their Saving Throws are unaffected.
Comments: It's too bad that even the initial damage is subject to a saving throw, but at least poison damage is hardly ever resisted by living targets. The poison over time occurs once every 6 seconds. Best used on thieves, low-level mages, and anything else that happens to be physically fragile.
Protection from Evil 10' Radius
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Abjuration | 0 | 1 turn/level | 7 | None |
Description: When this spell is cast, all creatures within a 10 30-ft. radius are affected individually by Protection From Evil. It creates a magical barrier around the recipients at a distance of one foot. The barrier moves with the recipient and has three major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll. Second, any saving throws caused by such attacks are made by the protected creature with a +2 bonus. Third, summoned demons cannot target protected creatures.
Comments: +2 AC and saves against just about everything for 1 turn/level for the whole party is awesome. Great for fiendish gating too. Don't leave home without it! And yes, the actual radius of this spell is 30 ft., not 10 ft.
Protection from Lightning
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Abjuration | Touch | 5 rounds/level | 7 | 1 creature | None |
Description: When the spell is cast, it confers complete invulnerability to electrical attacks such as Lightning Bolt, Shocking Grasp, and so on. The protection will last for the duration of the spell or until successfully dispelled.
Comments: Lasts half as long as the arcane Protection from Electricity. For some reason, it only scales up to level 18. Skip.
Level 5 Spells
There are a lot of strong spells at this level for both sides of the divine aisle. This is probably the level where Druids and Shamans are at their best, solely because of Insect Plague and Iron Skins.
Animal Summoning II
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Conjuration | 30 ft. | 3 turns | 8 | Targeted point | None |
Description: By means of this spell, the caster calls from 1 to 3 animals that have 8 Hit Dice or less. The animals summoned aid the caster by whatever means they possess, staying until the spell duration expires. Only normal or giant animals can be summoned; fantastic animals or monsters cannot be summoned by this spell (no chimerae, dragons, gorgons, manticores, etc.).
Comments: Gets you any combination of 1-3 of the following:
Animal | Stats | Combat Abilities | Defenses | Immunities | Special |
---|---|---|---|---|---|
Black Bear | 25 HP 16 INT 9 everything else |
THAC0 17 3 attacks/round 1d6 crushing (strikes as normal weapon) Speed Factor 0 |
Base AC 7 | N/A | N/A |
Brown Bear | 41 HP 16 STR & INT 9 everything else |
THAC0 15 3 attacks/round 1d8 crushing (strikes as normal weapon) Speed Factor 0 |
Base AC 6 | N/A | N/A |
Cave Bear | 50 HP 16 STR & INT 9 everything else |
THAC0 13 3 attacks/round 1d10 crushing (strikes as normal weapon) Speed Factor 0 |
Base AC 6 | N/A | N/A |
Panther | 33 HP 18 STR 11 DEX 9 everything else |
THAC0 17 3 attacks/round 1d8 piercing (strikes as +1) Speed Factor 0 |
Base AC 6 | N/A | N/A |
These are okay-ish summons since they can take a hit or two, but it's pretty expensive to use a Level 5 slot on this when there's so many other better spells at this level. Skip.
Cause Critical Wounds
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Necromancy | 0 | 15 seconds or until expended | 8 | Caster; creature touched | None |
Description: This spell is the reverse of Cure Critical Wounds. Instead of healing the creature touched, it causes damage. On a successful touch from the priest with a +2 bonus to hit, the spell inflicts 27 points of damage upon the target. The next attack that the priest makes will cause this effect; however, they only have 15 seconds to make the attack before the spell fizzles. If the priest misses the target creature, the spell is wasted. There is no Saving Throw. The touch counts as a +6 weapon.
Comments: Upgrade to Cause Serious Wounds. It still counts as Silver and Cold Iron but only does 10 more damage. Skip and just wait for Harm at the next level.
Champion's Strength
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Alteration | 40 ft. | 3 rounds/level | 2 | 1 creature | None |
Description: When this spells is cast, the priest effectively draws on the strength of their god and lends it to the target creature, in effect creating a champion. The target gains a bonus to their THAC0 at a rate of 1 for every 3 levels of the caster. So a 9th level priest would confer a THAC0 bonus of 3 to the target, so on (up to +6 THAC0 at level 18). Also the target's Strength is set to 18/00 for the duration of the spell and receives all the bonuses to hit and damage rolls that this Strength confers. Note also that if the target's strength is above 18/00, it will actually be reduced to this value.
The drawback to this is that the priest must concentrate on the connection between the target and their god for the duration of the spell, hence losing the ability to cast any spells during this time. The effect lasts for 3 rounds for every level of the caster (up to 60 rounds at level 20) or until dispelled.
Comments: Also disables mage spellcasting for cleric/mage multiclasses. Pretty expensive for what it does, I think. The level 2 mage spell Strength can do mostly the same thing and without disabling spellcasting. Skip.
Chaotic Commands
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Enchantment | 40 ft. | 1 turn/level | 3 | 1 creature | None |
Description: Chaotic Commands renders a creature immune to magical commands. The target becomes immune to Charm, Domination, Stun, Sleep, Feeblemind, Paralysis, Hold, Confusion, and Maze. This spell also protects the target from psionic blasts. This spell affects only 1 creature and lasts for the duration or until dispelled.
Comments: Basically provides protection from most mind-affecting spells for a long time. I always have this memorized. Anything that keeps your dudes under your control is a good thing. Memorize a couple of these and throw them on your fighters.
Cure Critical Wounds
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Necromancy | Touch | Instant | 8 | 1 creature | None |
Description: The Cure Critical Wounds spell is a very potent version of the Cure Light Wounds spell. The priest lays their hands upon a creature and heals 27 points of damage from wounds or other injuries. The spell does not affect creatures without corporeal bodies, those of extraplanar origin, or those not living.
Comments: Potions of Extra Healing heal the same amount of HP as this spell. Cure Critical Wounds eventually gets outclassed by Mass Cure at high levels since it heals a comparable amount to all friendlies in a 30 ft. radius. Skip.
Flame Strike
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Evocation | 40 ft. | Instant | 8 | 1 creature | Spell 1/2 |
Description: When the priest calls down a Flame Strike spell, a vertical column of fire roars downward in the exact location called for by the caster. The target must roll a Saving Throw vs. Spell. Failure means the creature sustains 1d8 points of damage per level of the caster (up to 20d8); otherwise, the damage is halved.
Comments: Potent single-target damage spell, although fire resistance is fairly common. That's all there is to say, really. Personally, I skip this in favor of more support and healing spells.
Greater Command
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Enchantment | 35 ft. | 1 round/level | 1 | 30 ft. radius | Spell Negates |
Description: As with the 1st-level spell Command, this spell enables the priest to command other creatures to "die" (sleep), except that the effects of this spell last 1 round per level of the caster (up to 20 rounds). The area of effect is similar to that of a Stinking Cloud or a Fireball.
Comments: Command with a party-friendly 30 foot radius. Great disabler and fast casting too, but since it causes Sleep, elves and half-elves are 90% and 30% resistant to this respectively if the G3 Fixpack is installed, or when playing with the Enhanced Editions.
Insect Plague
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Conjuration | 40 ft. | 6 rounds | 5 | 30 ft. radius of initial target | Breath Partial |
Description: When this spell is cast by the priest, a horde of creeping, hopping, and flying insects gather and swarm. This swarm will jump first to the target, then to the nearest allies of the target's, until up to 6 creatures have been affected. Spellcasting within the swarm is impossible (100% chance of spell failure). Creatures in the insect plague sustain 1 piercing damage every 2 seconds they remain within regardless of their Armor Class, due to the bites and stings of the insects. Invisibility is no protection. Due to the suffocating nature of the writhing insect swarm, each victim must make a Saving Throw vs. Breath Weapon or run away in fear for 1 round.
Comments: One of the best, if not THE best offensive spells available to Druids. The casting failure shuts down priests and mages alike, though Liches are still conveniently immune to this since it's a level 5 spell. Hasted targets will suffer double damage over time. If an enemy happens to cast this on you, try running away from the insect swarm and lead it away from other party members so it doesn't spread to them. You can easily kite the swarm while Hasted or while wearing the Boots of Speed. Insect Plague will bypass spell protections if cast on an unprotected target within 30 ft. of a spellcaster. Memorize as many as you can!
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This spell is devastating in Siege of Dragonspear since there are literal armies of enemies, with casters in the back where it is difficult to reach them through their walls of meat. This spell will let you shut down and damage those casters, plus it may scatter their meatshields due to the panic effect, which lets you concentrate on carving your way through the ones who made their save. Notable places to use this spell include the siege of Bridgefort and the siege of Dragonspear Castle. |
Iron Skins
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Alteration | 0 | 12 hours | 9 | Caster | None |
Description: When a Druid casts this powerful spell upon himself, an outer skin of iron will move up from the ground, completely covering him. This skin is, of course, magical and will hinder the Druid in no way. The effect of this is to protect the Druid from physical attacks such as melee weapons and projectiles. For every 2 levels of the caster, an additional skin is gained upon casting (up to 10 total skins at level 20). For example, a 10th-level Druid would receive 5 skins. For each skin the Druid possesses, the spell will stop one attack, so a 10th-level Druid would be protected from the first 5 attacks made against him but the 6th would affect him normally. The skins will remain on the Druid until he is affected by a Dispel Magic, all of the skins are removed due to physical attacks, or the spell's duration expires. It is important to note that this will not protect the Druid from any area attacks such as Fireball; however, it will protect him from physical magical attacks such as Magic Missile.
Comments: Stoneskin for Druids and Shamans. Still incredibly useful and it doesn't get dispelled by Breach either since it apparently counts as a Spell Protection (like Spell Deflection or Minor Globe). Always have one memorized.
Magic Resistance
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Alteration | Touch | 3 rounds + 1 round/level | 9 | 1 creature | None |
Description: When this spell is cast, the recipient receives a resistance to all magic. The resistance conferred is 2% per level of the caster, up to a maximum of 40% at 20th level. This resistance is set so that if the target already has more Magic Resistance than the priest would confer, it will actually lower it to the set value. This effect will last for the duration of the spell or until dispelled.
Comments: This one has varying use depending on whether your or your ally's gear offers any magic resistance. The duration is pretty short, though. It is a well-known fact that you can use this at low levels to set an enemy's magic resistance to a much lower value, making it easier to weaken them with spells. The long casting time and touch range can make this a bit difficult to achieve without being interrupted somehow.
Mass Cure
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Necromancy | 0 | Instant | 5 | 30 ft. radius | None |
Description: When casting this spell, the priest must picture the faces of their fellow party members clearly and focus on the unity of the group. Upon completion, all party members within a 30-ft. radius of the caster are healed 1d8 + 1/level Hit Points (up to 1d8 + 20). Curing is permanent only insofar as the creature does not sustain further damage; caused wounds will heal—or can be cured—just as any normal injury.
Comments: Great party-wide healing spell that heals an amount comparable to Cure Critical Wounds at high levels. Also good for curing the area-wide intoxication wish, though the portrait icon will still remain. Memorize this.
Pixie Dust
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Illusion | 0 | 24 hours or until broken | 9 | 30 ft. radius | None |
Description: This spell creates a small handful of pixie dust that the caster can use to toss into the air. Anyone hit by the dust becomes invisible (the range of the dust is about 30 ft.). Of course, the invisible creature is not magically silenced, and certain other conditions can render the creature detectable. Even allies cannot see the invisible creature or its gear, unless these allies can normally see invisible things or employ magic to do so. Items dropped or put down by the invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature.
The spell remains in effect until it is magically broken or dispelled, until the caster or recipient cancels it, until the recipient attacks any creature, or until 24 hours have passed. Thus, the invisible being can walk around and cast defensive spells; however, if they attack, they immediately become visible, although the invisibility enables them to attack first.
Comments: Druid version of Invisibility 10' Radius, except it only affects allies and has a larger AoE. As with the mage version, try using this to cloak the whole party and defeat an encounter from a different angle.
Raise Dead
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Necromancy | Unlimited | Instant | 9 | 1 dead party member | None |
Description: When the priest casts a Raise Dead spell, they can restore life to a dwarf, gnome, half-elf, halfling, elf, half-orc, or human.
Note that the body of the person must be whole, otherwise missing parts are still missing when the person is brought back to life. The person has but 1 Hit Point when raised and must regain the rest by natural healing or curative magic.
Comments: I hope you don't need to memorize this too often. Pretty straightforward. Party members who were killed by being brought below -10 HP from damage (i.e. gibbed, burnt to a crisp, etc.), were victims of a Disintegration spell, or are otherwise permanently dead and therefore don't leave behind their greyed-out portrait on the party roster cannot be brought back.
Druids don't get this spell, but Jaheira has her own version called Harper's Call that causes 10 crushing damage to her in order to bring the party member back to life with 1 HP. The raised party member also suffers -5 to all of their stats for 1 turn after being raised.
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In the Enhanced Editions, Harper's Call also prevents the target from dying again immediately after being raised if their stats would reach 0 or lower from the stat drain. |
Repulse Undead
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Abjuration | 0 | 11 rounds | 5 | 18.75 ft. radius of caster | None |
Description: This powerful spell creates waves of anti-negative energy that sweep outward from the caster. These waves disrupt any undead that attempt to attack the caster, pushing them away from the caster for several seconds. There is one wave per round for the duration of the spell. All undead are affected with no Saving Throw.
Comments: More of an annoyance than a help, but if you really can't afford to be hit by vampires or wraiths, this is your go-to spell. When undead get hit by this, they're blasted away from the caster in a straight line for about 70 feet, or just beyond your normal visual range. This does not interrupt any spells the undead may be casting, and Liches are still immune to this.
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This spell may be more useful in Siege of Dragonspear than anywhere else just because it throws hordes of enemies at you on Core difficulty, but especially on Hard and Insane, Icewind Dale style. Repulse Undead will let you blast away the meat walls and destroy the skeletal mages and Shadowed Souls who buff the whole group and heal low-health enemies, respectively. Korlasz's Tomb (accessed immediately after defeating Sarevok) and the Repository of Undeath (inside the dwarven dig site in the Coast Way Crossing) are two such locations that encounters like this occur, and to a lesser extent, Kanaglym has this as well. |
Righteous Magic
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Alteration | 0 | 1 round/level | 9 | Caster | None |
Description: This is a powerful combat spell that enhances the priest's physical prowess, transforming them into a juggernaut of destruction. The effect adds 1 temporary Hit Point per level of the caster, adds 1 point of Strength every 3 levels of the caster (up to +6 STR and +20 HP at level 20, to a maximum of 25 Strength), and causes every successful hit to inflict maximum damage. The effects last for the duration of the spell or until dispelled.
Comments: Fighter/Clerics and Fighter -> Clerics indeed become juggernauts of destruction with this spell. This lets them copy a Kensai's Kai ability but with the added bonus of extra strength and hitpoints, making them hit devastatingly hard. Combat focused clerics should pick this up.
Slay Living
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Necromancy | 0 | 3 rounds or until expended | 1 | Caster; creature touched | Spell Partial |
Description: Upon casting this spell, the priest has to touch an opponent in order to visit the effect upon them. An item is created upon casting. The next attack the priest makes, which must happen in the next 3 rounds, will use this item. If the first attack misses, the item disappears and the spell is wasted; however, if the attack succeeds, the victim automatically takes 2d6+9 magical damage. Also, they must make a Save vs. Spell or be instantly killed. Slay Living can be dispelled if cast between the casting of this spell and the necessary attack.
Comments: Slay Living works like the Cause Wound spells except it makes the target save vs. spell or be slain, else they take some magical damage. It still counts as Silver, Cold Iron, and +6, and the user gets a +3 bonus to hit with it. Still, this spell is quite the gamble since you have to roll to hit (possibly missing and ending the spell) and then the target must save or die (possibly succeeding and simply doing minor damage). Skip.
True Seeing
School | Range | Duration | Casting Time | Area of Effect | Saving Throw |
---|---|---|---|---|---|
Divination | 0 | 1 turn | 8 | 235 ft. radius | None |
Description: Instantly and once each round for 1 turn after True Seeing is cast, all hostile Illusion/Phantasm spells in a 235-ft. radius around the caster will be dispelled. The spells affected are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, Shadow Door, Mislead, Project Image, and Simulacrum. The target's Magic Resistance, if any, does not affect this.
Comments: Same spell, different name. Forces mages and invisibility-potion-spamming thieves to come out and fight you like a man. The radius of True Sight is absolutely huge, so moving a Mislead clone far away from an enemy using this spell will let you stay invisible while still being in True Sight's area of effect. Thieves have their own version of True Sight via their Detect Illusion skill, so if they have 100% in it, they will dispel any illusions within their sight range. Inquisitors and Clerics of Helm get this for free.
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