Baldur's Gate 2: Тени Амна чит-файл №4

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Baldur's Gate II : Shadows of Amn
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Spells FAQ/Listing
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Version 0.1
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by James Bolton
E-Mail BltnJames@Aol.com


Version History
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0.1
April 19, 2001
Completed Wizard Spells Levels 1-4


This is my complete rundown of all of the Wizard/Priest Spells in
Baldur's Gate II : Shadows of Amn. I have included my personal view of
each spell and it's value within the game with a summary and a mark out
of 10.

I should warn you there are some *Spoilers* in this FAQ and you should
not read on I you do not want to be exposed to elements of the game you
may not have come across yet.

Note : Each Spell will be given a mark out of 10, but a high mark for a
spell does not mean that it is more powerful than something getting a
low mark but it means that it is good in that particular level of
spells compared to the other options.


WIZARD SPELLS

Level 1
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Armor (Conjuration)
Level: 1
Range: 0
Duration: 9 hours
Casting Time: 1 round
Area of Effect: caster
Saving Throw: None

By means of this spell, the wizard creates a magical field of force
that serves as if it were scale mail armor (AC 6). It is cumulative
with Dexterity and, in the case of fighter/mages, with the shield
bonus. The armor spell does not hinder movement, adds no weight or
encumbrance, nor does it prevent spellcasting. It lasts until
successfully dispelled or until the duration runs out.

Summary – This spell is fairly useless, you may like to memorize it
early in the game (it has a good duration) but once you find items that
your Wizard can wear (e.g. Ring of Protection, Cloak of Displacement
etc.) there really is no need for it. 3/10

Blindness
(Illusion/Phantasm)
Level: 1
Range: Visual range of caster
Duration: 10 turns
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: Neg.

This first level spell temporarily blinds its target. A saving throw
is allowed, and if successful there are no harmful effects. If a
victim is blinded he receives -4 to hit on his attack rolls, and has a
4 point armor penalty.

Summary – A pretty needless Spell, not only to the Saving Throw allowed
but the fact that even if it works it only weakens the enemy a bit.
3/10

Burning Hands (Alteration)
Level: 1
Range: 5 feet
Duration: Instantaneous
Casting Time: 1
Area of Effect: 60 degree arc
Saving Throw: 1/2

When the wizard casts this spell, a jet of searing flame shoots from
his fingertips. His hands must be held so as to send forth a fanlike
sheet of flames: the wizard's thumbs must touch each other and fingers
must be spread. The burning hands send out flame jets of five-foot
length in a horizontal arc of about 60 degrees in front of the wizard.
Any creature in the area of the flames suffers 1d3 hit points of
damage, plus 2 points for each level of the spellcaster, to a maximum
of 1d3 + 20 points of fire damage. Those successfully saving vs. spell
receive half damage.

Summary – The main problem with this Spell, like so many others, is
that it can hurt party members. Otherwise it's still not that hot, the
Damage is fairly mild even without the Saving Throw. 4/10

Charm Person (Enchantment/Charm)
Level: 1
Range: Visual range of caster
Duration: 5 rounds
Casting Time: 1
Area of Effect: 1 person
Saving Throw: Neg.

This spell affects any single person it is cast upon. The term person
includes any bipedal human, demihuman, or humanoid of man-size or
smaller, such as 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 charmed, but an ogre could not. The
person receives a saving throw vs. spell to avoid the effect.
If the spell recipient fails his saving throw (of which he receives a
+3 modifier), he regards the caster as a trusted friend and ally to be
heeded and protected. The caster may give him 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 successfully cast upon the
charmed person, the charm spell is broken. If two or more charm effects
simultaneously affect a creature, the most recent charm takes
precedence. Note that the subject has full memory of the events that
took place while he was charmed.
Also note that you cannot have a charmed creature leave the area where
he was charmed.

Summary – Poor, it is all too likely they will make the Saving Throw
and also the short duration time if the spell succeeds and the Humanoid
requirements. There's just too many ifs. 2/10

Chill touch (Necromancy)
Level: 1
Range: 0
Duration: 1 turn
Casting Time: 1
Area of Effect: The caster
Saving Throw: Neg.

When the caster completes this spell, a blue glow encompasses his hand.
This energy attacks the life force of any living creature upon which
the wizard makes a successful melee attack. The touched creature must
make a saving throw vs. spell or suffer 1-8 points of damage and
receive a -2 penalty to its THAC0.

Summary – Rubbish, you will need to melee attack the enemy which will
probably be tough for the Wizard but even then the Damage done is poor.
1/10

Chromatic Orb
(Evocation)
Level: 1
Range: 30 yards
Duration: special
Casting Time: 1
Area of Effect: One creature
Saving Throw: Special

This spell causes a 2-foot-diameter sphere to appear in the caster's
hand. When thrown, the sphere heads unerringly to its target. The
effect the orb has upon the target varies with the level of the mage
who casts the spell. Each orb will do damage to the target against
which there is no save and an effect against which the target must save
vs. spells at +6. At first-level, the sphere inflicts 1-4 damage and
blinds the target for one round. At second-level, the sphere inflicts
1-4 damage and inflicts pain upon the victim. At third-level, the
sphere deals 1-6 damage and burns the victim. At fourth-level, the
sphere deals 1-6 damage and blinds the target for 1 turn. At fifth-
level, the sphere deals 1-8 damage and stuns the target for 3 rounds.
At sixth-level, the sphere deals 1-8 damage and causes weakness in the
victim. At seventh level, the sphere deals 1-10 damage and paralyzes
the victim for 2 turns. At 10th level, the sphere causes 1-12 acid
damage and turns the victim to stone. At 12th level, the sphere will
inflict 2-16 points of acid damage and instantly kill the victim.
NOTE: The victim saves vs spells at +6 against all the effects and gets
no save against the damage.

Summary – Pretty decent, the effects improving as you gain levels is
good, although the big drawback is the Saving Throw against the special
effects and the poor damage. 7/10

Color Spray (Alteration)
Level: 1
Range: 30 feet
Duration: Special
Casting Time: 1
Area of Effect: 60 degree arc
Saving Throw: Special

Upon casting this spell, the wizard causes a vivid, fan-shaped spray of
clashing colors to spring forth from his hand. From one to six
creatures (1d6) within the area are affected in order of increasing
distance from the wizard. All creatures in the area of effect that
are 4th or less must make a saving throw or be rendered unconscious for
five rounds.

Summary – Pointless, due to the Saving throw and just unconscious for
five rounds. 2/10

Find Familiar
(Conjuration/Summoning)
Level: 1
Range: n/a
Duration: Special
Casting Time: 1 round
Area of Effect: 1 familiar
Saving Throw: Special

This spell enables the caster to attempt to summon a familiar to act as
his aide and companion. Familiars are typically small creatures. A
creature acting as a familiar can benefit a wizard, conveying its
sensory powers to its master, conversing with him, and serving as a
guard/scout/spy as well. A wizard can have only one familiar at a
time, and he has no control over what sort of creature answers the
summoning, if any come at all.
(Note:This spell may only be cast by the protagonist.)
The creature is always more intelligent than others of its type
(typically by 2 or 3 Intelligence points), and its bond with the wizard
confers upon it an exceptionally long life.
The wizard has an empathic link with the familiar and can issue it
mental commands.
The caster receives half the familiars total hit points as bonus hit
points. However the caster must take care to treat his familiar well,
for if the familiar should die, the caster loses the bonus hit-points
and half the familiar's hit-points again as damage. Also when a
familiar dies, the caster loses 1 point of constitution PERMANENTLY.

Example: A mage has 12 hit points and casts find familiar. The imp
summoned has 18 hit points, so the caster gets a bonus of 9 hit points.
The caster now has 21 hit points. If the familiar dies the caster
loses those 9 hit points (putting him back at 12), 1 point of
constitution permanently (which may cause additional hit point loss),
and takes 9 damage.

Here is a list of the familiars that the player receives according to
alignment:

LAWFUL GOOD, NEUTRAL GOOD: Pseudo Dragon
Armor Class: -2
Hit Points: 24
Magic Resistance: 50%
Special abilities: 2 attacks per round at THACO: 13 for 1-3 damage.
Save or be rendered unconscious for 2 turns.

LAWFUL NEUTRAL: Ferret
Armor Class: 0
Hit Points: 24
Magic Resistance: 50%
Special abilities: Has 75% pick pockets ability, 40% Hide in
Shadows/Move Silently, and 20% Detect Traps.

LAWFUL EVIL: Imp
Armor Class: 2
Hit Points: 18
Magic Resistance: 25%
Special abilities: Can cast the Polymorph self spell.

NEUTRAL: Rabbit
Armor Class: -4
Hit Points: 24
Magic Resistance: 75%
Special abilities: Has a 50% Detect Traps, and 30% Hide in
Shadows/Move Silently.

NEUTRAL EVIL: Dust Mephit
Armor Class: 6
Hit Points: 24
Magic Resistance: 10%
Special abilities: Can cast glitter dust 2 times per day.

CHAOTIC GOOD: Fairy Dragon
Armor Class: 4
Hit Points: 24
Magic Resistance: 32%
Special abilities: Can cast mirror image and invisibility 10' radius.

CHAOTIC NEUTRAL: Cat
Armor Class: 0
Hit Points: 24
Magic Resistance: 50%
Special abilities: Has a 99% in Move Silently and Hide in Shadows.

CHAOTIC EVIL: Quasit
Armor Class: 2
Hit Points: 24
Magic Resistance: 25%
Special abilities: Can cast Horror and Blur.

Note: Each familiar has the Pick Pockets ability with varying degrees
of proficiency.

Summary – There's no need to memorize this spell regularly, obviously,
but Familiars are cool and you should always summon one at least once a
game (perhaps only once) and look after it, because of the main
drawback of losing one point of constitution each time one dies. 6/10

Friends (Enchantment/Charm)
Level: 1
Range: 0
Duration: 1d4 rounds + 1 round/level
Casting Time: 1
Area of Effect: caster
Saving Throw: Special

A friends spell causes the wizard to temporarily gain 6 points of
Charisma. Those who view the caster tend to be very impressed with the
spellcaster and make an effort to be his friends and help him, as
appropriate to the situation. Officious bureaucrats might decide to
become helpful; surly gate guards might wax informative; attacking orcs
might spare the caster's life, taking him captive instead.

Summary – Basically if your planning a big shopping spree at the
Adventurer's Mart (or wherever) then you may want to memorize and cast
this because you will get some good discounts, otherwise it's not
really needed. 5/10

Grease (Conjuration)
Level: 1
Range: 10 yards
Duration: 3 rounds + 1 round/level
Casting Time: 1
Area of Effect: 30' x 30' square area
Saving Throw: Special

A grease spell covers a material surface with a slippery layer of a
fatty, greasy nature. Any creature entering the area or caught in it
when the spell is cast must save vs. spell or slip and skid, unable to
move quickly. Those who successfully save can reach the nearest non-
greased surface by the end of the round. Those who remain in the area
are allowed a saving throw each round until they escape the area.

Summary – Fairly daft when you consider there are other spells that
actually hold the enemy in an area (Web for example) but the quick
Casting Time makes it even slightly useful. 3/10

Identify (Divination)
Level: 1
Range: 0
Duration: Instantaneous
Casting Time: Special
Area of Effect: 1 item
Saving Throw: None

When this spell is memorized, go to the history page of an unidentified
item and press the identify button. The chance of identifying the item
is 100%. The spell identifies the item's name, what it does, and if
it is cursed.

Summary – It's pretty handy to have one of your Party memorize this
regularly (if you haven't picked up the Glasses of Identification) as
identifying items is an invaluable (and I don't know about you but I
rarely travel with any kind of Bard) 6/10

Infravision (Divination)
Level: 1
Range: Visual range of caster
Duration: 10 turns
Casting Time: Special
Area of Effect: 1 Creature
Saving Throw: None

Upon the casting of this spell the recipient gains the ability to see
with infravision, just as an elf or dwarf would. This effect lasts
for the duration of the spell or until dispelled.

Summary – Needless, as an Elf or Dwarf is likely to be in your party
and I find I need the skill rarely anyway. 1/10

Larloch's minor drain
(Necromancy)
Level: 1
Range: 30 yards
Duration: Special
Casting Time: 1
Area of Effect: Target creature
Saving Throw: None

With this spell, the wizard drains the life force from a target and
adds it to his own. The target creature suffers 4 damage, while the
mage gains 4 hit points. If the mage goes over his maximum hit point
total with this spell, he loses it after 1 turn.

Summary – It could be useful if you needed a desperate few Hit Points
to stay alive but the damage make this spell laughable frankly. 1/10

Magic Missile (Evocation)
Level: 1
Range: Visual range of caster
Duration: Instantaneous
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None

Use of the Magic Missile spell, one of the most popular first level
spells, creates up to five missiles of magical energy that dart forth
from the wizard's fingertip and unerringly strike their target, which
must be a creature of some sort. Each missile inflicts 1d4+1 points of
damage. For every two extra levels of experience, the wizard gains an
additional missile - he has two at 3rd level, three at 5th level, four
at 7th level, and a maximum of five missiles at 9th level.

Summary – The best Level 1 spell and possibly the only one worth
memorizing regularly. The great thing is the quick Casting Time and
the lack of a Saving Throw allowed. 9/10

Protection From Evil (Abjuration)
Level: 1
Range: Touch
Duration: 2 rounds/level
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None

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, and second, any saving throws
caused by such attacks are made by the protected creature with a +2
bonus.

Summary – This spell can be useful but ultimately you are better
waiting for the Level 4 Priest spell Protection from Evil 10' Radius
which affects more Party members. But if you don't have access to that
spell then think about casting this on Party Members before fighting
evil creatures. More importantly, what the spell description doesn't
tell you is that you simply must cast this before summoning Demon's of
any kind. 5/10

Protection from Petrification
(Abjuration)
Level: 1
Range: 0
Duration: 5 turns
Casting Time: 1
Area of Effect: Target
Saving Throw: None

This spell grants the recipient immunity to all petrification attacks.
This includes basilisk and medusa gaze, cursed scrolls of
petrification, etc.

Summary – I can't think of hardly any time when my NPC's of my
Protagonist got petrified in BG2, thusly I think this spell is useless,
although you may want to keep a scroll handy.....just in case. 2/10

Reflected Image (Illusion/Phantasm)
Level: 1
Range: 0
Duration: 3 rounds + 1 round/level
Casting Time: 1
Area of Effect: Caster
Saving Throw: None

Upon casting this spell the wizard creates 1 image of himself that will
travel along beside him. The image will perform all of the actions
that the wizard does so that if any enemies are trying to attack the
wizard they will not know which one is real. There is a 50% chance
that an attacker will attack the image and a 50% chance that he will
attack the caster. The image will disappear with a successful dispel
magic, when attacked or when the spell duration runs out.

Summary – An interesting spell but this is much improved with the Level
2 spell Mirror Image. 4/10

Shield (Evocation)
Level: 1
Range: 0
Duration: 5 turns
Casting Time: 1
Area of Effect: caster
Saving Throw: None

When this spell is cast, an invisible barrier comes into being in front
of the wizard. It sets the wizard's armor class to 4 against all melee
weapons, and 2 against missile weapons. It also grants the wizard
immunity from the spell Magic Missile. The effect lasts for the
duration of the spell or until dispelled.

Summary – On first glance this looks pretty effective and the Duration
is pretty good, also very few enemy Wizards cast Magic Missile. In the
thick of the battle though, it might be worth using. 5/10

Shocking Grasp (Alteration)
Level: 1
Range: Touch
Duration: Special
Casting Time: 1
Area of Effect: Touched creature
Saving Throw: None

When the wizard touches a creature while this spell is in effect, an
electrical charge will deal 1d8 damage + 1 per level of the caster to
the creature touched. The wizard only has one charge, and once an
opponent has been touched the spell's energies have been used. If the
mage misses, then the spell is wasted. The wizard has 1 round per
level in order to touch the target creature.

Summary – Pretty damn poor, the main reason is having to touch an Enemy
for it to work and the Damage isn't worth the bother. 2/10

Sleep (Enchantment/Charm)
Level: 1
Range: 30 yards
Duration: 5 rounds/level
Casting Time: 1
Area of Effect: Special
Saving Throw: Neg

When a wizard casts a sleep spell, he causes a comatose slumber to come
upon one or more creatures (other than undead and certain other
creatures specifically excluded from the spell's effects). All
creatures to be affected by the sleep spell must be within 30 feet of
each other. Creatures in the area of effect must make a saving throw
at a -3 penalty or fall asleep. Monsters with 4+3 Hit Dice (4 Hit
Dice plus 3 hit points) or more are unaffected. The center of the area
of effect is determined by the spellcaster. Magically sleeping
opponents can be attacked with substantial bonuses.

Summary – Most creatures you'd like to put asleep are immune to this
and others may save. 1/10

Spook
(Illusion/Phantasm)
Level: 1
Range: 30 ft.
Duration: 3 rounds
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: Neg.

A spook spell enables the wizard to play upon natural fears to cause
the target creature to perceive the spellcaster as someone or something
inimical which then appears to advance upon it in a threatening manner.
If the creature does not make a successful saving throw vs. spell, it
turns and flees at maximum speed as far from the wizard as possible.
The creature has a saving throw penalty of -1 (to save against this
spell) for every two experience levels of the caster, to a maximum of -
6 at 12th level. Although the caster does not actually pursue the
fleeing creature, a phantasm from its own mind does. In any event, the
spell functions only against creatures with Intelligences of 2 or more,
and undead are not affected at all.

Summary – You may want to memorize this one, it makes for a good tactic
in the midst of battle. The main drawbacks are it's inability against
the Undead (of which there a lot in BG2) and it only works against one
Creature. 6/10

Level 1 Summarised
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The only real contenders to Magic Missile are :-
Chromatic Orb
Identify
Spook

Find Familiar and Protection from Evil are good spells but not worth
using up valuable slots.

Level 2
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Agannazar's Scorcher (Evocation)
Level: 2
Range: 20 yards
Duration: Instant
Casting Time: 3
Area of Effect: 2-foot by 60-foot jet.
Saving Throw: None

Upon casting this spell a jet of flame appears at the caster's
fingertips and bursts out toward one target of the caster's choice.
That target will be hit by this flame for 3-18 points of damage. There
is no saving throw against this spell, though anti-fire capabilities
such as fire resistance will apply and may reduce or eliminate the
damage.

Summary – A reasonable starter spell but unfortunately it doesn't
improve with more Level's. It's main upper is no Saving Throw but the
damage is poor and you also might hit one of your party members. 5/10

Blur (Illusion/Phantasm)
Level: 2
Range: 0
Duration: 4 rounds + 2 rounds/level
Casting Time: 2
Area of Effect: The caster
Saving Throw: None

When a blur spell is cast, the wizard causes the outline of his form to
become blurred, shifting and wavering. This distortion causes all
missile and melee combat attacks against the caster to be made with -3
penalties. The wizard also gains a +1 to all of his saving throws.

Summary – This is a decent defensive spell but it will probably become
obsolete as you grow in power. 4/10

Deafness (Illusion/Phantasm)
Level: 2
Range: 60 yds.
Duration: Special
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: Neg.

The deafness spell causes the recipient to become totally deaf and
unable to hear any sounds. The victim is allowed a saving throw vs.
spell. Deafened spellcasters have a 50% chance to miscast any spell.
This deafness can be done away with by means of a dispel magic spell or
a cure disease spell.

Summary – This would be good but the Saving Throw is often made by
Wizard's who you would just love to be affected. If you're thinking
along these lines then Silence is a better one to try. 3/10

Detect Invisibility (Divination)
Level: 2
Range: 0
Duration: Instant
Casting Time: 2
Area of Effect: 70 foot radius
Saving Throw: None

When the wizard casts a detect invisibility spell, he is able to see
clearly any objects or beings that are invisible, as well as any that
are astral, ethereal, or out of phase. In addition, it enables the
wizard to detect hidden or concealed creatures (e.g., thieves in
shadows, halflings in underbrush, and so on). It does not reveal the
method of concealment or invisibility, except in the case of astral
travelers (where the silver cord can be seen). It does not reveal
illusions or enable the caster to see through physical objects. Note:
if an invisible creature enters the area of effect after the spell has
already been cast, then the creature will remain invisible.

Summary – This is a good spell to have although there are better spells
later on for similar purposes, might be worth keeping one memorised
until then though. 7/10

Ghoul touch (Necromancy)
Level: 2
Range: 0
Duration: 5 rounds
Casting Time: 1
Area of Effect: The caster
Saving Throw: Neg.

When the caster completes this spell, a red glow encompasses his hand.
When the wizard makes a successful melee attack against a creature,
that creature is paralyzed by the negative energy. The touched
creature must make a saving throw vs. spell or be paralyzed for 5
rounds.

Summary – Don't even bother with this one. The need to touch the
victim is annoying and even if you manage it the reward is poor. 1/10

Glitterdust (Conjuration/Summoning)
Level: 2
Range: 10 yds.
Duration: 4 rounds
Casting Time: 2
Area of Effect: 20 ft
Saving Throw: Special

This spell creates a cloud of glittering golden particles within the
area of effect. All enemies in the area must roll a successful saving
throw vs. spell or be blinded (-4 penalties to attack rolls, saving
throws, and Armor Class) for 4 rounds. In addition, all within the area
are covered by the dust, which cannot be removed and continues to
sparkle until it fades. Note that this reveals invisible creatures. The
dust fades in 4 rounds.

Summary – A double-edged sword of a spell which is mainly letdown by
the poor Duration and the Saving throw allowed for the Armor Class
penalty effect. Detect Invisibility may be better. 5/10

Horror (Necromancy)
Level: 2
Range: 25 yards
Duration: 1 turn
Casting Time: 2
Area of Effect: 30 foot cube
Saving Throw: Neg.

All enemies within the area of effect when this spell is cast must save
vs. spells or flee in terror. Certain creatures are immune to the
effects of fear, including all undead.

Summary – A decent fear spell and one that may turn the tide of Battle
for you, but the blasted Save vs spell gets in the way of making it a
must memorise. 6/10

Invisibility (Illusion/Phantasm)
Level: 2
Range: Touch
Duration: Special
Casting Time: 2
Area of Effect: Creature touched
Saving Throw: None

This spell causes the creature touched to vanish from sight and be
undetectable by normal vision or even infravision. 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 his 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 recipient attacks any creature, or until 24 hours have
passed. The caster cannot perform any actions that manipulate the
environment around him such as opening doors, disarming a trap, or
opening a chest. He can, however, cast defensive spells on himself and
fellow party members. And if he attacks, he immediately becomes
visible, although the invisibility enables him to attack first.

Summary – This is good if you want somebody to scout ahead undetected
or not want them to be noticed in battle, although most enemy Wizard's
usually combat this by casting True Sight, but other than that it is
surely worth thinking about. 8/10

Knock (Alteration)
Level: 2
Range: Visual range of caster
Duration: Instant
Casting Time: 1
Area of Effect: Locked door or chest
Saving Throw: None

The knock spell opens locked, held or wizard-locked doors. It opens
secret doors, as well as locked boxes or chests. It does not raise
barred gates or similar impediments.

Summary – If, for some reason, you lack a Thief then you will need this
but you should really have a Thief in your group. 2/10

Know Alignment (Divination)
Level: 2
Range: 10 yards
Duration: instant
Casting Time: 1 round
Area of Effect: 1 creature
Saving Throw: None

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
he's evil, green if he's good, and white if he's neutral.

Summary – I've never needed this is BG2. I don't really see where it is
applicable. 0/10

Luck (Enchantment/Charm)
Level: 2
Range: 10 yards
Duration: 3 rounds
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: None

The recipient of this spell is lucky in everything that he does for the
next 3 rounds. He receives a 5% bonus to any of his actions. This
includes saving throws, to hit chances, thieving skills, etc.

Summary – The bonus is too small for this to be needed, although it
does affect every action which gives it some minor credit. 3/10

Melf's Acid Arrow (Conjuration)
Level: 2
Range: Visual range of caster
Duration: Special
Casting Time: 2
Area of Effect: 1 target
Saving Throw: Special

By means of this spell, the wizard creates a magical arrow that speeds
to its target unerringly. The arrow has no attack or damage bonus, but
it inflicts 2d4 points of acid damage. (There is no splash damage.) For
every three levels that the caster has achieved, the acid lasts for
another round, unless somehow dispelled, inflicting another 2d4 points
of damage each round. So at 3rd-5th level, the acid lasts two rounds,
at 6th-8th level, the acid lasts for three rounds, etc.

Summary – This is mainly for those pesky Troll's but has it's uses
elsewhere, although the enemy can save and the damage isn't all done
straight away. Worth keeping at least one slot memorised for this.
8/10

Mirror Image (Illusion/Phantasm)
Level: 2
Range: 0
Duration: 3 rounds + 1 round/level
Casting Time: 1
Area of Effect: Special
Saving Throw: None

When a mirror image spell is invoked, the spellcaster causes from two
to eight exact duplicates of himself to come into being around him.
These images do exactly what the wizard does. Since the spell causes a
blurring and slight distortion when it is cast, it is impossible for
opponents to be certain which are the illusions and which is the actual
wizard. When an image is struck by a melee or missile attack, magical
or otherwise, it disappears, but any other existing images remain
intact until they are struck. However, it is important to note that
this will not protect the caster against every attack as it is possible
for an enemy to choose the real caster amongst all the images.

Summary – Another good spell and if you're a defensive type then this
is the first decent defensive spell yet. Good Casting Time helps.
8/10

Power Word, Sleep (Conjuration/Summoning)
Level: 2
Range: 30 yards
Duration: 5 rounds
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None

When a wizard calls upon a Power Word, Sleep spell, he causes a
comatose slumber to come upon one creature (other than undead and
certain other creatures specifically excluded from the spell's
effects). The creature targeted must have less than 20 hit points and
gets no saving throw. Magically sleeping opponents can be attacked
with substantial bonuses. The sleep effect will last for 5 rounds.
This spell has no effect on creatures with more than 20 hit points.

Summary – Not much different than Level 1's Sleep, so it is a waste is
you memorise this above other Level 2 spells. 1/10

Ray of Enfeeblement (Enchantment/Charm)
Level: 2
Range: Visual sight of caster
Duration: 1 round/level
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: Neg.

By means of a Ray of Enfeeblement, a wizard weakens an opponent,
reducing its Strength and thereby the attacks that rely upon it. The
victim is reduced to a strength of 5 for the duration of the spell,
unless a save vs. spell is made. This spell does not affect combat
bonuses due to magical items, and those conferring increased Strength
function normally. However the target receives all of the penalties
for a 5 strength such as attack and damage penalties as well as lower
weight allowance.

Summary – Most enemies will probably Save and the affects aren't good
unless you up against a warrior, plus the Duration could be better.
3/10

Resist Fear
(Abjuration)
Level: 2
Range: 10 yards
Duration: 1 hour
Casting Time: 1
Area of Effect: 30' radius
Saving Throw: Special

The wizard instills courage in the spell 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, they will regain their composure.

Summary – This is good if somebody is constantly causing you or your
Party Members to flee in terror but not worth the memory slot. 4/10

Stinking Cloud (Evocation)
Level: 2
Range: 30 yards
Duration: 1 turn
Casting Time: 2
Area of Effect: 30-foot radius
Saving Throw: Special

When a stinking cloud is cast, the wizard creates a billowing mass of
nauseous vapors up to 30 yards away from his position. Any creature
caught within the cloud must roll a successful saving throw vs. poison
or be sent reeling and fall down for 1-2 rounds. Those who make
successful saving throws can leave the cloud without suffering any ill
effects, although those remaining in the cloud must continue to save
each round. A dispel magic will remove the nausea on a particular
character, but if they remain in the cloud then they are still subject
to its effects.

Summary – Not worth memorising but might be good for keeping away
enemies, although they could well Save. 3/10

Strength (Alteration)
Level: 2
Range: Touch
Duration: 1 turn/level
Casting Time: 1 round
Area of Effect: Target creature
Saving Throw: None

Application of this spell increases the Strength of the character to 18
and then adds 50% bonus on top of this. The character receives any
strength bonuses appropriate. For example, if a character has between
18/50 and 18/00 strength, then his strength will just be set to 18/00.
If a character has a strength between 18/01 and 18/50, then his
strength will become 18/50 +original percentage. If his strength is
less then 18, then it will just become 18/50. However, this spell will
actually lower a character's strength if it is already 19 or more.

Summary – This is pretty useful if you are going to slug it out melee
style and have a weakling or two in the party. Good duration makes
this a possible one to consider. 7/10


Vocalize (Alteration)
Level: 2
Range: 0
Duration: 1 turn
Casting Time: 2
Area of Effect: Caster
Saving Throw: None

The recipient of this spell can cast spells with a verbal component
without having to make any noise. Effectively, this spell cancels the
effect of silence and makes the recipient immune to it for the spell's
duration. This spell has no effect on other noises or speech - it
simply removes a spell's verbal component.


Summary – This is a little handy to have on you regularly. You don't
get Silenced that often, but when you do it's a pain. 6/10

Web (Evocation)
Level: 2
Range: Visual sight of caster
Duration: 1 turn
Casting Time: 2
Area of Effect: Special
Saving Throw: Special

A web spell creates a many-layered mass of strong, sticky strands
similar to spider webs but far larger and tougher. The web spell covers
a maximum area of about 30 feet in radius (roughly the same size as a
fireball). Creatures caught within webs, or simply touching them,
become stuck among the gluey fibers.
Anyone in the area when the spell is cast must roll a saving throw vs.
spell with a -2 penalty. If the saving throw is successful, then the
creature is free to move out of the area. A failed saving throw means
the creature is stuck in the webs, unable to move. Each round that a
creature remains in the web, he must make a saving throw or be unable
to move.

Summary – It may seem wise to miss out on this because the Priest Level
1 Spell Entangle is very similar, but has the big difference of a much
easier Saving Throw (+3) where as this one (-2) isn't bad. The Spell
is good for keeping a group of enemies away from you and works well
with Spells such as Fireball. Unfortunately in close quarters combat
it can all too often affect party members. 7/10

Level 2 Summarised
-------------------
Quite a few options for this one and will be decided on your preference
of Offensive of Defensive Spell preferences. If the former then Melf's
Acid Arrow is a great pick and the Latter the Mirror Image is good.
Also I would recommend keeping Invisibility open for one slot. Other
noteworthy one's are Detect Invisibilty, Strength and Web.

Level 3
--------

Clairvoyance (Divination)
Level: 3
Range: Special
Duration: Instant
Casting Time: 3
Area of Effect: Special
Saving Throw: None

The Clairvoyance spell empowers the wizard to see in his mind the
geographical features and buildings of the region he is currently
exploring. It extends to a great range, but cannot reveal creatures or
their movements.

Summary – A strange one this is, although it's kinda fun to use, but
has very limited usefulness. 2/10

Detect Illusion (Divination)
Level: 3
Range: 0
Duration: Instant
Casting Time:3
Area of Effect: 20' radius
Saving Throw: None

When cast at a point designated by the wizard this spell will cancel
all illusion/phantasm spells of 3rd level and lower in the area. The
spells that are affected by this are Refected Image, Invisibility,
Mirror Image, and Non-detection. It is important to note that the
caster can control just who this spell affects. Therefor, it will
affect only creatures that are not in the caster's party. The area of
effect is roughly a 20' radius around the target. The target's magic
resistance, if any, does not come into effect with this spell.

Summary – A slightly more updated version of the Level 2 spell Detect
Invisibility which isn't really worth burning a Level 3 slot for,
considering you could use the Level 2 one with similar effects.
Although if you're big on using illusion spells on your party it's
worth noting that this one only affects enemies. 5/10

Dire Charm
(Enchantment/Charm)
Level: 3
Range: 20 yards
Duration: 5 rounds
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: Neg.

This spell works in the exact same manner as charm person, with one
difference; there is no saving throw bonus. Dire charm affects any
single person it is cast upon. The term person includes any bipedal
human, demihuman, or humanoid of man-size or smaller, such as 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 charmed, but an ogre could not. The person receives a saving
throw vs. spell to avoid the effect.
If the spell recipient fails his saving throw, he regards the caster as
a trusted friend and ally to be heeded and protected. The caster may
give him 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 successfully cast upon the
charmed person, the charm spell is broken.
If two or more charm effects simultaneously affect a creature, the most
recent charm takes precedence. Note that the subject has full memory
of the events that took place while he was charmed.
Also note that you cannot have a charmed creature leave the area where
he was charmed.

Summary - With the Saving Throw improved this one still isn't good
enough due to the humanoid requirements. One small upgrade doesn't
make this spell much more appealing. 2/10

Dispel Magic (Abjuration)
Level: 3
Sphere: Protection
Range: Visual range of caster
Duration: Special
Casting Time: 6
Area of Effect: 30-foot cube
Saving Throw: Special

A dispel magic 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, his chance of success
increases by 5%. For every level that the caster of dispel magic is
below the original caster, his chance of success decreases by 10%.
However, despite the difference in levels, there is always at least a
1% chance of success or failure. Thus, if a caster is 10 levels higher
than the magic he is trying to dispel, there is only a 1% chance of
failure. Similarly if the caster is 4 levels lower than the magic he
is 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.

Summary – 85% of the time this is a very good spell to use as your
comrades will often fall foul of any number of spells that take them
out of action (I could name more than a dozen) and you need this t
quickly bring them back in but it also has a chance of not suceeding
and is a classic example of a spell that vastly improves as you move up
the levels. 9/10

Fireball (Evocation)
Level: 3
Range: Visual range of caster
Duration: Instantaneous
Casting Time: 3
Area of Effect: 30-foot radius
Saving Throw: 1/2

A fireball is an explosive burst of flame, which detonates with a low
roar and delivers damage proportional to the level of the wizard who
cast it - 1d6 points of damage for each level of experience of the
spellcaster (up to a maximum of 10d6). The wizard points his finger and
speaks the range (distance and height) at which the fireball is to
burst. A streak flashes from the pointing digit and, unless it impacts
upon a material body or solid barrier prior to attaining the prescribed
range, blossoms into the fireball (an early impact results in an early
detonation). Creatures failing their saving throws each suffer full
damage from the blast. Those who roll successful saving throws manage
to dodge, fall flat, or roll aside, each receiving half.

Summary – Another great spell to have, although it is far too risky to
use in close up battle, if you can combine with something such as Web
or Entangle then all the better. After the 10th level you can do some
serious damage (10-60), pity about the Saving Throw but at least it
doesn't completely remove the Damage quota. 8/10

Flame Arrow (Conjuration/Summoning)
Level: 3
Range: Visual range of caster
Duration: 1 round
Casting Time: 3
Area of Effect: Special
Saving Throw: None

This spell enables the caster to hurl fiery bolts at opponents within
range. Each bolt inflicts 1d6 points of piercing damage, plus 4d6
points of fire damage. Only half of the fire damage is inflicted if the
creature struck saves vs. spell. The caster receives one bolt for every
five experience levels beyond 5th (two bolts at 10th level, three at
15th level, etc.). All of the bolts will streak towards the target of
the spell.

Summary – Another very good offensive spell which once again is
probably a must at the higher levels. At 15th Level you can do up to 90
Damage (ouch!), although you'd could conversely do just 7. Once again
the save vs spell is a slight spanner in the works. 9/10

Ghost Armor
(Conjuration/Summoning)
Level: 3
Range: 0
Duration: 5 turns
Casting Time: 1
Area of Effect: The caster
Saving Throw: None

By means of this spell, the wizard creates a magical field of force
that serves as if it were field plate armor (AC 2). It is cumulative
with Dexterity and, in the case of fighter/mages, with the shield
bonus. The armor spell does not hinder movement, adds no weight or
encumbrance, nor does it prevent spellcasting. It lasts until
successfully dispelled or until the duration runs out.

Summary – There are better defensive spells in the surrounding levels
but this is reasonable due to it's decent lasting time (5 mins) and
quick casting time. Good in the thick of battle. 6/10

Haste (Alteration)
Level: 3
Range: Visual range of caster
Duration: 3 rounds + 1 round/level
Casting Time: 3
Area of Effect: 40' cube, 1 creature/level
Saving Throw: None

When this spell is cast, all creatures affected function at double
their normal movement rate, gain a -2 initiative bonus, and receive an
extra attack each round. Thus, a creature moving at 6 and attacking
once per round would move at 12 and attack twice per round. At the
instant the spell is completed, it affects all ally creatures in a 40-
foot cube centered on a point selected by the caster (thus, creatures
leaving the area are still subject to the spell's effect; those
entering the area after the casting is completed are not). Note that
affected creatures expend as much energy during this spell as they
would normally in a whole day, significantly raising their fatigue
level. This spell is not cumulative with itself or with other similar
magic. Spellcasting and spell effects are not affected. Note that this
spell negates the effects of a slow spell.

Summary – A fantastic spell that simply must be frequently cast by your
Wizard(s), it's a good Offensive (doubly quick Attacks) and Defensive
(speeding away from opponent's if the battle is going sour) Spell and
also useful if you are trekking round Athkatla (or wherever) and want
to hurry up your party. The minor downside is that your party get
fatigued almost always after use and it doesn't affect spellcasting.
10/10

Hold Person (Enchantment/Charm)
Level: 3
Range: Visual range of caster
Duration: 1 turn
Casting Time: 3
Area of Effect: special
Saving Throw: Neg.

This spell holds one or more humans, demihumans, or humanoid creatures
rigidly immobile and in place for 1 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 5 feet 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. Time passes for the held creature at the same rate as if
they were not held, even though they cannot move or even speak. In
other words, being held does not prevent the worsening of the subjects'
condition due to wounds, disease, or poison.

Summary – An even worse version of Charm/Dire Charm (as you cannot
instruct them what to do) and totally pointless amongst other great
options in this Spell level. 1/10

Hold Undead (Necromancy)
Level: 3
Range: Visual range of caster
Duration: 2 rounds/level
Casting Time: 3
Area of Effect: special
Saving Throw: Neg.

This spell holds 1d4 undead creatures rigidly immobile and in place for
twelve or more rounds. The effect is centered on the victim selected
by the caster. Any enemies within 5 feet of the target are 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.

Summary – Again poor. They can save against it and more importantly it
only works against 1d4 Undead, so basically creatures like Skeleton's
and Shadow's might be held but the more tough cookies like Vampire's
would be completely immune, if it wasn't for that it might be worth
something because there are legions of Undead in BG2. 3/10

Invisibility 10' radius
(Illusion/Phantasm)
Level: 3
Range: 0
Duration: Special
Casting Time: 1 round
Area of Effect: 10' radius
Saving Throw: None

This spell causes all creatures within 10' of the caster to vanish from
sight and be undetectable by normal vision or even infravision. Of
course, the invisible creature(s) are not magically silenced, and
certain other conditions can render the creature(s) detectable. Even
allies cannot see the invisible creature(s) or their gear, unless these
allies can normally see invisible things or employ magic to do so.
Items dropped or put down by the invisible creature(s) become visible,
items picked up disappear if tucked into the clothing or pouches worn
by the creature(s). The spell remains in effect until it is magically
broken or dispelled, until the wizard or recipient cancels it, until
the recipient attacks any creature, or until 24 hours have passed. The
invisible being(s) cannot open doors, talk, eat, climb stairs, etc. If
they attack, they immediately become visible, although the invisibility
enables them to attack first.

Summary – Like the level 2 Spell Invisibilty but for everyone in one
click of your fingers, but like I said before a few enemy's seem to
intuitively see right through it, but most don't. As for scouting
ahead then you may as well do that with just one person, so in that
case use the Level 2 Spell. 7/10

Lightning Bolt (Evocation)
Level: 3
Range: 40 yards + 10 yards/level
Duration: Instantaneous
Casting Time: 3
Area of Effect: Special
Saving Throw: 1/2

Upon casting this spell, the wizard releases a powerful stroke of
electrical energy that inflicts 1d6 points of damage per level of the
spellcaster (maximum damage of 10d6) to each creature within its area
of effect. A successful saving throw vs. spell reduces this damage to
half (round fractions down). The bolt begins at a range and height
decided by the caster and streaks outward in a direct line from the
casting wizard (e.g., if a 40-foot bolt was started at 180 feet from
the wizard, the far end of bolt would reach 220 feet (180 + 40). If
the lightning bolt intersects with a wall it will bounce until it
reaches its full length.

Summary – This is a bit like the Fireball Spell (the Damage and Saving
Throw are the same) but it is more difficult to handle and your just as
likely to hit your own members as well as the enemy. 6/10


Melf's Minute Meteors (Evocation, Alteration)
Level: 3
Range: 70 yds
Duration: Special
Casting Time: 3
Area of Effect: 1 target/meteor
Saving Throw: None

This spell enables the wizard to cast small globes of fire (one for
each experience level they have attained), each of which bursts into a
1-foot-diameter sphere upon impact, inflicting 1d4 points of damage to
the creature struck. It can also ignite combustible materials (even
solid planks). The meteors are treated as missiles hurled by the wizard
with a +5 bonus to the attack rolls and with no penalty for range. Each
meteor inflicts +3 damage, and an additional +3 fire damage.
The wizard may discharge up to five missiles per round.

Summary – A fairly potent spell, the amount of missiles per round
allowed is excellent and no Saving Throw is a big plus. At high levels
you can do some good damage. 8/10

Minor Spell Deflection (Abjuration)
Level: 3
Range: 0
Duration: 3 rounds/level
Casting Time: 3
Area of Effect: The caster
Saving Throw: None

This spell is similar to the 6th-level Spell Deflection, which causes
the spells cast against the wizard to be absorbed and consumed. This
affects a total of 4 spell levels. This includes spells cast from
scrolls and innate spell-like abilities, but excludes the following:
area effects that are not centered directly upon the wizard as well as
area effects that are stationary such as cloud kill and stinking cloud.
As long as the spell is cast directly at the wizard it will be
absorbed. This spell will only affect up to 7th level spells, but if
it tries to absorb a spell that goes over its limit, the spell will
fail and the spell deflection will be canceled. For example if there
is only 1 level left and a 3rd-level spell is cast at the wizard, the
spell will be absorbed while canceling the spell deflection.

Summary – Not the best defensive spell around as it won't absorb much.
It can be quite good to use against a one-off powerful spell that you
can see coming from the enemy spellcaster (providing it isn't above
Level 7 or and area effect spell). 5/10

Monster Summoning I
(Conjuration/Summoning)
Level: 3
Range: 40 yards
Duration: 2 rounds + 1 round/level
Casting Time: 4
Area of Effect: Special
Saving Throw: None

With the casting of this spell, the wizard summons a random selection
of 3 HD monsters. There is a 60% chance of receiving one monster and a
40% chance of receiving two monsters. The monster(s) appear within
spell range and attack the spellcaster's opponents until the spell
duration expires or until they are slain.

Summary – A good 'fodder' spell but the creatures are too lame at this
level, you'd be better waiting for better Summoning spells. 4/10

Non-Detection (Abjuration)
Level: 3
Range: Touch
Duration: 20 turns
Casting Time: 3
Area of Effect: 1 creature or item
Saving Throw: None

By casting this spell, the wizard makes the creature or object touched
undetectable by divination spells such as Clairaudience, Clairvoyance,
Locate Object, ESP, and detect spells including Invisibility Purge. It
also prevents location by such magical items as crystal balls and ESP
medallions. It does not affect the know alignment spell.

Summary – I've never really had much use for this, is doesn't work
against the more commonly cast spell of True Sight by enemy
spellcasters, otherwise it'd be very useful. 2/10

Protection From Cold (Abjuration)
Level: 3
Range: Touch
Duration: 1 turn/level
Casting Time: 3
Area of Effect: Creature touched
Saving Throw: None

The spell lasts no longer than one turn per caster level. When the
spell is cast it confers complete invulnerability to normal cold
attacks, and partial protection from exposure to magical cold such as
Icy dragon breath, spells such as Cone of cold, Wand of Frost, etc.,
absorbing 50% of all the damage dealt by such magical sources.

Summary – If your about to face creatures that dish out Cold damage
(Ice Mephit/Salamander etc.) then this is worth casting but I can't
recall more than a handful of these in the game, plus it's only 50%
resistance. 3/10

Protection From Fire (Abjuration)
Level: 3
Range: Touch
Duration: 1 turn/level
Casting Time: 3
Area of Effect: Creature touched
Saving Throw: None

The spell lasts no longer than one turn per caster level. When the
spell is cast, it confers complete invulnerability to normal fires
(torches, bonfires, oil fires, and the like) and partial protection
from exposure to magical fires such as fiery dragon breath, spells such
as burning hands, fireball, fire seeds, fire storm, flame strike,
meteor swarm, hell hound or pyrohydra breath, etc., absorbing 50% of
all the damage dealt by such magical sources.

Summary – Pretty much the same as the above spell with the exception
that there are a few more fire-related enemies in the game. 4/10

Protection From Normal Missiles
(Abjuration)
Level: 3
Range: Touch
Duration: 5 turns
Casting Time: 3
Area of Effect: Creature touched
Saving Throw: None

By means of this spell, the wizard bestows total invulnerability to
non-magical hurled and projected missiles such as arrows, axes, bolts,
javelins, and sling stones. Note, however, that this spell does not
convey any protection from such magical attacks as Fireballs, Lightning
Bolts, Magic Missiles, or magical missiles such as arrows +1.

Summary – This comes in handy on the few occasions that you do battle
with the Shadow Thieves but otherwise I haven't found too much use for
it. 5/10

Remove Magic (Abjuration)
Level: 3
Range: Visual range of caster
Duration: Special
Casting Time: 3
Area of Effect: 30-foot cube
Saving Throw: Special

This is the combat version of dispel magic, it will only affect
opponents. A remove magic dispels the magical effects upon any enemies
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. 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, his chance of success increases by 5%. For every level that
the caster of dispel magic is below the original caster, his chance of
success decreases by 10%. However, despite the difference in levels,
there is always at least a 1% chance of success or failure. Thus, if a
caster is 10 levels higher than the magic he is trying to dispel, there
is only a 1% chance of failure. Similarly if the caster is 4 levels
lower than the magic he is 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.
NOTE: this spell will ONLY affect ENEMIES.

Summary – This is just like Dispel Magic but only affects enemies and
will not remove any magical effects on your party, so if your party
members have a positive effect on them (e.g Haste) and the enemies also
has a positive effect on them as well (e.g Haste) it will only remove
theirs, so really Dispel Magic does more or less the same thing and has
far more uses than this, use that instead. 5/10

Skull Trap (necromantic)
Level: 3
Range: 20 yards
Duration: Until triggered
Casting Time: 3
Area of Effect: 30 foot radius
Saving Throw: 1/2

Upon casting this spell, a skull is thrown by the caster at the target
area. The skull floats in the area until a creature comes within 20
feet of it. When this happens the skull is triggered and explodes,
damaging everyone within a 30 foot radius. The damage inflicted is
equal to 1d6 hit points per level of the caster, or half with a
successful save vs. spell. When casting this spell it is wise to set
it far away from the party, lest they set it off accidentally.

Summary – It's difficult to pull this one off without hurting your
party but if you do then you could see some high damage if the caster
is high enough in levels. Also there is a Save, which is bad 5/10

Slow (Alteration)
Level: 3
Range: Visual range of the caster
Duration: 1 turn
Casting Time: 3
Area of Effect: 40' cube
Saving Throw: Neg.

A slow spell causes creatures to move and attack at half of their
normal rates unless a save vs. spells is made with a -4 penalty. It
negates haste, but does not otherwise affect magically speeded or
slowed creatures. Slowed creatures have an armor class penalty of +4,
and an attack penalty of -4.

Summary – A good one, it is unlikely that most creatures will make
their Saving Throw at –4 and the effects are like Haste backwards. Cast
this on your enemies and cast Haste on your party and they will run
rings round the opposition. The main drawback is the Area effect which
can get your party. 8/10


Spell Thrust (Abjuration)
Level: 3
Range: Visual sight of caster
Duration: Instant
Casting Time: 3
Area of Effect: Target creature
Saving Throw: None

When this spell is cast at a target creature it will dispel all of the
spell protections of 5th level and lower. This includes the following
spells: Minor Spell Deflection, Minor Globe of Invulnerability, Spell
Immunity, and Minor Spell Turning. The target's magic resistance, if
any, does not affect this spell.

Summary – The first Spell Protection dispeller, which unfortunately
only works against a select few Protection spells and makes it pretty
feeble comapared to the likes of Breach. 5/10

Vampiric Touch
(Necromancy)
Level: 3
Range: Touch
Duration: Instant
Casting Time: 3
Area of Effect: Target creature
Saving Throw: None

When this spell is cast, the target loses 1-6 hit points for every two
caster levels, to a maximum drain of 6-36 for a 12th level caster.
These hit points are added to the caster's current hit points, with any
hit points over the caster's normal maximum treated as temporary
additional hit points. The temporary hit points last for 5 turns.

Note: This spell may not be cast multiple times to radically increase
the caster's hit-points. The caster must wait for the first vampiric
touch spell to run its course before casting another.

Summary – This is a revved-up version of Larloch's Minor Drain and
although more effective is still not that hot due to having to touch
the enemy and you can't do it multiple times. Although if you are
running low on Hit Points then you may want to quickly find a target
and try and kill two birds with one stone, although I'd slap on a
protection spell firstly. 5/10

Level 3 Summarised
-------------------
Lots of options here and I'd hate to pin you down to just two or three
when there are about 6 you could want. Haste is a must though and
Flame Arrow is one you should definitely consider, also Fireball, Melf
Minute Meteor's, Slow and Invisibilty 10' Radius are other great ones,
but even then where are you gonna fit in Dispel Magic(which many will
see as crucial? There are a few defensive spells but none are very good
(Haste and Dispel Magic could be considered defensive though). A great
level for the offensive minded and your picks will probably be decided
by what other characters can cast in there Special Abilities etc. (e.g
I think there is a sword that casts Haste and the Inquisitor kit has a
great version of Dispel Magic).

Level 4
--------

Confusion (Enchantment/Charm)
Level: 4
Range: Visual range of the caster
Duration: 5 rounds + 1 round/6 levels
Casting Time: 4
Area of Effect: Up to 60-foot cube
Saving Throw: Special

This spell causes confusion in one or more creatures within the area,
creating indecision and the inability to take effective action. All
creatures within the area of effect are allowed save vs. spell with a -
2 penalty. Those successfully saving are unaffected by the spell.

The spell lasts for five rounds plus one round for every 6 levels of
the caster. Those who fail their saving throws will either go berserk,
stand confused, or wander about for the duration of the spell.
Wandering creatures move as far from the caster as possible, according
to their most typical mode of movement (characters walk, fish swim,
bats fly, etc.). Any confused creature that is attacked perceives the
attacker as an enemy and acts according to its basic nature.

Summary – Not really worth it as party members could get easily
Confused. If you can aim it well then it might work, pending they
don't save, and cause big problems in the enemy ranks. But then again
one of the things that could happen is they could go berserk and they
could still attack the party. 4/10

Contagion (Necromancy)
Level: 4
Range: 30 yds.
Duration: Permanent
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: Neg.

This spell causes a major disease and weakness in a creature. The
afflicted individual is immediately stricken with painful and
distracting symptoms: boils, blotches, lesions, seeping abscesses, and
so on. Strength, dexterity, and charisma are reduced by 2. The
afflicted character is also slowed. These effects persist until the
character receives a Cure Disease spell.

Summary – Although it sounds disgusting this spell is only mildly
effective, the only good feature of it is the ability to slow the
enemy, that and giving them seeping abscesses.......yuck! 3/10

Emotion: Hopelessness (Enchantment/Charm)
Level: 4
Range: Visual range of the caster
Duration: 2 rounds + 1 round/level
Casting Time: 4
Area of Effect: Up to 60-foot cube
Saving Throw: Special

When this spell is cast the wizard can disturb the emotional state of
those around him. The effect of this is to inflict a feeling of
hopelessness upon the enemies within the visual sight of the caster.
Upon a failed save vs. spell, the affected will lie down where they
stand and give over all their will to a higher power. Sometimes they
can be heard to exclaim things such as 'I lay down and die', or 'I'm
going home'. This will last for the duration of the spell upon which
they will return to normal.


The secondary effect of this spell is to instill upon the caster the
feeling of courage. This will remove any effects of panic and restore
his morale, as well as prevent the above from creeping forth into his
psyche. There is no save vs. this and it will last for the duration of
the spell. It will, however, be affected by magic resistance and other
such things.

Summary – It is good for the resisting fear part of the spell but the
first part on inflicting hopelessness around them is usually saved and
doesn't last too long anyway. 4/10

Enchanted Weapon (Enchantment/Charm)
Level: 4
Range: 0
Duration: 1 day
Casting Time: 4
Area of Effect: Special
Saving Throw: None

This spell conjures forth a +3 enchanted weapon that may be used by
anyone. The weapon may be either a mace, axe, long sword or short
sword. The weapon stays in existence for no longer than a day.

Summary – A nifty spell to have if you don't have a +3 weapon for
anyone of your Fighters or Thieves. Later on in the game though it
becomes much less needed as there are tons of quality weapons out there
that will constantly stay with you but this is great if your about to
face off with something like a Golem (e.g Call forth a Mace when
against a Clay Golem and give it a good thrashing). 8/10

Farsight (Divination)
Level: 4
Range: Special
Duration: 3 rounds + 1 round/level
Casting Time: 4
Area of Effect: Special
Saving Throw: None

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.

Summary – A superb scouting weapon so you can judge your enemies before
launching an assault on them, the drawback is you can only see a small
area of a map per spell so it's slightly limited. 8/10

Fireshield (Blue) (Evocation, Alteration)
Level: 4
Range: 0
Duration: 3 rounds + 1 round/level
Casting Time: 4
Area of Effect: The Caster
Saving Throw: None

The blue fireshield protects the user from cold damage by surrounding
the caster with a shield of ice flame. This shield not only grants the
user 50% cold resistance, but also protects the caster from attacks
made within a 5' radius around the caster. An opponent that hits the
caster with any weapons or spells within this radius suffers 1d8 +2
cold damage.

Summary – This is Protection from Cold with a nice feature included,
hopefully you can get enemies in that 5' radius and get them to hit
you. Unfortunately the damage isn't great. 6/10

Fireshield (Red) (Evocation, Alteration)
Level: 4
Range: 0
Duration: 3 rounds + 1 round/level
Casting Time: 4
Area of Effect: The Caster
Saving Throw: None

The red fireshield protects the user from fire damage by surrounding
the caster with a shield of flame. This shield not only grants the
user 50% fire resistance, but also protects the caster from attacks
made within a 5' radius around the caster. An opponent that hits the
caster with any weapons or spells within this radius suffers 1d8 +2
fire damage.

Summary – The same as above but for the fire lovers amongst us. 6/10

Greater Malison (Enchantment/Charm)
Level: 4
Range: Visual range of the caster
Duration: 2 rounds/level
Casting Time: 4
Area of Effect: Up to 60-foot cube
Saving Throw: None

The spell allows the caster to adversely affect all the saving throws
of his enemies. The effect is applied to all hostile creatures within
the area of effect. Opponents under the influence of this spell make
all saving throws at a penalty of -4.

Summary – A brilliant spell. Look at all the spells that allow Saving
Throws in this FAQ and they will all improve with this spell cast just
before it. Using this gives you a good advantage in battle and is
great at higher levels with longer duration, it's just a pity that the
Saving Throw penalty doesn't increase with experience. 10/10

Ice Storm (Evocation)
Level: 4
Range: Visual range of caster
Duration: 4 rounds
Casting Time: 4
Area of Effect: 30' radius
Saving Throw: None

When this spell is cast, great hail stones pound down for four rounds
in a 60-foot-diameter area and inflict 2d8 points of damage to any
creatures within the area of effect. Also, anyone that remains within
the area of effect takes 2d8 damage each round for four rounds.

Summary – Practically a cold damage version of the Fireball and is good
for it, use something such as Web to hold them in place while it rains
down on them for big damage (up to 80). The cons are it may hit your
party and is thusly useless in close combat and doesn't in any way
improve with experience, which does make it a great early game spell
though. 7/10

Improved Invisibility
(Illusion/Phantasm)
Level: 4
Range: Touch
Duration: 3 rounds + 1 round/level
Casting Time: 4
Area of Effect: Creature touched
Saving Throw: None

This spell is similar to the invisibility spell, but the recipient is
able to attack, either by missile discharge, melee combat, or
spellcasting, and remain unseen. Note, however, that there are
sometimes telltale traces, a shimmering, so that an observant opponent
can attack the invisible spell recipient. These traces are only
noticeable when specifically looked for (after the invisible character
has made his presence known). Attacks against the invisible character
suffer -4 penalties to the attack rolls, and the invisible character's
saving throws are made with a +4 bonus.

Note: after making an attack the mage is no longer completely
invisible. Opponents can target the mage.

Summary – Better than Lvl 2 Invisibility but maybe not worthy of a Lvl
4 slot, attacking the enemy doesn't completely give you away but they
can usually target you, although their attack rolls suffer losses.
6/10

Minor Globe of Invulnerability
(Abjuration)
Level: 4
Range: 0
Duration: 1 round/level
Casting Time: 4
Area of Effect: 5-foot-radius sphere
Saving Throw: None

This spell creates a faintly shimmering magical sphere around the
caster that prevents any 1st-, 2nd-, or 3rd-level spell effects from
penetrating (i.e., the area of effect of any such spells does not
include the area of the minor globe of invulnerability). This includes
innate abilities and effects from devices. However, any type of spell
can be cast out of the magical sphere, and these pass from the caster
of the globe to their subject without affecting the minor globe. Fourth
and higher level spells are not affected by the globe. The globe can be
brought down by a successful dispel magic spell.

Summary – Another disappointing Protection Spell, the fact in only
blocks out Levels 1-3 is a big drawback and frankly not worth it. 4/10

Minor Sequencer (Invocation/Evocation)
Level: 4
Range: 0
Duration: Permanent
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None

This spell allows a mage to store spells and access them from his
special ability button. This ability, the sequencer, can store two
spells to be released simultaneously, both of which must be of 2nd
level or lower. A mage can only possess one minor spell sequencer at a
time, and the sequencer may not be given to other players. Once the
sequencer is used, the special ability icon disappears.

Summary – The first of the Sequencer/Trigger spells which are all great
for you and constantly used by enemy Wizards. The question for this
one is not only whether to memorise it but what to put in it, two
Melf's Acid Arrows would be great but also two Magic Missile's. The
permanent duration is also a boon. 9/10

Monster Summoning II
(Conjuration/Summoning)
Level: 4
Range: 40 yards
Duration: 3 rounds + 1 round/level
Casting Time: 4
Area of Effect: Special
Saving Throw: None

This spell is much like the 3rd-level monster summoning I spell, except
that this spell summons 4 HD monsters. There is a 60% chance of
receiving one monster and a 40% chance of receiving two monsters.
These monster(s) appear within spell range and attack the caster's
opponents until the spell duration expires, or until they are slain.

Summary – Obviously slightly better than the Lvl 3 spell which is worth
having if you like throwing 'Fodder' at the enemy while you regroup,
which can be useful but once again there are more powerful summoning
spells. 4/10

Otiluke's Resilient Sphere (Alteration)
Level: 4
Range: 0
Duration: 1 turn
Casting Time: 1
Area of Effect: Target creature
Saving Throw: Neg.

When this spell is cast, the result is a globe of shimmering force that
encloses the subject creature-if it fails to successfully save vs.
spell. The resilient sphere will contain its subject for the duration
of the spell. The sphere is completely immune to all damage.
Actually, the only method of removing the sphere is a successful dispel
magic. Hence the creature caught inside the globe is completely safe
from all attacks, but at the same time is completely unable to affect
the outside world.

Summary – Good for stalling tactics against the enemy (especially if
one particular opponent is bothering you) but also strangely effective
for defending one of your troops if they are on the verge of death
perhaps, and it has a reasonable duration. Unfortunately there is a
Saving Throw and it could well be made. 6/10

Polymorph Other (Alteration)
Level: 4
Range: Visual sight of caster
Duration: Permanent
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: Neg.

The Polymorph Other spell is a powerful magic that permanently alters
the form of the creature affected. Mental attributes are not affected,
and the target does not receive the special abilities of the new form.
However most physical attributes are changed to adhere to the new form.
This is a specific version of the spell in that the recipient will be
transformed into a squirrel unless a save vs. petrification/polymorph
is made successfully. The transformation is instant and permanent
until a dispel magic is cast successfully upon the affected creature.
All clothes and equipment that the target was wearing will mold into
the new form.

Summary – They will probably Save but if they don't then the permanent
duration is good and them turning into a squirrel is funny. 4/10

Polymorph Self (Alteration)
Level: 4
Range: 0
Duration: 1 turn + 3 rounds/level
Casting Time: 4
Area of Effect: self
Saving Throw: None

When this spell is cast, the wizard is able to assume the form of
another creature. The caster also gains the physical mode of
locomotion and breathing as well. This spell does not give the new
form's other abilities such as special attacks and magic, nor does it
run the risk of the wizard changing personality and mentality.

When the spell is cast, for the duration of the spell the caster may
transform into any of the new forms at any time, and as many times as
he wishes. The caster gains the natural attacks of the new form in
some cases and may use weapons in others. The mental attributes of the
wizard remain the same, however all the physical attributes are
attained from the new form. Also, any natural protections that the new
form offer are conferred to the wizard, such as the resistance to
missile and blunt weapons possessed by the slime form.

The possible forms given by polymorph self are:
(1) Gnoll: wields a magical halberd (+1 fire damage and strikes as an
enchanted weapon +3)
(2) Mustard Jelly: capable of slowing opponents (if they fail a save
when hit).
(3) Ogre: capable of causing massive damage with its fists
(4) Spider: causes poison damage when it hits an opponent

In addition the caster may choose the form of brown bear, black bear
or wolf.

Summary – An interesting spell but ultimately I rarely need this. A
couple of the monsters on offer look okay but you can summon most of
these by now (e.g Monster Summoning I & II, Spider Spawn) so why would
you turn the caster into one? 3/10

Remove Curse (Abjuration)
Level: 4
Range: Touch
Duration: Permanent
Casting Time: 4
Area of Effect: Special
Saving Throw: Special

Upon casting this spell, the wizard is usually able to remove a curse
on an object, on 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, for example,
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 more.

Summary – Pretty much needless, you will really only need this after
being equipping a cursed item or weapon a when you didn't identify it,
and if you did that then you deserve to stay cursed. 1/10

Secret Word (Abjuration)
Level: 4
Range: Visual sight of caster
Duration: Instant
Casting Time: 4
Area of Effect: Target creature
Saving Throw: None

When this spell is cast at a target creature it will dispel one spell
protection of 8th level or lower. The spells that are affected by this
are: Minor Spell Turning, Minor Globe Of Invulnerability, Spell
Immunity, Spell Deflection, Spell Turning, and Spell Shield. The
target's magic resistance, if any, does not affect this spell.

Summary – To dispel just one Spell Protection isn't good enough really
and this is the downfall of this spell, but it's good it goes up to Lvl
8 spells. 5/10

Spider Spawn (Conjuration/Summoning)
Level: 4
Range: 40 yards
Duration: 6 rounds + 1 round/level
Casting Time: 6
Area of Effect: Special
Saving Throw: None

Upon casting this spell the wizard conjures several spider eggs into
existence, quickly producing fully grown spiders that remain under the
wizard's telepathic control. The type of spiders that appear depend
upon the level of the wizard casting the spell.
7th : giant spider
9th : phase spider
12th+ : sword spider
When the spell is cast there is a 20% chance that two spiders of the
proper type will appear instead of just one. These spider(s) will
remain under the wizard's control until slain, or the spell duration
expires.

Summary – A good summoning spell that is better than any we've come
across yet. The Spider is a good creature to have in battle with you
as it lasts a while and can poison the enemy, Phase and Sword Spider's
are especially good and the Duration lasts more with each level gained.
8/10

Spirit Armor (Necromancy)
Level: 4
Range: Touch
Duration: 10 turns
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None

This spell is very similar to the 3rd level spell Ghost Armor in that
it creates a corporeal barrier around the targets body for the duration
of the spell. This spell taps the target's life force in order to
create the barrier. The armor itself is weightless, and does not
hinder movement or spellcasting at all.

The spirit armor does not work cumulatively with any other armor,
however dexterity bonus' still apply as well as magic rings and a
shield. While in effect the AC (armor class) of the recipient will be
1, as if he was wearing full plate. Also, due to the magical nature of
the spell, he will also receive a +3 bonus to save vs. magical attacks.

There is a danger however, as when the spell runs out the external
portion of the spirit is temporarily lost, inflicting 2d4 points of
damage upon the target, unless the creature makes a saving throw vs.
spell.

Summary – A solid spell that is way more powerful than earlier level AC
improvement spells like Ghost Armour due to the good improvement in
save vs spells. Also the Duration is very good (10 mins real time).
The side effect at the end can be a pain but it is very unlikely it
will kill you. 7/10

Stoneskin (Alteration)
Level: 4
Range: 0
Duration: 12 hours
Casting Time: 1
Area of Effect: Caster
Saving Throw: None

When a wizard casts this powerful spell upon himself, an outer skin of
stone will move up from the ground completely covering him. This skin
is of course magical and will hinder the wizard in no way. The effect
of this is to protect the wizard from physical attacks such as melee
weapons and projectiles. For every 2 levels of the caster an
additional skin is gained upon casting, for example a 10th level wizard
would receive 5 skins while a 20th level wizard would receive 10. For
each skin the wizard possesses the spell will stop one attack, so a
10th level wizard would be protected from the first 5 attacks made
against him, but the sixth would affect him normally. The skins will
remain on the wizard until he is affected by a dispel magic, all of the
skins are removed due to physical attacks, or the spell duration
expires. It is important to note that this will not protect the wizard
from any magical attacks such as fireball, however it will protect him
from physical magical attacks such as magic missile.

Summary – A must have Spell, not just for Defensive orientated Wizard's
either, but everyone. I always *repeat* always have this strapped on
my Mage due to the good duration and have at least 2 or 3 memorized in
my spellbook, it also has the lovely bonus of improving as you level up
which is always an important part of a good spell. 10/10

Teleport Field (Alteration)
Level: 4
Range: Visual sight of caster
Duration: 1 turn
Casting Time: 4
Area of Effect: 30' radius
Saving Throw: Neg.

With this spell, the wizard instigates a teleportation effect as far as
the wizard can see. All enemies in this area are randomly teleported
for the duration of the spell. This spell is best used against
multiple enemies, serving to confuse them and allowing the wizard to
concentrate on activating her defences.

Summary – Good stalling spell against multiple enemies but they can
make a dreaded Saving Throw. 6/10

Wizard Eye (Divination, Alteration)
Level: 4
Range: 0
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None

When this spell is employed, the wizard creates an invisible sensory
organ that sends him visual information. The wizard eye can see with
normal vision up to 60 feet away in brightly lit areas. The wizard eye
can travel in any direction as long as the spell lasts. It has
substance and a form that can be detected (by a detect invisibility
spell, for instance). Solid barriers prevent the passage of a wizard
eye. The powers of the eye cannot be enhanced by other spells or
items. The caster is subject to any gaze attack met by the eye. A
successful dispel cast on the wizard or eye ends the spell.

Summary – Good for scouting out locations before diving in, although it
would be nice to go further than 60 feet, but the untold talent in this
spell is that the Wizard Eye can be used as fodder against the
enemy.....the best part......it cannot be killed. Bad duration time
though. 7/10

Level Summarised
-----------------
Three spells stick out like a sore thumb :-
Greater Malison
Minor Sequencer
Stoneskin

You should share your memory slots between these three. You may want
Enchanted Weapon constantly memorized till you equip every melee
specialist with a +3 or better weapon. Also Farsight and Wizard Eye
make good recon spells. Spirit Armour is good but Stoneskin betters it
and Spider Spawn is a good 'Fodder' spell.

This Document Copyright 2001 James Bolton.