Although level 1 features a wide range of spells, most of them do not survive the comparison to Magic Missile.
Armor
Very useful early on. The duration is so good you can cast this right after
resting. Get one when you don't have a good Robe or Bracers of Defense yet.
Duration: 10 hours.
Blindness
Not bad for a low-level save-or-else spell, but skip.
Can be cast on creatures with blue circles without turning them hostile. |
Burning Hands
OK damage but no range. It may be called a cone but it's not really an area
spell. Skip.
Range: The cone extends to range 2 but will not affect any other creatures besides the target.
Charm Person
The best kind of save-or-else spell and quite powerful for its level.
Unfortunately, the incredibly common immunity and the Save bonus make this the
hardest spell in the game to get to work. Skip and try out the easily obtained
Ring of Human Influence for a taste of this spell.
Save: +3.
Chill Touch
The worst kind of spell; useless and puts the caster in danger. You have to
roll to hit, the target gets a save and even if it works this hardly
does anything. Avoid like the plague.
Damage type: Cold.
Item: CHILLT. Not even enchanted, +4 To Hit.
Chromatic Orb
Does some damage and may blind, inflict pain (lowering some stats),
stun, cause weakness (a 4 point penalty to THAC0), petrify or slay. The
damage is not great but has no save. The big save bonus makes it a lot less
useful than it would appear to be. Beware of petrifying creatures with good
loot. Occasionally memorizing one of these instead of a Magic Missile isn't a
bad idea if you like casting Greater Malison.
Damage type: Magic.
Save: +6.
This spell disregards magic resistance in its Stun, Petrification and Slay abilities. The Stun cannot be dispelled. The Blind effect's Armor Class penalty is applied to the caster rather than the target. Get the fixes from Baldurdash. |
Color Spray
Deadly in PnP games, useless in BGII; only affects enemies of level 5 or lower
and even then with a save.
Effect: Sleep.
Range: The cone extends to range 2.
Save: -3.
Find Familiar
One use ever, protagonist only, but make sure you get one. The familiars are
quite nice even if only for the bonus hit points. Some of them have Thief
skills that may come in handy if you are playing solo but are easily made
obsolete by a real Thief. Don't use familiars in combat; stow them in your pack
and never let them out.
There's no real need to learn this spell since you won't be casting it more than once anyway. Simply use a scroll instead (one can be found in the De'Arnise Keep).
Familiars that are level drained cannot be restored, and several familiars have malfunctioning abilities. Get the fixes from Baldurdash. |
|
Fill up all your inventory slots and do a quest that gives you an item through dialogue. Chances are your Familiar is "dropped" on the ground, freeing up an inventory sot. You keep the bonus hit points. |
Friends
Shops will give you about a 10% discount for being such a swell person and a
handful of dialogues in the game will give you an extra option if your Charisma
is high enough. Might help you out in the beginning of the game, when you're
not yet swimming in money.
Adds 6 points of Charisma.
This spell is erroneously cumulative with itself. Get the fix from Baldurdash. |
Grease
Could be used to slow down enemies while you shoot arrows and spells at them
but is not worth spending a slot on.
Range: Sight.
Save: +2.
Radius: 15.
Identify
Identifying is a good thing. Memorize a couple, but make sure to get the
Glasses of Identification at the start of Chapter 2 to free up these slots.
Bards with high Lore will also make this spell mostly obsolete.
Infravision
Great in PnP and totally and utterly useless in the computer game. Enemies are
just as visible in the dark without it.
Range: Sight.
Larloch's Minor Drain
Very unimpressive damage (and even Minsc out-heals this) but it still has some
use if you get it as a Bhaal power. A waste of a spellcasting opportunity in
combat, but throw this thing out in between attacks to do minor damage and
disrupt enemy spellcasters if you don't have anything else to cast.
The bonus hit points given by this spell are erroneously subjected to the caster's magic resistance. Get the fix from Baldurdash. |
|
This spell can be used on doors and containers. |
Magic Missile
The first level spell. Good damage, fast, eats up Mirror Images, not
many enemies are resistant to this and it ignores Stoneskin (though skins are
not lost). Great anti-spellcaster; will decide most of the lower
level mage battles.
Magic Missiles impact in pairs. A hit from a pair of missiles will only remove a single Mirror Image. |
Nahal's Reckless Dweomer
Probably the spell with the most potential for power (and cheese) in the
game. If you're not overly concerned by Wild Surges this is just about the only
spell you ever need. Use your level 1 slots to cast your most powerful spells
this way. Benefits especially well from (Improved) Chaos Shield.
Simulacrums get great mileage out of this spell. They still know your highest level spells (they just don't have the slots for them), so they can still cast them through the Dweomers.
See the Nahal's Reckless Dweomer Endless Spells Strategy for more goodness.
Casting Time: 0.
Spells cast through the Dweomer do not count towards your "one spell per round" limit. Pump out Dweomers as if you had a free Improved Alacrity. |
Protection from Evil
Good spell since most enemies are Evil. Gives a decent bonus for a decent time.
Gated Demons will attack the party anyway if the rest is not protected. Get one
if you're playing solo, otherwise let your priests cast the 10' Radius version;
that'll help the whole party and lasts much longer.
Protection from Petrification
Lousy. Get (Minor) Spell Turning, the Cloak of Mirroring or the Shield of
Balduran to do your Beholder slaying instead.
Range: Touch.
Reflected Image
Mini-Mirror Image (which is good) but the effect is too minor to warrant a
slot.
Shield
Protects much better than Armor but lasts only half as long (too short to cast
after resting). It does provide total immunity to
Magic Missiles. Useful at low levels. Get either this or Armor, depending on
your tastes.
Shocking Grasp
Slightly less horrible than Chill Touch. You must still
roll to hit and the item disappears after your first attempt, hit or miss.
Pathetic.
Damage: 1-8 +1 per .
Item: SGRASP01 to SGRASP20. +6 enchanted, +4 To Hit.
Sleep
Great in BGI, useless in BGII; only affects enemies of 4+2 HD and lower and
even then allows a save.
Radius: 15.
Spook
Disabling and surprisingly effective because of the save penalty up to -6. Try
one out if you like save-or-else spells.
Range: Double Sight. Can be cast off-screen provided another character, a Wizard Eye or Farsight acts as a "spotter".
Level 2 does not really add any new types of spells, but provides several good upgrades to level 1 spells.
Agannazar's Scorcher
Inferior to Melf's Acid Arrow in terms of range and damage, but you can catch
multiple creatures in the beam (including party members). Fire, then walk in
circles around a group of enemies and watch them burn. A fun trick is having
two protected mages cast a bunch of these on each other (using sequencers), so
you have full control over both ends of the ray.
Range: 15, the beam does not extend after that.
The beam won't hit multiple creatures unless you have Throne of Bhaal installed. |
Blur
Great defense bonuses for a level 2 spell (Armor Class and saves), cumulative
with other defensive spells. Get one; very useful during the whole game.
This spell is erroneously cumulative with itself as well. Get the fix from Baldurdash. |
Chaos Shield
Anything that decreases the odds of a Wild Surge messing things up everytime
you cast a spell is good. Load up.
Deafness
Pathetic. Affects only spellcasters and won't do anything nastier to them than
just about any other save-or-else spell.
Detect Invisibility
Invisibility is not so fearsome, but if you're having problems with it try
Glitterdust. That at least has other uses as well.
Radius: Just about the whole map.
Ghoul Touch
A substantial upgrade to Chill Touch but still flawed beyond repair. The target
still gets a save, so the odds of this ever working are astronomic. Stay clear
of this spell and prod it with a sharp stick.
Effect: Hold.
Item: GHOULT. Not enchanted, +3 To Hit.
Glitterdust
One of the better low level save-or-else spells. 'Mass Blindness' would have
been a more appropriate name for this area spell, as that sums up its best use.
It will not affect the party (which is what makes it
so great), and immunity to blindness is extremely rare. Get a couple if you
have slots left.
Invisible enemies making their save won't be revealed by the side effect either.
Range: Sight.
Radius: 15.
Horror
An OK save-or-else area spell since it does not affect the party. Running after
panicked enemies is no fun, so skip this spell in favor of Glitterdust.
Save: +2.
Radius: 15.
Invisibility
Always useful. May be cast on others and lasts all day if you don't ruin it.
Get one if you like scouting.
Knock
Will open any door that can be lockpicked or bashed in. Always try those two
options first and save the spell for the difficult doors. Very important in
solo play if you're not playing a Mage/Thief.
Know Alignment
A plot killer in PnP, useless in BGII. Even if you know a person giving
you a quest is Evil you're still better off doing the quest. Those quests tend
to end with you killing the bastard anyway...
Range: Sight (for what it's worth).
Luck
Nice effect but for only three meager rounds and only one person. Don't waste a
slot on this.
The luck bonus is only added to THAC0 and minimum damage in damage rolls for physical attacks, but is also subtracted from damage rolls (as a whole, not just minimum damage) for your enemies' physical attacks.
Range: 15.
Melf's Acid Arrow
Does good damage for a level 2 spell, although the damage is spread out over
several rounds. That spreading is actually a bonus against spellcasters because
there's a chance of disrupting their spells for several rounds.
Mirror Image
Mini-Stoneskin. A great defense and probably the level 2 spell. Does not
last long at lower levels, but will protect against many different sources of
damage, including weapon hits, additional weapon damages (such as fire or acid)
and almost all damage spells (including area spells, unlike PnP).
The number of Images gained is not random but equal to half your level, rounded down.
This spell is not entirely without risk; there's still a chance (1/number of Images) that the real caster is hit instead of an Image. Not fully effective against Magic Missile (one almost always slips through) and the number of Images lost to Magic Missiles does not always match the number of Missiles stopped. If the Images stop a Melf's Acid Arrow, the consecutive acid damage is also avoided (though the Acid icon still shows up).
The number of images is calculated incorrectly for Fighter/Mages. The Fighter levels seem to be used instead. |
Power Word, Sleep
It's a bit hard to see if enemies have less than 20 current hit points.
Power Words are marked by the fastest possible casting time and the absence of
a save. This would be a good spell, were it not any enemy you can get
down to 20 hit points is as good as dead anyway.
Ray of Enfeeblement
Although it's funny to see a fighter immobilized by the weight of his armor,
there are disabling area spells at this level. Why restrict yourself to
a single victim?
Resist Fear
A surprisingly useful area spell. Protects the whole
party from a disabling effect for a long time. Get one and cast it when you
expect mages, dragons or demons. Watch out for panicked party members running
out of its area of effect.
Range: Sight.
Radius: 15.
Stinking Cloud
Very effective in most of the lower-level battles. Don't let fighters close in
with melee weapons to finish downed foes; follow up with ranged attacks (or
stationary area damage spells).
Effect: Sleep.
Save: +2.
Radius: 16.
Strength
Lasts nearly all day, so cast this after resting. May be cast on others, so
fill up on this if you have any melee characters with low(er) Strength. Allows
people like Aerie or Viconia to wear plate and carry loot.
This spell erroneously stacks with itself or existing Exceptional Strength, resulting in Strength 18/100 after one or two castings (which is pretty helpful even to Minsc). |
Vocalize
Being silenced is pretty annoying for spellcasters, but carry a Scroll of
Vocalize instead of memorizing this, as it will not happen to you on a daily
(or even weekly) basis.
Web
This spell is very similar to Stinking Cloud, but slightly more effective. It
will affect more creatures, though it will only partially affect the stronger
ones. Many creatures are immune to either Sleep or Web, so memorizing
some of these and a Stinking Cloud is not a bad idea. Stack a couple of webs to
increase the odds of creatures getting stuck or slowed (and your framerate
along with them).
Effects: Web and Hold.
Radius: 17.
There are loads of useful spells in this level, including the first installments of summons and area damage. Choosing will be hard.
Clairvoyance
Athkathla is already 'explored', and in the wilderness it's usually nice to
know where you have not yet been. Use only if you get bored with exploring.
Some indoor areas (such as Irenicus' Dungeon) are erroneously flagged as "outdoors". |
Detect Illusion
Slight improvement over Detect Invisibility, not worth a level 3 slot. Will
also dispel Blindness and Mirror Image.
Radius: 17.
Dire Charm
An exact copy of Charm Person, except for the save bonus. Still not that
useful.
Dispel Magic
Generic dispelling, meaning it will dispel both good and bad enchantments on
both the party and your enemies. A bit of a double-edged knife, so be careful.
Only a single check is made per creature, and all its enchantments go down if
it is failed. Unless you have Throne of Bhaal installed, your chances of
success might be a little on the low side when facing the more dangerous mages.
Radius: 16.
Mirror Image and Project Image are always dispelled (unless protected). Of course, this bug can be abused on enemies. |
Fireball
One of the more popular area spells, though not justifiably so. Has more range
and a bigger area than Skull Trap, but does much less damage at higher levels.
Radius: 16.
Flame Arrow
An excellent single target damage spell, upgrade to Melf's Acid Arrow.
Ghost Armor
Upgrade to Armor, but lasts significantly less long. Passable for Fighter/Mages
and the like.
Haste
Great prep spell for warrior-heavy parties. Besides the obvious melee
advantage, it's also good for keeping distance and pelting enemies with spells
and ranged attacks. Doesn't do anything much for spellcasters (except runing
away faster).
Range: 14.
Radius: 14.
Haste only gives you half a bonus attack if you already have an extra half attack per round. |
Hold Person
Very small area, but does not affect the party. Good
enough for a level 2 divine spell, but not for a level 3 arcane spell.
Save: -1.
Radius: Only 2.
Hold Undead
Useless. Leave undead handling in all its forms to priests if at all possible.
Radius: Only 3.
Invisibility 10' Radius
Useful spell for the whole party. Lasts all day if you don't break it.
Radius: 6.
Lightning Bolt
Good damage but quite unpredictable, especially indoors. Hope you never see it
again after you cast it. If you have mad skilz you could bounce this through
enemies several times, but don't bet on it. Not many enemies have resistance to
electricity.
Range: The bolt starts at the caster and continues way beyond sight range.
Melf's Minute Meteors
A truly wonderful spell. Thrown at the rate of five per
round. The damage comes in three parts: normal, the +3 magical bonus, and 3
fire damage. Especially awesome when used with the
Cast and Attack trick. Just watch out for the suddenly added weight;
they're heavy.
These things will punch through every combat protection in the game except for Protection from Magical Weapons, and damage even Kangaxx and Adamantite Golems. Each Meteor takes three levels off of spell protections (and only the magical part of the damage can be bounced back). Also, the fire damage enables you to finish lots of dying Trolls with only one casting.
Range: Self.
Duration: Until used up (cast before resting or whenever you don't have any
left).
Item: MELFMET. +6 enchanted, +5 To Hit, +3 damage.
If you use these while carrying an off-hand weapon, you will get the off-hand attack as well. Whack people with melee weapons from across the screen. |
Minor Spell Deflection
Lowliest of the spell protections. It will absorb
spells that go over its capacity. Not that great.
Monster Summoning I
Lowliest of the summon spells. Still useful as even Wild Dogs keep a dangerous
enemy occupied for a round or so.
Creatures: DOGWISU (Wild Dog, 3 HD), WORGSU (Worg, 3 HD), KOBOLDSU (Kobold Commando, shoots Arrows of Fire, 3 HD), OGRELESU (Ogrillon, 3 HD).
Non-Detection
Very specific use. The Cloak of Non-Detection does exactly the same, all the
time, for free, and is easy enough to get (beat up Mencar Pebblecrusher &
Co in Waukeen's Promenade). That should cover all your scouting needs.
Protection from Cold
Cold damage is pretty rare, making this resistance spell particularly useless.
Gives 100% resistance to any cold damage.
This spell is erroneously cumulative with itself. Get the fix from Baldurdash. It also mentions cold resistance twice in the Character Record, though this has no adverse effects. |
Protection from Fire
Elemental resistance isn't worth much, but fire damage is reasonably common.
This spell will make you 100% resistant to all fire
damage, so memorize this if (and only if) you expect to run into lots of
enemies with fire based attacks.
This spell is erroneously cumulative with itself. Get the fix from Baldurdash. |
|
Being more than 100% resistant means fire will actually heal you. |
Protection from Normal Missiles
Lowly level 1 Shield does almost the same, and also offers some protection
against enchanted missiles (and Magic Missiles). Skip.
Will also protect against "normal" arrows +1 and Azuredge. |
Remove Magic
A party friendly version of Dispel Magic. Lacks curative uses but you don't
have to worry about dispelling your protections and enhancements either. Again,
unless you have Throne of Bhaal installed, your chances of success might be a
little on the low side when facing the more dangerous mages.
Radius: 15.
Mirror Image and Project Image are always dispelled (unless protected). |
Skull Trap
Much more damaging than Fireball at high levels, but has a smaller area and a very
unforgiving range; take a step back after casting. Great when used manually for
setting up in preparation of hard battles (Dragons, Liches...). Three of these
will serve you well.
Damage type: Magic.
Range: 14.
Radius: 13.
Slow
An area spell that hampers enemies quite a bit, has a tough save, and does
not affect the party. Decent.
Range: 24.
Radius: 13.
Spell Thrust
Lowliest of the spell protection removal spells, and therefore the cheapest way
to get rid of a Spell Shield (the only spell protection really worth dispelling
because it protects against Breach). Memorize an extra Breach instead and save
your level 3 slots for all those other wonderful spells, or forget about this
entirely.
Vampiric Touch
Does OK damage, and heals your wizard (which is rare for wizard spells), but
this is a touch spell (though no attack is needed).
Multiple castings are not cumulative even if you have already lost all the Hit
Points. Be happy if you have one of these as a Bhaal power. Definitely get one
if solo.
Use this on opponents that get too close, or (if you're feeling particularly Evil) on cute little bunny rabbits. Heal yourself this way, or save some Hit Point bonuses for upcoming battles.
Damage type: Magic.
The Hit Point bonus is erroneously subjected to the caster's magic resistance. Get the fix from Baldurdash. |
|
Use this on yourself (without taking damage; just healing), on containers, doors, or just about anything. |
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This spell often glitches and gives you much more Hit Points than it should. |
All level 4 spells suffer from the same problem: Stoneskin. Although there are several good spells in this level, none are anywhere near as powerful as Stoneskin. After memorizing several copies of that, only a few slots remain for the other spells.
Confusion
Practically identical to the level 2 spell Horror. Try Emotion - Hopelessness
instead if you really must have area disabling. Does not
affect the party.
Radius: 15.
Contagion
Minor effect for a level 4 spell (compare this to Polymorph Other), plus it's a
touch spell. Its only advantage is that it lasts forever
(literally), and that's only an advantage if you consider letting enemies survive.
Range: Touch.
The only real "use" this spell has is killing supposedly immortal creatures by draining their Strength down to zero ( cast Ray of Enfeeblement first to speed up the process). This is made possible by the fact that the Strength penalty erroneously stacks. |
Emotion - Hopelessness
Passable. Does not affect the party. Follow up with
area damage (preferably stationary) if the situation allows.
This spell has the side effect of a personal Resist Fear, although this does not show in the character record.
Radius: 15.
Enchanted Weapon
The weapon may (and probably should) be given to party members. You should have
a comparable magical weapon by the time you can memorize this spell.
Duration: All day (cast after resting).
Items: ENMACE (mace), ENSW2H (axe), ENSW1H02 (shortsword),ENSW1H01
(longsword). All are regular +3 weapons.
Farsight
Mug enemies with summons without ever showing up yourself! Very effective if
combined with the right summons for the job (almost cheesy, but what else could
this spell have been designed for?). Lasts slightly longer than Wizard Eye, but
is immobile and does not serve as fodder. Use Wizard Eye instead, unless you're
planning to fight creatures that throw Dispel Magic. Cast one in large Dragon
lairs and send in the shock troops.
Radius: 27.
Fireshield (Red/Blue)
Pretty useless. It will only give you 50% fire or cold resistance, meaning that
you still take elemental damage.
The side effect of it damaging attackers only kicks in if they actually hit you (how many times would you want that to work?) and does pathetic damage. It will hit enemies that cast spells on you at point blank. Save your slots for Stoneskin.
Greater MalisonCasting this spell will greatly improve all your save-or-else spells, as they tend to have very powerful effects if the save is failed. However, keep in mind that casting Greater Malison itself does not hamper or damage your enemies in any way yet (as opposed to, say, a Fireball). Be sure to memorize this if you cannot resist trying the save-or-else spells.
Radius: 16.
Ice Storm
The lowliest stationary area damage spell. Give it a wide berth.
Improved Invisibility
Does not last anywhere near as long as the regular Invisibility, but gives some
solid bonuses and is extremely effective against spellcasters.
A tertiary use for this spell is to bounce it off of enemy Minor Spell Turnings, since it is of high enough level to negate them (but watch out when going in to touch them).
This spell does not provide the bonus of 4 to Armor Class and saves at all. Get the fix from Baldurdash. |
Minor Globe of Invulnerability
Provides good all-round protection from lesser spells. However, level 1-3
spells are usually the last choices in enemy spellcaster scripts. Go for
Mirror Image if you wish to be protected from area damage or Improved
Invisibility if you are concerned about targeted spells (such as Spell Thrust).
This spell fails to protect against Skull Trap, probably due to a programming
oversight.
Minor Sequencer
Spells like these make Mages tough! Always memorize one.
Some tips (two spells of level 1 or 2):
Put two Chaos Shields in a sequencer; they'll stack. |
Monster Summoning II
A worthy upgrade to Monster Summoning I. However, Spider Spawn is better,
especially at higher levels.
Range: 20.
Creatures: GNOLLSU (Gnoll Elite, 4 HD), WOLFDISU (Dire Wolf,
4 HD), HOBGOBSU (Hobgoblin Elite, 4 HD), OGRESU (Ogre, 4 HD).
Otiluke's Resilient Sphere
Poor man's Maze (although this is ranged). What makes
Maze useful is that it doesn't have a save.
Range: Sight.
The protection granted by the sphere has a few holes. It will not protect against non-damaging level 3 area spells (Hold Animal, Hold Person, Hold Undead and Slow), or the Assassin's Poison. |
Polymorph Other
The zillionth save-or-else spell. This one is quite allright since it
insta-kills (well, almost), and if you slaughter the squirrel you
will get the loot. The squirrel cannot attack (try as it will), but
still has its original number of hit points. The effect can be removed with
Dispel Magic.
Polymorphed creatures can still use spells and innate abilities.
Save: Versus Polymorph at +2.
Polymorph Self
While none of the creatures this spell can change you into would have scared
you even in BGI, it has some very specialized uses. One shape is actually
useful, the rest is worthless:
Black Bear: Lots of attacks and good Strength, still worthless.
Brown Bear: practically identical to the Black Bear.
Gnoll: Could be used to beat up Trolls (it does fire damage) and Iron Golems (it hits as a +3 weapon) if you dare come that close. Probably the best warrior choice here, but still not good.
Mustard Jelly: The only useful shape here; totally magic resistant! Use it to deplete Liches' spell repertoires. Watch out for the summons; if the Lich summons or gates anything, polymorph to Wolf, run out of sight and wait until it is unsummoned. The Jelly has some other immunities and resistances, and might come in handy once or twice in the game.
Ogre: Does solid crushing damage. Could be used to beat up Clay Golems if it weren't such a lousy fighter.
Spider: Lots of poisonous attacks, still worthless.
Wolf: A fast runner. Use Haste instead if you like running (or winning battles). Has a few uninteresting resistances and immunities.
Memorize this spell only when you need the Jelly and don't try to melee even Liches with this; they'll hand you your, eh, posterior.
You cannot cast spells while polymorphed (unless someone else polymorphed you, but that's another matter), but you can still use quick items (such as scrolls) and innate abilities (including sequencers).
Remove Curse
It's hard to get cursed. Being stupid enough to equip a cursed item is almost
the only way. Don't memorize this spell in advance.
Range: Sight.
This spell has a "power" of only 3, meaning it won't destroy Minor Spell Deflection or Turning when bounced off it. Probably the result of the developers Copy/Pasting the Divine version, which is level 3. |
Secret Word
Another spell protection removal. Will not dispel Globe of Invulnerability.
Save this slot for something less redundant.
Spider Spawn
Compares favorably to Monster Summoning as it summons progressively tougher
spiders as you level up. Combines nicely with Web since spiders are immune.
Note that Sword Spiders have 5 attacks per round.
Creatures: SPIDGISU (Giant Spider, 4 HD), SPIDPHSU (Phase Spider, 5 HD), SPIDSWSU (Sword Spider, 5 HD, 4 attacks).
Spirit Armor
Another upgrade to Armor. Lasts an hour; pretty decent. You could cast it on
your Thieves and the save bonus is OK, but save your slots for Stoneskin if
you' re not playing solo.
Stoneskin
This is the spell that keeps wizards alive. At level 4, this spell is
cheap! The best combat protection for any spellcaster, and stacks on top of
other protections. Lasts 12 hours, so cast whenever you have no skins left.
Load up on this.
Teleport Field
Weird spell that is deceptively useful against creatures without ranged
abilities. (it will not disrupt spellcasting). It will not
affect the party and has no save. The constant
teleporting messes up melee attack resolution, because even taking a small step
usually resets the personal initiative round. A great spell versus melee
creatures. Stack a couple of these to increase the odds of creatures being
teleported.
Radius: 16.
Wizard Eye
A decent scout with all of the near-cheesy uses of Farsight. Scout out half the
map in complete safety (it can't open doors or go down stairs). Some powerful
creatures can see the invisible; better have them go after your Wizard Eye than
your fragile Thief.
This spell seems to have been originally intended to pause the caster. Its script "unpauses the caster when it dies.
Range: Sight.
Creature: WIZEYE.
If you do not have Throne of Bhaal installed, this thing is practically unkillable. The ultimate fodder! Only Dispel Magic, Remove Magic or Death Spell will get rid of it. Make sure your enemies can see it by attacking with it, then have it soak up all manner of deadly blows and spells. |
|
To get your Wizard Eye to attack, select it alongside another creature and order the group to attack. The Wizard Eye will join in. It will lose its invisibility (becoming merely improved invisible), thus allowing it to draw enemy fire or lure your Pit Fiends to their next victims. It might even occasionally do a single point of damage. |
Animate Dead
Gets you overgrown Skeleton fodder (between 1 and 3)
unless you're level 15+, in which case you get a powerful Skeleton Warrior. The
skeletons last for hours. The skeletons are undead, which bestows lots of
immunities (such as Poison, Sleep, Panic, Charm, Confusion and Mind Flayer
Psionic Blast), but also means you have to be careful in turning undead. The
skeletons are rather slow and tend to lag behind. Casting Haste on them negates
this and greatly increases their combat prowess.
The Skeleton Warrior is 90% magic resistant and therefore very effective against spellcasters and Mind Flayers, and allows you to cast area damage spells at the creatures they are engaged with. A very good summon if your level is high enough, but leave this to priests if possible (they get more of them sooner) and save slots for Breach.
Range: 20.
Creatures: GHASTSU (Skeletons, 3 HD), SKELWASU (Skeleton
Warrior, 9 HD).
Breach
Don't leave home without it! The wizard that does not have trigger spells with
annoying combat protections is a rare thing (and an easy victory) in the second
half of the game. If your favored response to enemy wizards is beating them up
(a very solid strategy) this may save you several rounds of eating nasty
spells.
Useful though this may be, not all is lost without it. The more annoying combat protections last only four rounds (just run away from the mage and wait for them to wear off) and Stoneskinned mages can still be hit with elemental damage. In Throne of Bhaal you will find Wands of Spell Striking that allow even non-mages to cast Breach, making memorizing this spell redundant.
Breach ignores spell protections but is absorbed by Spell Shield.
This spell also dispels the divine spells Armor of Faith, Barkskin, Blade Barrier (most notable), Chaotic Commands, Death Ward, Defensive Harmony (target only), Free Action, Physical Mirror, Protection from Evil, Protection from Evil 10' Radius (target only), Protection from Fire, Protection from Lightning, Resist Cold and Resist Fire. It will not remove Iron Skins.
Chaos
A slightly tougher save but otherwise equal to Confusion. Does not
affect the party.
Effect: Confusion.
Radius: 16.
Cloudkill (Cloud Kill)
Does immense Poison damage over time, which lends itself well for some cheese.
Combine with area disabling for maximum exposure. Get a wand to do this for
you; it'll do just as well.
Will slay 4 HD creatures outright and 5 or 6 HD creatures (such as trolls and umber hulks) on a failed save.
Effect: Slay.
Damage type: Poison.
Range: Sight.
Radius: 16.
Cast manually at off-screen opponents to take advantage of crummy AI, turn invisible or run out of sight while you're in it ( your enemies will follow into the cloud, then stand still), or cast into rooms and slam the door. |
Cone of Cold
Not really an improvement over lower level area damage spells.
Range: 11. The cone starts at the caster and extends to range 20.
Conjure Lesser Air Elemental
The Skeleton Warrior summoned with Animate Dead is a better warrior. All
Elementals are unaffected by +1 or lower weapons, but have too many strings
attached to be very useful.
The Air Elemental is the most useless of this bunch: it does less damage than the Earth Elemental and does not have the Fire Elemental's immunity to fire. Its fists strike as +3 weapons.
Range: 15.
Creature: ELAIRSU1 (8 HD).
Conjure Lesser Earth Elemental
Again, don't bother.
Slightly less useless than the Air Elemental; its fists strike as +3 weapons and deal good damage.
Range: 15.
Creature: ELEARSUW (8 HD).
Conjure Lesser Fire Elemental
Again, don't bother.
The Fire Elemental has low Strength but is 12 HD, is (of course) totally immune to fire damage, and its fists strike as +4 weapons and deal fire damage. For these reasons, it is probably the least useless of the Lesser Elementals.
Range: 15.
Creature: ELFIRSUW (12 HD).
Domination
The most powerful charm available, a good save-or-else spell. Will affect any (
non-immune) creature regardless of type and carries a -2 save penalty. Try out
for some fun.
Effect: Charm.
Feeblemind
Mediocre save-or-else spell. Leaves one enemy standing around drooling for the
rest of the battle, but Polymorph Other already did something like that and
Domination does something much more useful.
Use this against enemies that start out with blue circles (such as some of the Dragons), without risk of them turning hostile if it fails (or succeeds, of course). |
Hold Monster
Mediocre spell at best, certainly not cutting edge for level 5.
Radius: 2.
Lower Resistance
A must if you have to rely on spells to take out magic resistant enemies.
Beating them up is usually easier, but there are notable exceptions (Dragons,
Drow).
This spell will ignore all spell protections and Spell Shield.
Minor Spell Turning
One of the less redundant spell protections (but still...). Will not bounce
many spells, but always at least one (up to level 7).
Good for Beholder slaying, but you can easily do without this kind of spell.
Monster Summoning III
Bigger is better here. Skip this one in favor of Animate Dead if you're
level 15+, unless you're just interested in the quantity of fodder you get.
Range: 20.
Creatures: ETTERCSU (Ettercap, poisonous, 5 HD), OGREGRSU (Ogre
Berserker, 5 HD).
Oracle
A souped up version of Dispel Illusions. The difference being that this will
also dispel the annoying effects of Improved Invisibility and Shadow Door. You
may need something like this at some point, but try to get True Sight instead.
Radius: Far larger than viewing range.
Phantom Blade
Only usable by the caster and has a short duration. A typical, pathetic melee
spell. The anti-Undead bonus does not change that.
Item: PHANBLAD (a regular +3 weapon).
Protection from Acid
Worthless, except for the Abazigal fight. Will still not protect you
from round-to-round spell disruption from Melf's Acid Arrow. Pretty sad spell
for level 5.
Casting Time: 5. Get the fix from Baldurdash.
Protection from Electricity
Another sad spell for its level.
Protection from Normal Weapons
Great versus a select number of powerful creatures that do not have a magical
attack (Sarevok's Wraith, for instance). Memorize only if you know in advance
you'll be meeting said creatures, since this spell is useless against
practically all others. Nearly every creature that warrants the casting of a
level 5 spell hits as a +1 or better weapon.
Shadow Door
Only very minor differences from Improved Invisibility; harder to dispel,
shorter duration, faster casting time.
Does not bestow the -4 Armor Class bonus improved invisibility is supposed to provide. |
Spell Immunity
Most enemy spellcasters use spells from too many different schools for this
spell to be any good as a conventional spell protection, but it is incredibly
powerful in specific instances. Especially solo mages can put its immunities to
great use.
The spell offers the following choices:
Abjuration: Will protect you against Dispel Magic, Remove Magic and Imprisonment (including the demilich variant Trap the Soul). Will not protect you against Breach, Lower Resistance or any conventional spell protection removal (use Improved Invisibility for that).
Conjuration: Will protect against Melf's Acid Arrow, Flame Arrow, the Power Words, Maze, the Symbols and all of the nasty insect spells. Will not protect against summons in any way.
Divination: Protects your illusions from all illusion removal spells. Will prevent Projected Images from being killed by True Sight if they cast it themselves.
Enchantment: Will protect against some nasty level 1-5 spells, such as
Dire Charm, Hold Person, and Feeblemind.
Illusion: The only illusion that affects others is Blindness...
Evocation: Protects against every Evocation spell in the game (though only partially against Melf's Minute Meteors). While that may seem impressive, don't forget Mirror Image will probably protect you even better. This is the best protection against stationary area damage, though.
Necromancy: Protects against Skull Trap, Abi-Dalzim's Horrid Wilting and a few spells too sad to mention. Since enemies cast these spells only very rarely, you're probably better off using Mirror Image, (Minor) Spell Turning and/or Improved Invisibility instead.
Alteration: Protects against a small number of save-or-else spells. Again, try (Minor) Spell Turning or Improved Invisibility instead.
In solo play, where enemy True Sight or Remove Magic triggers can wipe out all of your precious protections in one go, immunity to both Abjuration and Divination is essential.
Won't protect you from your own spells (only those of others). |
Spell Shield
This spell would be useful if the spells it protects were useful... unless you
like cheese.
Protects against beholder anti-magic rays without being canceled out. |
Note that this spell does not only protect against conventional spell protection removal, but also against Breach. It will not protect against Dispel Magic or Remove Magic, which are more common.
This spell will absorb the first protection removal fired at you, even if not doing so would have no effect whatsoever.
Sunfire
Not extremely useful unless you count the cheese. Skull Traps can be used to
much greater effect if your enemies are not too resistant.
Sets your Resist Fire to 100% for three seconds. You could shrug off red dragon breath if you have mad timing skilz.
Radius: 12.
This spell ignores magic resistance when cast by the party. Make those Drow suffer. |
Much redundancy on this level, with a few good picks.
Carrion Summons
Gets you overgrown Carrion Crawlers that do not seem any more effective nor
last longer than the creatures from Monster Summoning III. Yay.
Creatures: CARRIOSU (Mutated Crawler, 5 HD).
Chain Lightning
Easy-to-use but not too damaging area spell; aims like a Fireball but does not
affect the party. No bouncing this off walls.
Radius: 14.
Conjure Air Elemental
Will get you a suitably powerful Elemental, but there's still the 'cooling off'
period and the chance of the thing turning hostile. OK if you play a solo Mage
or Sorcerer (as long as you summon them before combat starts), but try
to get the Staves of elemental Control to do this for you for free and without
the waiting period. All greater elementals' fists strike as +4 weapons.
Again, the Air Elementals are the worst choice.
Creatures: ELAIRSUW (8 HD), ELAIRSU2 (16 HD), ELAIRSU3 (24 HD).
Conjure Earth Elemental
Same as Conjure Air Elemental.
The 12 and 16 HD versions are stronger than the Fire Elementals, but not the 24 HD Elemental.
Creatures: ELEARSU2 (12 HD), ELEARSU3 (16 HD), ELEARSU4 (24 HD).
Conjure Fire Elemental
Same as Conjure Air Elemental.
Probably due to a programming error, the 16 HD Elemental has significantly lower Strength than the 12 HD Elemental. The 24 HD Elemental, on the other hand, is pretty strong. Of course, all Fire Elementals are immune to fire damage. All versions' fists deal fire damage.
Creatures: ELFIRSU2 (12 HD), ELFIRSU3 (16 HD), ELFIRSU4 (24 HD).
Contingency
Another installment in what makes wizard battles so annoying. Don't leave home
without 'em. Your spell selection is rather limited because you can only use
spells that target the caster, but since you're at least a level 12 wizard or
level 16 Bard if you can cast this, there should still be plenty of choice.
Some tips (one spell of 1 level / 3 levels the wizard has, only spells that target the caster):
No-one but Fighter/Mages should ever use the 25% hit points trigger if they like to be still alive when the effect goes off.
Don't hesitate to memorize multiple instances of this spell, since it is extremely useful in the midst of combat.
Casting Time: 0.
You can cast this while the game is paused. |
|
This does not count towards your "one spell per round" limit. |
Death Fog
Basically a Cloudkill that works a little faster. Does only 6
damage per round to party members. Go for either Cloudkill or Death Spell
instead.
Radius: 15.
Death Spell
Good versus high level summons (Mordenkainen's Swords, Djinnis, Efreets), most
varieties of Trolls, Umber Hulks, some Mind Flayers (such as the bunch
you ambush to rescue Phaere) and maybe some other creatures with 8 or less Hit
Dice. Will not affect your own summons or party
members.
Effect: Slay.
Radius: 16.
Disintegrate
Insta-kills on a failed save, but unlike Polymorph Other this can waste the
loot. Very sad and redundant spell for level 6.
Range: 23.
Flesh to Stone
See Disintegrate. You could waste another spell on the target to change 'em
back before killing them, but why even bother when there are so many better
save-or-else spells?
Characters freed from Petrification (with Stone to Flesh) react as though they were kicked from the party, terminating possible romances.
Range: 23.
This spell has one real use; cast this and Stone to Flesh over and over again on the same creature to build up some levels. You receive Experience every time you succesfully cast it. |
Globe of Invulnerability
Upgrade to the Minor version, still not spectacular.
Improved Haste
Souped-up single target Haste. Allows more attacks and will not fatigue. The
regular Haste may still be preferable if you have a fighter heavy party, since
you'd have to cast it only once (and it's three levels lower). Use this one on
folks with a high number of attacks to turn them into absolute dervishes of
destruction.
This spell has a "power" of only 3, meaning it knocks only three levels off (Minor) Spell Deflection or Turning. This may have been BioWare's intention, since you now cannot destroy a Minor Spell Turning by bouncing one of these off it. |
Invisible Stalker
Cannot be used as scout (use Wizard Eye), but eats the Carrion and the Wyvern
for breakfast and stays for hours. Definitely the level 6 summon, though
not a must-have. Has some minor immunities. Its fists strike as +2 weapons.
Creature: STALKE (8 HD).
Mislead
Incredibly powerful invisibility spell and fodder summon in one. Fastest
possible Casting Time makes it a great spell for when you are caught off guard.
Makes you invisible and improved invisible. You become visible only
when the decoy is killed, and even then only partially until the spell's
duration runs out properly. Attacking or spellcasting breaks the invisibility
for only a split second, after which it is re-applied. Mislead is the only
spell that allows you to attack and cast spells while remaining unseen.
Let your Thief/Mage (or Thief with Use Any Item and a scroll) backstab over and over. You're not restricted to a single decoy either, so just cast another Mislead if you think your decoy might get killed.
Does not bestow the -4 Armor Class bonus improved invisibility is supposed to provide. |
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Send the decoy off to some safe place so it can't be killed. Especially useful when solo. If you keep the decoy far away enough, it will even keep you invisible when enemies cast True Sight. |
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Bard Mislead decoys can sing Bardsongs. Gather a bunch of decoys to sing the Improved Bardsong. |
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Second generation decoys, or decoys that have been saved and reloaded lose the restriction that prevents them from attacking. They are born without items, spells or abilities, so they still can't use any of those. |
Pierce Magic
Lower Resistance and Spell Thrust in one (well, almost). Go for Lower
Resistance instead and forget about removing spell protections.
Power Word, Silence
If an enemy Mage is really giving you trouble, some of the other spells at this
level (such as Mislead, Chain Lightning or Invisible Stalker) should help you
much better.
Protection from Magic Energy
Will provide 100% immunity, but only to spells that do only
magic damage. Mirror Image does practically the same. Although this can be cast
on others and lasts quite long, it is not worth a level 6 slot.
Protects against damage from extended Slayer Change. You still die if you wait too long, though. |
Protection from Magical Weapons
Very effective. Most nasty creatures have attacks that count as magical
weapons. Protects not only against base weapon damage, but also against
additional (fire, acid, whatever) weapon damage. Combine with Stoneskin for
total protection. The obvious workaround here is to hit the wizard with
non-magical weapons instead, since it's not cumulative with spells that protect
against those.
Mind Flayer attacks count as magical, so this spell will protect against Intelligence drain (for a short time). |
Spell Deflection
An 'upgrade' to Minor Spell Turning. It is quite durable, will absorb spells of
any level, and will absorb spells that exceed its
capacity. It is mostly made obsolete by Improved Invisibility, although it will
last longer and protect against all traps that throw spells.
Stone to Flesh
Won't be needed very often. Carrying scrolls should get you by, unless you plan
on cheesily building up levels with this and Flesh to Stone.
Summon Nishruu
Nasty anti-spellcaster summon. Enemy spellcasters will happily cast spells at
Nishruus that get in their face, thus depleting their spells even faster.
Although the Nishruu has OK hit points and damage resistance, it has bad Armor
Class and will not stand up to any kind of beating. Nishruus have physical
attacks that sometimes do damage (3 points). Useful
for soaking Beholder rays if you send something else first to deplete their
Death Spell.
The Nishruu is a spellcaster itself and so has some secondary use against non-spellcasters.
Creature: NISHRUSU (9 HD).
The Nishruu may 'eat' some non-charged items as well. Get the fix from Baldurdash. |
|
Drop all items except for a single wand and have a Nishruu hit you several times. The wand's charges will wrap around zero to some incredibly high number, after which it can be sold for several millions of gold pieces. |
Tenser's Transformation
One of the few spells that actually turns any wizard into an acceptable
warrior, and Fighter/Mages into superb killing machines provided it's used
right. Fighter/Mages should take care using this spell. Since new THAC0 is
calculated based on Mage levels, THAC0 may actually worsen.
This spell disables your spells and innate abilities.
The bonus hit points will actually heal you. The spell could be used for that purpose alone.
True Sight
The anti-illusion spell; you won't need any of the others if you have
even one of these. Will dispel (and keep dispelling!) just about all annoying
illusions (including illusory creatures, with the exception of Simulacra). In
addition to the ones dispelled by Oracle, this will kill Mislead and Project
Image clones (and enemies just love using Mislead). Priests get this cheaper,
Inquisitors and Priests of Helm get it for free.
Range: Much larger than viewing range.
Duration: 1 Turn.
Wyvern Call
Not as impressive as it looks and stays only for a short time. Its attacks
strike as +2 weapons, and it will occasionally try to poison its opponent.
Creature: WYVERNSU (7 HD).
Level 7 is home to some of the cheesiest spells in the game; wizards attain true power here, far surpassing that of any other class. The spell in question is Project Image. Fill up as many slots with it as you can; you won't be disappointed. As ever, there are also some redundant spells here.
Cacofiend
The lowliest demon calling spell. Gates in a Nabassu; still very nasty. It is
unaffected by 'normal' (unenchanted) weapons and has some minor immunities.
This thing has no area spell-like abilities, which is an advantage since demons
are notoriously unconcerned with the party being in the area of effect. Skip in
favor of Mordenkainen's Sword. The Nabassu is a good fighter and strikes as a
+4 weapon.
Creature: DEMNABSU (10 HD).
Control Undead
Worthless. Will control undead fodder, but probably not the rest. Evil clerics
can do this for free.
Radius: Only 4.
Delayed Blast Fireball
Comparable to Skull Trap, which is only level 3... This spell has the very
slight advantage of blasting through the Globes of Invulnerability and Lich
immunity. It can be placed as a trap and goes off when something steps into
range 8 of it.
Radius: 14.
Finger of Death
Save-or-else suffer some minor damage anyway. Go for Polymorph Other if you
like insta-kill save-or-else spells, go for Magic Missile if you like damage
spells. Either way, save your precious level 7 slots for something good.
Effect: Slay.
Improved Chaos Shield
Gives a better modifier but doesn't last as long as its little brother. Again,
anything that decreases the odds of a Wild Surge messing things up everytime
you cast a spell is good. Too bad the two don't stack (unless you use
trigger cheese). Load up.
Khelben's Warding Whip
A Secret Word that is slightly slower to cast but fires three times. Even less
useful than Ruby Ray of Reversal, as it will not even get rid of Spell Trap. By
the time you are able to cast this, you're bound to run into level 18+ wizards
(including Liches) that just love to cast Spell Trap.
Range 19.
Limited Wish
Very interesting spell with many different uses. Don't wait for the Dao to talk
to you; talk to him first! The Dao offers choices based on the Wisdom of
whoever talks to him; this does not need to be the caster! Let your highest
Wisdom character do the talking.
Here's the repeatable 'Wish list':
I wish to summon a horde to overrun my enemies. (any Wisdom): Summons a horde of rabbits. You can't control them and this may look useless, but they have green circles, meaning they'll be targeted by enemies, and there are 20 of them. The ultimate fodder spell. Do not discount the bunnies.
Creatures: RABBITSU.
I wish for my spells to be restored! (Wisdom 15-): Lose all memorized spells.
I wish that magic would fail to affect me or my party. (Wisdom 11-): 'Mass Miscast Magic' on the party.
I wish for my entire party to be healed (Wisdom 10+): Heals the entire party for 20 hit points and cures poison, blindness, disease and deafness. Rather expensive, but better than having to rest.
I wish that none of my party would die of their wounds. (Wisdom 9-): 25 poison damage to each party member.
I wish to be protected from undead right now. (Wisdom 9-): Summons six hostile Vampires (but where's the protection?). Help yourself to a private level draining army by turning them with an Evil Cleric.
Creatures: VAMANC01, VAMVER01, VAMOLD01, VAMMAT01.
I wish to be protected from the undead. (Wisdom 10+): 'Mass Negative Plane Protection'. Great when fighting level draining undead (Vampires, Mists).
I wish to make my party invulnerable. (Wisdom 12+): 'Mass Minor Globe of Invulnerability'. Let loose those Skull Traps and Fireball/Lightning Bolt combos (from the Staff of the Magi).
The caster is still affected by Skull Trap (other party members are not). |
I wish that spells I have cast would be restored, that I might cast them again! (Wisdom 16+): Rememorizes up to four spells evenly distributed over levels 1-4 for every party member. Very interesting.
And here's the one-time 'Wish list':
I wish to be more experienced. (Wisdom 3+): Summons a hostile Adamantite, Sand and Juggernaut Golem.
Creatures: GOLADA01 (Adamantite Golem), GOLSAN01 (Sand Golem), GOLJUG01 (Juggernaut Golem).
I wish to be anything I desire. (Wisdom 6+): Shapechange. Fun.
I wish for an adventure like none I've ever experienced before. (Wisdom 10+): Starts the "Gong" quest and gives you a scroll. Some nice treasures to be had on this quest.
Item: WISHSCRL (Note from Captain Dennis).
I wish to be prepared for anything. (Wisdom 10+): Chain Contingency. Very powerful if used right.
I wish to be rich. (Wisdom 10+): Gets you some gems (nothing that you wouldn't find lying in the streets).
Does not provide you the 2000 gold it promises. |
I wish for a powerful magical item. (Wisdom 11+): Full Plate +2. Quite good.
Item: PLAT19 (Full Plate +2).
I wish that all my enemies will die. (Wisdom 11+): Wail of the Banshee. Barely passable for a level 7 spell...
I wish to see all as it really is. (Wisdom 12+): Glasses of Identification. Also available at Gaelan's at the start of chapter 2, but now you can Identify three more items every day.
Item: MISC3P (Glasses of Identification).
I wish for control over time. (Wisdom 14+): Time Stop. Always good.
One-time wishes are one-time for the entire party, not each individual wizard.
Range: Self (the Dao always appears somewhere near the
caster).
Creature: WISH01.CRE (Dao).
Mantle
This will still not protect you from the ones you'd really want it to. Go for
Protection from Magical Weapons and/or Stoneskin instead for much better (and
much longer lasting) protection.
Mass Invisibility
Actually 'Mass Improved Invisibility'. Besides the more obvious uses you would
also get from Invisibility 10' Radius, this is the one of the best spell
protections against wizards; it is one of the two spells that will protect the
entire party (the other being Limited Wish, which is less effective).
Radius: 16.
Does not bestow the -4 Armor Class bonus improved invisibility is supposed to provide. |
Mordenkainen's Sword
The fighting summon. It 100% resistance to all damage (slashing, fire,
etcetera) except for pure magic damage, is immune to mind affecting spells, has
THAC0 10. It has only 36 hit points and can easily be
killed with two castings of Magic Missiles.
Creature: SWORD01 (Magical Sword, 10 HD).
This spell can be cast while invisible without becoming visible. Get the fix from Baldurdash. |
Power Word, Stun
Great spell, especially versus spellcasters; there aren't too many wizards with
90+ hit points. Tougher enemies may need softening up a little before you cast
this. Boss creatures are often immune to Stun (sometimes for no particular
reason).
Prismatic Spray
The cone will not affect party members. The effects can
be pretty damaging, but are too random to use in a strategy. There's also a
significant possibility that good loot will be destroyed. Skip this.
Range: 15, though it appears to extend much further. The cone starts at the caster.
Project Image
An incredibly powerful clone spell. It has a few limitations, but getting a
complete copy of your spellbook and quickslot items is worth all that and a lot
more.
The Image will disappear if you take any damage, so either protect yourself (Mirror Image, Stoneskin) or cast when well away from enemies and send it ahead with Farsight or Wizard Eye guidance.
This spell will hold the caster in place; don't cast one during Time Stop! If you set a (Chain) Contingency to trigger on Helpless; it'll go off after you cast Project Image.
The Image is killed by True Sight. Have it cast Spell Immunity - Divination to protect itself against this. It is also vulnerable to Dispel Magic. Have it cast Spell Immunity - Abjuration to protect itself from that.
Effect: Hold (on the caster).
Projected Images sometimes lose their inability to attack for no apparent reason. |
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Polymorphed or Shapechanged Projected Images are able to attack. |
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Second generation Images or Images that have been saved and reloaded sometimes lose their disabling hold on the caster, enabling them to act alongside their creator like Simulacra. |
Protection from the Elements
All-in-one version of the lower level resistance spells, but does not grant
100% protection, making it even less useful. At level 7, this spell is a total
loss. Resisting one source of damage is usually enough; stick with the cheaper
100% versions.
This spell is erroneously cumulative with itself. Get the fix from Baldurdash. |
Ruby Ray of Reversal
The upgrade to Secret Word here is that it removes Spell Trap. Since Liches
tend to cast Spell Trap and are immune to Breach, this may actually have some
use. However, even Delayed Blast Fireball is more effective when faced with
Spell Trap.
Spell Sequencer
Another progressively powerful trigger spell. Don't leave home without one.
Some tips (three spells of level 4 or less):
Cram three Chaos Shields in the Sequencer. They'll stack. |
Spell Turning
An excellent spell protection, though somewhat expensive at level 7.
Buy the Shield of Balduran if you need to kill Beholders, use Improved
Invisibility if you need to kill Mages, use Spell Deflection if you need to
foil traps.
Sphere of Chaos
Save-or-else area spell that will not affect the
party. The beneficial effects are probably short-lived, but this is still way
too random and not powerful enough to be worth a level 7 slot.
Radius: 15.
Summon Djinni
A tough summon, but not as tough as Mordenkainen's Sword. It will cast several
spells to protect itself (if the text displays Stoneskin, that is actually
Protection from Magical Weapons). The Djinni will assume gasseous form if near
death for up to three times. While gasseous it is totally damage and magic
resistant. It will heal completely and re-emerge after 20 seconds. Rest during
this time and it will disappear (no Experience if it was hostile). Still skip
in favor of aforementioned Sword.
The Djinni is a spellcaster, though it will only cast its 'air spells' when left to its own devices.
Creature: DJINNISU (5 HD).
Summon Efreeti
Slightly better fighter, but otherwise comparable to the Djinni. This one is
more aggressive and will cast some offense spells. Unfortunately, these include
a Fireball which it will throw with total disregard for the party. The Efreeti
will also assume gasseous form on near death. Again, skip it.
Creature: EFREETSU (5 HD).
Summon Hakeashar
Slightly tougher than the Nishruu and unaffected by normal weapons. Still not
heaps more effective. Go with Nishruu and save your precious level 7 slots for
the really powerful stuff.
The Hakeashar is a spellcaster, just like the Nishruu.
Creature: HAKSU (12 HD).
The Hakeashar may 'eat' some non-charged items as well. Get the fix from Baldurdash. |
Abi-Dalzim's Horrid Wilting
The area damage spell. Does not affect party
members.
Radius: 15.
Bigby's Clenched Fist
This spell is partially interesting because the Hold effect has no save (though
immunity to Hold is the most common immunity). Can be used in specific
situations to keep a single enemy paralyzed with consecutive castings (such as
Yaga-Shura in the Ascension battle).
Improved Mantle
Upgraded Mantle, and still not worth memorizing (just look at what else you
could put in that slot). Go for Stoneskin and/or Protection from Magical
Weapons instead.
Incendiary Cloud
Souped up Ice Storm. Could do more damage than Horrid Wilting if enemies
camp out in it (not too likely). All the added hassles of stationary area
damage spells make Horrid Wilting a much better choice.
Range: Sight.
Radius: 16.
Maze
Save-or-else without the save. Heal, prep or deal with other foes while the
victim is away. Not as effective versus Int 18+ opponents (Liches, high level
Mages...), and its range (or, rather, lack thereof) means your wizard will have
to go in close to cast this, exposing himself to enemy attack. Also, you will
not be able disable foes with this spell and then beat them up. You have to
wait until they return, still fully functional. If you'd mostly use this spell
for offensive purposes, try Power Word Blind instead. Unlike its big brother
Imprisonment, Maze does not ignore magic resistance.
The second use of this spell is to get party members temporarily to safety. This is without risk of failure since they get no save. Of course, disabling your enemies instead would ensure you would not have to do this.
This spell may be useful in specific fights against a single, powerful creature (though you'll probably have to use a few Lower Resists to take out magic resistance). Use the "downtime" afforded by this spell to heal, prep, or trap the spot the target was Mazed in.
Being caugth in a Maze ends the game for solo characters. |
Pierce Shield
Ruby Ray of Reversal and a weaker Lower Resistance in one. Unless you face an
enemy immune to level 5 spells (like the original Demogorgon), just stick to
Lower Resistance and save your 8 slots for the good stuff. Use scrolls
or Pierce Magic from Wands of Spell Striking instead if you actually need this.
Power Word, Blind
Very useful spell; disables almost any creature in the game. Fastest casting, a
small area effect that causes it to ignore spell protections and will
not affect party members, and no save. Watch enemies just stand
there and do nothing. The anti-spellcaster spell, but great against
almost anything. If some nasty boss creature has you stumped, try one of these.
Radius 5.
Protection from Energy
Another sad spell for its level. Even less effective than its cheaper brothers
that at least provide complete resistance. Don't go anywhere near this spell
unless you desperately need elemental resistance across the board (and even
then you'd be better off casting all the separate versions).
This spell is erroneously cumulative with itself. Get the fix from Baldurdash. |
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Protects against damage from extended Slayer Change. You still die if you wait too long, though. |
Simulacrum
Another great clone spell. Not as powerful a spellcaster as Project Image, but
you can act alongside your Simulacrum and it's not killed by True Sight or
Dispel Magic. It may miss out on the nicest spells but it's rock solid and it
still copies your quickslot items. You never have enough clones.
A Simulacrum is implemented as a level drained clone. Its level is not 60% of the caster's, but is determined as follows:
Single-classed mages: Original caster's level - (caster's level / 2)
Multiclassed mages: Original caster's level - (caster's level / 2) for each class
Dual classed mages: Original caster's level - (caster's total levels / 4)
Rounding is unclear for multiclassed mages, sometimes up, sometimes down. Dual classed mages have a clear advantage here. The bigger the difference between their classes, the less levels the clone loses. Note the difference between caster and original caster. This is explained further in the cheese note below.
This spell can be cast while invisible without becoming visible. Get the fix from Baldurdash. |
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For some reason, the Simulacrum can only cast spells of a particular level if at least four slots of that level were not left empty during the last rest. |
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Due to the way the Simulacrum's level is determined, second generation Simulacra are level drained less than their creators. A Simulacrum has a lower level than the original caster, so it imposes less level drain on subsequent Simulacrums. Example: A level 32 wizard (you need an XP Cap remover to get this far) produces a level (32 - 32 / 2) 16 Simulacrum. That Simulacrum would produce a level (32 - 16 / 2) 24 Simulacrum. Later generation clones still inherit their caster's more limited selection of spells and abilities, if any. |
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Simulacra of people with warrior levels (created by Fighter/Mages or warriors using Vhailor's Helm) become much more effective after someone casts Lesser Restoration on them to restore their "lost" levels. |
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Simulacra do not lose any special abilities, including High Level Abilities, no matter their level. |
Spell Trigger
The upgrade to Spell Sequencer. This one is so powerful it's worth using as a
mini-Time Stop. Don't leave home without (at least) one of these.
Some tips (three spells of level 6 or less):
Summon Fiend
Upgrade to Cacofiend, and again a waste of a high level spell slot. Leave this
to priests. Contrary to what the name implies, this thing is gated, not
summoned. This version calls a Glabrezu, a very good fighter. It will throw out
Dispel Magic if it sees a spellcaster; don't get in the way. It is unaffected
by +1 weapons or lower, and is immune to fire. It strikes as a +4 weapon.
Creature: DEMGLASU (10 HD).
Symbol, Death
Save-or-else area spell that has a rather small area and won't even affect
anyone with 60+ hit points (by the time you can cast this, that'll be everyone
you meet). Waste of a level 8 slot. Goes off when something comes in range 8.
Effect: Death.
Casting Time: 3.
Radius: 10.
Symbol, Fear
Tougher save than Symbol, Death, and at least it will affect healty creatures.
Still, the effect is disappointing for a level 8 spell. Another waste of a good
level 8 slot. Goes off when something comes in range 8.
Casting Time: 3.
Radius: 10.
Symbol, Stun
The only Symbol spell actually worth memorizing every now and then (not too
often, though). Affects more creatures than Symbol, Fear and you don't have to
chase after them. This spell is OK when set up as a trap, but even then it does
not come close to some of other spells at this level. Leave this spell to
Clerics; they get it slightly sooner and have much less interesting spells to
choose from at that level anyway. Goes off when something comes in range 8.
Casting Time: 3.
Radius: 10.
Level 9 holds great potential and still has some blah spells! How do they do it?
If you do not have Throne of Bhaal installed, level 9 spells can be cast in two ways without real cheating:
Absolute Immunity
Decent protection, but does not stop some Throne of Bhaal weapons, Melf's
Minute Meteors or some similar special spell created items (such as Slay Living
or Harm). Since practically every (even slightly) dangerous creature has
attacks that count as magical weapons, this will still not get you much (if
anything) that level 6 Protection from Magical Weapons (and/or Stoneskin)
won't.
Bigby's Crushing Hand
Its level 8 brother does practically the same, without granting a save in the
first round. Feeble damage and a feeble effect. A worthless spell at this
level.
Black Blade of Disaster
A melee spell, with all associated drawbacks. Fighter/Mages with Improved Haste
and Tenser's Transformation could do some damage with this (the level drain can
get otherwise hard to kill creatures). Bit of a specific use spell, though.
Effect: Slay.
Item: BLAKBLAD. +6 enchanted, +5 To Hit and Damage.
Chain Contingency
The ultimate first round firepower (yes, this one can target enemies).
Unfortunately, you cannot place level 9 spells in it.
The Chain Contingency sees straight through invisibility.
Some tips (three spells of level 8 or lower):
Three Improved Chaos Shields (they'll stack). |
Casting Time: 0.
Can be cast while the game is paused. |
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Does not count towards your "one spell per round" limit. Cast four spells (not including the Chain Contingency) in a single round this way. Pause the game in mid-battle, cast Chain Contingency, set the trigger to See Enemy, and load up. Start casting another spell, unpause and wait for the fireworks. |
Energy Drain
This spell is totally pathetic for a level 9 spell, even though it has no save.
It is, in fact, so bad that its use is still questionable even if you had it
for free. Spend your slots and the time needed to cast it on something that is
actually useful. This doesn't even get you the juju zombies the PnP version
gets you.
Freedom
Carry a scroll instead (and have your Projected Images use it). Affects the
entire area (no kidding) and releases all Imprisoned creatures
simultaneously and indiscriminately. Watch out for stuff you've previously
Imprisoned.
Gate
The final 'Fiend' installment. Not much more powerful than the previous ones,
but even more of a liability. This spell calls in a Pit Fiend that is
unaffected by +2 weapons or lower. It has several annoying area spell-like
abilities (Fireball, Symbol, Fear and Dispel Magic), so don't get close to it.
It is immune to fire. It strikes as only a +1 weapon.
Range: 14.
Creature: DEMPITSU (13 HD).
Imprisonment
An extremely powerful spell. Casts fast, has no save and ignores magic
resistance, but also has two drawbacks. First, it's a touch spell (no, Kangaxx
cannot do this from a distance, he's using an ability called Trap the Soul).
This means your wizard has to step into melee range of whatever was dangerous
enough to warrant this spell. Be sure to have cast Stoneskin (and preferably
Mirror Image as well). The second drawback is that you don't get to keep any
loot.
Casting Time: 1.
Characters freed from Imprisonment (using Freedom) react as though they were kicked from the party, terminating possible romances. |
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Cast this over and over again followed by Freedom to gain some easy Experience. Petrify or polymorph your victims beforehand to keep them quiet. |
Meteor Swarm
Does comparable damage to Horrid Wilting (assuming enemies save), but hurts
party members. Skip and help yourself to another Time Stop.
Radius: 17.
Power Word, Kill
Finishing off anything with less than 60 HPs is nice. Of course, the trick is
getting it down to 60...
Shapechange
Interesting spell that gets you some funny shapes for half an hour. While
shapechanged you cannot cast spells, but can use innate abilities and quick
items (such as scrolls). The shapes are:
Mindflayer: Lets you drain Intelligence on a hit, but hitting is a problem for most wizards and even the lowliest critter seems to have an Intelligence of 9 (still needing 3 hits). Has a Psionic Blast that paralyzes enemies, but doesn't affect a variety of creature types and even the ones it does affect get a save (except for lesser creatures). You must re-change to Mindflayer every time you want use the Blast again (which wastes another round).
Does not provide the magic resistance that is usual for Mindflayers. |
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The Mindflayer is good for killing supposedly "immortal" characters, (such as the insta-killer in the Thieves' Guild and the guy that takes your stuff back if you rob Drizzt). Cast Protection from Magic Weapons and drain their Intelligence to drop them. None of the game's immunity items protects against mind drain. |
Giant Troll: Sad creature; regenerates, has a lot of attacks and good Armor Class, but the Greater Wolfwere seems to be all that and more. Totally redundant.
Greater Wolfwere: Regenerates 8 times as fast as the Giant Troll and fights slightly better.
Iron Golem: Brute strength, 20% damage resistance and 100% magic and elemental damage resistance. Good improvement over the Jelly from Polymorph Self; beat up Liches and their summons with this.
Earth Elemental: Unaffected by +2 weapons or lower, but not a terribly great fighter.
Fire Elemental: Also unaffected by +2 weapons or lower, and immune to fire (duh). Even worse fighter than the Earth Elemental.
All in all, only the Iron Golem and Mind Flayer seem to have good use that is not easily duplicated with lower level spells (such as Tenser's Transformation).
Shapechanged Projected Images lose their inability to attack. |
Spellstrike
The ultimate magic shield removal but not a serious improvement on its level 7
counterpart Ruby Ray. Most enemies cast a single spell protection at a time.
That plus the easy workarounds make this a waste of a level 9 slot. Spell
Shield will stop this.
Spell Trap
Excellent magic shield. Hard to remove, absorbs huge quantities of magic and
gives you spells back, which makes it much more than just an overblown Spell
Deflection or Improved Invisibility. Spell Trap recharges only one
spell at a time but will still trap a spell that takes it over its capacity.
This spell is instrumental in some Endless Spells Strategies.
The Staff of the Magi casts a Spell Trap that lasts 8 hours and cannot be removed with conventional spell protection removal.
Time Stop
You get three rounds to do something useful. Maximize
use of this time by (ab)using the Cast
and Attack trick. Throwing Melf's Minute Meteors would do upwards of
135 damage (since all 15 hit), and Improved Hasted Fighter/Mages can go much
higher.
While most spells cast during Time Stop will take effect only after it is gone, protection removal pays off immediately. Enemy contingencies still have to wait, giving you the chance to finish the fight before they ever trigger.
This spell won't actually stop time, it just paralyzes everyone except the caster. Spell durations will continue to expire (and True Sight will continue to dispel illusions). The paralysis also means automatic success at attacks, no hit rolls needed. A Cleric/Mage could cast Harm and deliver two blows, ending the fight.
Wail of the Banshee
The ultimate save-or-else spell; insta-kills and has a party friendly area
(casting time is long, though). Just don't expect any enemy worth casting a
level 9 spell at to fail the save...
Effect: Slay.
Radius: 16.
Wish
Upgrade to Limited Wish. Has a lot more potential but you're not guaranteed
any good options. The better your Wisdom, the more likely you get good options.
The bad options are:
Bring a 'Meteor Swarm' down upon the caster.
Caster loses all memorized spells.
Heal all enemies in the area.
'Improved Haste' on all enemies in the area. Lasts 26 rounds.
Level Drain two levels from each party member. Casts regular Energy Drain at every party member.
Party loses l0,000 gp.
'Slow' the entire party. Lasts 1 turn.
Summon an extra hostile monster into the area. Spawns a Dark Planetar.
Temporarily remove 15% of all party members' HPs. Lasts 1 turn.
Temporarily remove half of the caster's HP. Lasts 3 turns.
Temporarily reduce the Constitution of all party members to 3. Permanent until dispelled!
Temporarily reduce the Dexterity of all party members to 3. Lasts half a day.
Temporarily reduce the Intelligence of all party members to 3. Permanent until dispelled!
Temporarily reduce the Strength of all party members to 3. Lasts one whole day.
Temporarily reduce the Wisdom of all party members to 3. Lasts half a day.
The neutral options are:
'Abi-Dalzim's Horrid Wilting' on everyone in the area, including the party. Cast at level 20, but not party friendly... Note that each creature is hit with the full area effect, so if some are standing in groups they'll get hit multiple times.
Protect your party from magic damage (or just protect the caster and send the rest off the map) and cast this a few times to pretty much kill everything on the map without ever meeting it. For extra fun, produce some bunnies with Limited Wish's "I wish to summon a horde to overrun my enemies!" right next to your favorite baddy to make sure he gets to share in the twenty Horrid Wiltings cast on the bunnies. |
Blow all people, including party members, away from the caster. A dragon's Wing Buffet, including the damage.
'Breach' on all enemies in the area. Affects everyone, not just enemies. Turns summons and neutral creatures hostile.
'Breach' on everyone in the area, including the party. Turns summons and neutral creatures hostile.
Everyone in the area, both party members and enemies, become intoxicated. A 3-point "intoxication bonus" for half a day, which means a -3 luck modifier and a +3 morale bonus. Turns summons and neutral creatures hostile! They must not like beer...
'Haste' everyone in the area, including enemies. Lasts 26 rounds.
Heal everyone, party members and enemies included.
Incur bad luck on everyone in the area, including party members. A -5 penalty for one turn.
'Magic Resistance' on everyone in the area, including enemies. Lasts 22 rounds.
'Miscast Magic' on everyone in the area, including party members. Lasts 1 turn.
Temporarily set Strength to 18 for everyone in the area, including enemies. Lasts half a day.
'Silence' on everyone in the area, including party members. Lasts 7 rounds.
The good options are:
All party members gain the temporary ability 'Greater Deathblow'. Lasts 2 rounds.
All party members gain the temporary ability 'Hardiness'. Lasts 3 seconds per level.
This version of Hardiness stacks with itself and regular Hardiness. You could make your warriors invulnerable to physical damage, or try to get lucky with two castings of this and make the whole party invulnerable. |
Cast a double-length 'Time Stop' and 'Improved Alacrity' on the caster.
Certain Throne of Bhaal boss creatures that are immune to regular Time Stop are not immune to this Time Stop. |
Create a random potion in the caster's inventory. The potion is chosen from Oil of Speed, Antidote and Potions of Regeneration, Extra Healing, Superior Healing, Genius, Clarity, Absorbtion, Cold Resistance, Insulation, and Insight.
Create a random wand in caster's inventory. The wand is chosen from Wands of Fear, Magic Missiles, Paralyzation, Fire, Frost, Lightning, Spell Striking and Cursing.
'Improved Haste' on all party members. Lasts 26 rounds.
Make it as if the entire party has just rested a full night and re-memorized all their spells. Insane, the most powerful effect of any spell. The ultimate cure, available in the midst of battle. You could go without rest forever if you can cast enough Wishes. See the Wish Endless Spells Strategy for more details.
Raise all party members' characteristics to 25 tor 4 rounds.
'Restoration' on all party members. Greater Restoration, that is!
'Resurrection' on all dead party members.
Gulp a Potion of Insight before casting if your Wisdom is lower than 18. You still won't be guaranteed only good options but it sure helps.
The final level. Lots of good stuff here. Too bad they have to share the level 9 spell slots.
Comet
Almost identical to Dragon's Breath except that it doesn't ignore magic
resistance. A clear case: skip in favor of Dragon's Breath.
Casting Time: 3.
Dragon's Breath
Quick, party friendly, insanely damaging and bypasses magic resistance!
Often the only spell needed. Its only drawback is that it deals Fire damage, to
which lots of creatures are resistant (this still pushes them away, though).
Demons seem to be immune to this spell. Great spell.
Energy Blades
Souped-up version of Melf's Minute Meteors. Double damage, double rate of fire,
double THAC0 bonus, weightless... The best Cast-and-Attack weapon, they'd be
absolute bliss if their duration wasn't so short. Not worth a permanent slot
for your average party mage, but it can get solo mages out of tight spots with
resistant foes.
This spell includes the effects of Improved Haste to allow the extra attacks, with the added bonus of increasing movement rate. This haste wears off when the last blade is thrown.
Dual or Multiclassed mages can pull some nice stunts with these things. The Blades add Kensai and Swashbuckler bonuses (just like the Meteors) and combine nicely with Critical Strike, Smite, Greater Deathblow.
Improved Alacrity
Wonderful spell that allows your mage to unload their entire spellbook in the
span of a few rounds if used right. Equipped with the Robe of Vecna (and
optionally the Amulet of Power) you can cast most spells instantly. Set
the game to Auto-Pause: Spell Cast and hope your graphics card can handle the
light show.
Although using items does not count as casting spells (not even reading scrolls), using special abilities does. This allows various fineries otherwise impossible:
Casting Time: 9.
Summon Planetar
The best summon in the game. A powerful Solar armed with a vorpal sword that
eats the Shadows of Amn dragons for breakfast. The thing's fighting ability
compares to that of a level 15 Fighter, has good magic resistance and is immune
to various elemental damages, insta-kill effects and weapons of less than +3
enchantment. It enters play Hasted, regenerates and can see the invisible. The
Planetar is actually gated instead of summoned, making it immune
to Death Spell as well.
The Planetar is a superb Divine spellcaster (with a touch of Arcane) with the following spells memorized:
A one-creature-army and the best first pick for solo mages. Be sure to get one. Good and Neutral Mages only.
Creature: PLANGOOD (25 HD).
Try the Globe of Blades. The Planetar's built-in Haste doubles the rate at which it strikes. |
Summon Dark Planetar
The Planetar's evil twin. Ever-so-slightly less useful because it gets Unholy
Word instead of Holy Word and cannot stand in the blast radius of Holy Smites.
Most enemies still tend to be Evil... Neutral and Evil Mages only.
Creature: PLANEVIL (25 HD).