1. Level 1

1.1. Armor of Faith

File School Range Duration Casting Time Area of Effect Saving Throw

sppr111

Abjuration

0

3 + 1 round per level

1

The caster

None

The caster of the Armor of Faith receives significant protection against melee and magical attacks. This magical armor is a force of energy that absorbs a portion of the damage intended for the caster. At 1st level, the protection is 5%, and every 5 levels of the caster improves this by another 5%: For example, a 20th-level priest would have 25% of his/her damage "absorbed" if protected by this spell.


While useless initially, it can be an acceptable spell once starts offering 10% resistance, but it ends up being incredibly powerful for frontliners who can stack the protection with other sources. They key to squeeze the use of this spell is to understand Damage Resistance. Maybe skip it when you are low level, but keep in the back of your mind that this spell has an incredible potential from higher levels.

Is unfortunately very easy to miss the greatness of Armor of Faith when one starts playing for the first time. It’s obtained by level 1 characters, when it does too little and for an irrelevant amount of rounds. During the next few levels it’s still the only source of damage resistance and the duration is annoyingly short. But it starts gaining relevance by mid or late BG1, and it becomes more and more relevant as the adventure progresses. The resistance stacks (can be combined) with other sources, making it possible to squeeze a lot of functionality with a bit of creativity and game knowledge.

Consider a simple example to picture how valuable damage resistance can be. Suppose a character gains 50% resistance to fire and cold via Resist Fire and Cold. Then gets hit by a Fireball for 20 points of damage, but is reduced to half of that (10 points) by that 50% resistance. But if a further 10% resistance is added via Armor of Faith, the damage would be reduced to 8 points instead, which is actually 20% less than before having Armor of Faith.

Important
Damage reduction gets rounded down. So if you have the meager 5% initial damage reduction, nothing will be reduced for hits from 1 to 19 points of damage. Only after 20 hit points of damage the first saving is produced. That’s the main reason why the spell is close to useless at the lower levels.

Resistance to elemental damage (fire, cold, etc.) is much more common, and can often be set directly to 100% for complete immunity to said damage, but if it’s stacked with other sources (like Armor of Faith) to go beyond 100% it will make you recover health when you should be receiving damage!

But this spell is specially important as a source of resistance to physical damage (that is: crushing, slashing, piercing and missile). The flail Defender of Easthaven and/or Hardiness can be combined with Armor of Faith for an exceptional physical resistance.

Resisting damage is more useful than having more hit points, because it’s easier to heal or regenerate smaller amounts of hit points that get reduced by tiny amounts than doing so in higher HP pools.

Tip
Combine with Cloak of the Sewers and its rat transformation, which starts setting 90% resistance to physical damage. With Armor of Faith on top the resistance will reach 100% (complete invulnerability to physical damage!). The rat form can’t do almost anything offensively, but can act as a perfect distraction while other party members attack the enemies, or recover, prepare, etc.
Tip
Combine with the arcane (i.e. Mage/Sorcerer/Bard) spells like Protection From The Elements or Protection From Energy. Those provide 75% resistance to many elements, so when you get access to them you will have 25% from Armor of Faith, and will be able to achieve complete immunity so many sources of damage.

See also:

1.2. Bless

File School Range Duration Casting Time Area of Effect Saving Throw

sppr101

Conjuration

40 ft.

6 rounds

9

15-ft. radius

None

Upon uttering the Bless spell, the caster raises the morale of friendly creatures by +1. Furthermore, it raises their attack and damage rolls by +1. The caster determines at what range (up to 40 ft.) the spell will be cast. At the instant the spell is completed, it affects all creatures in a 15-ft. radius centered on the point selected by the caster (thus, affected creatures leaving the area are still subject to the spell’s effects; those entering the area after the casting is completed are not).


Very good party-wide effect, but the short duration and the very long casting time seriously cripple its practical use, specially in SoA or ToB. A +1 bonus to hit and damage can dramatically improve the party performance in combat-only situations like the initial part of the saga if you combine it with other buffs like Chant.

Grants the "Bless (non-cumulative)" effect at +1 power. This is so a character can’t benefit at the same time from Bless and from another spell and/or item that grants the effect permanently. Besides boosting morale by 5 (not 1, as the description says), it is equivalent to a +1 to THAC0 and damage.

To put it in context, that bonus is equivalent to the bonuses that a Kensai or Archer gain each 3 levels, and it’s almost like what the great gauntlets Legacy of the Masters bestow (those give +1 to hit but +2 to damage).

While the effects are unarguably good and fairly significant, the challenge is figuring out when/how to use it. The long casting time can put the caster at risk of being interrupted by ranged attacks if used on a started battle, while the short duration complicates casting it before it has started. At higher levels, specially on ToB, the duration makes it hard to find the time to use it, as delaying entering a battle one round so you can cast Bless might reduce the duration of other more important buffs.

But at low to medium levels, if you know that a physical fight is about to come, make sure to have one at hand to cast it just before.

Remember that it stacks with Aid, Chant, etc.

Tip
The bonus to damage gets multiplied on a backstab.

See also:

1.3. Cause Light Wounds

File School Range Duration Casting Time Area of Effect Saving Throw

sppr117

TODO

Touch

Instant

5

1 creature

1/2

By casting this spell and touching a creature, the priest deals 8 +1/level (maximum +5) points of damage (save vs. Spell for half) to the creature’s body. This spell has no effect on undead, constructs, or extraplanar creatures.

1.4. Command

File School Range Duration Casting Time Area of Effect Saving Throw

sppr102

Enchantment

90 ft.

1 round

1

1 creature

Special

This spell enables the priest to command another creature to "die" (sleep) for a single round. At the end of the round, the creature awakens and is unharmed. Creatures with 6 or more Hit Dice (or experience levels) are entitled to a Saving Throw vs. Spell to ignore the command.


One of the best level 1 spells of the whole game, and that remains useful throughout a good amount of the saga. Being knocked down during one round might not seem much, but directing all the party damage to that enemy for that time can be enough to kill or severely injury it.

Making enemies sleep is a great way to interrupt their actions, and to prevent them from doing anything. But the best thing is that sleeping enemies are hit automatically, and attacks never miss. Even a low level Thief or Cleric can (and should) take the opportunity to squeeze as much damage as possible by dual wielding (if in range and if that combination maximizes damage), as the penalties to hit don’t matter during that the unconscious period. One round of unconsciousness might not seem much, but if you coordinate all the party to do damage to the same creature in that round, it might have few chances to survive (and if it does, it’s weakened anyway).

Note that creatures lower than level 6 are not allowed any save, like Ankhegs, Sirines, some Phoenix Guards, and other notable humanoid enemies. Creatures above that level are allowed a save, so it still has a good chance to work on many Fighters during most of BG1.

The comparison with Sleep is hard, given that Sleep affects many creatures and lasts a lot more, but it also fully stops to work on creatures level 5 or above. Command is cast so fast that a Cleric will still have time to perform an attack, and given that there are typically many level 1 slots, one can pack several to try repeatedly to increase the odds.

1.5. Cure Light Wounds

File School Range Duration Casting Time Area of Effect Saving Throw

sppr103

TODO

Touch

Permanent

5

1 creature

None

By casting this spell and laying his/her hand upon a creature, the priest causes 8 +1/level (maximum +5) points of wound or other injury damage to the creature’s body to be healed. This healing cannot affect creatures without corporeal bodies, nor can it cure wounds of creatures not living or of extraplanar origin.

Curing is permanent only insofar as the creature does not sustain further damage; caused wounds will heal—or can be cured—just as any normal injury.

1.6. Curse

File School Range Duration Casting Time Area of Effect Saving Throw

sppr116

Conjuration

Visual range of the caster

6 rounds

9

15-ft. radius

None

When uttering the Curse spell, the caster lowers the morale of enemy creatures and any Saving Throws and attack rolls they make by 1. At the instant the spell is completed, it affects all creatures in a 15-ft. radius centered on the point selected by the caster. Affected creatures leaving the area are still subject to the spell’s effect; those entering the area after the casting is completed are not.

1.7. Detect Evil

File School Range Duration Casting Time Area of Effect Saving Throw

sppr104

TODO

0

Instant

2

30-ft. radius

None

This spell discovers emanations of evil from any creature. Any evil creature within the range of the spell will glow red briefly.

1.8. Doom

File School Range Duration Casting Time Area of Effect Saving Throw

sppr113

TODO

25 ft.

1 turn

9

1 creature

None

This spell causes a feeling of doom to overwhelm the target. For the duration of the spell, the target receives a -2 penalty to all his/her rolls, including THAC0 and Saving Throws. There is no Saving Throw for this spell.

1.9. Entangle

File School Range Duration Casting Time Area of Effect Saving Throw

sppr105

Alteration

Visual range of the caster

1 turn

4

15-ft. radius

Neg.

By means of this spell, the caster is able to cause plants in the area of effect to entangle creatures within the area. The grasses, weeds, bushes, and even trees wrap, twist, and entwine about the creatures, holding them fast. Once per round, a creature can attempt to save vs. Spell with a +3 bonus to avoid entanglement. An entangled creature can still attack, but receives a -2 penalty to its Armor Class.

1.10. Magical Stone

File School Range Duration Casting Time Area of Effect Saving Throw

sppr106

Enchantment

50 ft.

Instant

4

1 creature

None

By using this spell, the priest can create a small magical pebble, which then flies out and hits a target opponent. The stone deals 1d4 points of damage to whomever it hits. The stones are considered +1 weapons for determining if a creature can be struck (those struck only by magical weapons, for instance), although they do not have an attack or damage bonus.

1.11. Protection From Evil

File School Range Duration Casting Time Area of Effect Saving Throw

sppr107

TODO

Touch

3 rounds/level

1

1 creature

None

When this spell is cast, it creates a magical barrier around the recipient at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll. Second, summoned demons cannot target the protected creature.

1.12. Remove Fear

File School Range Duration Casting Time Area of Effect Saving Throw

sppr108

TODO

30 ft.

1 hour

1

15-ft. radius

None

The priest instills courage in the spell’s recipients, raising their morale to its highest. The recipients' morale will gradually reset to normal as the duration runs out. If the recipients are affected by magical fear, this is negated.

1.13. Sanctuary

File School Range Duration Casting Time Area of Effect Saving Throw

sppr109

TODO

0

1 turn

4

The caster

None

When the priest casts a Sanctuary spell, it causes all of his/her opponents to ignore his/her existence as if he/she were invisible. While protected by this spell, the subject cannot take direct offensive action without breaking the spell, but may use non-attack spells or otherwise act in any way that does not violate the prohibition against offensive action. This allows a warded priest to heal wounds, for example, or to Bless him/herself. The priest may not cast spells on other creatures without ending the spell.

1.14. Shillelagh

File School Range Duration Casting Time Area of Effect Saving Throw

sppr110

Alteration

0

4 + 1 round per level

2

Special

None

This spell enables the caster to create a magical cudgel that has a +1 bonus to its attack roll and inflicts 2d4 points of damage on opponents.


A really bad spell: the duration is short, the weapon doesn’t count as enchanted for purposes of what can hit, and the damage and bonus is too small to make a difference.

While the damage dealt by the created weapon is a tiny bit better on average than what most non-magical ones would do, and the Shillelagh would have +1 to hit, no one who can cast this spell should probably worry about this small differences.

The only case where this spell this could make a minor difference is a solo Druid or Shaman equipped only with slashing weapons who encounters a bunch of low level skeletons (which are hit better by crushing damage, and still don’t require magical weapons to be hit). That’s such a niche corner case, that I find it hard to justify using this spell.

This spell was more useful, even arguably viable, on the original edition of the game, where it gave +3 to hit.

Note
This spell in IWD is a bit better, as the club is considered +1 enchanted (instead of just giving +1 to hit), meaning that it would be useful if you encounter some creature that requires magical weapons to be hit and you don’t have any.
Tip
This spell is subject to the exploit of created weapons. It grants no penalties at all when dual wielding, even without any proficiency. See the created weapons exploit for details.

See also:

1.15. Sunscorch

Note
This is an Icewind Dale spell. It can be brought to Baldur’s Gate games with popular mods like IWDification and Sword Coast Stratagems (but modding the game is rarely recommended for a new player!). The spell might have differences between Icewind Dale and Baldur’s Gate (like the level cap), but significant ones are mentioned in the text.
File School Range Duration Casting Time Area of Effect Saving Throw

sppr118

Evocation

Visual range of the caster

Instant

4

1 creature

Special

When this spell is cast, a brilliant ray of scorching heat slants down from the sky and strikes one target of the caster’s choice. Any creature struck by the ray takes 1d6 points of damage, plus 1 point per level of the caster; however, if the target is an undead creature or a monster vulnerable to bright light, the damage is 1d6, plus 2 points per level of the caster. In addition to sustaining damage, victims are also blinded for 3 rounds. The victim is allowed a Save vs. Spell for half damage and to avoid the blindness.


Reasonably good damage dealing spell, even better against Undead, and with a chance to cause blindness (one of the most powerful status effects against the computer-controlled characters). A great choice if you mod the game to add the IWD spells.

The damage dealt by Sunscorch is fairly solid at the very beginning. Maybe even better than the well known Magic Missile against creatures with bad saving throws (note that Magic Missile doesn’t allow a saving throw for reducing damage, while Sunscorch does).

Sunscorch scales only by one point per level, but does so at a constant rate, and, surprisingly, does so till level 30! This is a very rare anomaly as most damaging spells cap at level 10, or 20 at best. Maybe it’s even an unintended feature in SCS (checked on 33.4 at the time this was written). This means the potential damage will scale beyond what Magic Missile does after level 15 (but it remains weaker at lower levels). This is assuming a failed saving throw (ST).

Level Damage, on failed ST (min/avg/max) Versus undead, on failed ST (min/avg/max)

1

2

4.5

7

3

5.5

8

4

5

7.5

10

9

11.5

14

8

9

11.5

14

17

19.5

22

12

13

15.5

18

25

27.5

30

16

17

19.5

22

33

35.5

38

20

21

23.5

26

41

43.5

46

24

25

27.5

30

49

51.5

54

30

31

33.5

36

61

63.5

66

But what it’s more, Sunscorch deals a short period of blindness if the saving throw isn’t made. Blindness is a great effect against enemies, because not only penalizes their AC and THAC0, but also makes them unable to find opponents to target, so you can move away enough to hit them with spells and ranged weapons while they can’t do anything.

See also:

External links:

2. Level 2

2.1. Aid

File School Range Duration Casting Time Area of Effect Saving Throw

sppr201

Necromancy

Touch

1 + 1 round per level

5

1 creature

None

The recipient of this spell gains the benefits of a Bless spell (+1 to attack rolls and Saving Throws) and a special bonus of 1d8 additional Hit Points for the duration of the spell. The Aid spell enables the recipient to actually have more Hit Points than his/her current maximum. The bonus Hit Points are lost first when the recipient takes damage and may not be regained by curative magic.

Example: A 1st-level Fighter has 8 Hit Points, suffers 2 points of damage (8 - 2 = 6), then receives an Aid spell that grants him/her 5 additional Hit Points. The Fighter now has 11 Hit Points, 3 of which are temporary. If he/she is then hit for 7 points of damage, 4 normal Hit Points and all 3 temporary Hit Points are lost. The Fighter then receives a Cure Light Wounds spell that heals 4 points of damage, restoring him/her to his/her original 8 Hit Points.


Improves attack, damage and saving throws by 1 for an initially very short time, but which scales with levels. Often overlooked and misunderstood divine buff which (contrary to what the description says) provides a better Bless effect which stacks with other effects, albeit limited to one creature only.

One of the several Divine buffs available, the only one which is single target only, and the one with the most misleading, confusing and outright wrong description.

The game differentiates between the effect granted by Bless and the one granted by Aid, so mentioning Bless in this spell explanation like if it were equivalent was a terrible idea. Aid grants a bonus of 1 to attack rolls and damage rolls like Bless does, indeed, but Aid also boosts saving throws by 1, and grants some extra (and almost always irrelevant) hit points. The key is that this effect is different than the others, and it can not stack with itself, but it stacks with the others.

So you can end up buffing one character with Aid, Bless and Chant for +2 to hit, damage, saving throws and +1 to luck. Note that stacking bonuses sometimes makes a big difference, as improving saving throws beyond a certain value might be enough to be plain immune to some effect (as there are no "critical misses" on saving throws).

The bonuses to temporary hit points that are explained with so much detail are normally irrelevant. 1d8 is 4.5 on average, so unless the spell is cast on a creature with very few hit points for some odd reason, it’s hardly ever going to make a difference. Since the duration is too short at low levels, and other buffs like Chant are more useful in general, but even more so when one has few level 2 slots, is more likely that Aid is going to be used when characters already have gained enough levels for one extra 1d8 to be insignificant.

Note
The spell only belongs to the Necromancy school, but the spell description lists both Necromancy and Conjuration.

See also:

2.2. Alicorn Lance

File School Range Duration Casting Time Area of Effect Saving Throw

sppr217

Invocation

Visual range of the caster

Instant

5

1 creature

Special

This spell creates a silver-hued, partially ethereal lance shaped in the form of an alicorn (a unicorn horn). The caster chooses a target, and the alicorn lance instantaneously fires at it, inflicting 3d6 points of piercing damage with a Save vs. Spell for half. Although the alicorn lance dissipates after it strikes, it always leaves a silvery radiance around the target that makes it easier to see and hit, giving it a -2 penalty to its Armor Class for 3 rounds.

2.3. Barkskin

File School Range Duration Casting Time Area of Effect Saving Throw

sppr202

TODO

Touch

4 rounds + 1 round/level

5

1 creature

None

When a priest casts the Barkskin spell upon a creature, its skin becomes as tough as bark, increasing its base Armor Class to 6, plus 1 for every 4 levels of the priest: Armor Class 5 at 4th level, Armor Class 4 at 8th, and so on. In addition, Saving Throws vs. all attack forms except magic gain a +1 bonus. This spell can be placed on the caster or on any other creature he/she touches.

2.4. Beast Claw

File School Range Duration Casting Time Area of Effect Saving Throw

sppr218

Alteration

0

1 turn

5

The caster

None

This spell transforms the caster’s arms into the claws of a mighty beast, giving the caster 18/72 Strength and the ability to rake an opponent for 2d4 (plus Strength bonus) points of slashing damage. The caster can attack twice per round with the beast claws, with a +2 bonus to hit.


The spell works by creating a magical weapon in the hand of the caster with the following characteristics:

  • Single handed, so it can be paired with another weapon or a shield.

  • Strikes as a +1 weapon.

  • Gives +2 to hit, on addition to other bonuses.

  • Deals 2d4+0 slashing damage.

  • Has a speed factor of 1.

  • Sets Strength to 18/72, which in turn gives +2 and +3 to hit and damage.

  • Base attacks per round set to 2 (so it can be improved by Fighter levels, Haste, etc).

This can be a great improvement over the usual damage dealt by a single class Druid, and even maybe a multi/dual Fighter/Druid. It depends on whether you have a good enough weapon to compare against, though, and if it’s worth it to have a Druid be forced to be in melee range to do something with this spell, specially because when one has good enough protections, you’ll likely also have better weapons.

Tip
This spell is subject to the exploit of created weapons. It grants no penalties at all when dual wielding, even without any proficiency. See the created weapons exploit for details.

External links:

2.5. Cause Moderate Wounds

File School Range Duration Casting Time Area of Effect Saving Throw

sppr219

TODO

Touch

Instant

5

1 creature

1/2

By casting this spell and touching a creature, the priest deals 16 +1/level (maximum +10) points of damage (save vs. Spell for half) to the creature’s body. This spell has no effect on undead, constructs, or extraplanar creatures.

2.6. Chant

File School Range Duration Casting Time Area of Effect Saving Throw

sppr203

Conjuration

0

1 turn

9

15-ft. radius

None

By means of the Chant spell, the priest brings special favor upon him/herself and his/her party and causes harm to his/her enemies. When the Chant spell is completed, all the priest’s allies within the area of effect gain a +1 bonus to attack rolls, minimum damage rolls, and Saving Throws. Furthermore, damage dice for all effects outside a weapon’s base damage is reduced by 1. For example, a 6d6 fireball will do 6d5 damage, and a flaming long sword that deals 1d8+2 slashing plus 1d3 fire damage will deal 1d8+2 slashing plus 1d2 fire damage instead. The priest’s enemies suffer from the opposite effects.

Multiple chants are not cumulative. This spell requires a moderate amount of concentration by the caster, so his/her movement is slowed by half.

2.7. Charm Person or Mammal

File School Range Duration Casting Time Area of Effect Saving Throw

sppr204

Enchantment

Visual range of the caster

1 turn

5

1 person or mammal

Neg.

This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect.

If the spell’s recipient fails his/her Saving Throw (with a +3 modifier), he/she regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him/her orders, and the charmed individual will carry them out as quickly as possible.

If the caster harms—or attempts to harm—the charmed person by some overt action, or if a Dispel Magic spell is cast upon the charmed person, the Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while he/she was charmed. Also note that you cannot have a charmed creature leave the area where he/she is charmed.

2.8. Cure Moderate Wounds

File School Range Duration Casting Time Area of Effect Saving Throw

sppr216

TODO

Touch

Instant

5

1 creature

None

A stronger version of the 1st-level priest spell Cure Light Wounds, Cure Moderate Wounds heals 16 +1/level (maximum +10) Hit Points and cures intoxication. This spell has no effect on undead, constructs, or extraplanar creatures.

2.9. Draw Upon Holy Might

File School Range Duration Casting Time Area of Effect Saving Throw

sppr214

TODO

0

1 turn

2

The caster

None

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

2.10. Find Traps

File School Range Duration Casting Time Area of Effect Saving Throw

sppr205

Divination

0

3 turns

5

The caster

None

When a priest casts a Find Traps spell, all traps—concealed normally or magically—of magical or mechanical nature become apparent to him/her. Once each round, all of the traps within a 15-ft. radius of the caster will be revealed. A trap is any device or magical ward that meets three criteria: It can inflict a sudden or unexpected result; the caster would view the result as undesirable or harmful; and the creator specifically intended the harmful or undesirable result as such. Thus, traps include glyphs and similar spells or devices.


See also:

2.11. Flame Blade

File School Range Duration Casting Time Area of Effect Saving Throw

sppr206

Evocation

0

4 rounds + 1 round/2 levels

4

Special

None

With this spell, the caster causes a blazing ray of red-hot fire to spring forth from his/her hand. This blade-like ray is wielded as if it were a sword that the caster already knows how to use, hence there are no bonuses or penalties. If the caster successfully hits with the flame blade in melee combat, the creature struck suffers 1d4 points of slashing damage, plus an additional 1d2+4 points of fire damage. However, it is not a magical weapon in the normal sense of the term, so creatures struck only by magical weapons are not harmed by it.


This spell is usually dismissed as useless, but that is quite unfair. It’s not a great spell, but there are some things to consider. First, it conjures a weapon that, while non magical, is is surprisingly damaging. The fire damage portion has 4 fixed damage points on hit, which makes it superior than other basic weapons in some circumstances, like the ones you find in the first game. See the chart in the damage comparisons section for a useful chart against other weapons in BG1.

While the decent damage still doesn’t make the spell that great, as the difference is pretty slim, given how weak the whole level 2 mostly is, you might consider it from time to time. There are some perks to consider:

  • While wielding a conjured weapon, and probably due to game engine limitations, the caster will be able to use an off-hand weapon without any penalty to either hand, even without proficiency points (and pure Clerics/Druids can only allocate one point anyway). So instead of attacking at -2 and -6 to hit, you can have some rounds at attacking with two weapons without any penalty. This opens some possibilities to deal even some more extra damage in some case. This trick also works with Spiritual Hammer.

  • Some mages, specially with SCS, use Stoneskin and Protection from Magical Weapons. If the caster is naturally immune to non magical weapons (e.g. a Lich), there is no use for this spell. But if the caster is not (e.g. a regular humanoid mage), Flame Blade is a way to still be able to disrupt him via fire damage, while the Stoneskin is active. This is very unique for this spell, as the usual strategy against those is equipping plain non-magical weapons, and hoping that a lot of attacks are able to get through all the skins.

With all that said, still the duration of the spell is very short, and scales poorly with levels. And soon in BG2 there are many opponents immune to fire and immune to non-magical weapons. Also note that hard to hit opponents, like the ones wearing Plate Mail or Full Plate, have bonuses in their AC against slashing weapons, meaning that Flame Blade will not perform better than Cleric weapons against them (because all are crushing), quite the contrary.

See also:

2.12. Goodberry

File School Range Duration Casting Time Area of Effect Saving Throw

sppr207

TODO

Touch

Permanent

9

Special

None

Casting a Goodberry spell creates 5 magical berries that the caster can carry with him/her. Each berry restores 1 Hit Point when eaten.

2.13. Hold Person

File School Range Duration Casting Time Area of Effect Saving Throw

sppr208

TODO

35 ft.

1 turn

5

1 creature and any enemy within 4 ft.

Neg.

This spell holds one or more humans, demihumans, or humanoid creatures rigidly immobile and in place for one turn. This includes: brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level Fighter could be held, while an ogre could not. The effect is centered on the victim selected by the caster. Every enemy within 4 ft. 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 even though they are helpless to change them. Time passes at a normal rate for the targets and hence being held does not stop any worsening of their condition due to wounds, disease, or poison.

2.14. Know Alignment

File School Range Duration Casting Time Area of Effect Saving Throw

sppr209

TODO

30 ft.

Instant

9

1 creature

Neg.

A Know Alignment spell enables the priest to exactly read the aura of a creature. If the creature rolls a successful Saving Throw vs. Spell, the caster learns nothing about that particular creature from the casting. When a character is hit by this spell, it will glow red if evil, green if good, and white if neutral. Certain magical devices negate the power of the Know Alignment spell.

2.15. Resist Fire and Cold

File School Range Duration Casting Time Area of Effect Saving Throw

sppr210

TODO

Touch

1 round/level

5

1 creature

None

When this spell is placed upon a creature, the creature’s body is toughened to withstand heat and cold. Complete immunity to mild conditions (standing naked in the snow or reaching into an ordinary fire to pluck out a note) is gained. The recipient can somewhat resist intense heat or cold (whether natural or magical in origin), such as red-hot charcoal, a large amount of burning oil, flametongue swords, fire storms, fireballs, meteor swarms, red dragon’s breath, frostbrand swords, ice storms, wands of frost, or white dragon’s breath. In all of these cases, the temperature affects the creature to some extent. The recipient has all damage sustained by fire or cold reduced by 50%.

2.16. Silence, 15' Radius

File School Range Duration Casting Time Area of Effect Saving Throw

sppr211

Alteration

Visual range of the caster

2 rounds/level

5

15-ft. radius sphere

Neg.

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

2.17. Slow Poison

File School Range Duration Casting Time Area of Effect Saving Throw

sppr212

TODO

Touch

Instant

1

1 creature

None

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

2.18. Spiritual Hammer

File School Range Duration Casting Time Area of Effect Saving Throw

sppr213

TODO

0

3 rounds + 1 round/level

5

Special

None

By calling upon his/her deity, the caster of a Spiritual Hammer spell brings into existence a magical hammer, which he/she can use for the duration of the spell. It strikes as a magical weapon with a bonus of +1 for every 6 experience levels (or fraction) of the caster, up to a total of +3 to the attack roll and +3 to the damage roll for a 13th-level caster. The base damage inflicted when it scores a hit is exactly the same as a normal war hammer (1d4+1 vs. opponents of man-size or smaller and 1d4 upon larger opponents, plus the magical bonus).

3. Level 3

3.1. Animate Dead

File School Range Duration Casting Time Area of Effect Saving Throw

sppr301

TODO

30 ft.

8 hours

9

Special

None

This spell causes a skeleton warrior to rise and serve the caster under any conditions. The type of skeleton warrior that appears depends upon the level of the priest casting the spell. 1st – 6th: a 3 HD skeleton warrior wielding a long sword. 7th – 10th: a 5 HD skeleton warrior wielding a long sword +1. 11th – 14th: a 7 HD skeleton warrior wielding a bastard sword +1. 15th and up: a 9 HD skeleton warrior wielding a two-handed sword +1. The skeleton warrior can follow the caster, remain in an area and attack any creature entering the place, etc. It remains animated until it is destroyed in combat, 8 hours pass, or it is turned. This spell cannot be dispelled.

3.2. Call Lightning

File School Range Duration Casting Time Area of Effect Saving Throw

sppr302

TODO

80 ft.

1 turn/4 levels

9

360-ft. radius

1/2

Call Lightning must be cast outside; otherwise, it will not work, and the spell is wasted. The caster is able to call down one bolt of lightning per turn. The spell has a duration of 1 turn every 4 levels of the caster. Each bolt causes 2d8 points of electrical damage, plus an additional 1d8 points per level of the caster. Thus, an 8th-level caster will call down two bolts, each dealing 10d8 (2d8 + 8d8) points of damage. The bolt of lightning flashes down in a vertical stroke at any of the priest’s enemies. The first enemy struck by the lightning will be the enemy targeted. After that, any enemy (but no allies) may be struck by the ensuing lightning storm.

3.3. Cause Disease

File School Range Duration Casting Time Area of Effect Saving Throw

sppr321

TODO

Touch

8 hours

9

1 creature

Neg.

This spell afflicts one creature the priest touches with a disease that saps the target of 5d4 points of Strength. A successful Save vs. Spell negates the effects. This spell has no effect on undead, constructs, or extraplanar creatures. It cannot be cast by good-aligned characters.

3.4. Cause Medium Wounds

File School Range Duration Casting Time Area of Effect Saving Throw

sppr329

TODO

Touch

Instant

5

1 creature

1/2

By casting this spell and touching a creature, the priest deals 24 +1/level (maximum +15) points of damage (save vs. Spell for half) to the creature’s body. This spell has no effect on undead, constructs, or extraplanar creatures.

3.5. Circle of Bones

File School Range Duration Casting Time Area of Effect Saving Throw

sppr324

TODO

0

1 round per level

3

3-ft. radius

None

This spell conjures forth a barrier of floating bones that spin rapidly around the caster, who cannot move for the duration of the spell. Anyone entering the path of the bones takes 1d6 crushing damage and 1d6 slashing damage per round. Circle of Bones cannot be cast by good-aligned characters.

3.6. Cloudburst

File School Range Duration Casting Time Area of Effect Saving Throw

sppr326

Invocation

Visual range of the caster

2 rounds

6

17-ft. radius

None

This spell brings forth a magical rain that saturates the area of effect. All cold- and fire-dwelling creatures take 2d3 points of magic damage per round. In addition, all creatures in the area have a 50% chance per round of being struck by bolts of lightning that deal 2d6 electrical damage, with a Save vs. Spell for half. Flame Blade, Shroud of Flame, and salamander auras are extinguished by Cloudburst.

3.7. Cure Disease

File School Range Duration Casting Time Area of Effect Saving Throw

sppr317

TODO

Touch

Permanent

1

1 creature

None

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

3.8. Cure Medium Wounds

File School Range Duration Casting Time Area of Effect Saving Throw

sppr315

TODO

Touch

Permanent

5

1 creature

None

By casting this spell and laying his/her hand upon a creature, the priest heals 24 +1/level (maximum +15) points of wound or other injury damage from the creature’s body. This healing cannot affect creatures without corporeal bodies, nor can it cure wounds of creatures not living or of extraplanar origin. Curing is permanent only insofar as the creature does not sustain further damage; caused wounds will heal—or can be cured—just as any normal injury.

3.9. Dispel Magic

File School Range Duration Casting Time Area of Effect Saving Throw

sppr303

TODO

40 ft.

Instant

6

15-ft. radius

None

A Dispel Magic spell removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning and Spell Deflection. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the Dispel Magic is above the original caster, his/her chance of success increases by 5%. For every level that the caster of Dispel Magic is below the original caster, his/her chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 5% chance of success or failure. Thus, if a caster is 10 levels higher than the magic he/she is trying to dispel, there is only a 5% chance of failure. Similarly if the caster is 4 levels lower than the magic he/she is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster.

Note: While this spell dispels the individual effects of Grease, Web, Stinking Cloud, and other such spells, it does not dispel the area of effect.

3.10. Exaltation

File School Range Duration Casting Time Area of Effect Saving Throw

sppr322

TODO

Touch

1 turn

9

1 creature

None

This spell enables a priest to aid and protect any one being other than the priest. By touch, the caster removes the effects of fear, sleep, feeblemindedness, unconsciousness, and intoxication, as well as berserk and confused states of mind. In addition, the recipient is protected against spells and other attacks that cause these effects for the duration of the spell.

3.11. Favor of Ilmater

File School Range Duration Casting Time Area of Effect Saving Throw

sppr330

TODO

30 ft.

Instant

6

1 creature

None

By invoking this spell, the caster switches his/her own life force with that of the recipient, exchanging all physical injuries. The spell will only function if the caster has more Hit Points than the target before the switch is attempted. This switch is permanent until the caster uses normal methods to heal the damage. The exchange can be done from a distance so long as the spell range is not exceeded. Only the Hit Points are exchanged; the caster cannot take on other conditions from the target such as disease, poison, intoxication, and similar afflictions.

This spell cannot be cast by evil-aligned characters. It has no effect on undead, constructs, or extraplanar creatures.

3.12. Glyph of Warding

File School Range Duration Casting Time Area of Effect Saving Throw

sppr304

TODO

60 ft.

Permanent until discharged

9

12-ft. radius

Neg.

A Glyph of Warding is a powerful inscription magically drawn to prevent unauthorized or hostile creatures from passing, entering, or opening. It can be used to guard a small bridge, to ward an entry, or as a trap on a chest or box. Any creature violating the warded area is subject to the magic it stores, although a successful Saving Throw vs. Spell enables the creature to escape the effects of the glyph. When the spell is cast, the priest weaves a tracery of faintly glowing lines around the warding sigil. When the glyph is activated, it deals 1d4 points of electrical damage per level of the caster.

3.13. Hold Animal

File School Range Duration Casting Time Area of Effect Saving Throw

sppr305

TODO

35 ft.

2 rounds/level

5

1 creature and any enemies within 4 ft.

Neg.

This spell holds animals rigidly immobile and in place. Only normal- and giant-sized animals are affected by this spell; monsters such as wyverns, ankhegs, and carrion crawlers do not count as animals. The effect is centered on the victim selected by the caster; every enemy within 4 ft. of the target is also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subjects' condition due to wounds, disease, or poison.

3.14. Holy Smite

File School Range Duration Casting Time Area of Effect Saving Throw

sppr313

Necromancy

Visual range of the caster

Instant

3

15-ft. radius

Special

This spell calls upon energy from the Positive Energy Plane in order to open a channel between it and the targets. The result is that any evil creatures within the spell’s area of effect take 1d4 points of damage per level of the caster, or half damage upon a successful Saving Throw vs. Spell. If the victims fail their Saving Throw, they are also blinded for 1 round.

3.15. Invisibility Purge

File School Range Duration Casting Time Area of Effect Saving Throw

sppr309

TODO

0

Instant

8

120-ft. radius

None

Any enemy invisible creatures within the area of effect have their invisibility dispelled. This includes creatures under the effects of Sanctuary, Improved Invisibility, Shadow Door, Invisibility, Mislead, and so on.

3.16. Miscast Magic

File School Range Duration Casting Time Area of Effect Saving Throw

sppr310

Enchantment

Visual range of the caster

1 turn

5

1 target

Neg.

Any spellcasting creature that is affected by this spell has its casting ability severely disabled. When the creature attempts to cast a spell, it suffers an 80% chance of failure. Creatures can save vs. Spell to avoid the effect, but do so with a -2 penalty.

3.17. Mold Touch

File School Range Duration Casting Time Area of Effect Saving Throw

sppr327

TODO

Touch

Special

6

10-ft. radius

Special

This spell infects the creature the caster touches with a rapidly spreading brown mold. If the infected creature fails a Save vs. Spell, the infection is severe and the creature takes magic damage as follows:

1st round: 4d6 damage 2nd round: 3d6 damage 3rd round: 2d6 damage 4th round: 1d6 damage

If the Saving Throw is successful, the damage is reduced as follows:

1st round: 2d6 damage 2nd round: 1d6 damage 3rd round: 1d6 damage

Each round after the first, the nearest creature within 10 ft. of the victim must make a Save vs. Spell or be infected by the mold at full strength. This process continues until the mold fails to infect a suitable host in time. Creatures already under the effects of the mold cannot contract it again. The brown mold quickly dies once the spell expires.

3.18. Moonblade

File School Range Duration Casting Time Area of Effect Saving Throw

sppr323

TODO

0

2 turns

6

The caster

None

This spell summons forth a silent, weightless sword-like construct made of moonlight that extends four feet from the caster’s hand. The moonblade is considered a +4 weapon for determining what creatures it can hit, though the bonus does not apply to attack rolls made with it. In addition, due to the insubstantial nature of the moonblade, melee bonuses from Strength do not apply.

The strike of a moonblade drains a target’s vitality, inflicting 1d12+4 points of magic damage, plus an additional 1d12 points to undead, who are particularly susceptible. A successful strike also temporarily scrambles magic, causing any spells the target casts in the next round to fail.

3.19. Prayer

File School Range Duration Casting Time Area of Effect Saving Throw

sppr320

TODO

0

1 round/level

6

30-ft. radius

None

Prayer bestows favor on the priest and his/her allies, and curses their enemies. All attacks, damage, and Saving Throws by friendly characters gain a +1 bonus, while enemy attacks, damage rolls, and saves get a -1 penalty. Any creatures within the area of effect when the spell is cast will continue to be affected by the spell when they leave the area, so if the warriors want to chase down that fleeing goblin, the effects of the Prayer will follow them.


Gives +1 bonus to: * All saving throws. * THAC0. * Damage dealt.

But no improvement to luck.

3.20. Protection From Fire

File School Range Duration Casting Time Area of Effect Saving Throw

sppr306

TODO

Touch

3 rounds + 1 round/level

6

1 creature

None

The effects of a Protection From Fire spell last no longer than 3 rounds plus 1 round per level of the caster. When the spell is cast, it confers complete invulnerability to normal fires (torches, bonfires, oil fires, and the like) and to exposure to magical fires (fiery dragon breath, hell hound or pyrohydra breath, spells such as Burning Hands, Fireball, Fire Seeds, Fire Storm, Flame Strike, Meteor Swarm, and so on), absorbing 80% of all the damage dealt by such magical sources.

3.21. Remove Curse

File School Range Duration Casting Time Area of Effect Saving Throw

sppr307

TODO

Touch

Permanent

6

1 creature

None

Upon casting this spell, the priest is usually able to remove a curse on an object, a person, or in the form of some undesired sending or evil presence. Note that the Remove Curse spell does not remove the curse from a cursed shield, weapon, or suit of armor, although the spell typically enables the person afflicted with any such cursed item to get rid of it. Certain special curses may not be countered by this spell, or may be countered only by a caster of a certain level or higher.

3.22. Remove Paralysis

File School Range Duration Casting Time Area of Effect Saving Throw

sppr308

TODO

150 ft.

Permanent

6

15-ft. radius

None

By the use of this spell, the priest can free all allied creatures within the area from the effects of any paralyzation or related magic (such as a ghoul’s touch or a Hold spell).

3.23. Rigid Thinking

File School Range Duration Casting Time Area of Effect Saving Throw

sppr311

Enchantment

Visual range of the caster

1 turn

5

1 person or mammal

Neg.

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

3.24. Spike Growth

File School Range Duration Casting Time Area of Effect Saving Throw

sppr325

Alteration

Visual range of the caster

1 turn

6

15-ft. radius

None

This spell transforms the surrounding terrain into spiky plants. Any creature entering the area takes 1d4 points of piercing damage and 1d4 points of slashing damage every round until the spell expires.


Stoneskin blocks the damage, but each round counts as one hit, so the number of stoneskins decreases by one.

3.25. Storm Shell

File School Range Duration Casting Time Area of Effect Saving Throw

sppr328

TODO

0

1 turn

6

The caster

None

This spell surrounds the caster with a bright sphere of disruptive energy that moves with him/her. The storm shell increases the caster’s resistance to fire, cold, and electrical damage by 50%.

3.26. Strength of One

File School Range Duration Casting Time Area of Effect Saving Throw

sppr312

TODO

0

1 turn

3

15-ft. radius

None

When this spell is cast, party members within the area of effect are given a Strength score of 18/75. If a party member has a Strength score higher than this (either naturally, or through a magical item), then his/her Strength is lowered to 18/75. The spell lasts for 1 turn, whereupon everyone’s Strength returns to normal.

3.27. Summon Insects

File School Range Duration Casting Time Area of Effect Saving Throw

sppr319

TODO

90 ft.

7 rounds

9

1 creature

Neg.

The Summon Insects spell attracts a cloud or swarm of normal insects to attack one enemy of the caster. This swarm gathers at a point chosen by the caster within the spell’s range and attacks any single creature the caster points to. The victim may make a Saving Throw vs. Breath Weapon with a -4 penalty to escape the swarm; otherwise, the victim receives 1 point of piercing damage every 2 seconds for the duration of the spell. Moreover, the victim fights with a -2 penalty to his/her attack roll and a -2 penalty to his/her Armor Class. The swarm will repeatedly bite the target, making it very difficult to cast spells (50% chance of spell failure, with a saving throw vs. breath weapons each round to avoid for that round). Creatures protected from the damage, such as by the Stoneskin spell, are unaffected by these secondary effects as long as their protection lasts.

The insects summoned by the spell are not themselves magical creatures. This means that they are not repelled by magical protections such as antimagic; equally, their bites and stings are nonmagical and cannot harm creatures that require magical weapons to injure them. The insects will shun the unnatural flesh of the undead, and cannot penetrate barriers of extreme cold or heat like those created by the Fire Shield spell. Lastly, the Death Spell will destroy all hostile insects in its area of effect.

3.28. Unholy Blight

File School Range Duration Casting Time Area of Effect Saving Throw

sppr314

Necromancy

Visual range of the caster

Instant

3

15-ft. radius

Special

This spell calls upon energy from the Negative Energy Plane in order to open a channel between it and the targets. The result is that any good creatures within the spell’s area of effect take 1d4 points of damage per level of the caster, or half damage upon a successful Saving Throw vs. Spell. If the victims fail their Saving Throw, they also receive a -2 penalty to all their rolls for 4 rounds.


A very niche (only affects good aligned enemies) and very unique spell (giving penalties to saving throws is very unique). Like Holy Smite, it doesn’t matter if your allies are hit by it, if they are evil or neutral aligned.

3.29. Zone of Sweet Air

File School Range Duration Casting Time Area of Effect Saving Throw

sppr318

TODO

0

Instant

3

Special

None

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

4. Level 4

4.1. Animal Summoning I

File School Range Duration Casting Time Area of Effect Saving Throw

sppr402

TODO

30 ft.

3 turns

7

Special

None

By means of this spell, the caster calls between 2 and 3 animals that have 4 Hit Dice or less. The animals appearing are randomly determined. They will remain under the caster’s control until slain or the spell duration expires.

4.2. Blood Rage

File School Range Duration Casting Time Area of Effect Saving Throw

sppr421

Alteration

Visual range of the caster

2 turns

7

1 creature

None

This spell works only on player characters or allied creatures. When cast, the target of this spell goes berserk, attacking the nearest creature until that creature is dead, then moving on to the next target. While under Blood Rage, the target is immune to charm, sleep, fear, hold, stunning, confusion, emotion, symbol spells, and related effects. In addition, the target gains +2 to hit, +3 to damage, +2 to Strength, +10 to maximum Hit Points, and +2 to his/her movement rate. The spell has several disadvantages, however: The Hit Points of the target are masked for the duration of the spell, and the target cannot benefit from any effect that heals Hit Points. At the end of the spell’s duration, the target becomes fatigued and his/her Strength drops to 3 for 2 turns. Blood Rage cannot affect—and cannot be cast by—creatures of lawful alignment.


A double-edged sword buff spell: massive bonuses with massive risk and disadvantages, as you lose control of the character entirely and can’t conveniently protect it the usual way. It’s an incredible buff on an Skeleton Warrior, though, as they are immune to the berserking phase, and you can’t see their hit points anyway. Use it on party members only if you have a means to counter the disadvantages!

This is such a great buff for some characters (specially if they have 17 Strength or higher), that one has to really give it a chance to use it properly (which to be fair, it’s fairly difficult). The buff comes with the incredible risk of losing the character entirely, as it’s not going to be able to be healed, position properly, etc., so it’s essential that you only use it if you are well prepared for the problems that might come.

In disposable summons, the spell can be amazing, though. A humble low level Skeleton Warrior will increase THAC0 by 4, and damage per hit by 9. Other summons can also be significantly buffed by the spell, but the Skeleton Warrior has the advantage of not suffering the "berserk" state, so you will be able to still fully control it.

First, a character under Blood Rage’s influence will be locked on one target till it’s dead, then will move the closest one. Make sure that there is an enemy near the enraged character who is closer than a party member. If the character to be picked up is accidentally a party member, you can consume an invisibility potion to make the berserking character hopefully move to an enemy.

Tip
Exaltation will cancel the spell entirely, negating the bonuses, the lost of control (Berserk status effect) and the fatigue and loss of Strength at the end of the spell. But note that Exaltation is a spell of "Touch Range", so you will have to get close to the enraged character to be able to cast it.
Tip
While a character can’t heal or be healed, effects like regeneration will still be able to mitigate the problem of lost health. Or alternatively, making a tank with over 100% resistance to fire damage, and using fire damage to regain hit points.

4.3. Call Woodland Beings

File School Range Duration Casting Time Area of Effect Saving Throw

sppr410

TODO

25 ft.

3 turns

7

Special

None

This spell summons forth a nymph to assist the party. The nymph has several priest spells at her disposal and will use them in the best interests of the party (these include Mental Domination, Confusion, and Mass Cure). She will remain under the caster’s control until slain or the spell’s duration expires.

4.4. Cause Serious Wounds

File School Range Duration Casting Time Area of Effect Saving Throw

sppr428

TODO

Touch

Instant

5

1 creature

1/2

By casting this spell and touching a creature, the priest deals 32 +1/level (maximum +20) points of damage (save vs. Spell for half) to the creature’s body. This spell has no effect on undead, constructs, or extraplanar creatures.

4.5. Cloak of Fear

File School Range Duration Casting Time Area of Effect Saving Throw

sppr416

TODO

0

Instant

6

The caster

Neg.

Cloak of Fear empowers the caster to radiate a personal aura of fear out to a 15-ft. radius. All other characters and creatures within this aura must roll a successful Save vs. Spell or run away in panic for 4 rounds. Party members are immune to the effects, although the aura of fear may still disturb them.

4.6. Cloud of Pestilence

File School Range Duration Casting Time Area of Effect Saving Throw

sppr422

Alteration

Visual range of the caster

4 rounds

7

12-ft. radius

Neg.

This spell transforms the air in a 12-ft. radius into sickening, grayish mists. The caster and non-living creatures are immune to the effects of the cloud. For every round of exposure to the disease-ridden air, a creature must save vs. Breath or suffer 3 points of magic damage, blindness, and the loss of 3 points of Strength and Dexterity. The blindness and ability score penalties last 1 turn. Cloud of Pestilence can only be cast by evil-aligned characters.

4.7. Cure Serious Wounds

File School Range Duration Casting Time Area of Effect Saving Throw

sppr401

TODO

Touch

Permanent

7

1 creature

None

This spell is a more potent version of the Cure Light Wounds spell. The priest lays his/her hand upon a creature and heals 32 +1/level (maximum +20) points of wound or other injury damage to the creature’s body. This healing cannot affect noncorporeal, nonliving, or extraplanar creatures.

4.8. Death Ward

File School Range Duration Casting Time Area of Effect Saving Throw

sppr409

Necromancy

Visual range of the caster

1 turn/level

9

1 creature

None

This spell protects the target from all forms of death magic for the duration of the spell. This includes, but is not limited to, Disintegrate; Power Word, Kill; Death Spell; and Finger of Death.

4.9. Defensive Harmony

File School Range Duration Casting Time Area of Effect Saving Throw

sppr406

TODO

0

6 rounds

1

15-ft. radius

None

Defensive Harmony grants affected creatures a defensive bonus by bestowing an enchanted coordination on their attacks and defenses. This allows a group of creatures to act as a single unit for a single battle or encounter. The effect is always centered on the caster, but affects all allies within a 15-ft. radius. Those affected can move outside of this area after the spell is cast and still enjoy the benefits of the harmony. While the spell is in effect, each affected creature gains a +2 bonus to his/her Armor Class. This lasts for 6 rounds or until dispelled.

4.10. Farsight

File School Range Duration Casting Time Area of Effect Saving Throw

sppr415

TODO

Special

3 rounds + 1 round/level

4

Special

None

When Farsight is cast, the caster is able to view an area of an unexplored map. After casting the spell, simply click on a section of the map that you want to view. For the duration of the spell, the caster can spy on that area, noting creatures and fortifications.

4.11. Free Action

File School Range Duration Casting Time Area of Effect Saving Throw

sppr403

TODO

Touch

1 turn + 1 round/level

5

1 creature

None

While under the effects of this spell, the recipient becomes immune to anything that affects his/her movement. This includes the effects of Web, Hold Person, Grease, and Entangle.

4.12. Giant Insect

File School Range Duration Casting Time Area of Effect Saving Throw

sppr429

Alteration

Visual range of the caster

8 hours

7

Special

None

This spell summons 2-3 boring beetles or bombardier beetles to the caster’s side. The beetles will obey the caster until the spell expires or they are slain.

4.13. Holy Power

File School Range Duration Casting Time Area of Effect Saving Throw

sppr412

Evocation

0

1 round/level

6

The caster

None

Through this spell, the caster imbues him/herself with the strength and skill of a Fighter of the same level. The priest’s Strength score is set to 18/00—even if it is normally higher—his/her THAC0 becomes that of a Fighter of the same level, and he/she gains 1 temporary Hit Point per level. This will last for the duration of the spell or until dispelled.


Decent spell for Fighter>Cleric duals or pure Clerics with low Strength. But it’s usefulness gets limited by the duration, the fact that it can lower your Strength if it’s 19 or more, that Draw Upon Holy Might is two levels lower and always increases Strength, and that higher THAC0 is not always that useful on priests with only one attack.

This is a great spell on paper, with mostly only good things. When using it on practice, it’s just not as great (though not terrible). Characters like Branwen, Viconia or Aerie can get an important Strength and THAC0 boost, but due to their humble amount of hit points and the fact that they only do one attack per round, the gains are much more dubious because they just don’t become nearly as good as real fighters. On the other side, Anomen or any other Fighter dualed to Cleric, performs much better in combat than a regular Cleric, so he could see a bigger improvement overall (specially if he has not increased his Strength already to 19 or more).

The Strength damage boost applies to attacks made with slings, so it’s not a bad idea to use this spell even from some distance if you want your Cleric to contribute a bit more to the damage dealt with weapons in between spells.

See also:

4.14. Lesser Restoration

File School Range Duration Casting Time Area of Effect Saving Throw

sppr417

TODO

Touch

Permanent

2

1 creature

None

When this spell is cast, the life energy level of the recipient is raised. This reverses any previous life energy level drain of the creature by a force or monster, and restores lost ability score points from sources such as the strength-draining touch of a Shadow or the thought-devouring attacks of a Mind Flayer. The casting of this spell is very draining on the priest and he/she will likely require rest immediately after the casting, as it will cause days' worth of fatigue almost instantaneously.

4.15. Mental Domination

File School Range Duration Casting Time Area of Effect Saving Throw

sppr405

Enchantment

Visual range of the caster

8 rounds

4

1 creature

Neg.

When cast upon a subject, the subject must make a Saving Throw vs. Spell with a -2 penalty in order to avoid the priest entering his/her mind. The effects of this spell are similar to those of the wizard spell Domination, with a few minor differences. Most notably, this spell gives the priest no access to the subject’s thoughts, memory, or sensory apparatus. The priest simply is able to command the subject to perform certain tasks or functions during the spell’s duration. To control the subject, the priest must be within range and must be able to see the subject. This control will last until dispelled or for the duration of the spell.

4.16. Negative Plane Protection

File School Range Duration Casting Time Area of Effect Saving Throw

sppr413

TODO

Touch

5 rounds

3

1 creature

None

This spell affords the caster or the touched creature partial protection from undead monsters with Negative Energy Plane connections (such as vampires), and certain weapons and spells that drain energy levels. The Negative Plane Protection spell opens a channel to the Positive Energy Plane, possibly offsetting the effects of the negative energy attack. A protected creature struck by a negative energy attack is protected against any form of level draining for the duration of the spell. The protected creature suffers only normal Hit Point damage from the attack and does not suffer any drain of experience. This spell cannot be cast on the Negative Energy Plane.

4.17. Neutralize Poison

File School Range Duration Casting Time Area of Effect Saving Throw

sppr404

TODO

Touch

Instant

1

1 creature

None

This spell removes all toxins from the body, both natural and magical in nature. When this spell is cast upon a poisoned individual, it immediately neutralizes any poison and restores 10 lost Hit Points. This spell will also cure any diseases that the target might be suffering from, as well as blindness and deafness.

4.18. Poison

File School Range Duration Casting Time Area of Effect Saving Throw

sppr411

TODO

15 ft.

1 turn

4

1 creature

Neg.

Through this spell, the caster can poison victims who fail their Saving Throw vs. Poison. The damage inflicted depends on the level of the caster as detailed below: 7–9th level: 2d8 + 2/round 10–12th level: 3d8 + 3/round 13–14th level: 4d8 + 4/round 15–16th level: 6d8 + 5/round 17+ level: 8d8 + 6/round Those who make their Saving Throws are unaffected.

4.19. Produce Fire

File School Range Duration Casting Time Area of Effect Saving Throw

sppr418

Alteration

Visual range of the caster

1 round

7

4-ft. radius

None

When cast, flames erupt from the target point, dealing 1d4 points of fire damage plus 1 point per level of the caster to all creatures within the spell’s radius. Creatures will take damage once per round regardless of when they enter the area of effect.

4.20. Protection From Evil, 10' Radius

File School Range Duration Casting Time Area of Effect Saving Throw

sppr408

TODO

Touch

1 turn/level

7

15-ft. radius

None

When this spell is cast, all allied creatures within a 15-ft. radius are affected individually by Protection From Evil. It creates a magical barrier around the recipients at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll. Second, summoned demons cannot target protected creatures.

4.21. Protection From Lightning

File School Range Duration Casting Time Area of Effect Saving Throw

sppr407

TODO

Touch

5 rounds/level

7

1 creature

None

When the spell is cast, it confers complete invulnerability to electrical attacks such as Lightning Bolt, Shocking Grasp, and so on. The protection will last for the duration of the spell or until successfully dispelled.

4.22. Recitation

File School Range Duration Casting Time Area of Effect Saving Throw

sppr420

TODO

0

1 round/level

7

25-ft. radius

None

By reciting a sacred passage or declaration, the priest invokes his/her deity’s blessing upon him/herself and his/her allies while sowing confusion and weakness among his/her enemies. The priest’s allies gain a +2 bonus to their attack rolls and Saving Throws, and the priest’s enemies receive a -2 penalty to the same. Recitation does not nullify a Prayer spell—the two can be cast in tandem, and the effects are cumulative.


Gives +2 bonus to: * All saving throws. * THAC0.

But no improvement damage dealt, neither to luck.

Since it’s level 4, it goes through MGoI, to penalyze opponents even more than with Greater Malison alone.

The school seems to be Ajuration and Evocation according to the description. According to the spell data, is Abjuration for the "Primary type (school)", and "COMBINATION - 12" for the "Secondary type", whatever that is.

However, the spell does cast two spells at the same time (the positive effect, and the negative one). The "bad" one (#RECITEB.SPL) seems to be conjuration.

4.23. Smashing Wave

File School Range Duration Casting Time Area of Effect Saving Throw

sppr425

TODO

100 ft.

Instant

9

Special

Special

This spell summons a 5-ft. wide wave of water that moves in the direction willed by the caster, striking all in its path with massive force. The wave deals 4d10 points of crushing damage; in addition, struck creatures may be either stunned (25% chance) or knocked unconscious (5% chance) for 2 rounds. If the creature struck makes a successful Save vs. Breath Weapon, the damage is reduced by half and the creature avoids being stunned or knocked unconscious.

4.24. Star Metal Cudgel

File School Range Duration Casting Time Area of Effect Saving Throw

sppr424

TODO

0

3 turns

7

The caster

None

This spell creates a meteoric iron magical club that deals 1d6+2 points of crushing damage, confers a +2 bonus to attack rolls, and is treated as a +4 weapon for purposes of what it can hit. Strength, proficiency, and specialization bonuses and penalties apply normally. The club deals an additional 2d6 points of crushing damage against unnatural creatures (undead, elementals, golems, outer-planar creatures, etc.).

4.25. Static Charge

File School Range Duration Casting Time Area of Effect Saving Throw

sppr419

Alteration

0

1 turn/level

9

Visual range of the caster

1/2

Static Charge is similar to Call Lightning, except it can be used indoors. This spell allows the caster to generate a static charge around any creature within the area of effect, dealing 2d8 points of electrical damage plus an additional 1d8 points per level of the caster (save vs. Spell for half). The charge keeps going off once every turn for the duration of the spell.

4.26. Thorn Spray

File School Range Duration Casting Time Area of Effect Saving Throw

sppr426

TODO

30 ft.

Instant

3

17-ft. cone with 90-deg. arc

none

By means of this spell, the caster can cause a spray of barbs, spikes, thorns, and spines to spring forth from his/her hand. The thorn spray covers a 17-ft.-long cone, inflicting 4d10 points of piercing damage to all creatures within the area of effect.

4.27. Unfailing Endurance

File School Range Duration Casting Time Area of Effect Saving Throw

sppr423

TODO

Touch

Instant

9

1 creature

None

This spell restores the stamina of the creature touched, eliminating any fatigue.

4.28. Wall of Moonlight

File School Range Duration Casting Time Area of Effect Saving Throw

sppr427

Invocation

Visual range of the caster

1 turn

7

8 ft. long, 2 ft. wide wall

None

This spell invokes a shimmering tapestry of blue-white force. This wall is intangible, requiring no physical anchor, and can easily be passed through. Evil creatures passing through the wall take 2d10 magic damage; evil undead creatures take 5d10. A creature that has passed through the wall can only take damage from it once.

5. Level 5

5.1. Animal Rage

File School Range Duration Casting Time Area of Effect Saving Throw

sppr522

TODO

Touch

15 rounds

8

1 creature

None

This spell imbues the target creature with animal ferocity. The target creature gains a Strength score of 19, +20 Hit Points, +20% movement rate, and a +2 bonus to all Saving Throws. The target loses the ability to cast spells while Animal Rage is in effect; when enemies are within sight, he/she immediately attacks in melee, using whatever is in hand. While this spell is in effect, there is a 5% chance per round that the target will go berserk, attacking friend and foe alike.

5.2. Animal Summoning II

File School Range Duration Casting Time Area of Effect Saving Throw

sppr501

TODO

30 ft.

3 turns

8

Special

None

By means of this spell, the caster calls from 1 to 3 animals that have 8 Hit Dice or less. The animals summoned aid the caster by whatever means they possess, staying until the spell duration expires. Only normal or giant animals can be summoned; fantastic animals or monsters cannot be summoned by this spell (no chimerae, dragons, gorgons, manticores, etc.).

5.3. Cause Critical Wounds

File School Range Duration Casting Time Area of Effect Saving Throw

sppr524

TODO

Touch

Instant

8

1 creature

1/2

By casting this spell and touching a creature, the priest deals 40 +1/level (maximum +25) points of magic damage (save vs. Spell for half) to the creature’s body. This spell has no effect on undead, constructs, or extraplanar creatures.

5.4. Champion’s Strength

File School Range Duration Casting Time Area of Effect Saving Throw

sppr507

Alteration

Visual range of the caster

3 rounds/level

2

1 creature

None

When this spells is cast, the priest effectively draws on the strength of his/her god and lends it to the target creature, in effect creating a champion. The target gains a bonus to his/her THAC0 at a rate of 1 for every 3 levels of the caster. So a 9th level priest would confer a THAC0 bonus of 3 to the target, and so on. Also the target’s Strength is set to 18/00 for the duration of the spell and receives all the bonuses to hit and damage rolls that this Strength confers. Note also that if the target’s strength is above 18/00, it will actually be reduced to this value.

The drawback to this is that the priest must concentrate on the connection between the target and his/her god for the duration of the spell, hence losing the ability to cast any spells during this time. The effect lasts for 3 rounds for every level of the caster or until dispelled.

5.5. Chaotic Commands

File School Range Duration Casting Time Area of Effect Saving Throw

sppr508

Enchantment

Visual range of the caster

1 turn/level

3

1 creature

None

Chaotic Commands renders a creature immune to magical commands. Charm, Command, Confusion, Domination, Sleep, Maze, and Spiritual Lock are all spells that fit into this category. This spell also protects the target from psionic blasts. This spell affects only 1 creature and lasts for the duration or until dispelled.

5.6. Cure Critical Wounds

File School Range Duration Casting Time Area of Effect Saving Throw

sppr502

TODO

Touch

Permanent

8

1 creature

None

The Cure Critical Wounds spell is a very potent version of the Cure Light Wounds spell. The priest lays his/her hands upon a creature and heals 40 +1/level (maximum +25) points of damage from wounds or other injuries. The spell does not affect creatures without corporeal bodies, those of extraplanar origin, or those not living.

5.7. Divine Protection

File School Range Duration Casting Time Area of Effect Saving Throw

sppr520

TODO

Touch

3 rounds

1

The caster

None

This spell grants the caster immunity to damage for the duration of the spell.

5.8. Flame Strike

File School Range Duration Casting Time Area of Effect Saving Throw

sppr503

TODO

40 ft.

Instant

8

1 creature

1/2

When the priest calls down a Flame Strike spell, a vertical column of fire roars downward in the exact location called for by the caster. The target must roll a Saving Throw vs. Spell. Failure means the creature sustains 1d8 points of damage per level of the caster; otherwise, the damage is halved.


Capped at 20d8. Compare to other spells like Bolt of Glory, that deal an inferior amount of damage (though in that case, this damage doesn’t bypass MR and fire damage is easily resisted).

5.9. Greater Command

File School Range Duration Casting Time Area of Effect Saving Throw

sppr512

Enchantment

Visual range of the caster

1 round/level

1

15-ft. radius

Neg.

As with the 1st-level spell Command, this spell enables the priest to command other creatures to "die" (sleep), except that the effects of this spell last 1 round per level of the caster. At the end of the round, the creature(s) awaken and are unharmed. The area of effect is similar to that of a Stinking Cloud or a Fireball.

5.10. Insect Plague

File School Range Duration Casting Time Area of Effect Saving Throw

sppr517

TODO

240ft.

6 rounds

5

Special

Special

When this spell is cast, a mass of creeping, hopping, and flying insects gather and swarm, first attacking the target, and then moving on to all enemies of the caster within the spell’s radius. Invisibility is no protection.

For the duration of the spell, those affected suffer one point of piercing damage per second and fight with a -2 penalty to attack rolls and armor class. In addition, each round, the victim must save vs. breath weapons at -2 or suffer a 100% chance of spell failure, and must save vs. spells at -2 or run in panic. Creatures protected from the damage, such as by the Stoneskin spell, are unaffected by these secondary effects as long as their protection lasts.

The insects summoned by the spell are not themselves magical creatures. This means that they are not repelled by magical protections such as antimagic; equally, their bites and stings are nonmagical and cannot harm creatures that require magical weapons to injure them. The insects will shun the unnatural flesh of the undead, and cannot penetrate barriers of extreme cold or heat like those created by the Fire Shield spell. Lastly, the Death Spell will destroy all hostile insects in its area of effect.

5.11. Iron Skins

File School Range Duration Casting Time Area of Effect Saving Throw

sppr506

TODO

0

12 hours

9

The caster

None

When a Druid casts this powerful spell upon him/herself, an outer skin of iron will move up from the ground, completely covering him/her. This skin is, of course, magical and will hinder the Druid in no way. The effect of this is to protect the Druid from physical attacks such as melee weapons and projectiles. For every 2 levels of the caster, an additional skin is gained upon casting. For example, a 10th-level Druid would receive 5 skins. For each skin the Druid possesses, the spell will stop one attack, so a 10th-level Druid would be protected from the first 5 attacks made against him/her but the 6th would affect him/her normally. The skins will remain on the Druid until he/she is affected by a Dispel Magic, all of the skins are removed due to physical attacks, or the spell’s duration expires. It is important to note that this will not protect the Druid from any area attacks such as Fireball; however, it will protect him/her from physical magical attacks such as Magic Missile.

5.12. Magic Resistance

File School Range Duration Casting Time Area of Effect Saving Throw

sppr509

TODO

Touch

3 rounds + 1 round/level

9

1 creature

None

When this spell is cast, the recipient receives a resistance to all magic. The resistance conferred is 2% per level of the caster, up to a maximum of 40% at 20th level. This resistance is set so that if the target already has more Magic Resistance than the priest would confer, it will actually lower it to the set value. This effect will last for the duration of the spell or until dispelled.

5.13. Mass Cause Light Wounds

File School Range Duration Casting Time Area of Effect Saving Throw

sppr523

TODO

0

Instant

5

15-ft. radius

1/2

By casting this spell, the priest deals 1d8 + 1/level points of damage to nearby enemies. A successful Save vs. Spell halves the damage. This spell has no effect on undead, constructs, or extraplanar creatures.

5.14. Mass Cure

File School Range Duration Casting Time Area of Effect Saving Throw

sppr514

TODO

0

Permanent

5

15-ft. radius

None

When casting this spell, the priest must picture the faces of his/her fellow party members clearly and focus on the unity of the group. Upon completion, all party members within a 15-ft. radius of the caster are healed 1d8 + 1/level Hit Points. Curing is permanent only insofar as the creature does not sustain further damage; caused wounds will heal—or can be cured—just as any normal injury.

5.15. Physical Mirror

File School Range Duration Casting Time Area of Effect Saving Throw

sppr525

TODO

90 ft.

9 rounds

5

Special

None

This spell causes a localized folding of space. The folded space takes the form of an invisible disk that protects the caster. Any missile weapon that intersects this disk is instantaneously reversed in direction. Melee factors such as speed, range, and damage are unaffected; the direction of the object or force is simply rotated through a 180-degree arc. The sender of the missile finds him/herself the target of his/her own attack. The caster of the mirror may direct missile attacks normally through the space occupied by the mirror.


Reflects some spells as well.

TODO: Test this through. In the fight with Amarande, it reflected back a Melf’s Acid Arrow but not a Flame Arrow or a Magic Missile.

Warning
This is spell is level 6 if unmodded, level 5 if SCS IWD.

5.16. Pixie Dust

File School Range Duration Casting Time Area of Effect Saving Throw

sppr516

TODO

0

Special

9

15-ft. radius

None

This spell creates a small handful of pixie dust that the caster can use to toss into the air. Any ally hit by the dust becomes invisible (the range of the dust is about 15 ft.). Of course, the invisible creature is not magically silenced, and certain other conditions can render the creature detectable. Even allies cannot see the invisible creature or its gear, unless these allies can normally see invisible things or employ magic to do so. Items dropped or put down by the invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature.

The spell remains in effect until it is magically broken or dispelled, until the caster or recipient cancels it, until the recipient attacks any creature, or until 24 hours have passed. Thus, the invisible being can walk around and cast defensive spells; however, if he/she attacks, he/she immediately becomes visible, although the invisibility enables him/her to attack first.

5.17. Raise Dead

File School Range Duration Casting Time Area of Effect Saving Throw

sppr504

Necromancy

Visual range of the caster

Permanent

9

1 person

Special

When the priest casts a Raise Dead spell, he/she can restore life to a dwarf, gnome, half-elf, halfling, elf, half-orc, or human.

Note that the body of the person must be whole, otherwise missing parts are still missing when the person is brought back to life. The person has but 1 Hit Point when raised and must regain the rest by natural healing or curative magic.

5.18. Repulse Undead

File School Range Duration Casting Time Area of Effect Saving Throw

sppr515

TODO

0

1 turn

5

The caster

None

This powerful spell creates waves of anti-negative energy that sweep outward from the caster. These waves disrupt any undead that attempt to attack the caster, pushing them away from the caster for several seconds. There is one wave per round for the duration of the spell. All undead are affected with no Saving Throw.

5.19. Righteous Magic

File School Range Duration Casting Time Area of Effect Saving Throw

sppr513

TODO

0

1 round/level

9

The caster

None

This is a powerful combat spell that enhances the priest’s physical prowess, transforming him/her into a juggernaut of destruction. The effect adds 1 temporary Hit Point per level of the caster, adds 1 point of Strength every 3 levels of the caster (to a maximum of 25), and causes every successful hit to inflict maximum damage. The effects last for the duration of the spell or until dispelled.

5.20. Righteous Wrath of the Faithful

File School Range Duration Casting Time Area of Effect Saving Throw

sppr518

TODO

0

1 round/level

8

17-ft. radius

None

This spell bestows a form of divine madness upon the priest’s allies, improving their combat skills. All the priest’s allies in the area of effect gain a +1 to attack rolls and Saving Throws, plus 8 bonus Hit Points for the duration of the spell (these Hit Points can take a target beyond his/her Hit Point maximum). Allies of the same alignment, however, gain an extra attack every round (canceling haste), a +2 bonus to their attack rolls, damage rolls, and Saving Throws, and immunity to charm and hold spells. Anyone affected by Righteous Wrath of the Faithful will suffer fatigue when the spell wears off.

5.21. Slay Living

File School Range Duration Casting Time Area of Effect Saving Throw

sppr511

TODO

Touch

Special

1

1 creature

Special

Upon casting this spell, the priest has to touch an opponent in order to visit the effect upon them. An item is created upon casting. The next attack the priest makes, which must happen in the next 3 rounds, will use this item. If the first attack misses, the item disappears and the spell is wasted; however, if the attack succeeds, the victim automatically takes 2d6+9 damage. Also, <PRO_HESHE> must make a Save vs. Spell or be instantly killed. Slay Living can be dispelled if cast between the casting of this spell and the necessary attack.


Creates the weapon SLAYLIVE.ITM during 18 seconds, with the following characteristics

  • Magical, with enchantment at 6.

  • Silver and Cold Iron.

  • Weapon on the Category "Hand-to-hand weapons (28)". Related to proficiency?

  • Weapon has a +3 to hit, but it doesn’t add Strength bonus to hit or damage.

  • Speed factor 1, 0 crushing damage, 2d6+9 magic damage.

  • Dispel/Not bypass resistance (1).

TODO: test if the +3 to hit is to compensate the THAC0 penalty of the hand weapon (then F>C could have better potential THAC0).

5.22. Spike Stones

File School Range Duration Casting Time Area of Effect Saving Throw

sppr519

Alteration

Visual range of the caster

12 rounds

6

8-ft. radius

Special

This spell warps the surrounding rock, reshaping the terrain into spiked projections that blend into the background. Any creature entering the area takes 2d4 Hit Points of piercing damage per round and must make a Save vs. Spell or have its movement rate reduced by 30%.

5.23. True Seeing

File School Range Duration Casting Time Area of Effect Saving Throw

sppr505

TODO

0

1 turn

8

120-ft. radius

None

Instantly and once each round for 1 turn after True Seeing is cast, all hostile Illusion/Phantasm spells in a 120-ft. radius around the caster will be dispelled. The spells affected are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, Shadow Door, Mislead, Project Image, and Simulacrum. The target’s Magic Resistance, if any, does not affect this. Finally, the spell also protects the caster from magical blindness for 1 turn after it is cast.

5.24. Undead Ward

File School Range Duration Casting Time Area of Effect Saving Throw

sppr521

TODO

0

1 turn

7

10-ft. radius

None

This spell amplifies the influence a priest has over undead, though it is tied to the area surrounding the priest at the moment of its casting and does not move. Any undead creature entering the area of effect is affected as if turned by the priest that cast this spell. If the turning fails, the undead creature is immune to further turning attempts by the spell unless it leaves and reenters the area of effect.

6. Level 6

6.1. Aerial Servant

File School Range Duration Casting Time Area of Effect Saving Throw

sppr601

TODO

45 ft.

1 turn/level

9

Special

None

This spell summons an Aerial Servant to do the caster’s bidding for the duration of the spell. The servant will attack any enemies that the caster decides, staying until the duration of the spell expires or it is slain.

6.2. Animal Summoning III

File School Range Duration Casting Time Area of Effect Saving Throw

sppr602

TODO

120 ft.

4 turns

9

Special

None

By means of this spell, the caster calls 2 or 3 animals that have 12 Hit Dice or less. Only animals within visual range of the caster at the time the spell is cast will come. The summoned animals aid the caster by whatever means they possess, staying until they are slain or the spell’s duration expires. Only normal- or giant-sized animals can be summoned.

6.3. Blade Barrier

File School Range Duration Casting Time Area of Effect Saving Throw

sppr698

TODO

Guardian, Creation

0

1 turn

9

Special

Saving Throw: Special

The priest employs this spell to set up a wall of circling, razor-sharp blades. These whirl and flash around the caster, creating an impenetrable barrier. Any creature attempting to pass through the Blade Barrier suffers 8d8 points of damage. Creatures within the area of the barrier when it is invoked are entitled to a Saving Throw vs. Spell to negate the damage. The barrier remains for 1 turn.

6.4. Bolt of Glory

File School Range Duration Casting Time Area of Effect Saving Throw

sppr612

TODO

60 ft.

Instant

9

1 creature

None

By casting this spell, the priest channels a bolt of divine energy against the target. No attack roll is needed. Creatures struck suffer varying damage, depending on their plane of origin:

Creature Type Damage

Prime Material Plane

6d6

Elemental planes

3d4

Undead creatures

8d6

Fiends

10d6


A must against fiends, given that deals magical damage, doesn’t allow a save for half damage, and bypasses magic resistance.

6.5. Conjure Animals

File School Range Duration Casting Time Area of Effect Saving Throw

sppr604

TODO

180 ft.

4 turns

9

Special

None

This spell allows the caster to summon forth and control 1 or 2 massive mountain bears. The bears will respond to the caster’s every whim for the duration of the spell.

6.6. Conjure Fire Elemental

File School Range Duration Casting Time Area of Effect Saving Throw

sppr605

Conjuration

Visual range of the caster

1 turn/level

9

Special

None

Upon casting a Conjure Fire Elemental spell, the caster opens a special gate to the Elemental Plane of Fire, and a fire elemental is summoned in the vicinity of the caster. There is a 60% chance that a 12-Hit-Dice elemental appears; a 35% chance that a 16-Hit-Dice elemental appears; and a 5% chance that a 24-Hit-Dice elemental appears. The elemental will do the bidding of the caster until it is slain or the duration of the spell runs out. All the commands given to the elemental are done telepathically, so there is no time lost due to miscommunication and no need to know the language of the summoned creature. Unlike Mages, priests do not have to engage in a battle of the minds to control their elemental.

6.7. Dolorous Decay

File School Range Duration Casting Time Area of Effect Saving Throw

sppr610

Alteration

30 ft.

Special

1

1 creature

Special

This spell affects a single living creature. Dolorous Decay is a rotting and withering of the body that spreads throughout the afflicted creature quickly. The target creature will automatically be slowed for 2 rounds. Furthermore, if the target fails a Saving Throw vs. Poison with a -2 penalty, he/she will suffer 1 point of damage per second until a total of 50 points of damage are inflicted.


A quick to cast spell which has a short lived but granted slow effect. The poison damage is not granted to apply, but a -2 penalty can be steep enough for some classes to overcome.

Note
The "living creature" remark of the description means that undead and golems are 100% immune to the spell. However, note that any other creature type which has 100% or more resistance to poison damage is also fully immune to the spell, and that includes both the slow and the poison damage effects.
Note
The spell only belongs to the Alteration school, but the spell description lists both Alteration and Necromancy.

6.8. Entropy Shield

File School Range Duration Casting Time Area of Effect Saving Throw

sppr615

TODO

0

1 round/level

9

The caster

None

When cast, this spell surrounds the caster with a defensive maelstrom of energy that blocks or deflects many attacks. This gives the priest a +6 bonus to Armor Class, a +2 bonus to Saving Throws, and +50% resistance to electricity, fire, cold, and acid. The priest is also immune to Flamestrike and all missile-based attacks, including missiles created by spells such as Magic Missile. Finally, the priest is protected from several powerful abjurations, namely Breach, Remove Magic, and Imprisonment.

6.9. False Dawn

File School Range Duration Casting Time Area of Effect Saving Throw

sppr609

TODO

0

Instant

9

15-ft. radius

None

False Dawn calls into existence a bright reddish light, as if a sunrise were occurring, within the area of effect. All undead creatures within a False Dawn suffer 6d6 points of damage. There is no Saving Throw. Affected undead also act confused on the round after the False Dawn appears.

6.10. Fire Seeds

File School Range Duration Casting Time Area of Effect Saving Throw

sppr606

TODO

0

3 turns

9

The caster

1/2

Casting the Fire Seed spell creates 4 fire seeds that will appear in the caster’s inventory. The seeds will remain in existence for 3 turns after the spell is cast. If they are thrown at an enemy, a fireball will ensue, causing 2d8 points of damage to all within a 7-ft. radius unless they make a Saving Throw vs. Spell for half damage.

6.11. Harm

File School Range Duration Casting Time Area of Effect Saving Throw

sppr699

TODO

Touch

Permanent

9

1 creature

None

This spell is the reverse of Heal. Instead of healing the creature touched, it causes damage. On a successful touch from the priest, the spell reduces the target to 1 Hit Point. The next attack that the priest makes will inflict this effect; however, he/she only has 2 rounds to make the attack before the spell fizzles. If the priest misses the target creature, the spell is wasted. There is no Saving Throw.

6.12. Heal

File School Range Duration Casting Time Area of Effect Saving Throw

sppr607

TODO

Touch

Permanent

9

1 creature

None

The very potent Heal spell enables the priest to wipe away disease and injury in the creature who receives the benefits of the spell. It completely cures all disease and blindness in the recipient and heals all points of damage suffered due to wounds or injury. It also dispels a Feeblemind spell and cures those mental disorders caused by spells or injury to the brain. Naturally, the effects can be negated by later wounds, injuries, and diseases.

6.13. Sol’s Searing Orb

File School Range Duration Casting Time Area of Effect Saving Throw

sppr614

TODO

90 ft.

Instant

6

1 creature

Special

When the spell is completed, it creates a glowing stone. This gem must be immediately thrown at an opponent, for it quickly becomes too hot to hold. It is not possible for the priest to give the stone to another character to throw. The priest must make an attack roll with +3 bonus and no penalty for lack of weapon proficiency. In addition, the glowing gem can be used to strike any creature, even those hit only by magical weapons, although there is no damage bonus.

When it hits, the gem bursts with a brilliant, searing flash that causes 6d6 points of fire damage to the target and blinds him/her for 1d6 rounds. The victim is allowed a Saving Throw vs. Spell for half damage and to avoid being blinded. Undead creatures suffer 12d6 points of fire damage and are blinded for 12 rounds (if applicable) upon a failed Saving Throw; otherwise, they receive 9d6 points of damage and are blinded for 6 rounds.

6.14. Spiritual Wrath

File School Range Duration Casting Time Area of Effect Saving Throw

sppr617

Invocation

Visual range of the caster

Instant

2

Special

1/2

Upon completion of this spell, the priest becomes a focus of spiritual energy, which then shoots out from the caster in four directions, like lightning bolts. All creatures in the bolts' paths take 4d10 points of magic damage (save vs. Spell for half). Creatures of the same moral alignment (good, neutral, evil) as the caster are unaffected by the spell.

6.15. Whirlwind

File School Range Duration Casting Time Area of Effect Saving Throw

sppr616

Invocation

Visual range of the caster

Special

9

Special

Special

This spell creates a small whirlwind within the caster’s sight. The whirlwind will fly around randomly, harming friend and foe alike. The caster is immune to his/her own spell, and elementals and other huge creatures are also unaffected. If a creature is caught in the path of the whirlwind, it takes 2d8 crushing damage, 2d8 slashing damage, and must make a Save vs. Breath Weapon or be stunned for 2 rounds. Creatures with 2 or fewer Hit Dice are automatically killed by this spell. A maximum of 8 targets can be affected, after which the whirlwind will dissipate.

6.16. Wondrous Recall

File School Range Duration Casting Time Area of Effect Saving Throw

sppr611

TODO

0

Instant

9

The caster

None

This spell enables the caster to bring back to memory 2 spells that have been previously cast. If no spells have been cast yet, nothing happens. Wondrous Recall cannot recall 6th-level or higher spells.

7. Level 7

7.1. Confusion

File School Range Duration Casting Time Area of Effect Saving Throw

sppr709

Enchantment

Visual range of the caster

1 round/2 levels

7

15-ft. radius

Neg.

This spell causes confusion in one or more enemy creatures within the area, creating indecision and the inability to take effective action. All enemy creatures within the area of effect are allowed Saving Throws vs. Spell with a -2 penalty. Those successfully saving are unaffected by the spell. Those who fail their Saving Throws will either go berserk, stand confused, or wander about for the duration of the spell.

The spell lasts for 1 round for every two levels of the caster. Wandering creatures move as far from the caster as possible according to their most typical mode of movement (characters walk, fish swim, bats fly, etc.). Any confused creature that is attacked perceives the attacker as an enemy and acts according to its basic nature.

7.2. Conjure Earth Elemental

File School Range Duration Casting Time Area of Effect Saving Throw

sppr702

Conjuration

Visual range of the caster

1 turn/level

9

Special

None

Upon casting a Conjure Earth Elemental spell, the caster opens a special gate to the Elemental Plane of Earth, and an earth elemental is summoned in the vicinity of the caster. There is a 60% chance that a 12-Hit-Dice elemental appears, a 35% chance that a 16-Hit-Dice elemental appears, and a 5% chance that a 24-Hit-Dice elemental appears. All of the commands given to the elemental are done telepathically, so there is no time lost due to miscommunication, and it is not necessary to know the language of the summoned creature. Unlike Mages, priests do not have to engage in a battle of the minds to control their summoned elemental.

7.3. Creeping Doom

File School Range Duration Casting Time Area of Effect Saving Throw

sppr717

TODO

240 ft.

3 rounds

5

Special

Special

When the caster utters the spell Creeping Doom, he/she calls forth a mass of venomous, biting and stinging arachnids, insects, and myriapods. This carpetlike mass swarms over a large area, spreading to all enemy creatures within 30 ft. of the target. Invisibility is no protection.

For the duration of the spell, those affected suffer two points of piercing damage per second and fight with a -2 penalty to attack rolls and armor class. In addition, each round, the victim must save vs. breath weapons at -2 or suffer a 100% chance of spell failure, and must save vs. spells at -2 or run in panic. Creatures protected from the damage, such as by the Stoneskin spell, are unaffected by these secondary effects as long as their protection lasts.

The insects summoned by the spell are not themselves magical creatures. This means that they are not repelled by magical protections such as antimagic; equally, their bites and stings are nonmagical and cannot harm creatures that require magical weapons to injure them. The insects will shun the unnatural flesh of the undead, and cannot penetrate barriers of extreme cold or heat like those created by the Fire Shield spell. Lastly, the Death Spell will destroy all hostile insects in its area of effect.

7.4. Destruction

File School Range Duration Casting Time Area of Effect Saving Throw

sppr736

TODO

Touch

Instant

9

The caster

Special

This spell instantly destroys a target, blasting it into small chunks. The victim is allowed a Save vs. Death at a penalty of -4; if successful, the target takes 8d6 points of magic damage instead of being destroyed. Destruction can only be cast by evil characters. Note that a character struck with a Destruction spell cannot be raised from the dead with a Raise Dead or Resurrection spell.

7.5. Earthquake

File School Range Duration Casting Time Area of Effect Saving Throw

sppr720

TODO

360 ft.

3 tremors

9

15-ft. radius

Special

When this spell is cast, a local tremor of fairly high strength rips the ground. The shock is over in several rounds. The earthquake affects all creatures in its area of effect. There are 3 tremors that are caused by the earthquake:

1st: All creatures affected take 6d6 points of damage and fall to the ground for 4 rounds. A successful Saving Throw vs. Spell with a -6 penalty halves the damage and negates the fall.
2nd: All creatures affected take 3d6 points of damage. A successful Saving Throw vs. Spell with a -2 penalty halves the damage.
3rd: All creatures affected take 2d6 points of damage. A successful Saving Throw vs. Spell halves the damage.

This spell will affect both enemies and friends of the caster’s, so care must be taken in its use. Finally, earth elementals dislike mere mortals toying with the land and there is a small chance that casting this spell will cause an earth elemental to appear and attack the party.

7.6. Energy Drain

File School Range Duration Casting Time Area of Effect Saving Throw

sppr714

TODO

Touch

Permanent

3

1 creature

None

Casting this spell opens a channel between the caster’s plane and the Negative Energy Plane. The caster acts as a conduit between the two planes, sucking life from a victim and transferring it to the Negative Energy Plane, draining him/her of 2 levels of experience. The target of this spell loses levels, Hit Dice, Hit Points, and abilities permanently. These levels can only be restored by a priest’s Restoration spell. This spell has no effect on undead, constructs, or extraplanar creatures. It can only be cast by evil-aligned characters.

7.7. Finger of Death

File School Range Duration Casting Time Area of Effect Saving Throw

sppr708

Necromancy

Visual range of the caster

Permanent

5

1 creature

Neg.

The Finger of Death spell snuffs out the victim’s life force. The caster points his/her finger at the victim after the incantation is complete and, unless the victim saves vs. Spell with a -2 penalty, he dies. A creature successfully making the Saving Throw still receives 2d8 points of damage + 1 per level of the caster.

7.8. Fire Storm

File School Range Duration Casting Time Area of Effect Saving Throw

sppr705

TODO

120 ft.

4 rounds

9

15-ft. radius

None

When a Fire Storm spell is cast, the whole area is shot through with sheets of roaring flame and then pelted with fiery balls of lava. Creatures within the area of effect receive 2d8 points of damage plus 1 per level of the caster (i.e. 2d8 + 1/level). This assault will last for 4 rounds and will continue to do damage to the creature during that time unless he/she moves out of the area of effect. There is no Saving Throw.

7.9. Gate

File School Range Duration Casting Time Area of Effect Saving Throw

sppr703

TODO

30 ft.

33 rounds

5

Special

None

By means of this spell, the caster calls an outer planar creature—the pit fiend—to attack his/her foes as well as him/herself, if he/she’s not careful. The caster must use a Protection From Evil spell on him/herself (and comrades) to keep the devil from noticing him/her. If the caster fails to protect him/herself in this manner, the pit fiend will tear the caster and his/her companions apart piece by piece, then feast on the remains.

7.10. Greater Divine Protection

File School Range Duration Casting Time Area of Effect Saving Throw

sppr737

TODO

Touch

3 rounds

1

The caster

None

This spell grants the caster 100% Magic Resistance and immunity to damage for the duration of the spell.

7.11. Greater Restoration

File School Range Duration Casting Time Area of Effect Saving Throw

sppr713

TODO

Touch

Permanent

3

1 creature

None

When this spell is cast, the life energy level of the recipient is raised. This reverses any previous life energy level drain of the creature by a force or monster, and restores lost ability score points from sources such as the strength-draining touch of a Shadow or the thought-devouring attacks of a Mind Flayer. A Greater Restoration spell will also restore the Intelligence score of a creature affected by the Feeblemind spell and negate any form of insanity, such as confusion or berserk. It fully heals the target and cures any diseases or poisons. The casting of this spell is very draining on the priest, and he/she will likely require rest immediately afterward.

7.12. Holy Word

File School Range Duration Casting Time Area of Effect Saving Throw

sppr710

TODO

0

Special

1

15-ft. radius

None

Uttering a Holy Word spell creates magic of tremendous power. The priest acts as a bridge between his/her god and the Prime Material Plane, causing a small explosion centered on the priest and reaching up to a 15-ft. radius. It affects only enemy evil creatures and undead of any alignment that are caught in the area of effect. The effects vary depending on the target’s Hit Dice:

Hit Dice / Levels — Effects of Holy Word Less than 4 — Death 4 to 7 — Stunned for 1 turn 8 to 11 — Slowed for 1 turn with a 75% chance of spell failure 12 and up — Deafened for 1 turn with a 50% chance of spell failure

There is no Saving Throw. The effects are instantaneous and last for the duration of the spell or until dispelled. Note that this spell may not be cast by any priest of evil alignment.

7.13. Impervious Sanctity of Mind

File School Range Duration Casting Time Area of Effect Saving Throw

sppr735

TODO

0

1 turn/level

9

The caster

None

This spell steels the caster’s mind against any outside influence. Charm, confusion, fear, feeblemindedness, hold, sleep, maze, berserk, and intoxication will not affect the caster as long as this spell is in effect.

7.14. Mist of Eldath

File School Range Duration Casting Time Area of Effect Saving Throw

sppr738

Invocation

Visual range of the caster

Instant

9

7-ft. radius

None

This spell blankets the area of effect with a silver-blue mist—any creature within the mist will be cured of disease and poison and healed 25 Hit Points.

7.15. Nature’s Beauty

File School Range Duration Casting Time Area of Effect Saving Throw

sppr704

TODO

0

Instant

6

15-ft. radius

Neg.

When this spell is cast, the caster appears to undergo a remarkable transformation. The caster becomes the very ideal of beauty: For a male, this is usually a nymph; for a female, it varies. As with a nymph, anyone viewing the disguised caster must make a Saving Throw vs. Spell with +3 bonus or die of longing for the denied illusion. Even if the Saving Throw is successful, hapless viewers of the transformed Druid are all instantly smitten with permanent blindness (until dispelled). The transformation is instantaneous, but lasts only seconds, affecting those near the caster (excluding fellow party members).

7.16. Regeneration

File School Range Duration Casting Time Area of Effect Saving Throw

sppr711

TODO

Touch

1 round/2 levels

7

1 creature

None

This powerful spell enables the priest to imbue one creature with the ability to regenerate. This regeneration will heal any wounds and even regenerate lost limbs. The creature affected will regain 3 Hit Points per second. The effect lasts for 1 round per 2 levels of the caster or until dispelled. For example, a 14th-level priest would regenerate 18 Hit Points per round for 7 rounds.

7.17. Resurrection

File School Range Duration Casting Time Area of Effect Saving Throw

sppr712

TODO

Touch

Permanent

9

1 creature

None

Like the 5th-level spell Raise Dead, Resurrection will return a character back to life. However, Resurrection also heals the character so that they are ready for the adventuring life right away.

7.18. Shield of the Archons

File School Range Duration Casting Time Area of Effect Saving Throw

sppr701

TODO

Touch

3 rounds/level

9

The caster

None

This powerful abjuration spell causes the spells cast against the priest to be absorbed and consumed. This affects a total of spell levels equal to half the level of the caster. This includes spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the priest, as well as area effects that are stationary such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the priest, it will be absorbed provided that there are spell levels remaining. For example, if there is only 1 level left and a 3rd-level spell is cast at the priest, the spell will be absorbed while canceling the shield. This also works against Dispel Magic.

7.19. Stalker

File School Range Duration Casting Time Area of Effect Saving Throw

sppr739

Conjuration

Visual range of the caster

8 hours

9

Special

None

This spell creates two 11-HD shambling mounds. These creatures willingly aid the caster in combat or whatever other duties they are assigned and have the capability to carry out.

7.20. Sunray

File School Range Duration Casting Time Area of Effect Saving Throw

sppr707

TODO

20 ft.

Instant

4

15-ft. radius

Special

When this spell is cast, it causes a ray of sunlight to beam down upon the caster and everyone within a 15-ft. radius. All creatures within the area of effect take 3d6 points of damage and must save vs. Spell or be blinded for 1 turn. Undead that are hit by the sunray take 1d6 damage per level of the caster, and must save vs. Spell or be destroyed.

7.21. Symbol, Death

File School Range Duration Casting Time Area of Effect Saving Throw

sppr719

TODO

90 ft.

Special

9

12-ft. radius

Neg.

Symbol, Death is a powerful enchantment that allows the priest to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area of effect to make a Saving Throw vs. Death or die. Creatures with more than 60 current Hit Points are immune to this effect.

7.22. Symbol, Fear

File School Range Duration Casting Time Area of Effect Saving Throw

sppr706

TODO

90 ft.

Special

9

12-ft. radius

Neg.

Symbol, Fear is a powerful enchantment that allows the priest to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode causing all those within the area to make a Saving Throw vs. Spell with a -4 penalty or be affected by fear for 2 rounds + 1 round every 3 levels of the caster.

7.23. Symbol, Hopelessness

File School Range Duration Casting Time Area of Effect Saving Throw

sppr734

Conjuration

Visual range of the caster

2 turns

3

15-ft. radius

Neg.

Symbol, Hopelessness is a powerful enchantment that allows the priest to inscribe a symbol on the ground or any other surface. The symbol will remain there until an opponent comes too close, at which point it will explode, causing all enemies within the area of effect to make a Save vs. Spell with a -2 penalty or stand in place, overwhelmed by dejection and surrender. They will make no move to defend themselves from attack. This spell nullifies Emotion, Hope within the area of effect at the time of casting.

7.24. Symbol, Pain

{IWD-SCS}

File School Range Duration Casting Time Area of Effect Saving Throw

sppr733

Conjuration

Visual range of the caster

11 turns

3

15-ft. radius

Neg.

All enemies within 15 ft. of the symbol of pain at the moment it is invoked must make a Save vs. Spell. Those who fail their Saving Throws are overwhelmed by pain, suffering a -4 penalty to their attack rolls, a -2 penalty to their Dexterity scores, and a -2 penalty to their Armor Class.

7.25. Symbol, Stun

File School Range Duration Casting Time Area of Effect Saving Throw

sppr718

TODO

90 ft.

Special

9

12-ft. radius

Neg.

Symbol, Stun is a powerful enchantment that allows the priest to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area of effect to make a Saving Throw vs. Spell with a -4 penalty or be stunned for 2 rounds + 1 round every 3 levels of the caster.

7.26. Unholy Word

File School Range Duration Casting Time Area of Effect Saving Throw

sppr715

TODO

0

Special

1

15-ft. radius

None

Uttering an Unholy Word spell creates magic of tremendous power. The priest acts as a bridge between his/her god and the Prime Material Plane, causing a small explosion centered on the priest and reaching up to a 15-ft. radius. It affects only creatures of any good alignment that are caught in the area of effect. The effects vary depending on the target’s Hit Dice:

Hit Dice / Levels — Effects of Unholy Word Less than 4 — Death 4 to 7 — Stunned for 1 turn 8 to 11 — Slowed for 1 turn with a 75% chance of spell failure 12 and up — Deafened for 1 turn with a 50% chance of spell failure

There is no Saving Throw. The effects are instantaneous and last for the duration of the spell or until dispelled. Note that priests of good alignment may not cast this spell.