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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 5
ANIMATE DEAD  [WIZARD]

School : Necromancy Range : 10 yards
Components : V,S Duration : Instantaneous
Casting Time : 5 rounds Area of Effect : Special
Saving Throw : None Spell Level : 5

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.


BREACH  [WIZARD]

School : Abjuration Range : Abjuration
Components : V,S,M Duration : Instantaneous
Casting Time : 5 Area of Effect : 1 creature
Saving Throw : None Spell Level : 5

When this spell is cast at a creature, it breaches and dispels all of the specific and combat protections on a 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, stoneskins, armor, ghost armor, spirit armor, absolute immunity, mantle, and improved mantle. The target's magic resistance, if it has any, does not affect this spell.


CHAOS  [WIZARD]

School : Enchantment/Charm Range : Sight of caster
Components : V,S Duration : 3 rnds +1 rnd/level
Casting Time : 4 Area of Effect : 60 foot cube
Saving Throw : Special Spell Level : 5

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. Spells at -4 penalty. The spell lasts for the duration or until a successful Dispel Magic is cast.


CLOUDKILL  [WIZARD]

School : Evoker Range : 10 yards
Components : V,S Duration : 1 round/level
Casting Time : 5 Area of Effect : 40x20x20 foot&nbxp;cloud
Saving Throw : Special Spell Level : 5

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, 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.


CONE OF COLD  [WIZARD]

School : Evocation Range : Caster
Components : V,S,M Duration : Instantaneous
Casting Time : 5 Area of Effect : 35 feet long
Saving Throw : 1/2 Spell Level : 5

This spell releases a cone-shaped blast of extreme cold from the caster, doing 2-5 hit points of cold damage per level of the caster. The cone is 35 feet long, and 1 foot in diameter/level of the caster.


CONJURE LESSER AIR ELEMENTAL  [WIZARD]

School : Conjuration/Summoning Range : Sight of caster
Components : V,S,M Duration : 1 turn/level
Casting Time : 1 round Area of Effect : Special
Saving Throw : None Spell Level : 5

This spell allows the caster to summon a lesser air elemental from the Elemental Plane of Air and bind it to his will. This elemental will fight on behalf of the caster until the spell duration expires or the elemental is destroyed.


CONJURE LESSER EARTH ELEMENTAL  [WIZARD]

School : Conjuration/Summoning Range : Sight of caster
Components : V,S,M Duration : 1 turn/level
Casting Time : 1 round Area of Effect : Special
Saving Throw : None Spell Level : 5

This spell allows the caster to summon a lesser earth elemental from the Elemental Plane of Earth and bind it to his will. This elemental will fight on behalf of the caster until the spell duration expires or the elemental is destroyed.


CONJURE LESSER FIRE ELEMENTAL  [WIZARD]

School : Conjuration/Summoning Range : Sight of caster
Components : V,S,M Duration : 1 turn/level
Casting Time : 1 round Area of Effect : Special
Saving Throw : None Spell Level : 5

This spell allows the caster to summon a lesser fire elemental from the Elemental Plane of Fire and bind it to his will. This elemental will fight on behalf of the caster until the spell duration expires or the elemental is destroyed.


DOMINATION  [WIZARD]

School : Enchantment/Charm Range : Sight of caster
Components : V,S Duration : 12 hours
Casting Time : 5 Area of Effect : One creature
Saving Throw : None Spell Level : 5

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, except of course a Dispel Magic. The target gets a saving throw vs. Spells at -2 penalty in order to avoid the effect.


FEEBLEMIND  [WIZARD]

School : Enchantment/Charm Range : Sight of caster
Components : V,S Duration : Permanent
Casting Time : 5 Area of Effect : 1 creature
Saving Throw : Negates Spell Level : 5

Feeblemind causes the subject's intellect to degenerate to that of a moronic child. The subject remains in this state until a successful Dispel Magic is cast upon him. The victim must make a save vs. Spells at -2 penalty in order to avoid the effect.


HOLD MONSTER  [WIZARD]

School : Enchantment/Charm Range : Sight of caster
Components : V,S Duration : 1 round/level
Casting Time : 5 Area of Effect : 5 foot radius
Saving Throw : Negates Spell Level : 5

The spells holds 1-4 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. 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 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.


LOWER RESISTANCE  [WIZARD]

School : Abjuration/Alteration Range : Sight of caster
Components : V,S,M Duration : 1 round/level
Casting Time : 5 Area of Effect : 1 creature
Saving Throw : None Spell Level : 5

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.


MINOR SPELL TURNING  [WIZARD]

School : Abjuration Range : Touch
Components : V,S,M Duration : 3 rounds/level
Casting Time : 5 Area of Effect : Caster
Saving Throw : None Spell Level : 5

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 absorbed. 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.


MONSTER SUMMONING III  [WIZARD]

School : Conjuration/Summoning Range : Sight of caster
Components : V,S Duration : 4 rnds +1 rnd/level
Casting Time : 5 Area of Effect : Special
Saving Throw : None Spell Level : 5

This spell is much like the 3rd-level spell monster summoning I, except that this spell summons 16 Hit Dice 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.


ORACLE  [WIZARD]

School : Divination Range : Sight of caster
Components : V,S,M Duration : Instantaneous
Casting Time : 5 Area of Effect : 20 foot radius
Saving Throw : None Spell Level : 5

When cast at a point designated 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 this spell indiscriminately dispels illusion/phantasm spells of 5th 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 is ignored by this spell.


PHANTOM BLADE  [WIZARD]

School : Evocation Range : 0
Components : V,S,M Duration : 3 rnds +1 rnd/level
Casting Time : 5 Area of Effect : Special
Saving Throw : None Spell Level : 5

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 THAC0. 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 her hand for the duration or until dispelled.


PROTECTION FROM ACID  [WIZARD]

School : Abjuration Range : Touch
Components : V,S Duration : 1 turn/level
Casting Time : 6 Area of Effect : 1 creature
Saving Throw : None Spell Level : 5

Protection from Acid lasts no longer than one turn per caster level. 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 for the duration of the spell or until dispelled.


PROTECTION FROM ELECTRICITY  [WIZARD]

School : Abjuration Range : Touch
Components : V,S,M Duration : 1 turn/level
Casting Time : 5 Area of Effect : 1 creature
Saving Throw : None Spell Level : 5

The effect of a protection from electricity spell lasts no longer than one turn per caster level. When the spell is cast it confers complete invulnerability to all electrical based attacks whether magical or none magical such as lightning bolt or breath weapons. This effect lasts for the duration of the spell or until dispelled.


PROTECTION FROM NORMAL WEAPONS  [WIZARD]

School : Abjuration Range : Touch
Components : V,S,M Duration : 1 turn/level
Casting Time : 2 Area of Effect : 1 creature
Saving Throw : None Spell Level : 5

The effect of a protection from normal weapons spell lasts no longer than one round per caster level. When the spell is cast it confers complete invulnerability to all non-magical weapons. This does not include weapons that are blessed or enhanced. 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.


SHADOW DOOR  [WIZARD]

School : Illusion/Phantasm Range : 10 yards
Components : S Duration : 1 round/level
Casting Time : 2 Area of Effect : Special
Saving Throw : None Spell Level : 5

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, for the spell duration. A True Seeing spell, a Gem of Seeing, or similar magical means can discover the wizard.


SPELL IMMUNITY  [WIZARD]

School : Abjuration Range : 0
Components : V,S,M Duration : 3 rnds +1 rnd/level
Casting Time : 5 Area of Effect : Special
Saving Throw : None Spell Level : 5

Casting this spell grants the wizard protection from one spell school of her choice. After the spell is cast another screen will appear and the caster chooses the school to be immune from. All spells of this school will not be able to harm or aid the caster for the duration of this spell.


SPELL SHIELD  [WIZARD]

School : Abjuration Range : 0
Components : V,S,M Duration : 3 rounds/level
Casting Time : 8 Area of Effect : Caster
Saving Throw : None Spell Level : 5

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 attacks. However, this only works once as this spell is consumed in the process. Otherwise it will last for the duration.


SUNFIRE  [WIZARD]

School : Evocation Range : Caster
Components : V,S Duration : Instantaneous
Casting Time : 3 Area of Effect : 30 foot radius
Saving Throw : 1/2 Spell Level : 5

A sunfire is like a fireball, and 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.


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