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Baldur's Gate II : Shadows of Amn/Throne of Bhaal
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Mage Spells FAQ/Listing
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Version 1.0
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by James Bolton
E-Mail BltnJames@Aol.com
The latest version of this FAQ can be found at
http://www.gamefaqs.com/
http://www.neoseeker.com/
This Document Copyright 2001 James Bolton.
Version History
----------------
1.0 (Final Version)
October 1, 2001
Have decided not to do Priest Spells due to the FAQ/List now done by
AquaWarlock
Added Ackknowledgements
Made a few small edits
0.3
July 16, 2001
Completed all Wizard Spells
Made adjustments to Spell ratings with Throne of Bhaal in mind
Added rebuttals from people who have E-Mailed me
Many other small edits
0.2
May 1, 2001
Completed Wizard Spells Levels 5-7
Added some Pro/Con Arguments
0.1
April 19, 2001
Completed Wizard Spells Levels 1-4
This is my complete rundown of all of the Wizard Spells in Baldur's
Gate II : Shadows of Amn and it's expansion pack Throne of Bhaal. 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 minor *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.
If you disagree with any of my Summaries or Marks then please feel free
to e-mail me at BltnJames@Aol.com and your argument may well be
included in the FAQ.
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
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
Pro Rebuttal - Throw in a Greater Malison first, and Chromatic Orb
is almost as good at level 1 as Finger of Death is at level 7!
Personally, I'd rate Chromatic Orb as a 9 or 10 later in the
game (once the caster is level 12+), although it's not so good earlier
on.
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
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
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
travellers (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
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
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
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
Pro Rebuttal - Power Word, Sleep, the good thing about it is, that it
has no Saving throw and it takes the ACTUAL Hitpoints into account. So
if you've got a enemy group whose members all suffered from some
fireball hits, you can put them to sleep easily. But I must admit that
20 hitpoints are not to much. 1-2 Hits from a decent fighter will do
it.
Con Rebuttal - I still think it is not worth it, no Save is good but at
20 or less HP you can just mop them up with your Fighters. And I find
it hard to tell when they reach 20 HP.
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
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
Pro Rebuttal - apparently, most people think the only difference
between Entangle and Web is the saving throw difference. Not so,
unlike Entangle, Web actually prevents the victims from attacking.
While in Entangle, archers and mages, and any melee user entangled
right next to an enemy can still unleash their chaos upon you. When in
Web, they cannot do anything; it is as if they have been held. I
suggest an 8/10 because of that, if you can pull it off right.
- Chris
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 Invisibility, 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 Reflected 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 succeeding
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. The
minor downside is that your party get fatigued almost always after use
and it doesn't affect spellcasting. 10/10
Con Rebuttal - I really don't get your comment about "doubly quick
attacks." All it does to modify attacks is give you a -2 weapon speed
modifier (meaning you pull off your attacks 1.2 seconds sooner in the
round; not much a difference) and an extra attack. Most of the times
with meleers, this doesn't constitute "doubly quick attacks." - Chris
Pro Rebuttal - Most of the time (especially early game) your attackers
will usually get 1 attack per round and to gain 1 extra attack would
double that. Even Grand Mastery doesn't give you 2 attacks per round.
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
Pro Rebuttal - "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." I'm sorry, but that is one of the
most incorrect statements I have ever heard. First of all, with
Charm/Dire Charm, as soon as you attack them, you lose control over
them. With Hold Person, they just stay there, unable to do anything
while your party gets to take free potshots at them. This is an
excellent defensive maneuver or offensive as it doesn't affect your
party at all, and it gives you a great advantage, especially
considering that enemies generally don't have "Remove Paralysis" in
memory. - Chris
Con Rebuttal - With all that in mind it still resisted far too often to
be of any use.
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 - Only slightly better. The Undead will probably save against
this. 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 cancelled. 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
Pro Rebuttal - You gave Fireball an 8/10 and Skull Trap a 5/10 even
though a skull trap is potentially much more powerful than a fireball,
even a delayed blast fireball, doing as much damage as 23d6 (if you're
a bard, 17d6 if you're a mage). The saving throws are identical, the
area of effect is identical, the difference is in the type of damage.
Fireball does fire which is more often resisted than Skull Trap's pure
damage. Also, unlike Fireball, Skull Trap actually waits until
something is within range, whereas Fireball detonates regardless.
although, in the midst of a fight, the "proximity" effect of skull trap
is nulled and it turns into a more potent fireball. - Chris
Con Rebuttal - I find Skull Trap to still be far more annoying and hard
to get off without my party getting hurt, but the points above are good
and if you agree with them then add 2 marks to the score.
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. 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 compared 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. 6/10
Pro Rebuttal - This has saved my character's butt several times. A
cast
time of 3 is negligible, and draining such massive amount of life is
amazing. Also, you don't need an accuracy check so it always is pulled
off.
You can Vampiric Touch multiple times, and gain more and more life with
each
use. - Chris
Con Rebuttal - The potential for damage at high levels may be good but
you will likely be interrupted if you are up close, especially if you
use it multiple times.
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
Pro Rebuttal - Emotion and Control Undead are lifesavers, as they allow
one mage to severely hamper a large part of an enemy group single-
handed, which is particularly useful in Bodhi's lair later in the game,
where you may have limited numbers of fighter types with immunity to
level drain, so it's helpful to take out the vamps one by one (or turn
them against each other).
Enchanted Weapon (Enchantment/Charm)
Level: 4
Range: 0
Duration: 1 day
Casting Time: 4
Area of Effect: Special
Saving Throw: None
This spell conjures forth a +3 enchanted weapon that may be used by
anyone. The weapon may be either a mace, axe, long sword or short
sword. The weapon stays in existence for no longer than a day.
Summary - A nifty spell to have if you don't have a +3 weapon for
anyone of your Fighters or Thieves. Later on in the game though it
becomes much less needed as there are tons of quality weapons out there
that will constantly stay with you but this is great if your about to
face off with something like a Golem (e.g Call forth a Mace when
against a Clay Golem and give it a good thrashing). 8/10
Farsight (Divination)
Level: 4
Range: Special
Duration: 3 rounds + 1 round/level
Casting Time: 4
Area of Effect: Special
Saving Throw: None
When Farsight is cast, the caster is able to view an area of an
unexplored map. After casting the spell, simply click on a section of
the map that you want to view. For the duration of the spell, the
caster can spy on that area, noting creatures and fortifications.
Summary - A superb scouting weapon so you can judge your enemies before
launching an assault on them, the drawback is you can only see a small
area of a map per spell so it's slightly limited. 8/10
Fireshield (Blue) (Evocation, Alteration)
Level: 4
Range: 0
Duration: 3 rounds + 1 round/level
Casting Time: 4
Area of Effect: The Caster
Saving Throw: None
The blue fireshield protects the user from cold damage by surrounding
the caster with a shield of ice flame. This shield not only grants the
user 50% cold resistance, but also protects the caster from attacks
made within a 5' radius around the caster. An opponent that hits the
caster with any weapons or spells within this radius suffers 1d8 +2
cold damage.
Summary - This is Protection from Cold with a nice feature included,
hopefully you can get enemies in that 5' radius and get them to hit
you. Unfortunately the damage isn't great. 6/10
Fireshield (Red) (Evocation, Alteration)
Level: 4
Range: 0
Duration: 3 rounds + 1 round/level
Casting Time: 4
Area of Effect: The Caster
Saving Throw: None
The red fireshield protects the user from fire damage by surrounding
the caster with a shield of flame. This shield not only grants the
user 50% fire resistance, but also protects the caster from attacks
made within a 5' radius around the caster. An opponent that hits the
caster with any weapons or spells within this radius suffers 1d8 +2
fire damage.
Summary - The same as above but for the fire lovers amongst us. 6/10
Greater Malison (Enchantment/Charm)
Level: 4
Range: Visual range of the caster
Duration: 2 rounds/level
Casting Time: 4
Area of Effect: Up to 60-foot cube
Saving Throw: None
The spell allows the caster to adversely affect all the saving throws
of his enemies. The effect is applied to all hostile creatures within
the area of effect. Opponents under the influence of this spell make
all saving throws at a penalty of -4.
Summary - A brilliant spell. Look at all the spells that allow Saving
Throws in this FAQ and they will all improve with this spell cast just
before it. Using this gives you a good advantage in battle and is
great at higher levels with longer duration, it's just a pity that the
Saving Throw penalty doesn't increase with experience. 10/10
Ice Storm (Evocation)
Level: 4
Range: Visual range of caster
Duration: 4 rounds
Casting Time: 4
Area of Effect: 30' radius
Saving Throw: None
When this spell is cast, great hail stones pound down for four rounds
in a 60-foot-diameter area and inflict 2d8 points of damage to any
creatures within the area of effect. Also, anyone that remains within
the area of effect takes 2d8 damage each round for four rounds.
Summary - Practically a cold damage version of the Fireball and is good
for it, use something such as Web to hold them in place while it rains
down on them for big damage (up to 80). The cons are it may hit your
party and is thusly useless in close combat and doesn't in any way
improve with experience, which does make it a great early game spell
though. 7/10
This spell is similar to the invisibility spell, but the recipient is
able to attack, either by missile discharge, melee combat, or
spellcasting, and remain unseen. Note, however, that there are
sometimes telltale traces, a shimmering, so that an observant opponent
can attack the invisible spell recipient. These traces are only
noticeable when specifically looked for (after the invisible character
has made his presence known). Attacks against the invisible character
suffer -4 penalties to the attack rolls, and the invisible character's
saving throws are made with a +4 bonus.
Note: after making an attack the mage is no longer completely
invisible. Opponents can target the mage.
Summary - Better than Lvl 2 Invisibility but maybe not worthy of a Lvl
4 slot, attacking the enemy doesn't completely give you away but they
can usually target you, although their attack rolls suffer losses.
6/10
Minor Globe of Invulnerability
(Abjuration)
Level: 4
Range: 0
Duration: 1 round/level
Casting Time: 4
Area of Effect: 5-foot-radius sphere
Saving Throw: None
This spell creates a faintly shimmering magical sphere around the
caster that prevents any 1st-, 2nd-, or 3rd-level spell effects from
penetrating (i.e., the area of effect of any such spells does not
include the area of the minor globe of invulnerability). This includes
innate abilities and effects from devices. However, any type of spell
can be cast out of the magical sphere, and these pass from the caster
of the globe to their subject without affecting the minor globe. Fourth
and higher level spells are not affected by the globe. The globe can be
brought down by a successful dispel magic spell.
Summary - Another disappointing Protection Spell, the fact in only
blocks out Levels 1-3 is a big drawback and frankly not worth it. 4/10
Minor Sequencer (Invocation/Evocation)
Level: 4
Range: 0
Duration: Permanent
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
This spell allows a mage to store spells and access them from his
special ability button. This ability, the sequencer, can store two
spells to be released simultaneously, both of which must be of 2nd
level or lower. A mage can only possess one minor spell sequencer at a
time, and the sequencer may not be given to other players. Once the
sequencer is used, the special ability icon disappears.
Summary - The first of the Sequencer/Trigger spells which are all great
for you and constantly used by enemy Wizards. The question for this
one is not only whether to memorise it but what to put in it, two
Melf's Acid Arrows would be great but also two Magic Missile's. The
permanent duration is also a boon. 9/10
Tip - Top tip for Minor Spell Sequencer: The best use I ever found for
it was a cleric/mage, who could sequence Bless and Chant. These are
normally too slow to be used at the start of every fight, with the
casting times as high as they are, but they do offer a very useful
advantage if you can get them cast. With a sequencer, it's instant, and
you can still have the cleric cast Protection From Evil 10' Radius,
Defensive Harmony or some other useful party-buffing spell, all in the
first round before everyone gets into melee.
Monster Summoning II
(Conjuration/Summoning)
Level: 4
Range: 40 yards
Duration: 3 rounds + 1 round/level
Casting Time: 4
Area of Effect: Special
Saving Throw: None
This spell is much like the 3rd-level monster summoning I spell, except
that this spell summons 4 HD monsters. There is a 60% chance of
receiving one monster and a 40% chance of receiving two monsters.
These monster(s) appear within spell range and attack the caster's
opponents until the spell duration expires, or until they are slain.
Summary - Obviously slightly better than the Lvl 3 spell which is worth
having if you like throwing 'Fodder' at the enemy while you regroup,
which can be useful but once again there are more powerful summoning
spells. 4/10
When this spell is cast, the result is a globe of shimmering force that
encloses the subject creature-if it fails to successfully save vs.
spell. The resilient sphere will contain its subject for the duration
of the spell. The sphere is completely immune to all damage.
Actually, the only method of removing the sphere is a successful dispel
magic. Hence the creature caught inside the globe is completely safe
from all attacks, but at the same time is completely unable to affect
the outside world.
Summary - Good for stalling tactics against the enemy (especially if
one particular opponent is bothering you) but also strangely effective
for defending one of your troops if they are on the verge of death
perhaps, and it has a reasonable duration. Unfortunately there is a
Saving Throw and it could well be made. 6/10
Polymorph Other (Alteration)
Level: 4
Range: Visual sight of caster
Duration: Permanent
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: Neg.
The Polymorph Other spell is a powerful magic that permanently alters
the form of the creature affected. Mental attributes are not affected,
and the target does not receive the special abilities of the new form.
However most physical attributes are changed to adhere to the new form.
This is a specific version of the spell in that the recipient will be
transformed into a squirrel unless a save vs. petrification/polymorph
is made successfully. The transformation is instant and permanent
until a dispel magic is cast successfully upon the affected creature.
All clothes and equipment that the target was wearing will mold into
the new form.
Summary - They will probably Save but if they don't then the permanent
duration is good and them turning into a squirrel is funny. 4/10
When this spell is cast, the wizard is able to assume the form of
another creature. The caster also gains the physical mode of
locomotion and breathing as well. This spell does not give the new
form's other abilities such as special attacks and magic, nor does it
run the risk of the wizard changing personality and mentality.
When the spell is cast, for the duration of the spell the caster may
transform into any of the new forms at any time, and as many times as
he wishes. The caster gains the natural attacks of the new form in
some cases and may use weapons in others. The mental attributes of the
wizard remain the same, however all the physical attributes are
attained from the new form. Also, any natural protections that the new
form offer are conferred to the wizard, such as the resistance to
missile and blunt weapons possessed by the slime form.
The possible forms given by polymorph self are:
(1) Gnoll: wields a magical halberd (+1 fire damage and strikes as an
enchanted weapon +3)
(2) Mustard Jelly: capable of slowing opponents (if they fail a save
when hit).
(3) Ogre: capable of causing massive damage with its fists
(4) Spider: causes poison damage when it hits an opponent
In addition the caster may choose the form of brown bear, black bear
or wolf.
Summary - An interesting spell but ultimately I rarely need this. A
couple of the monsters on offer look okay but you can summon most of
these by now (e.g Monster Summoning I & II, Spider Spawn) so why would
you turn the caster into one? 3/10
Remove Curse (Abjuration)
Level: 4
Range: Touch
Duration: Permanent
Casting Time: 4
Area of Effect: Special
Saving Throw: Special
Upon casting this spell, the wizard is usually able to remove a curse
on an object, on a person, or in the form of some undesired sending or
evil presence. Note that the remove curse spell does not remove the
curse from a cursed shield, weapon, or suit of armor, for example,
although the spell typically enables the person afflicted with any such
cursed item to get rid of it. Certain special curses may not be
countered by this spell, or may be countered only by a caster of a
certain level or more.
Summary - Pretty much needless, you will really only need this after
being equipping a cursed item or weapon a when you didn't identify it,
and if you did that then you deserve to stay cursed. 1/10
Secret Word (Abjuration)
Level: 4
Range: Visual sight of caster
Duration: Instant
Casting Time: 4
Area of Effect: Target creature
Saving Throw: None
When this spell is cast at a target creature it will dispel one spell
protection of 8th level or lower. The spells that are affected by this
are: Minor Spell Turning, Minor Globe Of Invulnerability, Spell
Immunity, Spell Deflection, Spell Turning, and Spell Shield. The
target's magic resistance, if any, does not affect this spell.
Summary - To dispel just one Spell Protection isn't that good when you
are lower level, and that is the downfall of this spell, but it's good
it goes up to Lvl 8 spells. 6/10
Spider Spawn (Conjuration/Summoning)
Level: 4
Range: 40 yards
Duration: 6 rounds + 1 round/level
Casting Time: 6
Area of Effect: Special
Saving Throw: None
Upon casting this spell the wizard conjures several spider eggs into
existence, quickly producing fully grown spiders that remain under the
wizard's telepathic control. The type of spiders that appear depend
upon the level of the wizard casting the spell.
7th : giant spider
9th : phase spider
12th+ : sword spider
When the spell is cast there is a 20% chance that two spiders of the
proper type will appear instead of just one. These spider(s) will
remain under the wizard's control until slain, or the spell duration
expires.
Summary - A good summoning spell that is better than any we've come
across yet. The Spider is a good creature to have in battle with you
as it lasts a while and can poison the enemy, Phase and Sword Spider's
are especially good and the Duration lasts more with each level gained.
8/10
This spell is very similar to the 3rd level spell Ghost Armor in that
it creates a corporeal barrier around the targets body for the duration
of the spell. This spell taps the target's life force in order to
create the barrier. The armor itself is weightless, and does not
hinder movement or spellcasting at all.
The spirit armor does not work cumulatively with any other armor,
however dexterity bonus' still apply as well as magic rings and a
shield. While in effect the AC (armor class) of the recipient will be
1, as if he was wearing full plate. Also, due to the magical nature of
the spell, he will also receive a +3 bonus to save vs. magical attacks.
There is a danger however, as when the spell runs out the external
portion of the spirit is temporarily lost, inflicting 2d4 points of
damage upon the target, unless the creature makes a saving throw vs.
spell.
Summary - A solid spell that is way more powerful than earlier level AC
improvement spells like Ghost Armour due to the good improvement in
save vs spells. Also the Duration is very good (10 mins real time).
The side effect at the end can be a pain but it is very unlikely it
will kill you. 7/10
Stoneskin (Alteration)
Level: 4
Range: 0
Duration: 12 hours
Casting Time: 1
Area of Effect: Caster
Saving Throw: None
When a wizard casts this powerful spell upon himself, an outer skin of
stone will move up from the ground completely covering him. This skin
is of course magical and will hinder the wizard in no way. The effect
of this is to protect the wizard from physical attacks such as melee
weapons and projectiles. For every 2 levels of the caster an
additional skin is gained upon casting, for example a 10th level wizard
would receive 5 skins while a 20th level wizard would receive 10. For
each skin the wizard possesses the spell will stop one attack, so a
10th level wizard would be protected from the first 5 attacks made
against him, but the sixth would affect him normally. The skins will
remain on the wizard until he is affected by a dispel magic, all of the
skins are removed due to physical attacks, or the spell duration
expires. It is important to note that this will not protect the wizard
from any magical attacks such as fireball, however it will protect him
from physical magical attacks such as magic missile.
Summary - A must have Spell, not just for Defensive orientated Wizard's
either, but everyone. I always *repeat* always have this strapped on
my Mage due to the good duration and have at least 2 or 3 memorized in
my spellbook, it also has the lovely bonus of improving as you level up
which is always an important part of a good spell. 10/10
Teleport Field (Alteration)
Level: 4
Range: Visual sight of caster
Duration: 1 turn
Casting Time: 4
Area of Effect: 30' radius
Saving Throw: Neg.
With this spell, the wizard instigates a teleportation effect as far as
the wizard can see. All enemies in this area are randomly teleported
for the duration of the spell. This spell is best used against
multiple enemies, serving to confuse them and allowing the wizard to
concentrate on activating her defences.
Summary - Good stalling spell against multiple enemies but they can
make a dreaded Saving Throw. 6/10
Wizard Eye (Divination, Alteration)
Level: 4
Range: 0
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
When this spell is employed, the wizard creates an invisible sensory
organ that sends him visual information. The wizard eye can see with
normal vision up to 60 feet away in brightly lit areas. The wizard eye
can travel in any direction as long as the spell lasts. It has
substance and a form that can be detected (by a detect invisibility
spell, for instance). Solid barriers prevent the passage of a wizard
eye. The powers of the eye cannot be enhanced by other spells or
items. The caster is subject to any gaze attack met by the eye. A
successful dispel cast on the wizard or eye ends the spell.
Summary - Good for scouting out locations before diving in, although it
would be nice to go further than 60 feet, but the untold talent in this
spell is that the Wizard Eye can be used as fodder against the
enemy.....the best part......it cannot be killed. Bad duration time
though. 7/10
Con Rebuttal - If you have ToB installed Wizard Eye can be killed
easily.
Level 4 Summarised
-----------------
Three spells stick out like a sore thumb :-
Greater Malison
Minor Sequencer
Stoneskin
You should share your memory slots between these three. You may want
Enchanted Weapon constantly memorized till you equip every melee
specialist with a +3 or better weapon. Also Farsight and Wizard Eye
make good recon spells. Spirit Armour is good but Stoneskin betters it
and Spider Spawn is a good 'Fodder' spell.
Animate Dead (Necromancy)
Level: 5
Range: 10 yards
Duration: 8 hours
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
This spell creates 1-2 undead monsters to rise and serve the wizard
under any conditions. One undead servant automatically rises and there
is a 5% chance per level of the caster that another will rise and join
the first. However, at 15th level the caster will be able to summon a
Skeleton Warrior (only one), a very powerful ally indeed.
The undead can follow the caster, remain in an area and attack any
creature (or just a specific type of creature) entering the place, etc.
The undead remain animated until they are destroyed in combat, 8 hours
pass, or are turned. The magic cannot be dispelled.
Summary - A good spell to have to throw monsters at the enemy and
getting a Skeleton Warrior at Level 15 is great as they are immune to
plenty of attacks, the Duration is great also. The main question will
be 'Do I prefer this or Monster Summoning III'? I'd take this one.
8/10
Breach (Abjuration)
Level: 5
Range: Visual sight of caster
Duration: Instant
Casting Time: 5
Area of Effect: Target Creature
Saving Throw: None
When this spell is cast at a creature, it breaches and dispels all of
the specific and combat protections on the target creature. Here is a
complete list of all the specific protection spells that are dispelled
by breach: Shield, Protection Circle, Resist Fear, Protection From
Fire/Cold, Fireshield, Protection From Acid, Protection From
Electricity, Protection From Magic Energy, Protection From The
Elements, and Protection From Energy. The combat protection spells
dispelled by this spell are: Protection From Normal Missiles,
Protection From Normal Weapons, Protection From Magic Weapons,
Stoneskin, Armor, Ghost Armor, Spirit Armor, Absolute Immunity, Mantle,
and Improved Mantle. The target's magic resistance, if he has any,
does not affect this spell.
Summary - I will always have at least 2 or 3 of these memorized (Less
in later areas of SoA and ToB), they are completely required before
fighting enemy Wizards because they almost always have or cast
something like Stoneskin or Protection from Normal/Magic Weapons. The
game would be much harder if you can't find a scroll of this (or don't
choose it if you are a Sorcerer). 10/10
Chaos (Enchantment/Charm)
Level: 5
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
The effects of this spell are identical to the 4th level spell
confusion in all respects. The victims wander around as if in a daze,
sometimes wandering away, sometimes attacking, either friend or foe.
If the victim is 4th level or lower, he does not receive a saving throw
versus the effects. However, if the victim is 5th level or higher, he
receives a save vs. spell at -4. The spell lasts for the duration or
until a successful dispel magic is cast.
Summary - This is the spitting image of Confusion except that the
opponent is less likely to Save, so it is better than Confusion if you
like these charm-type spells, but is still small fries compared to
other spells on this level. 4/10
Cloudkill (Evocation)
Level: 5
Range: 10 yards
Duration: 1 turn
Casting Time: 5
Area of Effect: 40' wide, 20' high,
20' deep cloud
Saving Throw: None
This spell generates a billowing cloud of ghastly, yellowish green
vapors that is so toxic as to slay any creature with fewer than 4 +1
Hit Dice, and cause creatures with 4 +1 to 6 Hit Dice to roll saving
throws vs. poison with - 4 penalties or be slain. Holding one's breath
has no effect on the lethality of the spell. Those above 6th level (or
6 Hit Dice) must leave the cloud immediately, or suffer 1d10 points of
poison damage each round while in the area of effect.
Summary - Lower creatures being slain is a pretty good feature making
this a good early game spell and it does fairly good damage (1d10
poison per round and the spell lasts for 10 rounds could do 100 Damage
if they stay in the area of effect) but they may Save. Use this with
Web or Entangle for best results. 7/10
Cone of Cold (Evocation)
Level: 5
Range: 0
Duration: Instantaneous
Casting Time: 5
Area of Effect: Special
Saving Throw: 1/2
When this spell is cast, it causes a cone-shaped area of extreme cold,
originating at the wizard's hand and extending outward in a cone five
feet long and one foot in diameter per level of the caster. It drains
heat and causes 1d4 + 1 points of damage per level of experience of the
wizard. For example, a 10th-level wizard would cast a cone of cold 10
feet in diameter and 50 feet long, causing 10d4 + 10 points of damage.
Summary - Like plenty of other spells if you can aim this right and not
risk injuring Party Members (keep them behind you is a tip) then it can
do some decent damage, a 15th level Wizard could cause 75 maximum, and
the Saving Throw doesn't completely negate the effects. There are
better damage spells around but it is good that it improves with
experience. 7/10
Conjure Lesser Air Elemental
(Conjuration/Summoning)
Level: 5
Range: 15 yards
Duration: 1 turn +1 round/level
Casting Time: Special
Area of Effect: Special
Saving Throw: None
A caster who performs a conjure lesser air elemental spell summons an
air elemental to do his bidding. The elemental is 8 Hit Dice and will
serve the casters every whim until banished back to its home plane, the
spell duration expires, or upon the elementals death. However, every
time this spell is cast there is a 15% chance that the elemental will
escape the instructions of the caster upon which it will go berserk
attacking the mage who dared summon it. If it can't reach the summoner
it will fight its way towards him. This berserking elemental will also
remain until slain, or the spell duration expires. This spell requires
rigid concentration after the casting in order to implant control in
the summoned creatures psyche. The elemental is locked into a psychic
contest with the caster for three rounds after being summoned. At the
end of this time if the caster has won he has control of the elemental.
However, if he has lost, the elemental goes berserk and tries to kill
him. This does not prevent the use of other charm type spells cast
afterwards if the contest was lost. It might be good to note that if
charm spells are used before the contest is over they will have no
effect on the outcome.
Summary - A bad conjuring spell to use as the time it takes to both
cast and then mentally 'challenge' the elemental makes it just plain
annoying as you lose your Wizard for about four rounds in all. Even if
you win over the elemental it is a fairly weakish ally to have, and you
could also lose the mental test, causing it to wilfully go after the
caster. 2/10
Conjure Lesser Earth Elemental
(Conjuration/Summoning)
Level: 5
Range: 15 yards
Duration: 1 turn +1 round/level
Casting Time: Special
Area of Effect: Special
Saving Throw: None
A caster who performs a conjure lesser earth elemental spell summons a
earth elemental to do his bidding. The elemental is 8 Hit Dice and
will serve the casters every whim until banished back to its home
plane, the spell duration expires or upon the elementals death.
However, every time this spell is cast there is a 15% chance that the
elemental will escape the instructions of the caster upon which it will
go berserk attacking the mage who dared summon it. If it can't reach
the summoner it will fight its way towards him. This berserking
elemental will also remain until slain, or the spell duration expires.
This spell requires rigid concentration after the casting in order to
implant control in the summoned creatures psyche. The elemental is
locked into a psychic contest with the caster for three rounds after
being summoned. At the end of this time if the caster has won he has
control of the elemental. However, if he has lost, the elemental goes
berserk and tries to kill him. This does not prevent the use of other
charm type spells cast afterwards if the contest was lost. It might be
good to note that if charm spells are used before the contest is over
they will have no effect on the outcome.
Summary - This is just the same as the Air elemental but it summons an
Earth one, so it just looks different but still has the same drawbacks.
2/10
Conjure Lesser Fire Elemental
(Conjuration/Summoning)
Level: 5
Range: 15 yards
Duration: 1 turn +1 round/level
Casting Time: Special
Area of Effect: Special
Saving Throw: None
A caster who performs a conjure lesser fire elemental spell summons a
fire elemental to do his bidding. The elemental is 8 Hit Dice and will
serve the caster's every whim until banished back to its home plane,
the spell duration expires, or upon the elementals death. However,
every time this spell is cast there is a 15% chance that the elemental
will escape the instructions of the caster upon which it will go
berserk attacking the mage who dared summon it. If it can't reach the
summoner it will fight its way towards him. This berserking elemental
will also remain until slain, or the spell duration expires. This
spell requires three rounds of concentration after the casting in order
to implant control in the summoned creatures psyche. The elemental is
locked into a psychic contest with the caster for three rounds after
being summoned. At the end of this time if the caster has won he has
control of the elemental. However, if he has lost, the elemental goes
berserk and tries to kill him. This does not prevent the use of other
charm type spells cast afterwards if the contest was lost. It might be
good to note that if charm spells are used before the contest is over
they will have no effect on the outcome.
Summary - Once again the same, a weaker Fire Elemental this time which
are probably the best type of elemental to have but are still not good
enough to outweigh the cons of the spell. 2/10
Domination
(Enchantment/Charm)
Level: 5
Range: Visual sight of caster
Duration: 8 rounds
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: Neg.
The domination spell enables the caster to control the actions of any
creature while the spell is in effect. This control is maintained
through a telepathic link between the caster and the victim. Unlike
the 4th level priest spell Mental Domination, the target has no option
for release, even if made to do something against his morals. This
effect can only be reversed by dispel magic. The target gets a saving
throw vs. spell at -2 in order to avoid the effect.
Summary - If you like using Charm spells then this is a good one, the
Saving throw is lowered to give you a chance and the duration is okay.
Lets hope nobody casts Dispel Magic near the recipient though 7/10
Feeblemind (Enchantment/Charm)
Level: 5
Range: Visual range of the caster
Duration: Permanent
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: Neg
Feeblemind causes the subject's intellect to degenerate into that of a
simple beast of burden. The subject remains in this state until a
successful dispel magic is cast upon him. The victim must make a save
vs. spell at -2 in order to avoid the effect.
Summary - Good to use on enemy Wizards if (a big if) they don't save vs
spell (which a Wizard probably will, even at -2). If it works though
the permanent duration is great and they will not be casting any more
spells. 5/10
Hold Monster
(Enchantment/Charm)
Level: 5
Range: Visual range of caster
Duration: 1 round/level
Casting Time: 5
Area of Effect: 5 foot radius around target
Saving Throw: Neg.
This spell holds 1d4 creatures of any type rigidly immobile and in
place for nine or more rounds, unless a save vs. spells is made with a
-2 penalty.
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.
Undead creatures cannot be held.
Held creatures cannot move or speak, but they remain aware of events
around them and can use abilities not requiring motion or speech.
Being held does not prevent the worsening of the subjects' condition
due to wounds, disease, or poison.
Summary - You simply don't need to hold 1d4 enemies, you should just go
on and kill them. This will be resisted by any kind of tough foe.
1/10
Lower Resistance (Abjuration,Alteration)
Level: 5
Range: Visual sight of caster
Duration: 1 round/level
Casting Time: 5
Area of Effect: Target creature
Saving Throw: None
When cast upon a target creature this spell will lower the magic
resistance of this creature by 10% + 1% per level of the caster. There
is no saving throw vs. this spell and magic resistance is ignored. For
example if a creature has 60% magic resistance and this spell is cast
on it by a 15th level mage then its magic resistance would be lowered
by 25% automatically. This effect is cumulative for each casting of
this spell. If this spell was cast upon this same creature again the
creatures magic resistance would be 60% - 25% (initial casting) - 25%
(current casting) which would leave the creature with 10% magic
resistance after both spells have been cast. This spell will last
until the spell duration expires. Something to note is that this spell
is not affected by dispel magic. Once it has been cast there is no way
to cancel the effects until the spell expires.
Summary - A highly needed spell for facing numerable foes with Magic
Resistance. Unfortunately the effects could be better, it does improve
with higher levels but not by much, and if it would have had better
duration I'd praise it much more. Look at it at the highest level
allowed by the experience cap (17th) it only does 27% damage (it'll
take a few to work fully on a Golem) and lasts for 17 round (under 2
mins) which isn't that good and you will want to hit the most resistant
enemy's with at least a couple of these at once. Still crucial though.
9/10
Minor Spell Turning (Abjuration)
Level: 5
Range: 0
Duration: 3 rounds/level
Casting Time: 5
Area of Effect: The caster
Saving Throw: None
This spell is similar to the 7th-level Spell Turning, which causes the
spells cast against the wizard to rebound upon the original caster.
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
reflected back upon the caster. This spell will only affect up to 4th
level spells, but as long as there are levels remaining then the spell
will be reflected. For example if there is only 1 level left and a
3rd-level spell is cast at the wizard, the spell will be reflected
while canceling the spell turning.
This spell will not protect the caster from dispel magic. However, it
will not be affected by dispel magic either.
Summary - Potentially the idea is good but this particular spell is too
weak a version of it. If you can pick up the Cloak of Mirroring as
well then this is totally obsolete. 5/10
Pro Rebuttal - The Cloak of Mirroring does not reflect back dmage if
you have installed ToB, so add another 2 marks if you have ToB.
Monster Summoning III
(Conjuration/Summoning)
Level: 5
Range: 40 yards
Duration: 4 rounds + 1 round/level
Casting Time: 5
Area of Effect: Special
Saving Throw: None
This spell is much like the 3rd-level monster summoning I spell, except
that this spell summons 5 HD monsters. There is a 60% chance of
receiving one monster and a 40% chance of receiving two monsters.
These monster(s) appear within spell range and attack the caster's
opponents until the spell duration expires, or until they are slain.
Summary - You can get some decent allies with this one but I think
there are better monsters to summon. I'd prefer Animate Dead to this
one for the much better duration and after you reach Lvl 15 you get a
Skeleton Warrior, which is better than anything here in my opinion.
5/10
Oracle (Divination)
Level: 5
Range: 0
Duration: Instant
Casting Time: 5
Area of Effect: 60' radius
Saving Throw: None
When cast by the wizard this spell will cancel all illusion/phantasm
spells of 5th level and lower in the area. The spells that are
affected by this are Reflected Image, Invisibility, Mirror Image, Non-
detection, Improved Invisibility, and Shadow Door. It is important to
note that the caster can control just who this spell affects.
Therefore, it will affect only creatures that are not in the caster's
party. The area of effect is roughly a 60' radius around the caster.
Summary - A less powerful version of the excellent True Sight and if
you don't have room for that in you Lvl 6 spells then you should take
this at least. It cancels a few annoying illusion spells (that pesky
Shadow Door which mages often use) and has the boon of not affecting
your party. It has a large radius too. 7/10
Phantom Blade (Evocation)
Level: 5
Range: 0
Duration: 3 rounds + 1 round/level
Casting Time: 5
Area of Effect: Special
Saving Throw: None
This spell creates a translucent, shadowlike, weightless area of
magical force extending from the fingers of one of the caster's hands.
This silent construct is blade-shaped. Its cutting edges inflict
damage just as do those of a real sword. The caster wields the phantom
blade as if proficient with this weapon, at her normal THACO.
The phantom blade acts as a +3 magical sword in terms of hit and damage
bonuses as well as the type of creatures it can hit. However, due to
its etheric nature it causes an extra +10 damage against undead. This
sword can only be used by the caster and remains in their hand for the
duration or until dispelled.
Summary - Not as good as the Lvl 4 enchanted weapon at all. Oh sure it
can do +10 to the Undead which is nice but it has just the same
enchantment as Enchanted Weapon but more importantly unlike Enchanted
Weapon it can ONLY be used by the caster, at their normal
THAC0......huh! what is the damn point of that, unless they are a dual
or multi-class fighter as well it is pointless as they will be beaten
by any melee enemy worth their salt. 2/10
Protection From Acid (Abjuration)
Level: 5
Range: Touch
Duration: 1 turn/level
Casting Time: 6
Area of Effect: Creature touched
Saving Throw: None
When the spell is cast it confers complete invulnerability to all acid
based attacks whether magical or non-magical such as acid arrow or
creature special attacks. This effect lasts for the duration of the
spell or until dispelled.
Summary - I can't think of too many enemies that use acidic attacks on
you so I don't have much use for it. If you need it though it has top
quality duration and confer total invulnerability, which is good. 3/10
Protection From Electricity
(Abjuration)
Level: 5
Range: Touch
Duration: 1 turn /level
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: None
When the spell is cast it confers complete invulnerability to all
electrical based attacks whether magical or non-magical such as
lightning bolt or breath weapons. This effect lasts for the duration
of the spell or until dispelled.
Summary - Like the above I cannot think of many electrical attacks but
it's main use if immunising you to the high damage Lightning Bolt if
not only an enemy casts it but if you plan too cast it as well. It's a
pity we can't cast this on the entire party at once because then I'd
use Lightning Bolt with reckless abandon. 5/10
Protection from Normal Weapons (Abjuration)
Level: 5
Range: Self
Duration: 1 round/level
Casting Time: 2
Area of Effect: Self
Saving Throw: None
When the spell is cast it confers complete invulnerability to all non-
magical weapons. This does not include weapons that are blessed or
enchanted. This spell may not be cast on someone who is protected from
magical weapons. This effect lasts for the duration of the spell or
until dispelled.
Summary - Not great, it difficult to know which enemies possess
enchanted weapons and which have the plain vanilla weapons. Early game
might be a good time to have it but at lower levels the duration sucks
and later on in the game when you've improved it's duration most
enemies have enchanted weapons so it's a bit of a Catch 22. 5/10
Shadow Door (Illusion/Phantasm)
Level: 5
Range: 10 yards
Duration: 1 round/level
Casting Time: 2
Area of Effect: Special
Saving Throw: None
By means of this spell, the wizard creates the illusion of a door. The
illusion also permits the wizard to appear to step through this "door"
and disappear. In reality he has darted aside and can flee, totally
invisible (as per the Improved Invisibility spell), for the spell
duration. A true seeing spell, a gem of seeing, or similar magical
means can discover the wizard.
Summary - Okay to use in the middle of battle as you can become totally
invisible and will probably not be attacked until it is dispelled one
way or another, enemies regularly cast True Sight though, and the
casting time is quick for this level. 6/10
Spell Immunity (Abjuration)
Level: 5
Range: 0
Duration: 1 round / level
Casting Time: 5
Area of Effect: Special
Saving Throw: None
Casting this spell grants the wizard protection from one spell school
of her choice. After the spell is cast, the wizard must choose the
school she wishes to be protected from. All spells of this school will
not be able to harm or aid the caster for the duration of this spell.
This includes all spells from this school, including any priest spells
that might benefit the caster.
Summary - An interesting spell and can be used to great effect if you
use it wisely. There are a few one-school specialists out there but
not too many. The duration is quite poor and it's a pity you can't
pick more than one school at higher levels, one big use of this is
Spell Immunity : Divination, so your Illusions cannot be broke by true
Sight and the like, great for using spells such as Simulacrum and
Mirror image to their fullest 7/10
Spell Shield (Abjuration)
Level: 5
Range: 0
Duration: 3 rounds/level
Casting Time: 8
Area of Effect: The caster
Saving Throw: None
When this spell is cast the wizard is protected from the next magical
attack against him. The spells that this protects the wizard from are:
Spell Thrust, Secret Word, Breach, Lower Resistance, Pierce Magic, Ruby
Ray, Warding Whip, Pierce Shield, and Spellstrike. If one of these
spells is cast at the wizard this spell activates and absorbs the
attack. However, this only works once as this spell is consumed in the
process. Otherwise, it will last for the duration.
Summary - It'd be good if you could just quickly throw this on before
casting a protection spell but just look at the frankly disgraceful
casting time, by the time you've finished casting the opposition will
probably be ready to strike (if they have not already and disrupted
you) and you haven't put on the protection yet anyway. If you can
manage to get this on and get a decent protection spell cast as well
then it will buy you even more protective time and will be effective
but the Casting Time practically ruins it. 4/10
Sunfire (Evocation)
Level: 5
Range: Caster
Duration: Instantaneous
Casting Time: 3
Area of Effect: 30-foot radius
Saving Throw: 1/2
A sunfire is like a fireball -- 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 15d6). The wizard
gestures with his hand and the entire area around him erupts in flames,
striking all except for the caster. 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 - A bigger and badder version of Fireball which is pointless to
use under Level 11 (Fireball will do just the same damage) but after
that then you may want to replace Fireball because this will enable you
to free up Lvl 3 spell slots (Lvl 3 has a lot of good spells for its
Level - see above). At Lvl 15 you could do up to 90 damage but just
watch where you aim it. 8/10
Level 5 Summarised
-------------------
The big must is Breach which you should always have at least 2 (at the
very least 1) in your book, add Lower Resistance to this and Lvl 5 is a
good level for bringing down magically protected enemies. Sunfire is
good for damage (as is Cone of Cold and Cloudkill). Pick Animate Dead
over Monster Summoning III for chucking creatures at the enemy and you
may want to keep an Oracle spell handy for dispelling any nasty
illusion spells (such a Shadow Door which you may also consider).
Level 6
--------
Carrion Summons (Conjuration/Summoning)
Level: 6
Range: 40 yards
Duration: 7 rounds + 1 round/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
There are two parts to this spell. When cast the first part is to open
up a small portal which will summon 1 or 2 carrion crawlers to a point
designated by the wizard. The second part of the magic mutates the
carrion crawlers into larger more vicious versions of themselves. The
result is that the wizard now has control over these creature(s) until
they are slain, or the spell duration expires. When the spell is cast
there is a 35% chance that two will be summoned instead of just one.
Summary - There are better Summoning spells than this in lower levels
so to say this is needed would be daft. The monsters you get are not
very good, if you want more 'fodder' spells then pick it but I
certainly wouldn't. 2/10
Chain Lightning (Invocation/Evocation)
Level: 6
Range: Visual range of caster
Duration: Instant
Casting Time: 5
Area of Effect: Special
Saving Throw: Half
When the wizard casts chain lightning, arcs of electrical energy burst
from his fingertips. These brilliant arcs of lightning leap at all
enemies near the caster, burning them with electrical damage. The
lightning causes 1d6 points of damage for every two levels of the
caster. If the target of the lightning saves against spells only half
damage is inflicted. Thus, a 12th level wizard will cause 6d6 damage
to a victim (3d6 if the victim makes his saving throw vs. spells).
Summary - A friendly version of Lightning Bolt which increases in
damage slightly less than it's preceeding counterpart. A good spell to
have and should be used when you reach high levels an have many enemies
to aim at. 8/10
Conjure Air Elemental
(Conjuration/Summoning)
Level: 6
Range: Visual sight of caster
Duration: 1 turn/level
Casting Time: Special
Area of Effect: Special
Saving Throw: None
Upon casting a conjure air elemental spell, the caster opens a special
gate to the elemental plane of Air, and an air elemental is summoned to
the vicinity of the spellcaster. It is 60% likely that a 12 hit dice
elemental appears, 35% likely that a 16 hit dice elemental appears, and
5% likely that a 24 hit dice elemental appears. Once the elemental
appears the caster must concentrate on the creature for 3 rounds in
order to assure that the elemental will not turn on him (there is a 15%
chance of losing control). However, after this period has passed the
elemental will do the bidding of the caster until it is slain, or the
duration of the spell runs out. All of the commands given to the
elemental are done so telepathically, so there is no time lost due to
miscommunication, and it is not necessary to know the language of the
summoned creature.
Summary - Once again the time it takes to cast and mentally contest
with the Elemental still hold this spell back. If you got lucky and
summoned the 24 HD Air Elemental then it may be worthit and the
duration is good but it still would not recommend it. 4/10
Conjure Earth Elemental
(Conjuration/Summoning)
Level: 6
Range: Visual sight of caster
Duration: 1 turn/level
Casting Time: Special
Area of Effect: Special
Saving Throw: None
Upon casting a conjure earth elemental spell, the caster opens a
special gate to the elemental plane of Earth, and an earth elemental is
summoned to the vicinity of the spellcaster. It is 60% likely that a
12 hit dice elemental appears, 35% likely that a 16 hit dice elemental
appears, and 5% likely that a 24 hit dice elemental appears. Once the
elemental appears the caster must concentrate on the creature for 3
rounds in order to assure that the elemental will not turn on him (15%
chance that the elemental will turn on the caster). However, after
this period has passed the elemental will do the bidding of the caster
until it is slain, or the duration of the spell runs out. All of the
commands given to the elemental are done so telepathically, so there is
no time lost due to miscommunication, and it is not necessary to know
the language of the summoned creature.
Summary - Same as above. 4/10
Conjure Fire Elemental
(Conjuration/Summoning)
Level: 6
Range: Visual sight of caster
Duration: 1 turn/level
Casting Time: Special
Area of Effect: Special
Saving Throw: None
Upon casting a conjure fire elemental spell, the caster opens a special
gate to the elemental plane of Fire, and a fire elemental is summoned
to the vicinity of the spellcaster. It is 60% likely that a 12 hit
dice elemental appears, 35% likely that a 16 hit dice elemental
appears, and 5% likely that a 24 hit dice elemental appears. Once the
elemental appears the caster must concentrate on the creature for 3
rounds in order to assure that the elemental will not turn on him (15%
chance the elemental will attack the caster). However, after this
period has passed the elemental will do the bidding of the caster until
it is slain, or the duration of the spell runs out. All of the
commands given to the elemental are done telepathically, so there is no
time lost due to miscommunication and no need to know the language of
the summoned creature.
Summary - Same again, although Fire Elementals look cooler and have
some good resistances, but it doesn't warrant a higher mark than the
other two. 4/10
Contingency (Evocation)
Level: 6
Range: Visual range of caster
Duration: 1 day/level
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
Upon casting this spell the wizard is allowed to choose a spell out of
his repertoire of known spells. One spell level for every three levels
of the caster is allowed up to 18th level or 6th level spells. Once
the spell is chosen the caster is allowed to choose a condition of some
kind from the list provided. The starting condition can be anything
from reaching 10% of his/her hit points to an enemy being sighted.
Once this starting condition is satisfied the spell that was chosen
will be cast automatically. For example a 12th level wizard could
place the spell stoneskin in a contingency with the starting condition
being 'the wizard reaches 50% of his hit points'. Then in combat once
the wizard is reduced to 50% of his hit points or below, stoneskin
would be immediately cast upon him. This requires no action by the
wizard, it happens automatically and instantaneously. The limitation
of this spell is that the target of the spell placed in the contingency
must be the caster. Therefore it cannot be an offensive spell and
cannot target any other party members.
Summary - Contingency's great defensive spells and you should always
have one ready to kick in. For this one I'd recommend using Stoneskin
with it, maybe when you are low on HP or maybe an enemy sighted, but
it's up to you how to use it as the possibilities are many. Just make
sure you have one in readiness constantly. 9/10
Death Fog (Evocation)
Level: 6
Range: 10 yards
Duration: 1 turn
Casting Time: 6
Area of Effect: 30' radius
Saving Throw: None
The casting of a death fog spell creates an area of solid fog that has
the additional property of being highly acidic. All animal life not
immune to acid suffers 8 points of damage for each round they are
exposed to the vapors of the death fog. Death fog will also instantly
kill all summoned creatures, regardless of hit dice or immunities.
Summary - Forget about the poor acidic damage it does to enemies and
use it for knocking down summoned creatures. A fair few enemies can
conjure some powerful monsters and with this spell you can quickly
unsummon them. A good spell worth thinking about. Note - You can get
rid of summoned creatures but Demons are Gated as opposed to Summoned
so they will be unaffected. 7/10
Death Spell (Necromancy)
Level: 6
Range: Visual sight of caster
Duration: Instant
Casting Time: 6
Area of Effect: 30' radius
Saving Throw: None
When a death spell is cast, it snuffs out the life forces of creatures
in the area of effect instantly and irrevocably. Such creatures cannot
be raised or resurrected, but an individual slain in this manner might
be brought back via a wish. Creatures with more than 8 hit dice are
immune to this spell, with the exception of summoned creatures, which
are slain automatically. Only enemies are affected by this spell.
Summary - Another option for taking down summoned creatures and it's
main effect is good as well. A lot of enemies will resist this but a
lot will die as well. It's definitely worth using early game against
packs of weaker foes but later on it doesn't work against tougher
opposition, but then again it does have that other benefit of getting
rid of summoned creatures (once again not Gated ones though). 8/10
Disintegrate (Alteration)
Level: 6
Range: Visual sight of caster
Duration: Instantaneous
Casting Time: 6
Area of Effect: Target Creature
Saving Throw: Neg.
Upon casting this spell at another creature a thin green ray is shot
out. Upon contact the creature must make a saving throw vs. spells or
be transformed into dust. This transformation is instantaneous and
irreversible. There is also a good chance that this will destroy some
if not all of the items that the creature is carrying.
Summary - I wouldn't bother with this, firstly there is the saving
throw and then there is the little fact that it will obliterate the
enemy's items which is a drawback. May be good to use on pesky
creatures who look like they won't have anything of value but generally
it's a no-no. 4/10
Flesh to Stone (Alteration)
Level: 6
Range: Visual range of the caster
Duration: Permanent
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: Neg.
This spell turns flesh of any sort to stone. All possessions on the
person of the creature likewise turn to stone. The intended subject of
the spell receives a saving throw vs. spell to avoid the effect. If a
statue created by this spell is subjected to attacks of any sort it
will shatter into tiny pieces making it impossible for the creature to
be returned to flesh. The reverse of this spell may be cast upon the
victim in order to restore life, but this is the only way.
Summary - They can make a Saving Throw which is annoying but it is not
to bad as many don't resist it but quite a few do though. 5/10
Globe of Invulnerability (Abjuration)
Level: 6
Range: 0
Duration: 1 round/level
Casting Time: 6
Area of Effect: 5-foot-radius sphere
Saving Throw: None
This spell creates an immobile, faintly shimmering magical sphere
around the caster that prevents any 1st-, 2nd-, 3rd- or 4th-level spell
effects from penetrating (i.e., the area of effect of any such spells
does not include the area of the globe of invulnerability). This
includes innate abilities and effects from devices. However, any type
of spell can be cast out of the magical sphere, and these pass from the
caster of the globe to their subject without affecting the globe. Fifth
and higher level spells are not affected by the globe. The globe can be
brought down by a successful dispel magic spell, as well as other forms
of magical attack such as Spellstrike and Pierce Magic.
Summary - This is barely better than the poor Lvl 4 spell Minor Globe
of Invulnerability and considering it's two levels higher in the spell
hierarchy then it is not one I would consider at all. 2/10
Improved Haste (Alteration)
Level: 6
Range: Visual range of caster
Duration: 3 rounds + 1 round/level
Casting Time: 3
Area of Effect: Target Creature
Saving Throw: None
Each affected creature functions at double its normal movement and
attack rates. A hasted creature gains a - 2 initiative bonus. Thus, a
creature moving at 6 and attacking once per round would move at 12 and
attack twice per round. Spellcasting and spell effects are not sped up.
There are three major differences between the third level wizard spell
haste and this spell. The first major difference is that there is no
period of fatigue following the expiration of the spell. The second
major difference is that this spell will only affect one creature.
Third and finally, this haste spell actually doubles the number of
attacks for the hasted creature. Note that this spell negates the
effects of a slow spell. This spell is not cumulative with itself or
with other similar magic. This spell lasts for the duration or until
dispelled.
Summary - Although it says Improves Haste this spell doesn't improve on
the superb Level 3 spell at all and is a worse spell to have. If this
was with Haste in Level 3 I'd still pick the other one because it
affects everybody in one go. 4/10
Pro Rebuttal - I think you massively underrate Improved Haste. Early in
the game, this is only a slightly-improved but single-character version
of Haste, it's true. Later, though, as your fighter types get 3+
attacks per round, it's awesome. I can have a bowman throwing 8 arrows
per round at the enemy (since this spell allows you to exceed the
normal 5 attacks per round limit in the game), or a melee swordsman
hitting 7 times for an *average* damage per round of nearly 100. I have
a guy dual-wielding Celestial Fury and Kachiko's Wakizashi, with good
proficiencies and the Ring of Gaxx (which can cast Improved Haste three
times per day). Against serious opposition, he's invariably the first
guy in there, and often there's nothing left by the time everyone else
arrives. This spell is an 11.
Invisible Stalker
(Conjuration/Summoning)
Level: 6
Range: 40 yards
Duration: 9 hours
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
This spell summons an invisible stalker from the elemental plane of
Air. This 8 hit dice monster obeys and serves the spellcaster in
performing whatever tasks are set before it, even if this means being
sent to certain death. The creature remains under the casters control
for 9 hours or until it is killed -- at which point it will return to
its native plane, only slightly annoyed at having to serve a mortal.
Summary - If you want a change in the Summoning area of spells then you
may want to use this as Conjuring an invisible creature is a good
tactic. The Duration is good also but the creature isn't all that
powerful. 7/10
Mislead (Illusion/Phantasm)
Level: 6
Range: 0
Duration: 1 round/level
Casting Time: 1
Area of Effect: Special
Saving Throw: None
When this spell is cast the wizard is affected with an Improved
Invisibility spell and is teleported a few feet away from his original
position. Meanwhile an exact image of the caster is created where he
used to be with exactly the same hit points as the caster. The image
cannot perform any actions at all such as attacking or casting spells.
It can, however, move around and act as a decoy for the invisible mage.
The image will remain under the control of the caster until it is
reduced to 0 hit points, or until it is affected by a dispel magic or a
spell that destroys illusions such as True Sight.
Summary - Good tactic for confusing the enemy but there are other
invisibilty spells in lower levels that practically work as well as
this one. It doesn't have a good duration and the big drawback is it
cannot do anything at all. 5/10
Pierce Magic (Abjuration)
Level: 6
Range: Visual sight of caster
Duration: Special
Casting Time: 6
Area of Effect: Target Creature
Saving Throw: Special
When this spell is cast upon a target creature there will be two major
effects. The first is that the creatures magic resistance will be
lowered by 1% per level of the caster. The second is that it will
cancel one spell protection of 8th level or lower on the creature. For
example if this spell was cast by a 15th level wizard the target
creature would lose 15% magic resistance from his current total
reducing it to 0 if less than that remains, as well as cancelling one
8th level or lower spell protection. The list of spells that this
includes is: Minor Spell Deflection, Minor Spell Turning, Spell
Deflection, Spell Turning, Minor Globe Of Invulnerability, Spell
Immunity, and Globe Of Invulnerability. Magic resistance does not
effect this spell, nor do any of the spell protections. The resistance
remains lowered for 1 round per level of the caster.
Summary - Good for smashing into enemy Wizards defences but you will
probably need to cast this more than once. Lower Resistance is better
for lowering the resistance and that is a level lower, so I'd have some
of them and maybe ignore this. 6/10
Power Word, Silence (conjuration/summoning)
Level: 6
Range: 30 yards
Duration: 7 rounds
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None
In using this spell the wizard points at an individual and utters the
power word. For the next seven rounds, that creature cannot make any
sound. This silence completely foils any spells that require verbal
components. The only counter to this spell is a dispel magic and
vocalize. There is no saving throw.
Summary - This can be great but they often seem to have a damn Vocalize
up their sleeve. It's good for quickly buying some time as they cast
Vocalize though but would you burn a Lvl 6 spell for buying a little
time. 6/10
Pro Rebuttal - I think you underrate Power Word: Silence. I usually
keep one or two of these up my sleeve as my mages get to know more
higher level spells. Sure, it's not as important as Breach or True
Sight, but it's still dead useful. A high level mage rarely has more
than one Vocalise memorised, if any at all, which means that two Power
Word: Silence spells are enough to take him out of the fight
completely, no matter how powerful he otherwise may be. They also work
very nicely on Beholders and the like, who seem to be able to cast an
inhuman number of spells per round for some reason...
Protection From Magic Energy (Abjuration)
Level: 6
Range: Touch
Duration: 1 turn /level
Casting Time: 6
Area of Effect: Creature touched
Saving Throw: None
When the spell is cast it confers 100% invulnerability to all magic
based attacks such as magic missile or Abi Dalzim's Horrid Wilting.
This effect lasts for the duration of the spell or until dispelled.
Summary - Excellent due to its long Duration and complete
invulnerability to magic based attacks is the key. Although a lot of
enemy magic-users use other ways to bring you down than damage based
attacks. 9/10
Protection from Magical Weapons (Abjuration)
Level: 6
Range: Self
Duration: 4 rounds
Casting Time: 1
Area of Effect: Self
Saving Throw: None
When the spell is cast it confers complete invulnerability to all
magical weapons. This includes weapons that are blessed or enchanted.
The attacks of powerful monsters are also considered magical weapons.
This spell cannot be cast on anyone who is protected from normal
weapons as well as anyone protected by mantle, improved mantle, or
absolute immunity. Due to the nature of this spell with the short
speed factor and duration it is mainly used to buy the wizard a few
rounds in the thick of combat. This effect lasts for the duration of
the spell or until dispelled.
Summary - Not bad but the duration is poor and not being able to use it
in sync with Protection from Normal Weapons is a drawback as Normal
Weapons can still harm you with this cast. The Casting Time is a plus
though. 7/10
Pro Rebuttal - This spell is 10/10 in ToB, if you got the Immunity from
Normal Weapons at the end of SoA it will make you totally immune to
Weapons of any kind.....for 4 rounds anyway.
Spell Deflection (Abjuration)
Level: 6
Range: 0
Duration: 3 rounds/level
Casting Time: 6
Area of Effect: The caster
Saving Throw: None
This powerful abjuration spell causes any spells cast against the
wizard to be absorbed and consumed. This affects a total of 10 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. Something to note
is that as long as there are levels remaining then the spell will be
absorbed. 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. It is not affected by a dispel magic.
Summary - This is good but it is also useless if you have acquire the
Cloak of Mirroring which will not just absorb but throw spells back at
the enemy. If you don't (and you won't get it till about 3 quarters of
the game gone) then I would memorize it regularly as it is a good
defensive spell. 7/10
Summon Nishruu (Conjuration/Summoning)
Level: 6
Range: 40 yards
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
By casting the summon nishruu spell the wizard calls into existence a
magical being of considerable power, the Nishruu. At first glance this
appears to be some sort of mist, but upon closer examination this
boiling churning red mass of vapors and shapes moves with a life of its
own. Drawn towards magic like a moth to the flame, the nishruu feed on
the energies surrounding and used by wizards. Luckily, there is no
question as to the loyalty of the creature and it will not attack its
summoner even though it would like nothing better. The nishruu have no
physical attacks at all. However, they can be hurt by physical
attacks. Each time a nishruu touches a target wizard and wraps its
tendrils around him there are two major effects. First all magical
items with charges that the target possesses will be drained by one
charge, destroying them if only one remains. The second is it causes
the wizard to lose one memorized spell. This is chosen at random,
however, it will consume the highest level possible. The nishruu is
completely immune to magic (except for death spell), and not only that,
but magic will actually heal this creature. The creature will remain
under the wizards control until reduced to 0 hit points, or the spell
duration expires.
Summary - Boy do you need this spell. The toughest enemies in BG2 are
high level spellcasters (or Creatures who can cast spells) and this
thing will suck away its magic leaving them very vulnerable indeed.
The poor duration isn't good but when you get to high levels it will
probably be long enough. Make sure you have this and cast it at
spellcasters all the time. 10/10
Con Rebuttal - I think you overrate Summon Nishruu and Summon
Hakeashar. Although they are potentially awesome spells, there is
always the risk that they will also destroy valuable treasure an enemy
mage is holding. Those high level mages can be a great source of good
scrolls, for example, but there seems to be a good chance that they'll
be zapped if you summon these beasties against the mage.
Tenser's transformation is a sight guaranteed to astound any creature
not aware of its power. For when the wizard casts the spell, he
undergoes a startling transformation. The size and strength of the
wizard increase to heroic preportions, so he becomes a formidable
fighting machine. The spell causes the caster to become a berserk
fighter.
The wizard's hit points double, and all damage he sustains comes first
from the magical points gained. The armor class of the wizard is 4
better than he possessed prior casting the spell, up to a maximum armor
class of -10.
All attacks are as a fighter of the same level as the wizard (i.e. the
wizard uses the combat values normally reserved for fighters). As
well, each attack is made at +2, and each successful hit in combat
inflicts an additional 2 points of damage. The effect lasts for the
duration or until dispelled. NOTE: This spell does not give the caster
any extra attacks.
Summary - If you want your Wizard to be a fighter for a short period
then you will want this. Interestingly if you cast this and cast
something such as Phantom Blade then you will have a good weapon to go
with it, although there are some good weapons a Wizard can get. Good
if you need to melee for some reason (e.g All your fighters are dead)
but I don't often dabble with this. 6/10
When this spell is cast, an area roughly 70 feet in radius around the
caster will be effected. Instantly and once each round for 1 turn
after this spell is cast, all hostile illusion/phantasm spells in the
area of effect will be dispelled. The spells that are affected by this
are: Reflected Image, Invisibility, Mirror Image, Non-detection,
Improved Invisibility, Shadow Door, Mislead, Project Image, and
Simulacrum. The area of effect is roughly a 70' radius around the
caster. The target's magic resistance, if any, does not come into
effect with this spell. This spell only affects enemies, thus it is
unable to dispel the invisibility from a party member.
Summary - You need this one. Top drawer enemy Wizards will usually
cast illusion spell like Mislead and Simulacrum and this will not be
resisted by them. The bad duration is not really a big factor because
it is done instantly and it will be a bit unlikely that they will cast
another illusion spell. The small drawback is the long Casting Time.
9/10
Wyvern Call (Conjuration/Summoning)
Level: 6
Range: 40 yards
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
When this spell is cast the wizard opens up a magical channel that will
summon a wyvern to his aid. This creature will be totally under his
mental control with no chance of it turning on him except, of course,
through magical means like charm monster. The creature will remain
under the wizard's control, and will live and die at his command until
the spell duration expires.
Summary - There are better creatures to summon in this level and
Monster Summoning III in Lvl 5 is maybe better so I wouldn't recommend
this. 3/10
Level 6 Summarised
-------------------
There are 3 you really should have and they are Contingency, Summon
Nishruu and True Sight. If you fancy doing damage then Chain Lightning
is good. For summoning we have the aforementioned Nishruu spell (which
is only to be used against spellcasters) and Invisible Stalker is good.
There are a couple more good defensive spells with Protection from
Magical Energy/Magical Weapons and don't forget the good Summoned
Creature killer spells (Death Fog/Death Spell)
Level 7
--------
Cacofiend (Conjuration/Summoning)
Level: 7
Range: Visual sight of caster
Duration: 15 rounds
Casting Time: Special
Area of Effect: Special
Saving Throw: None
When this spell is cast it will teleport in a powerful demon that will
go on a rampage, attacking and killing everything in sight. Anyone
protected from evil, as per the spell, will not be targeted by the
demon. This is a dangerous spell to invoke, best saved for desperate
times.
Summary - As the description says this is dangerous to cast but if you
use the Level 3 Priest spell Protection from Evil 10' radius before
summoning then it may be worth using. Other drawbacks are that you
shouldn't cast it near any innocents as the demon will gladly kill them
and the duration may run its course in longer battles. 6/10
Control Undead (Necromancy)
Level: 7
Range: Visual sight of caster
Duration: 6 rounds + 1 round/level
Casting Time: 7
Area of Effect: 1-4 creatures
Saving Throw: Special
The control undead spell allows the caster to take control of 1-4
undead creatures within the area of effect. This creates a telepathic
link between the caster and the undead allowing complete control. If
the undead have 3 Hit Dice or less then there is no saving throw
allowed, however if they have 4 Hit Dice or more a save vs. spells is
allowed to negate the effect. The undead remain under control of the
caster for the duration of the spell or until they are affected by a
dispel magic.
Summary - Most Undead in BG2 are 4HD+ so this spell is a complete waste
for Level 7. You could Turn Undead naturally if you have a Cleric in
your party. 2/10
Pro Rebuttal - Emotion and Control Undead are lifesavers, as they allow
one mage to severely hamper a large part of an enemy group single-
handed, which is particularly useful in Bodhi's lair later in the game,
where you may
have limited numbers of fighter types with immunity to level drain, so
it's helpful to take out the vamps one by one (or turn them against
each other).
Delayed Blast Fireball (Invocation/Evocation)
Level: 7
Range: Visual range of caster
Duration: Special
Casting Time: 7
Area of Effect: 30' radius
Saving Throw: 1/2
This spell creates a fireball that hovers at a point determined by the
caster. The fireball will stay in position until someone walks too
close to it. At which point it will explode for 15d6 points of damage
with a save vs. spell for half damage.
Summary - The Level 3 spell Skull Trap is very similar to this (once
you reached Level 15+ anyway) and I don't particularly rate that
because of its total awkwardness to use. So I don't like this much
either and it scores less because it is way up in Level 7. 2/10
Finger of Death (Necromancy)
Level: 7
Range: Visual sight of caster
Duration: Permanent
Casting Time: 5
Area of Effect: 1 Creature
Saving Throw: Neg
The finger of death spell snuffs out the victim's life force. The
caster points his finger at the victim after the incantation is
complete, effectively ripping the life out of his body unless a save
vs. spells is made at -2. A creature that successfully saves still
receives 2d8 +1 points of damage.
Summary - A good spell to have because the Saving Throw is a bit harder
to make than usual and even if they make it they will be damaged. 8/10
Khelben's Warding Whip (Abjuration)
Level: 7
Range: 10 yards
Duration: 3 rounds
Casting Time: 7
Area of Effect: Special
Saving Throw: None
When this spell is cast on the target creature it will dispel one spell
protection of up to 8th level in strength. Every round thereafter,
till the duration of the spell expires, another spell protection will
be removed from the target. The spells that are affected by this are:
Minor Spell Turning, Minor Globe Of Invulnerability, Spell Immunity,
Globe Of Invulnerability, Minor Spell Deflection, Spell Turning, Spell
Deflection, Spell Shield, and Spell Invulnerability. The target's
magic resistance, if any, does not affect this spell. This will always
dispel the highest level of spell protection on the target, and if
there are two protecting a mage that are the same level the choice is
random.
Summary - Great spell to use to assault a opponents magical defences.
Combine this with Breach, Gtr Malison and Lower Resistance to give
yourself a much better chance of hurting them. 8/10
Limited Wish
(Conjuration/Summoning, Invocation/Evocation)
Level: 7
Range: Unlimited
Duration: Special
Casting Time: 9
Area of Effect: Special
Saving Throw: Special
The limited wish is a very potent but difficult spell. It will fulfill
literally, but only partially or for a limited duration, the utterance
of the spellcaster. Thus, the actuality of the past, present, or future
might be altered (but possibly only for the wizard unless the wording
of the spell is most carefully stated) in some limited manner. The use
of a limited wish will not substantially change major realities. The
spell can, for example, restore some hit points lost by the wizard.
Greedy desires usually end in disaster for the wisher. Lastly, the
wiser the wizard, the better chance that he will choose the right
wording. Wizards with low wisdom will more often than not meet with
disaster when asking for a wish.
Summary - The most interesting spell in the whole game. I couldn't
wait to pick up this on my first go around to see what it offered. The
repeatable wishes are a bit poor but the one-time wishes are good, such
as getting the Glasses of ID and being able to cast Time Stop and Wail
of the Banshee, plus you can get an extra quest with this and also get
a good magical item and a fair amount of Gold as well. Just make sure
you have fairly high wisdom before casting. 7/10
Mantle (Abjuration)
Level: 7
Range: 0
Duration: 4 rounds
Casting Time: 1
Area of Effect: Caster
Saving Throw: None
When the spell is cast it confers complete invulnerability to all
weapons except for those of +3 or better enchantment. This spell is
incredibly powerful yet has a very short duration, and this combined
with the very short casting time makes this spell useful only in the
thick of intense combat. It is also important to note that this spell
will not work in conjuction with protection from magic weapons. This
effect lasts for the duration of the spell or until dispelled.
Summary - The duration stinks really and as it says should only be cast
in the thick of battle when you Wizard is in a melee fight (which he
shouldn't be really). I'd rather have Stoneskin anyday, or even
Protection from Normal Weapons (which you can get permanently at the
end of SoA) and Protection from Magical Weapons together. 4/10
Mass Invisibility
(Illusion/Phantasm)
Level: 7
Range: Visual sight of caster
Duration: 1 round/level
Casting Time: 7
Area of Effect: 30' radius
Saving Throw: None
Upon casting this spell the wizard causes all friendly creatures within
the area of effect to be affected by the spell Improved Invisibility.
This spell is similar to the invisibility spell, but the recipient is
able to attack, either by missile discharge, melee combat, or
spellcasting, and remain unseen. Note, however, that there are
sometimes telltale traces, a shimmering, so that an observant opponent
can attack the invisible spell recipient. These traces are only
noticeable when specifically looked for (after the invisible character
has made his presence known). Attacks against the invisible character
suffer -4 penalties to the attack rolls, and the invisible character's
saving throws are made with a +4 bonus.
Summary - This can be good to use before going into battle but the
Level 3 spell Invisibility 10' radius is essentially the same which a
few more small drawbacks but it is Level 3 though and is much better to
have memorized if you think about it. 4/10
Pro Rebuttal - I agree that Invisibility 10ft radius is pretty much the
same. But what is nice about Mass Invisibility is the +4 to saving
throws for all of you guys. Just that is really nice. On higher
levels it helps alot from things like domination ,ect... That is why I
use it. But you also get -4 to your ac.
Mordenkainen's Sword (Evocation)
Level: 7
Range: 0
Duration: 1 round/level
Casting Time: 7
Area of Effect: Special
Saving Throw: None
Upon casting this spell, the wizard brings into being a shimmering,
swordlike plane of force that leaps into the wizards hands. The sword
acts as a +4 weapon in all respects, as well it inflicts 5-20 damage
when a successful attack is made in combat. Once the spell is cast the
sword will float in the air completely under the control of the caster.
Note that this does not prevent the caster from doing any other actions
during the spell duration.
Summary - How good this is majorly depends on your Wizard's Level but
it is very useful all the time and by the end of the game with you
Wizard at high levels it kills a lot of stuff and is immune to some
attacks from enemies. Pity the duration isn't better. 8/10
Power Word, Stun (conjuration,summoning)
Level: 7
Range: Visual sight of caster
Duration: Special
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None
When a Power Word, Stun spell is uttered, any creature of the mage's
choice within visual range is stunned for the duration depending on its
current hit points. Creatures with 1 to 29 hit points are stunned for
4d4 rounds, those with 30 to 59 are stunned for 2d4 rounds, those with
60 to 89 are stunned for 1d4 rounds, and those with 90 or over are not
affected. Note that if a creature is weakened so that its hit points
are below its usual maximum, the current number of hit points is used.
Summary - Another very useful spell if a certain pesky critter is
annoying you and you wish to quickly dispose of him for a short while.
Unfortunately the tougher creatures will be stunned for a pretty short
time and the toughest will not be at all. Good to use on enemy Mages
if their protections are down as they usually have low HP. 7/10
Prismatic Spray (Conjuration/Summoning)
Level: 7
Range: 20 yards
Duration: Instantaneous
Casting Time: 7
Area of Effect: 70' long cone
Saving Throw: Special
When this spell is cast, the wizard causes seven shimmering, multi
colored rays of light to flash from his hand. These include all colors
of the visible spectrum; each ray has a different power and purpose.
Any creature with fewer than 8 Hit Dice struck by a ray is blinded for
5 rounds, regardless of any other effect. Any creature that is caught
within the area of effect will be touched by one or two of the rays.
The effects of the rays are listed below.
Red - Inflicts 20 hit points of damage, save vs. spell for half
Orange - Inflicts 40 hit points of damage, save. vs. spell for half
Yellow - Inflicts 80 hit points of damage, save vs. spell for half
Green - save vs. poison or die, if survive suffer 20 points of poison
damage
Blue - save vs. petrification or be turned to stone
Indigo - save vs. wands or be feebleminded
Violet - save vs. spell or be disintegrated
Summary - A little bit random for my taste as it all depends on what
ray will hit the opponent. A major plus though is it cannot hurt party
members. 6/10
Project Image (Illusion/Phantasm)
Level: 7
Range: 0
Duration: 1 round/level
Casting Time: 1
Area of Effect: caster
Saving Throw: None
When this spell is cast there is a illusionary copy made of the casting
wizard which steps out of his body. This copy can move around, it has
the same hit points and can cast the same spells however it cannot make
any physical attacks. If the image is destroyed then the spell ends
and the caster can move again. Also if during this time the caster
takes any damage, the image will disappear and the caster can move
around again. Otherwise the image will remain for the duration of the
spell or until affected by a dispel magic or anything that dispels
illusions such as True Sight.
Summary - I originally gave this a low mark, and I still think most
people over-rate it, but it has good uses. Just make sure your real-
caster cannot be damaged and that you are protected from Illusion
busting spells such as True Sight. 7/10
Protection from the Elements (Abjuration)
Level: 7
Range: Touch
Duration: 1 round /level
Casting Time: 7
Area of Effect: Creature touched
Saving Throw: None
The effect of a protection from the Elements spell lasts no longer than
one round per caster level. When the spell is cast it confers 75%
immunity all elemental attacks such as fire, cold and electricity
whether magical or non magical such as spells, weapons, wands, breath
weapons, etc. This effect lasts for the duration of the spell or until
dispelled.
Summary - Not bad but the duration is a little poor and it doesn't
grant complete immunity so there's always a chance you will still get
hurt. Not all that many enemies have an elemental-type attack either.
5/10
Ruby Ray of Reversal (Alteration)
Level: 7
Range: Visual sight of caster
Duration: Instantaneous
Casting Time: 5
Area of Effect: Target creature
Saving Throw: None
When this spell is cast on the target creature it will dispel one spell
protection of any level. The spells that are affected by this are:
Minor Spell Turning, Minor Globe Of Invulnerability, Spell Immunity,
Globe Of Invulnerability, Minor Spell Deflection, Spell Turning, Spell
Shield, Spell Deflection, and Spell Trap. The target's magic
resistance, if any, does not affect this spell. This will always
dispel the highest level of spell protection on the target, and if
there are two protecting a mage that are the same level the choice is
random.
Summary - A good way to bring down a enemy Wizard's protections, but
unless the Mage is protected by 9th Level protection then you should use
Khelben's Warding Whip. 7/10
Spell Sequencer (Invocation/Evocation)
Level: 7
Range: 0
Duration: Permanent
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
This spell allows a mage to store spells and access them from his
special ability button. After choosing the spells for the sequencer,
the wizard creates a special ability that will release the power
contained within the spells simultaneously. This ability, the
sequencer, can store three spells, all of which must be of 4th level or
lower. A mage can only possess one spell sequencer at a time, and the
sequencer may not be given to other players. Once the sequencer is
used, the special ability icon disappears.
Summary - The improved version of the excellent Minor Sequencer and
definitely worth memorizing and casting all the time. There are
literally hundreds of ways to use this so I needn't go in-depth but
suffice it to say this is very much needed. 9/10
Spell Turning (Abjuration)
Level: 7
Range: 0
Duration: 3 rounds/level
Casting Time: 7
Area of Effect: The caster
Saving Throw: None
This powerful abjuration spell causes the spells cast against the
wizard to rebound upon the original caster. This effects a total of 12
spell levels, for example 4 3rd-level, or 1 6th and 1 7th-level, etc..
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 reflected back upon the caster. Something to
note is that as long as there are levels remaining then the spell will
be reflected. For example if there is only 1 level left and a 3rd-
level spell is cast at the wizard, the spell will be reflected while
canceling the spell turning. This spell will not protect the caster
from dispel magic. However it will not be affected by dispel magic
either.
Summary - Put this on your character before leaping into battle with a
spellcaster and especially against those pesky Beholdrer's who are
constantly throwing offensive magic at you. 7/10
Sphere of Chaos (Alteration)
Level: 7
Range: Visual sight of caster
Duration: 1 turn
Casting Time: 7
Area of Effect: 30' radius
Saving Throw: Special
All enemies within the area of effect must make a save vs. spells every
round that they remain in the sphere, and if the save is failed one of
the following random effects occurs: polymorphed into a squirrel,
confused, burst into flames, paralyzed, disintegrated, healed 20 hit
points, randomly teleported, rendered unconscious or hasted.
Summary - Far too random to be useful. They will probably save anyway
but 4 of the effects aren't going to be good for you. 2/10
Summon Djinni (Conjuration/Summoning)
Level: 7
Range: 40 yards
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
With this spell, the conjurer can cajole a djinni, a massive genie with
powerful abilities, to leave the elemental plane of air and enter the
Prime Material. The djinni will serve for the duration indicated
above, attacking the enemies of the conjurer. Mages are warned to be
careful of this spell, for a mistreated djinni will turn on his master
at the first available opportunity.
Summary - I don't find this a good Summoning spell whatsoever. The
Dijnni will often turn against me and he isn't as effective as a
Nishruu anyway. 3/10
Summon Hakeashar (Conjuration/Summoning)
Level: 7
Range: 40 yards
Duration: 8 rounds + 1 round/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
This spell is similar to the 6th level wizard spell, Summon Nishruu.
The Hakeashar is a more powerful version of the Nishruu, having more
hit points, better attacks, and immunity to normal weapons.
By casting the summon hakeashar spell the wizard calls into being a
magical being of considerable power, the Hakeashar. At first glance
this appears to be some sort of mist but upon closer examination this
boiling churning grey mass of vapors and shapes moves with a life of
its own. Drawn towards magic like a moth to the flame, this creature
feeds on the energies surrounding and used by wizards (and other
spellcasters). Luckily, there is no question as to the loyalty of the
creature and it will not attack its summoner even though it would like
nothing better. The hakeashar has no physical attacks at all.
However, it can be hurt by physical attacks. Each time the creature
touches a target wizard and wraps its tendrils around him there are two
major effects. First, all magical items with charges that the target
possesses will be drained by one charge, destroying them if only one
remains. The second is it causes the wizard to lose one memorized
spell. This is chosen at random, however it will consume the highest
level possible. The hakeashar is completely immune to magic, and not
only that, but magic will actually heal this creature. The creature
will remain under the wizards control until reduced to 0 hit points, or
the spell duration expires.
Summary - If you are using Nishruu regularly then there is little need
for this but if you don't use Nishruu in favour of other Lvl 6 spells
and have Lvl 7 spell slots to burn then use this. Also if you are
preparing for a big Mage or Lich fight (Irenicus or Kangaxx for example
then maybe you should memorize both a much as you can. 5/10
Level 7 Summarised
-------------------
The spell to have is Spell Sequencer which you must have and use
wisely. Also there are a couple of good Wizard protection attacker
with Khelben's Warding Whip being the best. Finger of Death is a great
spell as is Mordenkainen's Sword.
Level 8
--------
Abi-Dalzim's Horrid Wilting (Necromancy)
Level: 8
Range: Visual sight of caster
Duration: Instantaneous
Casting Time: 8
Area of Effect: 30-ft. cube
Saving Throw: Half
This spell evaporates moisture from the bodies of every living creature
within the area of effect, inflicting 1d8 damage per level of the
caster. Affected creatures are allowed a saving throw vs. spell for
half damage. This spell is especially devastating to water elementals
and plant creatures, who receive a penalty of -2 to their saving
throws. This spell will not harm party members.
Summary - A fantastic damage spell, not many creatures will be immune
to the effects of this spell, by the time you get it and use it
regularly, they will make be tough enemies and they will make the
Saving Throw a lot, but it will hurt them all the same. Two other
boons are, it is party friendly and it will increase in value as you
gain more levels. 9/10
Bigby's Clenched Fist (Evocation)
Level: 8
Range: Visual range of caster
Duration: 4 Rounds
Casting Time: 8
Area of Effect: 1 creature
Saving Throw: Special
This spell causes a giant disembodied hand to squeeze and constrict the
target once per round for up to four rounds. It initially smashes the
target for 3D6 damage with no save. The target is held. In the second
round, the target can save vs. paralyzation at -2 to escape. If they
fail to save, the hand does 4D6 damage. The following round, the target
can save vs. paralyzation with no penalty. If they make the save, they
are free to move, if they fail, the spell does 6D6 damage and holds
them for 2 rounds. After the 4th round, the spell is finished. Magic
resistance will stop the spell.
Summary - Fairly powerful if they fail their saving throws, if they did
they would be damaged a fair bit and be held for 4 rounds of time. But
at the high levels again, enemies will make saving throws a lot. 7/10
Improved Mantle (Abjuration)
Level: 8
Range: 0
Duration: 4 rounds
Casting Time: 1
Area of Effect: Caster
Saving Throw: None
When the spell is cast it confers complete invulnerability to all
weapons except for those of +4 or better enchantment. This spell is
incredibly powerful hence the duration is so short. However, the
casting time is also very short making this spell incredibly useful in
the thick of combat where buying a few seconds can mean the difference
between life or death. It is important to note that this spell does
not work in combination with protection from magic weapons. This spell
lasts for the duration or until dispelled.
Summary - Forget it, Protection from Normal Weapons and Magical Weapons
together will make this spell very obsolete, not to mention how
expensively useless it is if you got the Immunity to Normal Weapons at
the end of SoA. 2/10
Incendiary Cloud (Evocation)
Level: 8
Range: Visual Sight of Caster
Duration: 1 turn
Casting Time: 8
Area of Effect: 30' radius cloud
Saving Throw: 1/2
This spell creates a billowing cloud of roaring flame. Any in the area
of the spell must leave the cloud immediately, or suffer 1-4 points of
fire damage per level of the caster each round while in the area of
effect with a save vs. spells for half.
Summary - Cloudkill's bigger brother, and probably not worth burning a
Level 8 slot for, the Save doesn't negate the effects totally, so that
is a plus, but Abi Dalzim's doesn't hurt your party and fire damage is
resisted by a fair few high-level opponents. 5/10
Maze (conjuration,summoning)
Level: 8
Range: Touch
Duration: Special
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None
An extradimensional space is brought into being upon utterance of a
maze spell. The subject vanishes into the shifting labyrinth of force
planes for a period of time that is totally dependent upon its
intelligence.
Intelligence of Target -- Time trapped in maze
under 3 -- 2d4 turns
3 to 5 -- 1d4 turns
6 to 8 -- 5d4 rounds
9 to 11 -- 4d4 rounds
12 to 14 -- 3d4 rounds
15 to 17 -- 2d4 rounds
18 and up -- 1d4 rounds
Note that if the 9th level spell freedom is cast in the area where a
creature is mazed, it will effectively bring him back to this plane
ending the spell prematurely. Otherwise it will last for the duration
of the spell. Note a mazed creature is not freed through dispel magic.
Summary - A good spell for stalling, and helping to get rid of any
pesky enemies for a while, but high-level enemies tend to be fairly
intelligent. Enemy Mages will be back out in a flash from this, not
worth using an 8th Level slot over. 4/10
Pierce Shield (Abjuration)
Level: 8
Range: Visual sight of caster
Duration: Instantaneous
Casting Time: 8
Area of Effect: Special
Saving Throw: None
When this spell is cast it launches a massive attack on an enemy
wizard's spell defenses. The target's magic resistance will be lowered
by 10% + 1% per level of the caster. Next pierce shield will cancel
one spell protection of any level. For example if this spell was cast
by a 15th level wizard the target creature would lose 25% magic
resistance from his current total reducing it to 0 if less than that
remains as well as cancelling one spell protection if the mage
currently has one. The list of spells that this includes is: Minor
Spell Deflection, Minor Spell Turning, Spell Deflection, Minor Globe of
Invulnerability, Spell Immunity, Globe Of Invulnerability, Spell
Turning, Spell Shield, and Spell Trap. Magic resistance does not
effect this spell, nor do any of the spell protections. The resistance
remains lowered for 1 round per level of the caster. It cannot be
dispelled.
Summary - Possibly the best Spellcasting hurter in a big magic battle,
lowering the resistance as much as the Lower Resistance spell and then
getting rid of one protection spell of any level is great, there aren't
many drawbacks, but one is if the enemy spellcaster has a number of
good protections up, it will only get rid of one. 9/10
Power Word, Blind (conjuration/summoning)
Level: 8
Range: Visual sight of caster
Duration: 6 rounds
Casting Time: 1
Area of Effect: 10' radius
Saving Throw: None
When a Power Word, Blind spell is cast, one or more creatures within
the area of effect become sightless. The spellcaster selects one
creature as the target center, and the effect spreads outward from the
center, affecting all within a 10 foot radius. This lasts for 6 rounds
or until dispelled. All of the effects of blindness apply to the
victims such as a penalty to hit and to AC. As well the visibility
range of the afflicted character is decreased.
Summary - Pretty good, it will effect lots of enemies this, but it's
effects are a little light, it is worth thinking about, but I can think
of better in this level. 6/10
Protection From Energy (Abjuration)
Level: 8
Range: Touch
Duration: 1 round /level
Casting Time: 8
Area of Effect: Creature touched
Saving Throw: None
When the spell is cast it confers 75% immunity against all energy
attacks such as fire, cold, acid, magic and electricity whether magical
or non-magical such as spells, weapons, wands, breath weapons, etc.
This excludes any physical attacks and spell-created weapons, such as
Enchanted weapon and Spiritual Hammer. In other words, any physical
damage such as piercing, blunt or slashing will get through. This
effect lasts for the duration of the spell or until dispelled.
Summary - Lots of damage types almost protected against , but not
completely, so this is a spell I wouldn't use often, there are places
where it could be needed but often there is just one type of damage
that can harm you, and you can get 100% for each of these damage types
in spells that are lower level , so this is not massively needed. 4/10
Simulacrum (Illusion/Phantasm)
Level: 8
Range: 0
Duration: 1 round/level
Casting Time: 9
Area of Effect: Special
Saving Throw: None
A duplicate of the caster is created when this spell is cast. The
duplicate is almost identical to the caster, making the duplicate a
very powerful ally. The simulacrum is created at 60% of the level at
which the caster is currently on. It has all the spells and abilities
that the caster would have at that level. It also has 60% of the hit
points of the caster. The simulacrum is fully under the control of the
caster.
Summary - A good spell, better than Mislead and, at higher levels,
Projected Image (forgetting the infamous cheese tactics you can use
with this and Projected Image......I like to play fair), this will give
you a good ally in battle, and if gets more powerful as you go through
the game, by the time you have reached the Experience Cap in ToB you
will basically be able to summon a 19th Level Mage for 31 rounds (by
the time you get to 25+ level, it feels like a very powerful 9th level
spell), but when you are first able to cast it at 16th Level it isn't
all that great. One major tip, if you can, use it with Spell Immunity:
Divination or the Cloak of Non-Detection, so it cannot be dispelled.
8/10 (9/10 when you reach around 25th Level)
Spell Trigger (Invocation/Evocation)
Level: 8
Range: 0
Duration: Permanent
Casting Time: 1 round
Area of Effect: The caster
Saving Throw: None
This spell allows a mage to store spells in a magical ability (accessed
via the special ability button) that is created by the spell. This
item, the trigger, can store three spells to be released
simultaneously, all of which must be of 6th level or lower. A mage can
only possess one spell trigger at a time, and the trigger may not be
given to other players. Once the spell trigger is used the icon will
disappear from the special ability.
Summary - The biggest baddest Sequencer spell, and I love them. Once
again there are thousands of combinations, and creative Wizard's can
use this spell to wonderful effect. The good thing is it will only
ever probably need to burn up 1 slot, as you cannot have two at once.
Although it is a shame you cannot. 10/10
Summon Fiend (Conjuration/Summoning)
Level: 8
Range: Visual sight of caster
Duration: 15 rounds
Casting Time: 9
Area of Effect: None
Saving Throw: None
More powerful than the 7th level variant, casting this cacofiend spell
summons a frenzied demon. This demon will attack everyone in the area
who is not protected by a protection from evil spell. Only desperate
or suicidal mages use this spell.
Summary - This will net you a Glaberazu which is a pretty powerful
monster, but everyone will need to be Protected from Evil and it will
attack anything it sees that isn't protected, including innocents,
summons, even other 'Gated' extraplanar creatures. So you will need to
be careful and use it wisely, it will also cast a lot of potentially
party damaging spells, such as Fireball etc. In summary, not really
worth the risk, but can be very useful if you take all the precautions.
6/10
Symbol, Death
(Conjuration,Summoning)
Level: 8
Range: 30 yards
Duration: Special
Casting Time: 1 round
Area of Effect: 30' radius
Saving Throw: Neg.
Symbol, Death is a powerful enchantment that allows the wizard to
inscribe a symbol on the ground or any other surface. The symbol will
remain there until someone comes too close, at which point it will
explode, causing all those within the area to make a save vs. death or
die. Creatures with more than 60 current hit points are immune to this
effect.
Summary - Pretty useless, it isn't easily scriptable and the enemies
can save with no penalty. It isn't easy to tell whether the enemy is
down to 60 or less hit points, making it even harder to use
effectively. 3/10
Symbol, Fear
(Conjuration,Summoning)
Level: 8
Range: 30 yards
Duration: Special
Casting Time: 1 round
Area of Effect: 30' radius
Saving Throw: Neg.
Symbol, Fear is a powerful enchantment that allows the wizard to
inscribe a symbol on the ground or any other surface. The symbol will
remain there until someone comes too close, at which point it will
explode, causing all those within the area to make a save vs. spells at
a -4 penalty or be effected by fear for 2 rounds + 1 round for every 3
levels of the caster.
Summary - Better than the Symbol, Death spell, due to the decent
penalty against Saving Throws, once again though it is hard to script,
but use Resist Fear on Party Member's to make them resist it. 6/10
Symbol, Stun
(Conjuration,Summoning)
Level: 8
Range: 30 yards
Duration: Special
Casting Time: 1 round
Area of Effect: 30' radius
Saving Throw: Neg.
Symbol, Stun is a powerful enchantment that allows the wizard to
inscribe a symbol on the ground or any other surface. The symbol will
remain there until someone comes too close, at which point it will
explode, causing all those within the area to make a save vs. spells at
a -4 penalty or be stunned for 2 rounds + 1 round for every 3 levels of
the caster.
Summary - Very similar to Symbol, Fear, with the exact same penalty's
and duration. A plus is that the effects of Stun are better than the
effects of Fear, making it easier to take advantage if the spell works,
but it is still hard to use well. 6/10
Level 8 Summarised
---------------------
Spell Trigger is a must, but only use it in 1 slot, that is all you
really need. Abi Dalzim's is a fantastic damage spell, and you should
use that often. When you get to the really high levels though, give
Simulacrum at least 1 slot, it is very powerful then. And due to the
large amount of enemy Mages in all areas of BG2, try and squeeze in
Pierce Shield, although you may want to save your level 8 slots and
just use Lower Resistance and Ruby Ray of Reversal (or maybe Khelben's
Warding Whip). The rest aren't really worth it, except you may want to
try out Bigby's Clenched Fist.
Note on Level 9 and 10 Spells
------------------------------
Now we will look at the uber-powerful 9th and 10th Level spells, due to
the fact that they both use 9th level memorization slots (unless you
are a Sorcerer, in which case you have the 10th Level Spells as well as
your 9th Level spell picks). I will rate them in compararison with each
other and I will give my take on both levels separately and then
summarise them all together, which isn't easy.
Level 9 Spells
---------------
Absolute Immunity (Abjuration)
Level: 9
Range: 0
Duration: 4 rounds
Casting Time: 1
Area of Effect: Caster
Saving Throw: None
When the spell is cast, it confers complete invulnerability to all
weapons except for those of greater than +5 enchantment. This spell
is incredibly powerful, hence the short duration. However the casting
time is also very short making this spell incredibly useful in the
thick of combat where buying a few seconds can mean the difference
between life or death. It is important to note that this spell does
not work in combination with protection from magic weapons. This spell
lasts for the duration or until dispelled.
Summary - I beg you not to bother with this, Protection from Normal
Weapons and Protection from Magical Weapons combined will get it done.
And of course you can get Normal Weapons immunity at the end of SoA,
which is about the time you will get Level 9 spells. 1/10
Bigby's Crushing Hand (Evocation)
Level: 9
Range: Visual range of caster
Duration: 3 Rounds
Casting Time: 9
Area of Effect: 1 creature
Saving Throw: Special
This spell creates a huge disembodied fist that crushes the target and
pins them to the ground. In the first round, the spell does 2D10
damage. The victim can save at -4 vs. paralyzation to avoid being
pinned. If they fail, the hand does 3D10 damage the next round. The
victim can again save vs. paralyzation at -2. If they fail to save, the
hand does a final 4D10 damage and disappears.
Summary - An upgrade of Bigby's Clenched fist, with a bit more damage
and more penalised Saving Throws, but this is 9th Level and 9th/10th
Level spells are a big upgrade from Level 8 and this doesn't upgrade
itself enough. It is still fairly useful, but not really worth the
slot. 3/10
Black Blade of Disaster (Evocation)
Level: 9
Range: 0
Duration: 18 rounds
Casting Time: 4
Area of Effect: Special
Saving Throw: None
This spell enables the caster to create a black, blade-shaped planar
rift, about three feet long. It jumps into the casters hand and is
used as a normal sword, remaining there for the duration of the spell.
The caster is considered to be proficient to the point of grand mastery
in this weapon. The sword acts as a +5 weapon and deals 2-24 damage to
its victims. Also, every time this hits a target, the victim must make
a save vs. death at +4 or be disintegrated. There is also a 10% chance
with every hit that the sword drains 4 levels from the target and heals
the wielder 20 hit points.
Summary - A pretty versatile spell, but unless you combine it with
something like Tenser's Transformation or you are some kind of
Fighter/Mage, you cannot justify a level 9 slot. The side effects are
both fairly useful (the Level Drain and Healing effect) and very bad
(Disintegrate is not a very practical effect, and if you wanted to
disintegrate the opponent, the Saving Throw will be made 99% of the
time) 3/10
Chain Contingency (Evocation)
Level: 9
Range: 0
Duration: Special
Casting Time: 1 turn
Area of Effect: The Caster
Saving Throw: None
Chain contingency channels some of the magical energy of the mage and
releases it only under certain circumstances. Basically, the mage
chooses three spells, which will be released under certain conditions
such as being hit by an enemy. When this condition occurs all three
spells are cast immediately. Spells of 8th level or lower may be used
in the contingency.
Summary - A potentially awesome spell, but it is very hard to script
it. You cannot choose exactly when and how you can use it like Spell
Trigger for instance. You can never be really sure what enemies you
are about to face (unless you are reading a Walkthrough, or replaying
the game), and if you set off Three Abi Dalzim's, for instance, against
a pair of lowly Mephits, for instance, you will have wasted it, but if
you know when and how to use it there are a lot of very powerful ways
of using it. 7/10
Energy Drain (Necromancy)
Level: 9
Range: Touch
Duration: Permanent
Casting Time: 3
Area of Effect: Target Creature
Saving Throw: None
The casting of this spell opens a channel between the caster's plane
and the Negative Energy plane. The caster of the spell acts as a
conduit between the two planes, sucking life from a victim and
transferring it to the Negative energy plane, draining him of 2 levels
of experience. The target of this spell loses levels, Hit Dice, hit
points, and abilities permanently. These levels can only be restored
by a priest's restoration spell.
Summary - Useless. If you use it against High-Level enemies you will
need to use it over and over to see the real effects, 2 Levels is a
fairly meagre amount to drain them of, and you have to touch them which
is a minus. There are Level 4 spells more powerful than this. 1/10
Freedom (Abjuration)
Level: 9
Range: Special
Duration: Instantaneous
Casting Time: 9
Area of Effect: Special
Saving Throw: None
NOTE: Cast this spell in an area where you know someone is imprisoned
and they will be released.
This is the reverse of the spell imprisonment. When a creature is
imprisoned, he is trapped in a sphere far beneath the surface of the
earth. If this spell is cast in the area where he was imprisoned, it
will instantly free him and he will reappear exactly where he was
standing when he was imprisoned. This spell will also cancel the
effects of the spell maze and return any characters trapped in the
labyrinth of planes.
Summary - Not many enemies use Imprisonment, and there is no reason to
burn a Level 9 slot to free a party member that has been Mazed, so
there is no need to memorise this regularly, just memorize and rest
when anybody has been Imprisoned, or keep a scroll of two handy and use
it when it happens. 2/10
Gate (Conjuration, Summoning)
Level: 9
Range: Visual sight of caster
Duration: 33 rounds
Casting Time: 9
Area of Effect: Special
Saving Throw: None
By means of this spell, the caster calls an outer planar creature to
attack her foes and herself if not careful. The creature summoned in
is a Pit Fiend, one of the most powerful demons. This Pit Fiend will
attack anyone not protected from evil, including the caster and her
party.
Summary - Not much more powerful than it's Level 8 variant, and with
all of the same drawbacks. I wouldn't bother. 2/10
Imprisonment (Abjuration)
Level: 9
Range: Touch
Duration: Permanent
Casting Time: 9
Area of Effect: 1 creature
Saving Throw: None
When the imprisonment spell is cast and the victim is touched, the
recipient is entombed in a state of suspended animation in a small
sphere far beneath the surface of the earth. The victim remains there
unless a reverse of the spell, freedom, is cast. Otherwise, the victim
will remain there as long as the earth exists, rather a horrible fate,
actually. If a freedom spell is cast in the area where the creature
was imprisoned then he will reappear exactly where he was last
standing. Dispel magic will not free creatures trapped in this manner.
There is no saving throw.
Summary - Highly powerful, it bypasses Magic Resistance and there is no
Saving Throw, so there are very few ways for an enemy to bypass it.
But there is one major drawback, you will lose the loot, if they left
their loot behind I would give it 10/10 without hesitation. Another
small minus is you need to get close and touch them, but when it is
this powerful, you can take the time to throw up a Stoneskin
beforehand. 8/10
When the caster utters the words to this powerful spell, he calls upon
powerful forces indeed. These forces pull down meteors from above,
hurling them randomly at any in the area of effect. Any caught in the
destructive path of the meteors --whether friend or foe-- will suffer
4-40 points of damage, with no saving throw. The caster is well
advised to be careful in his use of this spell.
Summary - Very poor, Abi Dalzim's is better for a number of reasons
(Party Friendly, More damage once you get to this kind of high level)
and that is only Level 8. Definitely not worth a spell slot. 1/10
Power Word, Kill (conjuration,summoning)
Level: 9
Range: Visual sight of caster
Duration: Instant
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None
When a Power Word, Kill spell is uttered, one creature within the spell
range is slain. The power word slays a creature with up to 60 hit
points. Even if the creature's maximum hit points are higher than 60,
the current hit points are used for this determination. There is no
saving throw. This spell has no effect if the target has more than 60
hit points.
Summary - A good finishing spell, but once again I have a hard time
knowing when the enemy is down to 60 or below HP, if they are down to a
low enough amount they can be finished off with damage spells, although
the instant casting time makes this better than a lot of them. 5/10
Shapechange (Alteration)
Level: 9
Range: 0
Duration: 5 turns
Casting Time: 9
Area of Effect: Caster
Saving Throw: None
With this spell, a wizard is able to assume the form of a powerful
creature (mind flayer, iron golem, greater wolfwere, earth elemental,
fire elemental, or giant troll). The spellcaster becomes the creature
he wishes, and has almost all of its abilities. Thus, he can change
into a mind flayer to stun his opponents and then become an earth
elemental to crush his foes. These creatures have whatever hit points
the wizard had at the time of the shape change. Each alteration in form
requires only a second, and no system shock is incurred.
Summary - A very useful spell in a variety of situations, some of the
creatures you can morph into are a bit useless, but a few are very
good. An Iron Golem is a good choice due to it's many resistances and
it's very strong. A Greater Wolfwere can regenerate insanely, and is a
good fighter and Mind Flayer's can fight well and stun opponents. The
big problem is you cannot cast spells whilst in this form, but it is
still highly useful and has a good duration. 8/10
Spell Trap (Abjuration)
Level: 9
Range: 0
Duration: 18 rounds
Casting Time: 9
Area of Effect: The caster
Saving Throw: None
This powerful spell creates a barrier of magical protection around the
spellcaster. Every spell that hits the barrier is absorbed by the
power of the spell trap -- making the caster recall a previously cast
spell. For example, a wizard shields himself with spell trap and is
then hit by a Flame Arrow (3rd level spell). He gets three spell
levels back -- he will regain one spell, up to 3rd level in power.
The spell trap protects against 30 levels of protection (i.e., ten
flame arrows or five finger's of death). The spell trap can absorb any
level of spell, from one to nine.
Summary - The ultimate Mage protection, this will save your ass a hell
of a lot of times. 30 Levels of Spell Absorbtion is neat and it's
duration is not too bad. The best part is it will refresh your
repertoire of spells, which is awesome. One small drawback is there is
an infamous item in SoA, that will cast this once per day, meaning you
probably may not bother to memorise it, but it is still a great spell
to have. 9/10
Spellstrike (Abjuration, Alteration)
Level: 9
Range: Visual sight of caster
Duration: Instantaneous
Casting Time: 5
Area of Effect: Target Creature
Saving Throw: None
When this spell is cast at a target creature, it will dispel all of the
magical protections that surround that creature. This includes: Minor
Spell Turning, Minor Globe Of Invulnerability, Spell Immunity, Globe Of
Invulnerability, Minor Spell Deflection, Spell Turning, Spell Shield,
Spell Defection, Spell Invulnerability, and Spell Trap. The target's
magic resistance, if any, does not affect this spell.
Summary - A good weapon against enemy Mage's but Pierce Shield is
probably a better choice. You may as well save your 9 slots and use
that or maybe even Ruby Ray of Reversal or Khelben's Warding Whip.
It's nice to smash all of the protections at once, but usually, when
you get to these high levels, you only need to take off the top
protection and they will do that fine. 5/10
Time Stop (Alteration)
Level: 9
Range: 0
Duration: Special
Casting Time: 9
Area of Effect: Special
Saving Throw: None
Upon casting a time stop spell, the wizard causes the flow of time to
stop for one round in the area of effect. Inside the sphere, the
caster is free to act for three rounds of apparent time. The wizard can
move and act freely within the area where time is stopped, but all
other creatures are frozen in their actions, for they are literally
between ticks of the time clock. (The spell duration is subjective to
the caster.) Nothing can enter the area of effect without being stopped
in time also. When the spell duration ceases, the wizard is again
operating in normal time. Note that all spells cast during the
timestop will take effect immediately after time returns to normal.
Summary - Like a high level Spell Trigger really, and I love them, so
this spell is an awesome weapon to have in any battle. The
combinations you can do are practically endless. A few choice
creatures are immune to this in ToB, but that is rare. Use with
Improved Alacrity to get the best out of it. 10/10
Wail of the Banshee (Necromancy)
Level: 9
Range: 0
Duration: Instantaneous
Casting Time: 9
Area of Effect: 30-ft. radius
Saving Throw: Neg.
At the culmination of this dreadful spell, the wizard screams like a
banshee (groaning spirit). Everyone in the area of effect hears the
awful cry. Those who fail a saving throw vs. death magic die
instantly. The caster and companions are immune to the effects of the
wail.
Summary - By the time you are able to cast this, any opponent worth
their salt will Save when there is no penalty. If you can use it with
Greater Malison then you have a chance of being successful, but they
will still probably Save. 6/10
Wish
(Conjuration/Summoning, Invocation/Evocation)
Level: 9
Range: Unlimited
Duration: Special
Casting Time: 5
Area of Effect: Special
Saving Throw: Special
Wish is a more potent version of the Limited Wish spell. It will
fulfill literally, the utterance of the spellcaster. Thus, the
actuality of the past, present, or future might be altered (but
possibly only for the wizard unless the wording of the spell is most
carefully stated) in some limited manner. Greedy desires usually end in
disaster for the wisher. Lastly, the wiser the wizard, the better
chance that he will choose the right wording. Wizards with low wisdom
will more often than not meet with disaster when asking for a wish.
Summary - Highly powerful, but dangerous with anything but pretty high
wisdom, I wouldn't bother unless you have at least a 16 in Wisdom.
Disappointingly, the options the genie gives you are a bit random, but
with high wisdom you can get some awesome offers, such as Double Length
Time Stop and Improve Alacrity, all party members get 25 for all stats
for 4 rounds, and all Party Members get their spells re-memorised,
which are all very powerful. With low wisdom (below 15) this is about
2/10, but if you have 18+ wisdom, then 9/10.
A more powerful and specialized version of Meteor Swarm, a huge meteor
or comet strikes the earth damaging all enemies in its path and sending
out a powerful shockwave that knocks away all foes in the area of
effect. Those knocked down must save vs. paralyzation or be stunned for
1D4 rounds. The comet itself does 10D10 damage.
This spell will not harm party members.
Summary - Very powerful, they will likely save against the 1d4 rounds
Stun but the damage is very heavy and isn't easily resisted. A quick
Casting Time is also good, and it cannot touch your party members, but
you do have a chance to do more damage with Dragon's Breath. 9/10
Dragon's Breath
(Any School)
Level: 10
Range: Visual range of caster
Duration: Instantaneous
Casting Time: 3
Area of Effect: 30-foot radius
Saving Throw: Special
This spell causes a disembodied head of red dragon to appear and
breathe fire with the strength of an adult red dragon. In addition to
the enormous 20D10 fireball, the force of the dragon's breath knocks an
opponent off their feet and away from the caster. The victim can save
vs. breath to take half damage and not be blown backwards.
This spell will not harm party members.
Summary - A chance to do some extreme damage with this one, but they
will save often (Tip - Greater Malison!) and only take half-damage.
The Casting Time is very snappy again but the big downside of this
spell is a lot of high-level enemies resist fire. 9/10
Energy Blades
(Any School)
Level: 10
Range: Special
Duration: 4 turns
Casting Time: 3
Area of Effect: Special
Saving Throw: None
An energy blade is a discus made of pure energy. The disc gives +10 to
THAC0, and when thrown does 1D4+5 missile damage as well as 1D10
additional electrical damage. This spell creates 1 energy disc per
level of the caster and sets the caster's attacks to 9 as long as the
discs are held.
Summary - Very good for getting your mage to do ranged damage. If you
already can get good THAC0 (Tenser's Transformation or if you are a
Fighter/Mage) then it is more than likely you will hit them with the
extra +10 to THAC0. Obviously the higher the level the better. The
damage is poor but you get to throw so many discs you will probably end
up doing a lot of damage. At 25th Level, for instance, you could
average around 325 damage, but that is if you hit your opponent every
time. 8/10
Improved Alacrity
(Any School)
Level: 10
Range: Unlimited
Duration: 2 Rounds
Casting Time: 9
Area of Effect: Special
Saving Throw: Special
Improved Alacrity essentially erases the pause between casting spells.
When cast, the mage can begin casting a new spell the instant he is
finished casting his current spell. The effect lasts for 2 rounds.
Summary - Pity about the short duration, but this spell has awesome
power. If you can combine with Robe of Vecna, Amulet of Power and Time
Stop, then I think you have the chance to fire of an obscene amount of
spells before the enemy has anything to do about it. 10/10
Summon Dark Planetar
(Any School)
Level: 10
Range: 40 yards
Duration: 4 rounds + 1 round/level
Casting Time: 5
Area of Effect: Special
Saving Throw: None
This spell opens an abyssal gate and calls forth a fallen planetar to
fight at the caster's side until the spell expires or the planetar's
avatar is slain.
Summary - The best summoning spell, the Fallen Planetar you gate in can
do a number of things. It has an excellent pick of Priest spells such
as Raise Dead, Heal, Lesser Restoration, Fire Storm, Insect Plague,
True Seeing, Neutralise Poison, Remove Fear, Holy Word, Earthquake,
Globe of Blades, Flame Strike and also has a few good Mage spells such
as Dispel Magic, Flame Arrow, Magic Missile, Remove Curse, Detect
Invisibility, Improved Invisibilty, Chaos and the Symbol Fear and Death
spells. On top of this the Planetar is a good fighter and has good
Magic Resistance. The duration is pretty decent, and fortunately
improves as you go up in levels, and the Casting Time is very good.
9/10
Summon Planetar
(Any School)
Level: 10
Range: 40 yards
Duration: 4 rounds + 1 round/level
Casting Time: 5
Area of Effect: Special
Saving Throw: None
This spell opens a celestial gate and calls forth a planetar to fight
at the caster's side until the spell expires or the planetar's avatar
is slain.
Summary - The same as the above summary, there is practically no
difference between the two. 9/10
Level 9/10 Summarised
-----------------------
I have compared Level 9/10 spells together as they both use Level 9
Slots. This is no easy task as there are plenty of great spells to
choose from. The only 10/10s I have given are for Time Stop and
Improved Alacrity which should be memorised and used together for
incredible power. The rest is down to you as what type of Spellweaver
you like to play. If you are defensive then you will want Spell Trap,
also Chain Contingency can be used to both Offensive and Defensive
purposes. For those of you that love to summon allies, then the
Planetar spells are very good, there are a few Damage spells on offer,
and you should pick Comet, Dragon's Breath or Energy Blades infront of
Meteor Swarm. Imprisonment might be useful against creatures that
probably posess no big treasure, or somebody you just cannot kill and
don't mind losing the loot. If you have high Wisdom then Wish can be
very useful, and Shapechange can be used to a variety of purposes. If
you are going through an area with lots of lesser enemies, then Wail of
the Banshee can be a possible pick as well.
Acknowledgements
-----------------------------------
Bioware for developing a very fine game.
Dan Simpson for producing a great FAQ on the game.
Aaron O'Neil for his excelleny Shadow Keeper program.