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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
Wizard Spells - Level 3
CLAIRVOYANCE  [WIZARD]

School : Divination Range : Special
Components : V,S Duration : Permanent
Casting Time : 3 Area of Effect : Special
Saving Throw : None Spell Level : 3

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 environments. This spell does not function indoors or underground.


DETECT ILLUSION  [WIZARD]

School : Divination Range : 0
Components : V,S,M Duration : Instantaneous
Casting Time : 3 Area of Effect : 20 foot radius
Saving Throw : None Spell Level : 3

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 this spell indiscriminately dispels illusion/phantasm spells of 3rd level and lower so this includes the caster and any friendly creatures in the area as well as enemies. The area of effect is roughly a 20 foot radius around the target. The target's magic resistance, if any, does not come into effect with this spell.


DIRE CHARM  [WIZARD]

School : Enchantment/Charm Range : 20 yards
Components : V,S Duration : 20 rounds
Casting Time : 3 Area of Effect : 1 creature
Saving Throw : Negates Spell Level : 3

This spell works in a manner very similar to the Charm Person spell. However, the affected creature goes into a beserk state, wanting no one to harm his master (the spell caster). Thus, the creature will fight enemies of the caster, even former allies. The spell is limited in the same manner as the Charm Person spell. The spell can affect 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, 10th-level fighter could be charmed, but an ogre could not.


DISPEL MAGIC  [WIZARD]

School : Abjuration Range : Sight of Caster
Components : V,S Duration : Instantaneous
Casting Time : 3 Area of Effect : 30 foot cube
Saving Throw : None Spell Level : 3

A Dispel Magic spell removes the magical effects upon anyone within the area. This includes effects given from spells, potions, and effects from certain magic items. It does not, however, affect magical items.


FIREBALL  [WIZARD]

School : Evocation Range : Sight of caster
Components : V,S Duration : Instantaneous
Casting Time : 3 Area of Effect : 20 foot cube
Saving Throw : ½ Spell Level : 3

A Fireball spell 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 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, receiving half damage.


FLAME ARROW  [WIZARD]

School : Conjuration/Summoning Range : Sight of caster
Components : V,S Duration : 1 round
Casting Time : 3 Area of Effect : Special
Saving Throw : None Spell Level : 3

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. spells. The caster receives one bolt for every five experience levels (two bolts at 10th level, three at 15th level, etc.). Bolts must be used on creatures within 20 yards of each other and in front of the wizard.


GHOST ARMOR  [WIZARD]

School : Conjuration/Summoning Range : Touch
Components : V,S Duration : 10 turns
Casting Time : 1 Area of Effect : 1 creature
Saving Throw : None Spell Level : 3

By means of this spell, the wizard creates a magical field of force that serves as if it were plate armor (AC 2). It is cumulative with Dexterity effects and, in the case of fighter/mages, with the shield bonus. The Ghost Armor 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.


HASTE  [WIZARD]

School : Alteration Range : Sight of caster
Components : V,S Duration : 3 rounds +1 round/level
Casting Time : 3 Area of Effect : 40 foot&nbsb;cube
Saving Throw : None Spell Level : 3

When this spell is cast, each affected creature functions at double its normal movement and attack rates. A hasted creature gains -2 to 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. All affected by the Haste spell must be in the designated area of effect. Note that this spell negates the effects of a Slow spell. This spell is not cumulative with itself or with other similar magic.


HOLD PERSON  [WIZARD]

School : Enchantment/Charm Range : Sight of Caster
Components : V,S Duration : 1 round/level
Casting Time : 3 Area of Effect : Special
Saving Throw : Negates Spell Level : 3

This spell holds 1-4 humans, demihumans, or humanoid creatures rigidly immobile and in place for five or more rounds. The Hold Person spell affects any bipedal human, demihuman, or humanoid of man-size or smaller, including 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 selects the enemies closest to the target and holds them. Enemies making saving throws are totally unaffected by the spell. Undead creatures cannot be held. Held creatures cannot move or speak, but 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.


HOLD UNDEAD  [WIZARD]

School : Necromancy Range : 60 feet
Components : V,S,M Duration : 1d4 rounds +1 round/level
Casting Time : 5 Area of Effect : 1d3 undead
Saving Throw : Negates Spell Level : 3

When cast, this spell renders immobile 1d3 undead creatures whose total Hit Dice are equal to or less than the caster's level. No more than three undead can be affected by a single spell. To cast, the wizard aims the spell at a point within range and the three undead closest to this are considered to be in the area of effect, provided all are within the field of vision and spell range of the caster. Undead of a mindless nature (skeletons, zombies, or ghouls) are automatically affected. Other forms of undead are allowed a saving throw to negate the effect. If the spell is successful, it renders the undead immobile for the duration of the spell.


INVISIBILITY 10' RADIUS  [WIZARD]

School : Illusion/Phantasm Range : Illusion/Phantasm
Components : V,S,M Duration : Special
Casting Time : 3 Area of Effect : 10 foot radius
Saving Throw : None Spell Level : 3

This spell confers invisibility upon all creatures within 10 feet of the recipient. Gear carried and light sources are included, but any light emitted is still visible. The center of the effect is mobile with the recipient. Those affected by this spell cannot see each other. Any affected creature moving out of the area becomes visible, but creatures moving into the area after the spell is cast do not become invisible. Affected creatures (other than the recipient) that attack negate the invisibility only for themselves. If the spell recipient attacks, the invisibility, 10' radius spell is broken for all.


LIGHTNING BOLT  [WIZARD]

School : Evocation Range : Sight of caster
Components : V,S Duration : Instantaneous
Casting Time : 3 Area of Effect : Special
Saving Throw : ½ Spell Level : 3

Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the spellcaster within its area of effect (up to a maximum of 10d6). A successful saving throw vs. spells reduces this damage to half (round fractions down). When the lightning bolt intersects with a wall, it will rebound until it reaches its full length - hitting the same enemy multiple times, or even members of your own party.


MELF'S MINUTE METEORS  [WIZARD]

School : Evocation, Alteration Range : 70 yards +10 yards/level
Components : V,S,M Duration : Special
Casting Time : 3 Area of Effect : 1 target per meteor
Saving Throw : None Spell Level : 3

This spell enables the wizard to cast small globes of fire (one for each experience level he has attained), each of which bursts into a one-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 +2 bonus to the attack rolls and with no penalty for range. Misses are treated as grenade-like missiles that inflict 1 point of damage to creatures within three feet.


MINOR SPELL DEFLECTION  [WIZARD]

School : Abjuration Range : Touch
Components : V,S,M Duration : 3 rnds/level
Casting Time : 3 Area of Effect : Caster
Saving Throw : None Spell Level : 3

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 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, it will fail and be canceled. For example, if there is only 1 level left and a 3rd level spell is cast at the wizard, the spell will NOT be absorbed while canceling the spell deflection.


MONSTER SUMMONING I  [WIZARD]

School : Conjuration/Summoning Range : Sight of caster
Components : V,S Duration : 3 rnds +1 rnd/level
Casting Time : 4 Area of Effect : Special
Saving Throw : None Spell Level : 3

Within one round of casting this spell, the wizard magically conjures 8 Hit Dice worth of monsters. These appear within the spell range and attack the caster's opponents until the spell duration expires or the monsters are slain. These creatures do not check morale and vanish when slain. If no opponent exists to fight, and the wizard can communicate with them, the summoned monsters can perform other services for the wizard.


NON DETECTION  [WIZARD]

School : Abjuration Range : Sight of caster
Components : V,S Duration : 20 turns
Casting Time : 3 Area of Effect : 1 creature or item
Saving Throw : None Spell Level : 3

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. It also prevents location by such magical items as crystal balls and ESP medallions. It does not affect the Know Alignment spell.


PROTECTION FROM COLD  [WIZARD]

School : Abjuration Range : Touch
Components : V,S,M Duration : Special
Casting Time : 3 Area of Effect : 1 creature
Saving Throw : None Spell Level : 3

The effect of a Protection From Cold 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 one turn per caster level. When the spell is cast, it confers complete invulnerability to normal cold attacks and to 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.


PROTECTION FROM FIRE  [WIZARD]

School : Abjuration Range : Touch
Components : V,S,M Duration : 3 rnds +1 rnd/level
Casting Time : 6 Area of Effect : 1 creature
Saving Throw : None Spell Level : 3

The effects of a Protection From Fire spell last no longer than three rounds plus one round per caster level. When the spell is cast, it confers complete invulnerability to normal fires (torches, bonfires, oil fires, and the like) and 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.


PROTECTION FROM NORMAL MISSILES  [WIZARD]

School : Abjuration Range : Touch
Components : V,S Duration : 1 turn/level
Casting Time : 3 Area of Effect : 1 creature
Saving Throw : None Spell Level : 3

By means of this spell, the wizard bestows total invulnerability to hurled and projected missiles such as arrows, axes, bolts, javelins, small stones, and spears. This protection extends only to non-magical projectiles and does not protect against magical arrows, axes, bolts, etc. Note, however, that this spell does not convey any protection from such magical attacks such as Fireballs, Lightning Bolts, or Magic Missiles.


REMOVE MAGIC  [WIZARD]

School : Abjuration Range : Sight of caster
Components : V,S Duration : Instantaneous
Casting Time : 3 Area of Effect : 30 food cube
Saving Throw : None Spell Level : 3

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 change 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, ti does not dispel the area of effect.

Note: This spell will ONLY affect ENEMIES.


SKULL TRAP  [WIZARD]

School : Necromancy Range : 20 yards
Components : V,S Duration : Until triggered
Casting Time : 3 Area of Effect : 30 foot radius
Saving Throw : None Spell Level : 3

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 with a 30-foot radius. The damage inflicted is equal to 1-6 hit points per level of the caster. When casting this spell, it is wise to set it far away from the party, lest they set it off accidentally.


SLOW  [WIZARD]

School : Alteration Range : Sight of caster
Components : V,S Duration : 10 rounds
Casting Time : 3 Area of Effect : 40 foot cube
Saving Throw : Negates Spell Level : 3

A Slow spell causes creatures to move and attack at half of their normal rates. 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. Creatures save at -4 vs. the spell.


SPELL THRUST  [WIZARD]

School : Abjuration Range : Sight of caster
Components : V,S,M Duration : Instantaneous
Casting Time : 3 Area of Effect : 1 creature
Saving Throw : None Spell Level : 3

When this spell is cast at a target creature it will dispel all of the spell protections of 5th level and lower. The spells that fall under this category are 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.


VAMPIRIC TOUCH  [WIZARD]

School : Necromancy Range : Touch
Components : V,S Duration : Instantaneous
Casting Time : 3 Area of Effect : 1 creature
Saving Throw : None Spell Level : 3

When the caster successfully touches an opponent in melee, the opponent loses 1-6 hit points for every two caster levels, to a maximum of 6-36 for a 12th level caster. These hit points are then added to the caster's total, with any hit point over the caster's normal maximum total treated as temporary additional hit points that last for 5 turns.


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