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Baldur's Gate II Solution by Sylvus Moonbow

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Wizard Level: 1 2 3 4 5 6 7 8 9 Priest Level: 1 2 3 4 5 6 7
Priest Spells - Level 2
AID  [PRIEST]

Sphere : Necromancy Range : Touch
Components : V,S Duration : 1 rnd +1 rnd/level
Casting Time : 5 Area of Effect : Creature touched
Saving Throw : None Spell Level : 2

The recipient of this spell gains the benefit of a Bless spell (+1 to attack rolls and saving throws) and a special bonus of 1d8 additional hit points for the duration of the spell. The Aid spell enables the recipient to actually have more hit points than his full normal total. The bonus hit points are lost first when the recipient takes damage; they cannot be regained by curative magic.


BARKSKIN  [PRIEST]

Sphere : Protection, Plant Range : Touch
Components : V,S Duration : 4 rnds +1 rnd/level
Casting Time : 5 Area of Effect : 1 creature
Saving Throw : None Spell Level : 2

When a priest casts the Barkskin spell upon a creature, its skin becomes tough as bark, increasing its base Armor Class to AC 6 plus 1 AC for every four levels of the priest (ie. AC 5 at 4th level, AC 4 at 8th, etc). In addition, saving throw rolls vs. All attack forms except magic gain a +1 bonus. This spell can be placed on the caster or any other creature he touches.


CHANT  [PRIEST]

Sphere : Combat Range : 0
Components : V,S Duration : 5 rounds
Casting Time : 1 round Area of Effect : 30 food radius
Saving Throw : None Spell Level : 2

By means of the Chant spell, the priest brings special favor upon himself and his party and causes harm to his enemies. When the Chant spell is completed, all attack and damage rolls and saving throws made by those in the area of effect who are friendly to the priest gain +1 bonuses, while those of the priest's enemies suffer -1 penalties. Multiple chants are not cumulative.


CHARM PERSON OR MAMMAL  [PRIEST]

Sphere : Enchantment/Charm Range : Sight of caster
Components : V,S,M Duration : Special
Casting Time : 5 Area of Effect : 1 person
Saving Throw : Negates Spell Level : 2

The effects of this spell are identical to the 1st level wizard spell Charm Person.


DRAW UPON HOLY MIGHT  [PRIEST]

Sphere : Combat Range : 0
Components : V Duration : 10 rounds
Casting Time : 2 Area of Effect : Caster
Saving Throw : None Spell Level : 2

The priest calls upon his god to grant him additional power for a short period. When he does this his Strength, Constitution, and Dexterity are all raised by 1 point for every 3 levels of the caster. A 1st through 3rd level caster would thus have his abilities raised by 1, while a 12th-level caster would have all of his abilities raised by 4.


FIND TRAPS  [PRIEST]

Sphere : Divination Range : Sight of caster
Components : V,S Duration : 3 turns
Casting Time : 5 Area of Effect : 10 foot path
Saving Throw : None Spell Level : 2

When a priest casts a Find Traps spell, all traps - concealed normally or magically, of magical or mechanical nature - become apparent to him, much as if he or she were a thief. A trap is any device or magical ward that meets three criteria: it can inflict a sudden or unexpected result; the spellcaster would view the result as undesirable or harmful; and the creator specifically intended the harmful or undesirable result as such. Thus, traps include alarms, glyphs and similar spells or devices.


FLAME BLADE  [PRIEST]

Sphere : Elemental Range : 0
Components : V,S Duration : 4 rnds +1 rnd/2 lvls
Casting Time : 4 Area of Effect : 3 foot long blade
Saving Throw : None Spell Level : 2

With this spell, the caster causes a blazing ray of red-hot fire to spring forth from his hand. This blade-like ray is wielded as if it were a scimitar (Small Sword Proficiency). If the caster successfully hits with the flame blade in melee combat, the creature struck suffers 1d4 + 4 points of damage, with a damage bonus of +2 (ie. 7-10 points) if the creature is undead or is especially vulnerable to fire. If the creature is protected from fire, the damage inflicted is reduced by 2 (ie. 1d4 + 2 points). Fire dwellers and those using fire as an innate attack form suffer no damage from the spell. However, it is not a magical weapon in the normal sense of the term, so creatures (other than undead) struck only by magical weapons are not harmed by it. This spell does not function underwater.


GOODBERRY  [PRIEST]

Sphere : Plant Range : Touch
Components : V,S Duration : 1 day +1 day/level
Casting Time : 1 round Area of Effect : 2d4 berries
Saving Throw : None Spell Level : 2

Casting a Goodberry spell creates 5 magical berries that the caster can carry with him. These berries cure one point of physical damage for each one eaten.


HOLD PERSON  [PRIEST]

Sphere : Charm Range : Sight of caster
Components : V,S Duration : 2 rounds/level
Casting Time : 5 Area of Effect : Special
Saving Throw : Negates Spell Level : 2

The effects of this spell are identical to the 3rd-level wizard spell Hold Person.


KNOW ALIGNMENT  [PRIEST]

Sphere : Divination Range : 10 yards
Components : V,S Duration : Instantaneous
Casting Time : 1 round Area of Effect : 1 creature
Saving Throw : Negates Spell Level : 2

A Know Alignment spell enables the priest to exactly read the aura of a creature. The caster must remain stationary and concentrate on the subject for a full round. If the creature rolls a successful saving throw vs. spells, the caster learns nothing about that particular creature from the casting. Certain magical devices negate the power of the Know Alignment spell. Evil creatures will glow red, neutrals blue, and friendly creatures will glow green for a brief period.


RESIST FIRE/COLD  [PRIEST]

Sphere : Protection Range : Touch
Components : V,S Duration : 1 round/level
Casting Time : 5 Area of Effect : 1 creature
Saving Throw : None Spell Level : 2

When this spell is placed upon a creature by a priest, the creature's body is toughened to withstand heat and cold. Complete immunity to mild conditions (standing naked in the snow or reaching into an ordinary fire to pluck out a note) is gained. The recipient can somewhat resist intense heat or cold (whether natural or magical in origin), such as red-hot charcoal, a large amount of burning oil, Flametongue Swords, Fire Storms, Fireballs, Meteor Swarms, Red Dragon's breath, Frostbrand Swords, Ice Storms, Wands of Frost, or White Dragon's breath. In all of these cases, the temperature affects the creature to some extent. The recipient has all damage sustained by fire or cold reduced by 50%.


SILENCE 15' RADIUS  [PRIEST]

Sphere : Guardian Range : Sight of caster
Components : V,S Duration : 2 rounds/level
Casting Time : 5 Area of Effect : 15 foot radius
Saving Throw : None Spell Level : 2

Upon casting this spell, complete silence prevails in the affected area. All sound is stopped: conversation is impossible and spells cannot be cast. Each creature in the area must make a saving throw at -5 penalty; if the save is failed then they are silenced for the duration of the spell. This spell does not continue to affect the area after being cast; only those in the area at the time of casting are affected by the silence.


SLOW POISON  [PRIEST]

Sphere : Healing Range : Touch
Components : V,S Duration : Instantaneous
Casting Time : 1 Area of Effect : 1 Creature
Saving Throw : None Spell Level : 2

When this spell is placed upon a poisoned individual, it greatly slows the effects of venom , actually neutralizing all but the most deadly poisons.


SPIRITUAL HAMMER  [PRIEST]

Sphere : Combat Range : 10 yards/level
Components : V,S Duration : 3 rnds +1 rnd/level
Casting Time : 5 Area of Effect : Special
Saving Throw : None Spell Level : 2

By calling upon his deity, the caster of a Spiritual Hammer spell brings into existence a magical hammer. The priest for the duration of the spell may use the magic weapon. It strikes as a magical weapon with a bonus of +1 for every six levels (or fraction thereof) of the spellcaster up to a total of +3 to the attack roll and +3 to the damage roll for a 13th-level caster. The base damage inflicted when it scores a hit is exactly the same as a normal War Hammer, 1d4+1.


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