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Baldur's Gate 2: Shadows Of Amn cheats / Baldur's Gate 2: Shadows Of Amn hints / Baldur's Gate 2: Shadows Of Amn faqs / Baldur's Gate 2: Shadows Of Amn solutions Baldur's Gate 2: Shadows Of Amn faqs and solutions ---------------------------------- Baldur's Gate II : Shadows of Amn ---------------------------------- Spells FAQ/Listing ---------------------------------- Version 0.1 ----------------------------------- by James Bolton E-Mail BltnJames@Aol.com Version History ---------------- 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 --------- 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 ------------------ 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 -------- 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 Other Baldur's Gate 2: Shadows Of Amn cheats hints faqs solutions: 1. Baldur's Gate 2: Shadows Of Amn cheat codes 2. Baldur's Gate 2: Shadows Of Amn cheat codes 3. Baldur's Gate 2: Shadows Of Amn cheat codes 4. Baldur's Gate 2: Shadows Of Amn cheat codes 5. Baldur's Gate 2: Shadows Of Amn cheat codes 6. Baldur's Gate 2: Shadows Of Amn cheat codes 7. Baldur's Gate 2: Shadows Of Amn cheat codes 8. Baldur's Gate 2: Shadows Of Amn cheat codes 9. Baldur's Gate 2: Shadows Of Amn cheat codes 10. Baldur's Gate 2: Shadows Of Amn cheat codes 11. Baldur's Gate 2: Shadows Of Amn cheat codes 12. Baldur's Gate 2: Shadows Of Amn cheat codes 1. Baldur's Gate 2: Shadows Of Amn hints 2. 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