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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 3
ANIMATE DEAD  [PRIEST]

Sphere : Necromancy Range : 10 yards
Components : V,S Duration : Instantaneous
Casting Time : 1 round Area of Effect : Special
Saving Throw : None Spell Level : 3

This spell creates the lowest of the undead monsters, skeletons or zombies, usually from the bones or bodies of dead humans, demihumans, or humanoids. The spell causes these remains to become animated and obey the simple verbal commands of the caster, regardless of how they communicated in life. The skeletons or zombies 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 or are turned; the magic cannot be dispelled. The caster can animate one skeleton or one zombie for each experience level he has attained.


CALL LIGHTNING  [PRIEST]

Sphere : Alteration Range : 0
Components : V,S,M Duration : Instantaneous
Casting Time : 1 turn Area of Effect : Special
Saving Throw : 1/2 Spell Level : 3

When a Call Lightning spell is cast, it must be cast outside, otherwise it will not work. The caster is able to call down bolts of lightning. The caster can call down one bolt per turn. The spell has a duration of one turn per caster level. Each bolt causes 2-8 points of electrical damage, plus an additional 1d8 points for each of the caster's experience levels. Thus, a 4th level caster calls down a 2-8 + 4D8. The bolt of lightning flashes down in a vertical stroke at any of the priest's enemies. The caster does not choose the targets of the spell, though the lightning will not strike any of his allies.


CURE DISEASE  [PRIEST]

Sphere : Necromantic Range : Touch
Components : V,S Duration : Permanent
Casting Time : 1 Area of Effect : 1 creature
Saving Throw : None Spell Level : 3

By laying their hands upon a sickly person, the caster can cure almost any disease with this spell. The cure is permanent, but this does not grant the recipient of the spell immunity from further afflictions. Blindness, deafness and feeblemind are also cured with this spell. Some magically created diseases may not be curable by this spell


CURE MEDIUM WOUNDS  [PRIEST]

Sphere : Healing Range : Touch
Components : V,S Duration : Permanent
Casting Time : 5 Area of Effect : Creature touched
Saving Throw : None Spell Level : 3

When casting this spell and laying a hand upon a creature, the priest causes 14 points of wound or other injury damage to the creature's body to be healed. This healing cannot affect creatures without corporeal bodies, nor can it cure wounds of creatures not living or of extraplanar origin. Curing is permanent only insofar as the creature does not sustain further damage; caused wounds will heal - or can be cured - just as any normal injury.


DISPEL MAGIC  [PRIEST]

Sphere : Protection Range : Visual range of caster
Components : V,S Duration : Special
Casting Time : 6 Area of Effect : 30 foot cube
Saving Throw : Special Spell Level : 3

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. While this spell dispels the individual effects of grease, web, stinking cloud and other suck spells, it does not dispel the area of effect.


GLYPH OF WARDING  [PRIEST]

Sphere : Guardian Range : Touch
Components : V,S Duration : Permanent until discharged
Casting Time : Special Area of Effect : Special
Saving Throw : Special Spell Level : 3

A Glyph of Warding is a powerful magical inscription drawn to prevent unauthorized or hostile creatures from passing, entering, or opening. It can be used to guard a small bridge, to ward an entry, or trap a chest or box. Any creature violating the warded area is subject to the magic it stores. A successful saving throw vs. spells enables the creature to escape the effects of the glyph. When the spell is cast, the priest weaves a tracery of faintly glowing lines around the warding sigil. When the glyph is activated, it deals 1-4 points of electrical damage per level of the caster to the victim.


HOLD ANIMAL  [PRIEST]

Sphere : Enchantment/Charm Range : Sight of caster
Components : V,S,M Duration : 2 rounds/level
Casting Time : 5 Area of Effect : Special
Saving Throw : Negates Spell Level : 3

This spell holds animals rigidly immobile and in place. Only normal and giant-sized animals are affected by this spell. Monsters such as wyverns, ankhegs, and carrion crawlers do not count as animals. The effect is centered on the creature selected by the caster. Every enemy within 5 feet of the target it 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, disease, or poison.


HOLY SMITE  [PRIEST]

Sphere : Healing Range : Caster line of sight
Components : V,S Duration : Instantaneous
Casting Time : 3 Area of Effect : 20 foot radius
Saving Throw : Special Spell Level : 3

This spell calls upon energy from the plane of brilliance in order to open a channel between it and the targets. The result is that any evil creatures within the spell effect take 1-4 damage for every level of the caster with a save vs spell for half. Also, if the victim fails his save, then he is blinded for 1 round.


INVISIBILITY PURGE  [PRIEST]

Sphere : Divination Range : Sight of caster
Components : V,S Duration : Instantaneous
Casting Time : 8 Area of Effect : 30 foot cube
Saving Throw : None Spell Level : 3

Any invisible creatures within the area of effect have their invisibility dispelled. This includes creatures that are in Sanctuary, Improved Invisibility, Shadow Door, Invisibility, etc.


MISCAST MAGIC  [PRIEST]

Sphere : Chaos Range : Sight of caster
Components : V,S Duration : 1 turn
Casting Time : 5 Area of Effect : 1 creature
Saving Throw : Negates Spell Level : 3

Any spell-casting creature that is affected by this spell has its casting ability severely impaired. When the creature attempts to cast a spell, it has an 80% chance of failure. A creature save vs. spells to avoid the affect, but does so at -2.


PROTECTION FROM FIRE  [PRIEST]

Sphere : Protection, Elemental Range : Touch
Components : V,S Duration : Special
Casting Time : 6 Area of Effect : 1 creature
Saving Throw : None Spell Level : 3

The effect of a Protection from Fire spell differs according to the recipient of the magic - either the caster or some other creature. In either case, the spell lasts no longer than 1 turn per caster level. When the spell is cast, it confers complete invulnerability to normal fires (torches, bonfires, oil fires, and the like) and significant resistance to 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 80% of all the damage dealt by such magical sources.


REMOVE CURSE  [PRIEST]

Sphere : Protection Range : Touch
Components : V,S Duration : Instantaneous
Casting Time : 6 Area of Effect : Special
Saving Throw : Special Spell Level : 3

With this spell, the caster 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 maybe countered only by a caster of a certain level or more.


REMOVE PARALYSIS  [PRIEST]

Sphere : Protection Range : 10 yards/level
Components : V,S Duration : Instantaneous
Casting Time : 6 Area of Effect : 1 creature
Saving Throw : None Spell Level : 3

By use of this spell, the priest can free one creature from the effects of any paralyzation or from related magic (such as a ghoul's touch or a Hold Person spell).


RIGID THINKING  [PRIEST]

Sphere : Law Range : Sight of caster
Components : V,S Duration : 24 turns
Casting Time : 5 Area of Effect : 1 person or mammal
Saving Throw : Negates Spell Level : 3

The target of this spell must make a saving throw vs. spells or come under its effects. When under the effects of the Rigid Thinking spell, the victim will randomly wander, attack the nearest person, or stand confused.


STRENGTH OF ONE  [PRIEST]

Sphere : Law Range : 0
Components : V,S Duration : 1 turn
Casting Time : 3 Area of Effect : The party
Saving Throw : None Spell Level : 3

When this spell is cast, the entire party is given a 18/76 Strength. If a party member has a Strength higher than this (either naturally, or through a magical item), then his Strength is lowered to 18/76. The spell lasts for a single turn, whereupon everyone's Strength returns to normal.


SUMMON INSECTS  [PRIEST]

Sphere : Conjuration/Summoning Range : 30 yards
Components : V,S,M Duration : 7 rounds
Casting Time : 9 Area of Effect : 1 creature
Saving Throw : Negates Spell Level : 3

the summon insects spell attracts a cloud or swarm of normal insects to attack one enemy of the caster. This swarm gathers at a point chosen by the caster, within the spell's range, and attacks any single creature the caster points to.

The victim may make a saving throw vs. breath weapons (with a -4 penalty) to escape the swarm. Otherwise, the victim receives 1 point of damage every two seconds for the duration of the spell. The victim fights with a -2 penalty to his attack roll and a +2 penalty to his Armor Class. The swarm will repeatedly bite the target, making it very difficult to cast spells (50% spell failure).


UNHOLY BLIGHT  [PRIEST]

Sphere : Healing Range : Sight of caster
Components : V,S Duration : Instantaneous
Casting Time : 3 Area of Effect : 20 foot radius
Saving Throw : Special Spell Level : 3

This spell calls upon energy from the negative material plane in order to open a channel between it and the targets. The result is that any good creatures with the spell effect take 1-4 damage for every level of the caster with a save vs. spell for half. Also, if the victim fails his save, then he receives a -2 penalty to all his rolls for 4 rounds.


ZONE OF SWEET AIR  [PRIEST]

Sphere : Wards Range : 30 yards
Components : V,S Duration : Instantaneous
Casting Time : 3 Area of Effect : Special
Saving Throw : None Spell Level : 3

Zone of Sweet Air repels all noxious elements from poisonous vapors (including magically created vapors such as Cloudkill). This spell will dismiss all clouds in the entire area that the caster is currently in. The spell offers no protection against poisonous vapors created by a dragon's breath weapon (such as the chlorine gas of a green dragon).


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