Mirror Image Illusion Phantasm

Range 0 Area of Effect 6-foot radius Duration 3 rounds level Saving Throw None Casting Time 2 When a Mirror image spell is invoked, the spellcaster causes from two to eight exact duplicates of himself to come into being around him. These images do exactly what the wizard does. Since the spell causes a blurring and slight distortion when it is cast, it is impossible for opponents to be certain which are the illusions and which is the actual wizard. When an image is struck by a melee or missile...

Multiclassed Characters nonhuman

Fighter Thief This character can use the abilities of a thief and a fighter, though they cannot use their thieving skills while wearing more than studded leather armor. Fighter Cleric This character can use the abilities of a fighter and a cleric, though weapons are restricted to only those allowed by the cleric's ethos. Fighter Druid This character can use the abilities of a fighter and druid, though weapons are restricted to only those allowed by the druid's ethos. Fighter Mage This character...

Burning Hands Alteration

Range 0 Area of Effect The caster Duration Instantaneous Saving Throw 1 2 When the wizard casts this spell, a jet of searing flame shoots from his fingertips. His hands must be held so as to send forth a fanlike sheet of flames the wizard's thumbs must touch each other and fingers must be spread. The burning hands send out flame jets of five-foot length in a horizontal arc of about 120 degrees in front of the wizard. Any creature in the area of the flames suffers 1d3 hit points of damage, plus...

Charisma

Reaction Adj This is the penalty or bonus due the character when dealing with NPCs or intelligent creatures. For encounter reactions, the computer generates a number between 8 and 12, and then applies the modifier. The results indicate the reaction of the encounter to your party The numbers in parentheses reflect the base ability of a 1st-level thief before racial Dexterity modifiers are applied. The numbers in parentheses reflect the base ability of a 1st-level thief before racial Dexterity...

Wisdom

Bonus Spells This is the number of additional spells a priest receives for exceptional Wisdom. The bonus spells are cumulative as you move down the table. Thus, a priest with a 17 in Wisdom gains two 1st-, two 2nd-, and one 3rd-level spell as bonuses to their normal spellcasting abilities. These spells become available only when the priest can normally access spells of the appropriate level. Spell Failure The chance that a spell attempt by a priest or druid character will fail before being...

Intelligence

Spell Level The highest level of spells a wizard with this intelligence can comprehend and use. to Learn Spell The percentage chance that a wizard can learn a spell and add it to his spellbook. This number also represents the wizard's chance to successfully cast a spell from a scroll. For every spell level higher than the wizard can comprehend, the wizard recieves a -10 penalty. For example, a wizard who can cast 3rd-level spells trying to use a 5th-level spell scroll, has a -20 penalty. Max...

Vocalize Alteration

Range Touch Area of Effect 1 spell caster Duration 10 rounds Saving Throw None The recipient of this spell can cast spells with a verbal component without having to make any noise, so long as the casting takes place entirely within the duration of the Vocalize spell. Only the verbal requirement of spells is deleted. This spell has no effect on other noises or speech - it simply removes a spell's verbal component. This spell is of great use when quiet is desired in spell castin or the individual...

Hold Person Enchantment Charm

Range Sight of caster Area of Effect special Duration 1 round level Saving Throw Neg. This spell holds 1-4 humans, demihumans, or humanoid creatures rigidly immobile and in place for five or more rounds. The Hold Person spell affects any bipedal human, demihuman, or humanoid of mansize or smaller, including brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others....

Monster Summoning III Conjuration Summoning

Range Sight of caster Area of Effect Special Duration 4 rounds 1 round level Saving Throw None Casting Time 5 This spell is much like the 3rd-level Monster Summoning I spell, except that this spell summons 16 Hit Dice of monsters. These appear within spell range and attack the caster's opponents, until the spell duration expires, or the monsters are slain. These creatures do not check morale and vanish when slain. If no opponent exists to fight, and the wizard can communicate with them, the...

Free Action Abjuration Enchantment

Range Touch Area of Effect 1 creature Duration 1 turn level Saving Throw None This spell enables the creature touched to move and attack normally for the duration of the spell, even under the influence of magic that impedes movement such as Web or Slow spells or while under water. It even negates or prevents the effects of Paralysis and Hold spells. Under water, the individual moves at normal surface speed and inflicts full damage, even with such smashing weapons as flails, hammers, and maces,...

Dire Charm Enchantment Charm

Range 20 yards Area of Effect 1 creature Duration 20 rounds Saving Throw Neg. This spell works in a manner very similar to the Charm Person spell. However, the affected creature goes into a berserk state, wanting no one to harm his master the spell caster . Thus, the creature will fight enemies of the caster, even former allies. The spell is limited in the same manner as Charm Person Spell. The spell can affect any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies,...

Ghoul Touch Necromancy

Range 0 Area of Effect The caster Duration 5 rounds Saving Throw Neg. When the caster completes this spell, a green glow encompasses his hand. When the wizard makes a successful melee attack against a creature, that creature is paralyzed by the negative energy. The touched creature must make a saving throw vs spell or be paralyzed for 5 rounds. Horror Necromancy Range Sight of caster Area of Effect 30-foot cube Duration 10 rounds Saving Throw Neg. All enemies within the area of effect when this...

Priest Spells

The spells of a priest, while sometimes having powers similar to those of the wizard, are quite different.The priest's role, more often than not, is as defender and guide for others. Thus the majority of his spells work to aid others or provide some service to the community. Few of his spells are truly offensive, but many can be used cleverly to protect or defend. The knowledge of what spells are available to the priest becomes instantly clear as soon as he advances in level.This knowledge and...

Sanctuary Abjuration

Range 0 Area of Effect The caster Duration 10 rounds Saving Throw None When the priest casts a Sanctuary spell, it causes all of his opponents to ignore his existence it as if he is 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 himself....

Saving Throws

Saving Throws are measures of a character's resistance to special types of attacks - poisons, magic, and attacks that affect the whole body or mind of the character. The ability to make successful saving throws improves as the character increases in level. If a saving throw is made this may reduce damage or prevent the effects of a spell or attack entirely. Some spells e.g. the Protection spells greatly improve saving throws against Save vs. Paralyzation, Poison, and Death Magic This is used...

Charm Person Enchantment Charm

Range Sight of caster Area of Effect 1 person Duration 17 rounds Saving Throw 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...

Minor Globe of Invulnerability Abjuration

Range 0 Area of Effect 5-foot-radius sphere Duration 1 round level Saving Throw None Casting Time 4 This spell creates an immobile, faintly shimmering magical sphere around the caster that prevents any 1st-, 2nd-, or 3rd-level spell effects from penetrating i.e., the area of effect of any such spell does not include the area of the Minor Globe of Invulnerability . This includes innate abilities and effects from devices. However, any type of spell can be cast out of the magical sphere, and these...

Chromatic Orb Evocation

Range Sight of caster Area of Effect 1 creature Duration special Saving Throw Neg. This spell causes a 4-inch-diameter sphere to appear in the caster's hand. When thrown, the sphere heads unerringly to its target. The effect the orb has upon the target varies with the level of the mage who cast the spell. A 1st-level sphere inflicts 1-4 damage and blinds the target for one round. A 2nd-level sphere inflicts 1-6 damage and inflicts pain upon the victim. A 3rd-level sphere deals 1-8 damage and...

Ghost Armor Conjuration

Range Touch Area of Effect 1 creature Duration 10 turns Saving Throw None By means of this spell, the wizard creates a magical field of force that serves as if it were plate armor AC 2 . It is cumulative with Dexterity effects and, in the case of fighter mages, with the shield bonus. The Ghost Armor spell does not hinder movement, adds no weight or encumbrance, nor does it prevent spellcasting It lasts until dispelled or until the duration runs out.'

Lightning Bolt Evocation

Range Sight of caster Area of Effect Special Duration instantaneous Saving Throw 1 2 Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the spellcaster to each creature within its area of effect maximum damage of 10d6 . A successful saving throw vs. spell reduces this damage to half round fractions down . When the lightning bolt intersects with a wall it will rebound until it reaches its full length - hitting the...

Animate Dead Necromancy

Range 10 yards Area of Effect Special Duration 8 hours Saving Throw None This spell creates the lowest of the undead monsters, skeletons or zombies, usually from the bones or bodies of dead humans, demihumans, or humanoids. The spell causes these remains to become animated and obey the simple verbal commands of the caster, regardless of how they communicated in life. The skeletons or zombies can follow the caster, remain in an area and attack any creature or just a specific type of creature...

Dispel Magic Abjuration

Range Sight of caster Area of Effect 30-foot cube Duration Instantaneous Saving Throw None Casting Time 3 A Dispel Magic spell removes magical effects upon anyone within the area. This includes effects given from spells, potions and effects from certain magical items. It does not, however, affect magical items themselves.

Remove Curse Abjuration

Range Touch Area of Effect Special Duration Instantaneous Saving Throw Special Casting Time 6 Upon casting this spell, the priest is usually able to remove a curse on an object, on a person, or in the form of some undesired sending or evil presence. Note that the Remove Curse spell does not remove the curse from a cursed shield, weapon, or suit of armor, for example, although the spell typically enables the person afflicted with any such cursed item to get rid of it. Certain special curses may...

Silence Radius Alteration

Range Sight of caster Area of Effect 15-foot-radius sphere Duration 2 rounds level Saving Throw 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 if the save is failed then they are silenced for the duration of the spell. The saving throw for this spell is made at -5. This spell does not continue to affect the area after being cast only those...

Magic and the Spell System

8ome of the most powerful weapons player characters have at their disposal in the AD amp D game are magical spells. Through spells a player character can call lightning out of the sky, heal grievous injuries, hurl explosive balls of fire, and learn secrets long forgotten. At the levels of characters in Baldur's Gate, magic and spells are somewhat more modest only 1st through 4th level spells are learnable, though some 5th level spells are available for use via scrolls and by NPC's . Not every...

Animal Summoning I Conjuration Summoning

Range Sight of caster Area of Effect Special Duration 24 rounds Saving Throw None By means of this spell, the caster calls up to eight animals that have 4 Hit Dice or less, of whatever sort the caster names when the summoning is made. The type of animals that come depend on the surroundings of the caster at the time of the spell. Cure Serious Wounds Necromancy Range Touch Area of Effect 1 creature Duration Instantaneous Saving Throw None Costing Time 5 This spell is a more potent version of the...

Magical Items and Treasure

The value of money is readily apparent. It gives characters wealth, and with wealth comes power and influence. However, there are other treasures, very desirable ones, that your characters will not want to sell or give away. These are the magical items that your characters find and use. Although at high level beyond that achievable in Baldur's Gate priests and wizards can actually make magical items, it is far more common for characters to find these items...

Spiritual Hammer Invocation

Range 10 yards level Area of Effect Special Duration 3 rounds 1 round level Saving Throw None Casting Time 5 By calling upon his deity, the caster of a Spiritual Hammer spell brings into existence a magical hammer. The priest for the duration of the spell may use the magic weapon. It strikes as a magical weapon with a bonus of 1 for every six experience levels or fraction of the spellcaster, up to a total of 3 to the attack roll and 3 to the damage roll for a 13th-level caster. The base damage...

Cloudkill Evocation

Range 10 yards Area of Effect 40' wide, Duration 1 round level 20' high, 20' deep cloud Casting Time 5 Saving Throw Special This spell generates a billowing cloud of ghastly yellowish green vapors that is so toxic as to slay any creature with fewer than 4 1 Hit Dice, cause creatures with 4 1 to 6 Hit Dice to roll saving throws vs. poison with -4 penalty or be slain. Holding one's breath has no effect on the lethality of the spell. Those above 6th level or 6 Hit Dice must leave the cloud...

Sleep Enchantment Charm

Range Sight of caster Area of Effect Special Duration 5 rounds level Saving Throw Neg. Casting Time 1 When a wizard casts a Sleep spell, he causes a comatose slumber to come upon one or more creatures other than undead and certain other creatures specifically excluded from the spell's effects . All creatures to be affected by the Sleep spell must be within 30 feet of each other. Creatures in the area of effect must make a saving throw at a -3 penalty or fall asleep. Monsters with 4 3 Hit Dice 4...

Shadow Door Illusion Phantasm

Range 10 yards Area of Effect Special Duration 1 round level Saving Throw None Casting Time 2 By means of this spell, the wizard creates the illusion of a door. The illusion also permits the wizard to appear to step through this door and disappear. In reality he has darted aside and can flee, totally invisible, for the spell duration. A True Seeing spell, a gem of seeing, or similar magical means can discover the wizard.