TGDB.net - Game news, cheats, solutions, walkthroughs, trainers, saved games and much more!

Home » PC » Baldurs Gate 2 » Baldurs Gate 2 hints
Submitted by System on 09/03/2006, 09:50. Print file.
Jump to page:
01 · 02 · 03 · 04 · 05 · 06 · 07 · 08 · 09 · 10 · 11 · 12 · 13 · 14 · 15 · 16 · 17 · 18 · 19

Sponsors:

---------------------------------------
Baldur's Gate II : Shadows of Amn/Throne of Bhaal
---------------------------------------
Mage Spells FAQ/Listing
---------------------------------------
Version 1.0
---------------------------------------
by James Bolton
E-Mail BltnJames@Aol.com


The latest version of this FAQ can be found at
http://www.gamefaqs.com/
http://www.neoseeker.com/

This Document Copyright 2001 James Bolton.

Version History
----------------

1.0 (Final Version)
October 1, 2001
Have decided not to do Priest Spells due to the FAQ/List now done by
AquaWarlock
Added Ackknowledgements
Made a few small edits


0.3
July 16, 2001
Completed all Wizard Spells
Made adjustments to Spell ratings with Throne of Bhaal in mind
Added rebuttals from people who have E-Mailed me
Many other small edits

0.2
May 1, 2001
Completed Wizard Spells Levels 5-7
Added some Pro/Con Arguments

0.1
April 19, 2001
Completed Wizard Spells Levels 1-4


This is my complete rundown of all of the Wizard Spells in Baldur's
Gate II : Shadows of Amn and it's expansion pack Throne of Bhaal. I
have included my personal view of each spell and it's value within the
game with a summary and a mark out of 10.

I should warn you there are some minor *Spoilers* in this FAQ and you
should not read on I you do not want to be exposed to elements of the
game you may not have come across yet.

Note : Each Spell will be given a mark out of 10, but a high mark for a
spell does not mean that it is more powerful than something getting a
low mark but it means that it is good in that particular level of
spells compared to the other options.

If you disagree with any of my Summaries or Marks then please feel free
to e-mail me at BltnJames@Aol.com and your argument may well be
included in the FAQ.

WIZARD SPELLS

Level 1
---------

Armor (Conjuration)
Level: 1
Range: 0
Duration: 9 hours
Casting Time: 1 round
Area of Effect: caster
Saving Throw: None

By means of this spell, the wizard creates a magical field of force
that serves as if it were scale mail armor (AC 6). It is cumulative
with Dexterity and, in the case of fighter/mages, with the shield
bonus. The armor spell does not hinder movement, adds no weight or
encumbrance, nor does it prevent spellcasting. It lasts until
successfully dispelled or until the duration runs out.

Summary - This spell is fairly useless, you may like to memorize it
early in the game (it has a good duration) but once you find items that
your Wizard can wear (e.g. Ring of Protection, Cloak of Displacement
etc.) there really is no need for it. 3/10

Blindness
(Illusion/Phantasm)
Level: 1
Range: Visual range of caster
Duration: 10 turns
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: Neg.

This first level spell temporarily blinds its target. A saving throw
is allowed, and if successful there are no harmful effects. If a
victim is blinded he receives -4 to hit on his attack rolls, and has a
4 point armor penalty.

Summary - A pretty needless Spell, not only to the Saving Throw allowed
but the fact that even if it works it only weakens the enemy a bit.
3/10

Burning Hands (Alteration)
Level: 1
Range: 5 feet
Duration: Instantaneous
Casting Time: 1
Area of Effect: 60 degree arc
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 60 degrees in front of the wizard.
Any creature in the area of the flames suffers 1d3 hit points of
damage, plus 2 points for each level of the spellcaster, to a maximum
of 1d3 + 20 points of fire damage. Those successfully saving vs. spell
receive half damage.

Summary - The main problem with this Spell, like so many others, is
that it can hurt party members. Otherwise it's still not that hot, the
Damage is fairly mild even without the Saving Throw. 4/10

Charm Person (Enchantment/Charm)
Level: 1
Range: Visual range of caster
Duration: 5 rounds
Casting Time: 1
Area of Effect: 1 person
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
person receives a saving throw vs. spell to avoid the effect.
If the spell recipient fails his saving throw (of which he receives a
+3 modifier), he regards the caster as a trusted friend and ally to be
heeded and protected. The caster may give him 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 successfully cast upon the
charmed person, the charm spell is broken. If two or more charm effects
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 was charmed.
Also note that you cannot have a charmed creature leave the area where
he was charmed.

Summary - Poor, it is all too likely they will make the Saving Throw
and also the short duration time if the spell succeeds and the Humanoid
requirements. There's just too many ifs. 2/10

Chill touch (Necromancy)
Level: 1
Range: 0
Duration: 1 turn
Casting Time: 1
Area of Effect: The caster
Saving Throw: Neg.

When the caster completes this spell, a blue glow encompasses his hand.
This energy attacks the life force of any living creature upon which
the wizard makes a successful melee attack. The touched creature must
make a saving throw vs. spell or suffer 1-8 points of damage and
receive a -2 penalty to its THAC0.

Summary - Rubbish, you will need to melee attack the enemy which will
probably be tough for the Wizard but even then the Damage done is poor.
1/10

Chromatic Orb
(Evocation)
Level: 1
Range: 30 yards
Duration: special
Casting Time: 1
Area of Effect: One creature
Saving Throw: Special

This spell causes a 2-foot-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 casts the spell. Each orb will do damage to the target against
which there is no save and an effect against which the target must save
vs. spells at +6. At first-level, the sphere inflicts 1-4 damage and
blinds the target for one round. At second-level, the sphere inflicts
1-4 damage and inflicts pain upon the victim. At third-level, the
sphere deals 1-6 damage and burns the victim. At fourth-level, the
sphere deals 1-6 damage and blinds the target for 1 turn. At fifth-
level, the sphere deals 1-8 damage and stuns the target for 3 rounds.
At sixth-level, the sphere deals 1-8 damage and causes weakness in the
victim. At seventh level, the sphere deals 1-10 damage and paralyzes
the victim for 2 turns. At 10th level, the sphere causes 1-12 acid
damage and turns the victim to stone. At 12th level, the sphere will
inflict 2-16 points of acid damage and instantly kill the victim.
NOTE: The victim saves vs spells at +6 against all the effects and gets
no save against the damage.

Summary - Pretty decent, the effects improving as you gain levels is
good, although the big drawback is the Saving Throw against the special
effects and the poor damage. 7/10

Pro Rebuttal - Throw in a Greater Malison first, and Chromatic Orb
is almost as good at level 1 as Finger of Death is at level 7!
Personally, I'd rate Chromatic Orb as a 9 or 10 later in the
game (once the caster is level 12+), although it's not so good earlier
on.

Color Spray (Alteration)
Level: 1
Range: 30 feet
Duration: Special
Casting Time: 1
Area of Effect: 60 degree arc
Saving Throw: Special

Upon casting this spell, the wizard causes a vivid, fan-shaped spray of
clashing colors to spring forth from his hand. From one to six
creatures (1d6) within the area are affected in order of increasing
distance from the wizard. All creatures in the area of effect that
are 4th or less must make a saving throw or be rendered unconscious for
five rounds.

Summary - Pointless, due to the Saving throw and just unconscious for
five rounds. 2/10

Find Familiar
(Conjuration/Summoning)
Level: 1
Range: n/a
Duration: Special
Casting Time: 1 round
Area of Effect: 1 familiar
Saving Throw: Special

This spell enables the caster to attempt to summon a familiar to act as
his aide and companion. Familiars are typically small creatures. A
creature acting as a familiar can benefit a wizard, conveying its
sensory powers to its master, conversing with him, and serving as a
guard/scout/spy as well. A wizard can have only one familiar at a
time, and he has no control over what sort of creature answers the
summoning, if any come at all.
Jump to page:
01 · 02 · 03 · 04 · 05 · 06 · 07 · 08 · 09 · 10 · 11 · 12 · 13 · 14 · 15 · 16 · 17 · 18 · 19

Sponsors:

Other files from this game:
  1. Baldurs Gate 2 trainer by System on 14/03/2006, 06:30
    Max stats and skillpoints
  2. Baldurs Gate 2 trainer by System on 14/03/2006, 06:30
    Mega trainer - 8 variations possible
  3. Baldurs Gate 2 document by System on 14/03/2006, 06:30
    Solution in Word format, also includes cheats and items list
  4. Baldurs Gate 2 document by System on 14/03/2006, 06:30
    Solution in UHS format
  5. Baldurs Gate 2 editor by System on 14/03/2006, 06:30
    Savegame editor
  6. Baldurs Gate 2 trainer by System on 14/03/2006, 06:30
    Mega trainer
  7. Baldurs Gate 2 document by System on 14/03/2006, 06:30
  8. Baldurs Gate 2 hints by System on 09/03/2006, 09:50
    Creature list
  9. Baldurs Gate 2 FAQ by System on 09/03/2006, 09:50
    Items FAQ
  10. Baldurs Gate 2 hints by System on 09/03/2006, 09:50
    Spell guide
  11. Baldurs Gate 2 solution by System on 09/03/2006, 09:50
  12. Baldurs Gate 2 hints by System on 09/03/2006, 09:50
    Weapons guide