Thieves and other creatures that have a backstab multiplier who attempt an attack while under invisibility (or stealth) completely ignore any positive Dexterity AC bonus their victim has. Comments: Party-friendly, but this spell is far more useful to your foes than it is to you. Wands of Cloudkill are available in BG2, so keep saving your spell slots. Wizards can't touch you until they cast True Sight or attempt to dispel this. This table uses the values for Humans, other Races have modified ability scores. Ignore this if you're not using SCS, but you should definitely memorize at least one if you are using SCS, at least until you get the Amulet of Power. Avoid this like the plague. Skip. The Special Ability icon also disappears until the next time a sequencer is formed. Blurs the image of the caster. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. Comments: Identical to the air and earth elementals in most ways, but each fire elemental has 1 more Strength than the air elementals and does bonus fire damage, making them good at finishing off trolls. 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. Enchanters should especially load up on this because the +3 saving throw bonus is only +1 for them. 2 attacks/round at 13 THAC0 for 1d3 damage. Also, anyone that remains within the area of effect takes 2d8 cold damage each round for 4 rounds. Also note NRD's instant cast time – you can use it as miniature Improved Alacrity to cast a spell immediately after casting one normally. & v2.0 and later of the Enhanced Editions: The spells in this table are ordered by the spellbook in which they appear. To create a sequencer, a Mage must memorize not only Minor Sequencer but also the spells they intend to store in it (a Sorcerer can store spells of any level for which they still have spell slots). Illusionists miss out on this incredible damage spell. The wizard also gains 25% resistance to magic damage. Spellswords of all stripes should memorize several of these because it greatly increases their tanking ability and standard wizards should have at least 1 of these memorized at all times. "Silence on everyone in the area, including party members.". It can only be taken down by Ruby Ray of Reversal, Pierce Shield, or Spellstrike. Description: Spell or be transformed into dust. This Pit Fiend will attack anyone not protected from evil, including the caster and her party. Must be cast in open air. Also not party-friendly. This list contains only the spells from the game without the expansion pack. Comments: 8 acid damage per round is pretty sad, even if it automatically kills any summons that enter its AoE. The spells affected are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, and Shadow Door. The magic casters which are under the effect of this spell, have 80% chance of failure. On low wisdom mages, the protection from undead wish can be exploited by an evil cleric to get yourself a powerful level-draining army. Comments: This would be a decent spell if the Wand of Fire didn't have the same charge ability that does 6d6+6, which is more than double the damage of the standard Scorcher. The target's Magic Resistance, if any, does not affect this spell, nor do any of the spell protections. Comments: Carrion Crawlers are quite fragile and not suited to being meatshields at all. health. It's far more useful in v1.2 and earlier, plus classic BG2, where you have free reign to beat down sleeping enemies. The Spells which can be cast by Gorion's Ward and select party members are categorized into two categories: the Wizard & Priest spellbooks, both of which are comprised of spells from eight different schools of magic. It takes half damage from most elemental sources and has better AC than the Giant Troll, rendering it redundant. Can be used to prevent entering & passing areas and opening containers. This 8 HD monster obeys and serves the caster in performing whatever tasks are set before it, even if this means being sent to certain death. For every level that the caster of the Dispel Magic is above the original caster, their chance of success increases by 5%.

The bad part is that it does not remove other illusionary protections like Mirror Image, Simulacrum, or Mislead; plus, it is also countered by Spell Immunity: Divination. 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 bonus hit points again as damage. It is actually a level-drained clone of the caster and its level is determined as follows: Comments: Depending on your class type, a Simulacrum can be as powerful as a Projected Image or even stronger since they can actually attack and are immune to death by True Sight and Dispel Magic. This spell will fail when loaded into sequencers and contingencies, but the Sword Coast Stratagems mod has a component that adds the individual Spell Immunity subspells as separate spells and scrolls. Combine with Web to make doubly sure nobody can move at all. from Haste), Berserk, Slay, 50% Cold resist100% Electrical resist100% Magic resist50% Magic Cold resist30% Slashing resist60% Crushing Resist100% Piercing resist85% Missile resist. A burst of magical energy is released, which the wild mage tries to manipulate into the desired form. The phantom blade acts as a +3 magical sword in terms of to-hit and damage bonuses as well as the type of creatures it can hit. Definitely get this ASAP. When the caster completes this spell, a red glow encompasses his hand. There is no Saving Throw. A successful Saving Throw vs. Description: When the spell is cast, it confers complete invulnerability to all weapons except for those of greater than +5 enchantment. For a reminder on how Luck works, view this archive. There is a 50% chance that an attacker will attack the image and a 50% chance that he will attack the caster. Comments: Unimpressive for a level 6 spell though I can't fathom why the Wyvern is immune to level drain. It jumps into the caster's hand and is used as a normal sword, remaining there for the duration of the spell. "Level drain two levels from each party member.". They can perform other services if there are no enemies to fight. Allows the caster to see objects and beings which are invisible, astral, ethereal or out of phase. Magic Resistance will stop the spell. Stoneskin will also not stop any extra elemental damage from weapons. In the second round, the target can save vs. Obviously do not take this spell as a Sorcerer because you can just use a scroll to get the familiar and it's not worth giving up a known spell for something you literally only cast once. Because of that, sending the image far away to a safe corner of the map and then attacking effectively makes you immune to any True Sight and Detect Illusion attempts as far as enemies being able to see you. Combine with Improved Invisibility and Spell Immunity: Abjuration to become untouchable by other mages. They can perform other services if there are no enemies to fight.

To top it all off, it's party-friendly! The cloak will keep your stealthed thieves from being revealed by True Sight. Comments: Decent spell early in BG1 as it gives your mage a way to recover minor health losses.
Immunity to normal weapons can be pretty handy against some hard-hitting foes, including Wraith Sarevok in BG2. 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 Cloudkill and Stinking Cloud. Description: When the caster utters the words to this powerful spell, they call upon powerful forces indeed. Works only outside. Creates an immobile sphere around the caster that grants immunity to level 1, 2 and 3 spells. Enchanters will want to stock up for those reasons. Cause and damage and varied effects depending on the level of the caster. 8% chance to receive any one of the following potions: "Make it as if the entire party has just rested. If the Lightning Bolt intersects with a wall, it will bounce until it reaches its full length. Description: This spell is similar to the 7th-level Spell Turning, which causes the spells cast against the wizard to rebound upon the original caster. Comments: The ultimate scouting spell, though it cannot open doors or transition to different areas.

Description: By casting the Summon Nishruu spell, a wizard calls into existence a magical being of considerable power: the nishruu. Poison, Charm, Fear, Domination, Confusion, "Breach on everyone in the area, including the party.

The effect is centered on the victim selected by the caster. Description: This spell creates a huge disembodied fist that crushes the target and pins them to the ground. So at 3rd-5th level, the acid lasts 2 rounds, at 6th-8th level, the acid lasts for 3 rounds, and so on. The caster is subject only to magical or special attacks, including those by weapons of +1 or better enchantment, or by creatures otherwise able to affect those struck only by magical weapons. Great early-game anti-magic buff - get this. In other words, any physical damage, such as piercing, crushing, or slashing will get through. Other than that, landing an Imprisonment gets you XP as if you killed the target. Total of 55,000 XP. The temporary Hit Points last for 1 hour. for 25 seconds. Definitely pick this spell up. Higher luck = begins movement earlier; Negative luck = begins movement later. Anyone with a summoner playstyle should pick this up. This level offers another great boost in power thanks to a few unquestionably potent spells, such as Abi-Dalzim's Horrid Wilting, Incendiary Cloud, Power Word: Blind, and Spell Trigger. Once the spell is cast, the sword will float in the air completely under the caster's control. There are many inconsistencies between the games, their editions and the related manuals: As in pen-and-paper rules, the original Baldur's Gate has for some specialists two schools of opposition applied, namely Conjuration for Invokers and Necromancy for Transmuters. Comments: Probably not worth memorizing just because Mirror Image can protect you well enough to escape from an archer's line of sight, or to rush him down and make him fight you in melee. The following round, the target can save vs. The image cannot perform any actions at all, such as attacking or casting spells. It does not raise barred gates or similar impediments. Comments: Criminally underrated spell. This berserking elemental will also remain until slain or the spell's duration expires. Note: This spell may not be cast multiple times to radically increase the caster's Hit Points. The stat drain is minor and the slow is much better performed by the Level 3 spell since it carries a high saving throw penalty.
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Thieves and other creatures that have a backstab multiplier who attempt an attack while under invisibility (or stealth) completely ignore any positive Dexterity AC bonus their victim has. Comments: Party-friendly, but this spell is far more useful to your foes than it is to you. Wands of Cloudkill are available in BG2, so keep saving your spell slots. Wizards can't touch you until they cast True Sight or attempt to dispel this. This table uses the values for Humans, other Races have modified ability scores. Ignore this if you're not using SCS, but you should definitely memorize at least one if you are using SCS, at least until you get the Amulet of Power. Avoid this like the plague. Skip. The Special Ability icon also disappears until the next time a sequencer is formed. Blurs the image of the caster. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. Comments: Identical to the air and earth elementals in most ways, but each fire elemental has 1 more Strength than the air elementals and does bonus fire damage, making them good at finishing off trolls. 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. Enchanters should especially load up on this because the +3 saving throw bonus is only +1 for them. 2 attacks/round at 13 THAC0 for 1d3 damage. Also, anyone that remains within the area of effect takes 2d8 cold damage each round for 4 rounds. Also note NRD's instant cast time – you can use it as miniature Improved Alacrity to cast a spell immediately after casting one normally. & v2.0 and later of the Enhanced Editions: The spells in this table are ordered by the spellbook in which they appear. To create a sequencer, a Mage must memorize not only Minor Sequencer but also the spells they intend to store in it (a Sorcerer can store spells of any level for which they still have spell slots). Illusionists miss out on this incredible damage spell. The wizard also gains 25% resistance to magic damage. Spellswords of all stripes should memorize several of these because it greatly increases their tanking ability and standard wizards should have at least 1 of these memorized at all times. "Silence on everyone in the area, including party members.". It can only be taken down by Ruby Ray of Reversal, Pierce Shield, or Spellstrike. Description: Spell or be transformed into dust. This Pit Fiend will attack anyone not protected from evil, including the caster and her party. Must be cast in open air. Also not party-friendly. This list contains only the spells from the game without the expansion pack. Comments: 8 acid damage per round is pretty sad, even if it automatically kills any summons that enter its AoE. The spells affected are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, and Shadow Door. The magic casters which are under the effect of this spell, have 80% chance of failure. On low wisdom mages, the protection from undead wish can be exploited by an evil cleric to get yourself a powerful level-draining army. Comments: This would be a decent spell if the Wand of Fire didn't have the same charge ability that does 6d6+6, which is more than double the damage of the standard Scorcher. The target's Magic Resistance, if any, does not affect this spell, nor do any of the spell protections. Comments: Carrion Crawlers are quite fragile and not suited to being meatshields at all. health. It's far more useful in v1.2 and earlier, plus classic BG2, where you have free reign to beat down sleeping enemies. The Spells which can be cast by Gorion's Ward and select party members are categorized into two categories: the Wizard & Priest spellbooks, both of which are comprised of spells from eight different schools of magic. It takes half damage from most elemental sources and has better AC than the Giant Troll, rendering it redundant. Can be used to prevent entering & passing areas and opening containers. This 8 HD monster obeys and serves the caster in performing whatever tasks are set before it, even if this means being sent to certain death. For every level that the caster of the Dispel Magic is above the original caster, their chance of success increases by 5%.

The bad part is that it does not remove other illusionary protections like Mirror Image, Simulacrum, or Mislead; plus, it is also countered by Spell Immunity: Divination. 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 bonus hit points again as damage. It is actually a level-drained clone of the caster and its level is determined as follows: Comments: Depending on your class type, a Simulacrum can be as powerful as a Projected Image or even stronger since they can actually attack and are immune to death by True Sight and Dispel Magic. This spell will fail when loaded into sequencers and contingencies, but the Sword Coast Stratagems mod has a component that adds the individual Spell Immunity subspells as separate spells and scrolls. Combine with Web to make doubly sure nobody can move at all. from Haste), Berserk, Slay, 50% Cold resist100% Electrical resist100% Magic resist50% Magic Cold resist30% Slashing resist60% Crushing Resist100% Piercing resist85% Missile resist. A burst of magical energy is released, which the wild mage tries to manipulate into the desired form. The phantom blade acts as a +3 magical sword in terms of to-hit and damage bonuses as well as the type of creatures it can hit. Definitely get this ASAP. When the caster completes this spell, a red glow encompasses his hand. There is no Saving Throw. A successful Saving Throw vs. Description: When the spell is cast, it confers complete invulnerability to all weapons except for those of greater than +5 enchantment. For a reminder on how Luck works, view this archive. There is a 50% chance that an attacker will attack the image and a 50% chance that he will attack the caster. Comments: Unimpressive for a level 6 spell though I can't fathom why the Wyvern is immune to level drain. It jumps into the caster's hand and is used as a normal sword, remaining there for the duration of the spell. "Level drain two levels from each party member.". They can perform other services if there are no enemies to fight. Allows the caster to see objects and beings which are invisible, astral, ethereal or out of phase. Magic Resistance will stop the spell. Stoneskin will also not stop any extra elemental damage from weapons. In the second round, the target can save vs. Obviously do not take this spell as a Sorcerer because you can just use a scroll to get the familiar and it's not worth giving up a known spell for something you literally only cast once. Because of that, sending the image far away to a safe corner of the map and then attacking effectively makes you immune to any True Sight and Detect Illusion attempts as far as enemies being able to see you. Combine with Improved Invisibility and Spell Immunity: Abjuration to become untouchable by other mages. They can perform other services if there are no enemies to fight.

To top it all off, it's party-friendly! The cloak will keep your stealthed thieves from being revealed by True Sight. Comments: Decent spell early in BG1 as it gives your mage a way to recover minor health losses.
Immunity to normal weapons can be pretty handy against some hard-hitting foes, including Wraith Sarevok in BG2. 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 Cloudkill and Stinking Cloud. Description: When the caster utters the words to this powerful spell, they call upon powerful forces indeed. Works only outside. Creates an immobile sphere around the caster that grants immunity to level 1, 2 and 3 spells. Enchanters will want to stock up for those reasons. Cause and damage and varied effects depending on the level of the caster. 8% chance to receive any one of the following potions: "Make it as if the entire party has just rested. If the Lightning Bolt intersects with a wall, it will bounce until it reaches its full length. Description: This spell is similar to the 7th-level Spell Turning, which causes the spells cast against the wizard to rebound upon the original caster. Comments: The ultimate scouting spell, though it cannot open doors or transition to different areas.

Description: By casting the Summon Nishruu spell, a wizard calls into existence a magical being of considerable power: the nishruu. Poison, Charm, Fear, Domination, Confusion, "Breach on everyone in the area, including the party.

The effect is centered on the victim selected by the caster. Description: This spell creates a huge disembodied fist that crushes the target and pins them to the ground. So at 3rd-5th level, the acid lasts 2 rounds, at 6th-8th level, the acid lasts for 3 rounds, and so on. The caster is subject only to magical or special attacks, including those by weapons of +1 or better enchantment, or by creatures otherwise able to affect those struck only by magical weapons. Great early-game anti-magic buff - get this. In other words, any physical damage, such as piercing, crushing, or slashing will get through. Other than that, landing an Imprisonment gets you XP as if you killed the target. Total of 55,000 XP. The temporary Hit Points last for 1 hour. for 25 seconds. Definitely pick this spell up. Higher luck = begins movement earlier; Negative luck = begins movement later. Anyone with a summoner playstyle should pick this up. This level offers another great boost in power thanks to a few unquestionably potent spells, such as Abi-Dalzim's Horrid Wilting, Incendiary Cloud, Power Word: Blind, and Spell Trigger. Once the spell is cast, the sword will float in the air completely under the caster's control. There are many inconsistencies between the games, their editions and the related manuals: As in pen-and-paper rules, the original Baldur's Gate has for some specialists two schools of opposition applied, namely Conjuration for Invokers and Necromancy for Transmuters. Comments: Probably not worth memorizing just because Mirror Image can protect you well enough to escape from an archer's line of sight, or to rush him down and make him fight you in melee. The following round, the target can save vs. The image cannot perform any actions at all, such as attacking or casting spells. It does not raise barred gates or similar impediments. Comments: Criminally underrated spell. This berserking elemental will also remain until slain or the spell's duration expires. Note: This spell may not be cast multiple times to radically increase the caster's Hit Points. The stat drain is minor and the slow is much better performed by the Level 3 spell since it carries a high saving throw penalty.
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Thieves and other creatures that have a backstab multiplier who attempt an attack while under invisibility (or stealth) completely ignore any positive Dexterity AC bonus their victim has. Comments: Party-friendly, but this spell is far more useful to your foes than it is to you. Wands of Cloudkill are available in BG2, so keep saving your spell slots. Wizards can't touch you until they cast True Sight or attempt to dispel this. This table uses the values for Humans, other Races have modified ability scores. Ignore this if you're not using SCS, but you should definitely memorize at least one if you are using SCS, at least until you get the Amulet of Power. Avoid this like the plague. Skip. The Special Ability icon also disappears until the next time a sequencer is formed. Blurs the image of the caster. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. Comments: Identical to the air and earth elementals in most ways, but each fire elemental has 1 more Strength than the air elementals and does bonus fire damage, making them good at finishing off trolls. 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. Enchanters should especially load up on this because the +3 saving throw bonus is only +1 for them. 2 attacks/round at 13 THAC0 for 1d3 damage. Also, anyone that remains within the area of effect takes 2d8 cold damage each round for 4 rounds. Also note NRD's instant cast time – you can use it as miniature Improved Alacrity to cast a spell immediately after casting one normally. & v2.0 and later of the Enhanced Editions: The spells in this table are ordered by the spellbook in which they appear. To create a sequencer, a Mage must memorize not only Minor Sequencer but also the spells they intend to store in it (a Sorcerer can store spells of any level for which they still have spell slots). Illusionists miss out on this incredible damage spell. The wizard also gains 25% resistance to magic damage. Spellswords of all stripes should memorize several of these because it greatly increases their tanking ability and standard wizards should have at least 1 of these memorized at all times. "Silence on everyone in the area, including party members.". It can only be taken down by Ruby Ray of Reversal, Pierce Shield, or Spellstrike. Description: Spell or be transformed into dust. This Pit Fiend will attack anyone not protected from evil, including the caster and her party. Must be cast in open air. Also not party-friendly. This list contains only the spells from the game without the expansion pack. Comments: 8 acid damage per round is pretty sad, even if it automatically kills any summons that enter its AoE. The spells affected are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, and Shadow Door. The magic casters which are under the effect of this spell, have 80% chance of failure. On low wisdom mages, the protection from undead wish can be exploited by an evil cleric to get yourself a powerful level-draining army. Comments: This would be a decent spell if the Wand of Fire didn't have the same charge ability that does 6d6+6, which is more than double the damage of the standard Scorcher. The target's Magic Resistance, if any, does not affect this spell, nor do any of the spell protections. Comments: Carrion Crawlers are quite fragile and not suited to being meatshields at all. health. It's far more useful in v1.2 and earlier, plus classic BG2, where you have free reign to beat down sleeping enemies. The Spells which can be cast by Gorion's Ward and select party members are categorized into two categories: the Wizard & Priest spellbooks, both of which are comprised of spells from eight different schools of magic. It takes half damage from most elemental sources and has better AC than the Giant Troll, rendering it redundant. Can be used to prevent entering & passing areas and opening containers. This 8 HD monster obeys and serves the caster in performing whatever tasks are set before it, even if this means being sent to certain death. For every level that the caster of the Dispel Magic is above the original caster, their chance of success increases by 5%.

The bad part is that it does not remove other illusionary protections like Mirror Image, Simulacrum, or Mislead; plus, it is also countered by Spell Immunity: Divination. 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 bonus hit points again as damage. It is actually a level-drained clone of the caster and its level is determined as follows: Comments: Depending on your class type, a Simulacrum can be as powerful as a Projected Image or even stronger since they can actually attack and are immune to death by True Sight and Dispel Magic. This spell will fail when loaded into sequencers and contingencies, but the Sword Coast Stratagems mod has a component that adds the individual Spell Immunity subspells as separate spells and scrolls. Combine with Web to make doubly sure nobody can move at all. from Haste), Berserk, Slay, 50% Cold resist100% Electrical resist100% Magic resist50% Magic Cold resist30% Slashing resist60% Crushing Resist100% Piercing resist85% Missile resist. A burst of magical energy is released, which the wild mage tries to manipulate into the desired form. The phantom blade acts as a +3 magical sword in terms of to-hit and damage bonuses as well as the type of creatures it can hit. Definitely get this ASAP. When the caster completes this spell, a red glow encompasses his hand. There is no Saving Throw. A successful Saving Throw vs. Description: When the spell is cast, it confers complete invulnerability to all weapons except for those of greater than +5 enchantment. For a reminder on how Luck works, view this archive. There is a 50% chance that an attacker will attack the image and a 50% chance that he will attack the caster. Comments: Unimpressive for a level 6 spell though I can't fathom why the Wyvern is immune to level drain. It jumps into the caster's hand and is used as a normal sword, remaining there for the duration of the spell. "Level drain two levels from each party member.". They can perform other services if there are no enemies to fight. Allows the caster to see objects and beings which are invisible, astral, ethereal or out of phase. Magic Resistance will stop the spell. Stoneskin will also not stop any extra elemental damage from weapons. In the second round, the target can save vs. Obviously do not take this spell as a Sorcerer because you can just use a scroll to get the familiar and it's not worth giving up a known spell for something you literally only cast once. Because of that, sending the image far away to a safe corner of the map and then attacking effectively makes you immune to any True Sight and Detect Illusion attempts as far as enemies being able to see you. Combine with Improved Invisibility and Spell Immunity: Abjuration to become untouchable by other mages. They can perform other services if there are no enemies to fight.

To top it all off, it's party-friendly! The cloak will keep your stealthed thieves from being revealed by True Sight. Comments: Decent spell early in BG1 as it gives your mage a way to recover minor health losses.
Immunity to normal weapons can be pretty handy against some hard-hitting foes, including Wraith Sarevok in BG2. 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 Cloudkill and Stinking Cloud. Description: When the caster utters the words to this powerful spell, they call upon powerful forces indeed. Works only outside. Creates an immobile sphere around the caster that grants immunity to level 1, 2 and 3 spells. Enchanters will want to stock up for those reasons. Cause and damage and varied effects depending on the level of the caster. 8% chance to receive any one of the following potions: "Make it as if the entire party has just rested. If the Lightning Bolt intersects with a wall, it will bounce until it reaches its full length. Description: This spell is similar to the 7th-level Spell Turning, which causes the spells cast against the wizard to rebound upon the original caster. Comments: The ultimate scouting spell, though it cannot open doors or transition to different areas.

Description: By casting the Summon Nishruu spell, a wizard calls into existence a magical being of considerable power: the nishruu. Poison, Charm, Fear, Domination, Confusion, "Breach on everyone in the area, including the party.

The effect is centered on the victim selected by the caster. Description: This spell creates a huge disembodied fist that crushes the target and pins them to the ground. So at 3rd-5th level, the acid lasts 2 rounds, at 6th-8th level, the acid lasts for 3 rounds, and so on. The caster is subject only to magical or special attacks, including those by weapons of +1 or better enchantment, or by creatures otherwise able to affect those struck only by magical weapons. Great early-game anti-magic buff - get this. In other words, any physical damage, such as piercing, crushing, or slashing will get through. Other than that, landing an Imprisonment gets you XP as if you killed the target. Total of 55,000 XP. The temporary Hit Points last for 1 hour. for 25 seconds. Definitely pick this spell up. Higher luck = begins movement earlier; Negative luck = begins movement later. Anyone with a summoner playstyle should pick this up. This level offers another great boost in power thanks to a few unquestionably potent spells, such as Abi-Dalzim's Horrid Wilting, Incendiary Cloud, Power Word: Blind, and Spell Trigger. Once the spell is cast, the sword will float in the air completely under the caster's control. There are many inconsistencies between the games, their editions and the related manuals: As in pen-and-paper rules, the original Baldur's Gate has for some specialists two schools of opposition applied, namely Conjuration for Invokers and Necromancy for Transmuters. Comments: Probably not worth memorizing just because Mirror Image can protect you well enough to escape from an archer's line of sight, or to rush him down and make him fight you in melee. The following round, the target can save vs. The image cannot perform any actions at all, such as attacking or casting spells. It does not raise barred gates or similar impediments. Comments: Criminally underrated spell. This berserking elemental will also remain until slain or the spell's duration expires. Note: This spell may not be cast multiple times to radically increase the caster's Hit Points. The stat drain is minor and the slow is much better performed by the Level 3 spell since it carries a high saving throw penalty.
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Thieves and other creatures that have a backstab multiplier who attempt an attack while under invisibility (or stealth) completely ignore any positive Dexterity AC bonus their victim has. Comments: Party-friendly, but this spell is far more useful to your foes than it is to you. Wands of Cloudkill are available in BG2, so keep saving your spell slots. Wizards can't touch you until they cast True Sight or attempt to dispel this. This table uses the values for Humans, other Races have modified ability scores. Ignore this if you're not using SCS, but you should definitely memorize at least one if you are using SCS, at least until you get the Amulet of Power. Avoid this like the plague. Skip. The Special Ability icon also disappears until the next time a sequencer is formed. Blurs the image of the caster. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. Comments: Identical to the air and earth elementals in most ways, but each fire elemental has 1 more Strength than the air elementals and does bonus fire damage, making them good at finishing off trolls. 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. Enchanters should especially load up on this because the +3 saving throw bonus is only +1 for them. 2 attacks/round at 13 THAC0 for 1d3 damage. Also, anyone that remains within the area of effect takes 2d8 cold damage each round for 4 rounds. Also note NRD's instant cast time – you can use it as miniature Improved Alacrity to cast a spell immediately after casting one normally. & v2.0 and later of the Enhanced Editions: The spells in this table are ordered by the spellbook in which they appear. To create a sequencer, a Mage must memorize not only Minor Sequencer but also the spells they intend to store in it (a Sorcerer can store spells of any level for which they still have spell slots). Illusionists miss out on this incredible damage spell. The wizard also gains 25% resistance to magic damage. Spellswords of all stripes should memorize several of these because it greatly increases their tanking ability and standard wizards should have at least 1 of these memorized at all times. "Silence on everyone in the area, including party members.". It can only be taken down by Ruby Ray of Reversal, Pierce Shield, or Spellstrike. Description: Spell or be transformed into dust. This Pit Fiend will attack anyone not protected from evil, including the caster and her party. Must be cast in open air. Also not party-friendly. This list contains only the spells from the game without the expansion pack. Comments: 8 acid damage per round is pretty sad, even if it automatically kills any summons that enter its AoE. The spells affected are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, and Shadow Door. The magic casters which are under the effect of this spell, have 80% chance of failure. On low wisdom mages, the protection from undead wish can be exploited by an evil cleric to get yourself a powerful level-draining army. Comments: This would be a decent spell if the Wand of Fire didn't have the same charge ability that does 6d6+6, which is more than double the damage of the standard Scorcher. The target's Magic Resistance, if any, does not affect this spell, nor do any of the spell protections. Comments: Carrion Crawlers are quite fragile and not suited to being meatshields at all. health. It's far more useful in v1.2 and earlier, plus classic BG2, where you have free reign to beat down sleeping enemies. The Spells which can be cast by Gorion's Ward and select party members are categorized into two categories: the Wizard & Priest spellbooks, both of which are comprised of spells from eight different schools of magic. It takes half damage from most elemental sources and has better AC than the Giant Troll, rendering it redundant. Can be used to prevent entering & passing areas and opening containers. This 8 HD monster obeys and serves the caster in performing whatever tasks are set before it, even if this means being sent to certain death. For every level that the caster of the Dispel Magic is above the original caster, their chance of success increases by 5%.

The bad part is that it does not remove other illusionary protections like Mirror Image, Simulacrum, or Mislead; plus, it is also countered by Spell Immunity: Divination. 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 bonus hit points again as damage. It is actually a level-drained clone of the caster and its level is determined as follows: Comments: Depending on your class type, a Simulacrum can be as powerful as a Projected Image or even stronger since they can actually attack and are immune to death by True Sight and Dispel Magic. This spell will fail when loaded into sequencers and contingencies, but the Sword Coast Stratagems mod has a component that adds the individual Spell Immunity subspells as separate spells and scrolls. Combine with Web to make doubly sure nobody can move at all. from Haste), Berserk, Slay, 50% Cold resist100% Electrical resist100% Magic resist50% Magic Cold resist30% Slashing resist60% Crushing Resist100% Piercing resist85% Missile resist. A burst of magical energy is released, which the wild mage tries to manipulate into the desired form. The phantom blade acts as a +3 magical sword in terms of to-hit and damage bonuses as well as the type of creatures it can hit. Definitely get this ASAP. When the caster completes this spell, a red glow encompasses his hand. There is no Saving Throw. A successful Saving Throw vs. Description: When the spell is cast, it confers complete invulnerability to all weapons except for those of greater than +5 enchantment. For a reminder on how Luck works, view this archive. There is a 50% chance that an attacker will attack the image and a 50% chance that he will attack the caster. Comments: Unimpressive for a level 6 spell though I can't fathom why the Wyvern is immune to level drain. It jumps into the caster's hand and is used as a normal sword, remaining there for the duration of the spell. "Level drain two levels from each party member.". They can perform other services if there are no enemies to fight. Allows the caster to see objects and beings which are invisible, astral, ethereal or out of phase. Magic Resistance will stop the spell. Stoneskin will also not stop any extra elemental damage from weapons. In the second round, the target can save vs. Obviously do not take this spell as a Sorcerer because you can just use a scroll to get the familiar and it's not worth giving up a known spell for something you literally only cast once. Because of that, sending the image far away to a safe corner of the map and then attacking effectively makes you immune to any True Sight and Detect Illusion attempts as far as enemies being able to see you. Combine with Improved Invisibility and Spell Immunity: Abjuration to become untouchable by other mages. They can perform other services if there are no enemies to fight.

To top it all off, it's party-friendly! The cloak will keep your stealthed thieves from being revealed by True Sight. Comments: Decent spell early in BG1 as it gives your mage a way to recover minor health losses.
Immunity to normal weapons can be pretty handy against some hard-hitting foes, including Wraith Sarevok in BG2. 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 Cloudkill and Stinking Cloud. Description: When the caster utters the words to this powerful spell, they call upon powerful forces indeed. Works only outside. Creates an immobile sphere around the caster that grants immunity to level 1, 2 and 3 spells. Enchanters will want to stock up for those reasons. Cause and damage and varied effects depending on the level of the caster. 8% chance to receive any one of the following potions: "Make it as if the entire party has just rested. If the Lightning Bolt intersects with a wall, it will bounce until it reaches its full length. Description: This spell is similar to the 7th-level Spell Turning, which causes the spells cast against the wizard to rebound upon the original caster. Comments: The ultimate scouting spell, though it cannot open doors or transition to different areas.

Description: By casting the Summon Nishruu spell, a wizard calls into existence a magical being of considerable power: the nishruu. Poison, Charm, Fear, Domination, Confusion, "Breach on everyone in the area, including the party.

The effect is centered on the victim selected by the caster. Description: This spell creates a huge disembodied fist that crushes the target and pins them to the ground. So at 3rd-5th level, the acid lasts 2 rounds, at 6th-8th level, the acid lasts for 3 rounds, and so on. The caster is subject only to magical or special attacks, including those by weapons of +1 or better enchantment, or by creatures otherwise able to affect those struck only by magical weapons. Great early-game anti-magic buff - get this. In other words, any physical damage, such as piercing, crushing, or slashing will get through. Other than that, landing an Imprisonment gets you XP as if you killed the target. Total of 55,000 XP. The temporary Hit Points last for 1 hour. for 25 seconds. Definitely pick this spell up. Higher luck = begins movement earlier; Negative luck = begins movement later. Anyone with a summoner playstyle should pick this up. This level offers another great boost in power thanks to a few unquestionably potent spells, such as Abi-Dalzim's Horrid Wilting, Incendiary Cloud, Power Word: Blind, and Spell Trigger. Once the spell is cast, the sword will float in the air completely under the caster's control. There are many inconsistencies between the games, their editions and the related manuals: As in pen-and-paper rules, the original Baldur's Gate has for some specialists two schools of opposition applied, namely Conjuration for Invokers and Necromancy for Transmuters. Comments: Probably not worth memorizing just because Mirror Image can protect you well enough to escape from an archer's line of sight, or to rush him down and make him fight you in melee. The following round, the target can save vs. The image cannot perform any actions at all, such as attacking or casting spells. It does not raise barred gates or similar impediments. Comments: Criminally underrated spell. This berserking elemental will also remain until slain or the spell's duration expires. Note: This spell may not be cast multiple times to radically increase the caster's Hit Points. The stat drain is minor and the slow is much better performed by the Level 3 spell since it carries a high saving throw penalty.
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baldur's gate illusionist starting spells

"Improved haste on all enemies in the area. Description: A Spook spell enables the wizard to play upon natural fears to cause the target creature to perceive the caster as someone or something inimical, which then appears to advance upon it in a threatening manner. Something with only 20 HP won't give you much trouble and is only a greatsword swing away from death anyway. Comments: Disintegrate but turns your victim into a statue instead of dust. Description: All enemies within the area of effect must make a Saving Throw vs.

Thieves and other creatures that have a backstab multiplier who attempt an attack while under invisibility (or stealth) completely ignore any positive Dexterity AC bonus their victim has. Comments: Party-friendly, but this spell is far more useful to your foes than it is to you. Wands of Cloudkill are available in BG2, so keep saving your spell slots. Wizards can't touch you until they cast True Sight or attempt to dispel this. This table uses the values for Humans, other Races have modified ability scores. Ignore this if you're not using SCS, but you should definitely memorize at least one if you are using SCS, at least until you get the Amulet of Power. Avoid this like the plague. Skip. The Special Ability icon also disappears until the next time a sequencer is formed. Blurs the image of the caster. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. Comments: Identical to the air and earth elementals in most ways, but each fire elemental has 1 more Strength than the air elementals and does bonus fire damage, making them good at finishing off trolls. 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. Enchanters should especially load up on this because the +3 saving throw bonus is only +1 for them. 2 attacks/round at 13 THAC0 for 1d3 damage. Also, anyone that remains within the area of effect takes 2d8 cold damage each round for 4 rounds. Also note NRD's instant cast time – you can use it as miniature Improved Alacrity to cast a spell immediately after casting one normally. & v2.0 and later of the Enhanced Editions: The spells in this table are ordered by the spellbook in which they appear. To create a sequencer, a Mage must memorize not only Minor Sequencer but also the spells they intend to store in it (a Sorcerer can store spells of any level for which they still have spell slots). Illusionists miss out on this incredible damage spell. The wizard also gains 25% resistance to magic damage. Spellswords of all stripes should memorize several of these because it greatly increases their tanking ability and standard wizards should have at least 1 of these memorized at all times. "Silence on everyone in the area, including party members.". It can only be taken down by Ruby Ray of Reversal, Pierce Shield, or Spellstrike. Description: Spell or be transformed into dust. This Pit Fiend will attack anyone not protected from evil, including the caster and her party. Must be cast in open air. Also not party-friendly. This list contains only the spells from the game without the expansion pack. Comments: 8 acid damage per round is pretty sad, even if it automatically kills any summons that enter its AoE. The spells affected are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, and Shadow Door. The magic casters which are under the effect of this spell, have 80% chance of failure. On low wisdom mages, the protection from undead wish can be exploited by an evil cleric to get yourself a powerful level-draining army. Comments: This would be a decent spell if the Wand of Fire didn't have the same charge ability that does 6d6+6, which is more than double the damage of the standard Scorcher. The target's Magic Resistance, if any, does not affect this spell, nor do any of the spell protections. Comments: Carrion Crawlers are quite fragile and not suited to being meatshields at all. health. It's far more useful in v1.2 and earlier, plus classic BG2, where you have free reign to beat down sleeping enemies. The Spells which can be cast by Gorion's Ward and select party members are categorized into two categories: the Wizard & Priest spellbooks, both of which are comprised of spells from eight different schools of magic. It takes half damage from most elemental sources and has better AC than the Giant Troll, rendering it redundant. Can be used to prevent entering & passing areas and opening containers. This 8 HD monster obeys and serves the caster in performing whatever tasks are set before it, even if this means being sent to certain death. For every level that the caster of the Dispel Magic is above the original caster, their chance of success increases by 5%.

The bad part is that it does not remove other illusionary protections like Mirror Image, Simulacrum, or Mislead; plus, it is also countered by Spell Immunity: Divination. 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 bonus hit points again as damage. It is actually a level-drained clone of the caster and its level is determined as follows: Comments: Depending on your class type, a Simulacrum can be as powerful as a Projected Image or even stronger since they can actually attack and are immune to death by True Sight and Dispel Magic. This spell will fail when loaded into sequencers and contingencies, but the Sword Coast Stratagems mod has a component that adds the individual Spell Immunity subspells as separate spells and scrolls. Combine with Web to make doubly sure nobody can move at all. from Haste), Berserk, Slay, 50% Cold resist100% Electrical resist100% Magic resist50% Magic Cold resist30% Slashing resist60% Crushing Resist100% Piercing resist85% Missile resist. A burst of magical energy is released, which the wild mage tries to manipulate into the desired form. The phantom blade acts as a +3 magical sword in terms of to-hit and damage bonuses as well as the type of creatures it can hit. Definitely get this ASAP. When the caster completes this spell, a red glow encompasses his hand. There is no Saving Throw. A successful Saving Throw vs. Description: When the spell is cast, it confers complete invulnerability to all weapons except for those of greater than +5 enchantment. For a reminder on how Luck works, view this archive. There is a 50% chance that an attacker will attack the image and a 50% chance that he will attack the caster. Comments: Unimpressive for a level 6 spell though I can't fathom why the Wyvern is immune to level drain. It jumps into the caster's hand and is used as a normal sword, remaining there for the duration of the spell. "Level drain two levels from each party member.". They can perform other services if there are no enemies to fight. Allows the caster to see objects and beings which are invisible, astral, ethereal or out of phase. Magic Resistance will stop the spell. Stoneskin will also not stop any extra elemental damage from weapons. In the second round, the target can save vs. Obviously do not take this spell as a Sorcerer because you can just use a scroll to get the familiar and it's not worth giving up a known spell for something you literally only cast once. Because of that, sending the image far away to a safe corner of the map and then attacking effectively makes you immune to any True Sight and Detect Illusion attempts as far as enemies being able to see you. Combine with Improved Invisibility and Spell Immunity: Abjuration to become untouchable by other mages. They can perform other services if there are no enemies to fight.

To top it all off, it's party-friendly! The cloak will keep your stealthed thieves from being revealed by True Sight. Comments: Decent spell early in BG1 as it gives your mage a way to recover minor health losses.
Immunity to normal weapons can be pretty handy against some hard-hitting foes, including Wraith Sarevok in BG2. 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 Cloudkill and Stinking Cloud. Description: When the caster utters the words to this powerful spell, they call upon powerful forces indeed. Works only outside. Creates an immobile sphere around the caster that grants immunity to level 1, 2 and 3 spells. Enchanters will want to stock up for those reasons. Cause and damage and varied effects depending on the level of the caster. 8% chance to receive any one of the following potions: "Make it as if the entire party has just rested. If the Lightning Bolt intersects with a wall, it will bounce until it reaches its full length. Description: This spell is similar to the 7th-level Spell Turning, which causes the spells cast against the wizard to rebound upon the original caster. Comments: The ultimate scouting spell, though it cannot open doors or transition to different areas.

Description: By casting the Summon Nishruu spell, a wizard calls into existence a magical being of considerable power: the nishruu. Poison, Charm, Fear, Domination, Confusion, "Breach on everyone in the area, including the party.

The effect is centered on the victim selected by the caster. Description: This spell creates a huge disembodied fist that crushes the target and pins them to the ground. So at 3rd-5th level, the acid lasts 2 rounds, at 6th-8th level, the acid lasts for 3 rounds, and so on. The caster is subject only to magical or special attacks, including those by weapons of +1 or better enchantment, or by creatures otherwise able to affect those struck only by magical weapons. Great early-game anti-magic buff - get this. In other words, any physical damage, such as piercing, crushing, or slashing will get through. Other than that, landing an Imprisonment gets you XP as if you killed the target. Total of 55,000 XP. The temporary Hit Points last for 1 hour. for 25 seconds. Definitely pick this spell up. Higher luck = begins movement earlier; Negative luck = begins movement later. Anyone with a summoner playstyle should pick this up. This level offers another great boost in power thanks to a few unquestionably potent spells, such as Abi-Dalzim's Horrid Wilting, Incendiary Cloud, Power Word: Blind, and Spell Trigger. Once the spell is cast, the sword will float in the air completely under the caster's control. There are many inconsistencies between the games, their editions and the related manuals: As in pen-and-paper rules, the original Baldur's Gate has for some specialists two schools of opposition applied, namely Conjuration for Invokers and Necromancy for Transmuters. Comments: Probably not worth memorizing just because Mirror Image can protect you well enough to escape from an archer's line of sight, or to rush him down and make him fight you in melee. The following round, the target can save vs. The image cannot perform any actions at all, such as attacking or casting spells. It does not raise barred gates or similar impediments. Comments: Criminally underrated spell. This berserking elemental will also remain until slain or the spell's duration expires. Note: This spell may not be cast multiple times to radically increase the caster's Hit Points. The stat drain is minor and the slow is much better performed by the Level 3 spell since it carries a high saving throw penalty.

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