Level 1

Armor

Type: Defense
Strategy: Setting the armor class only to six, this spell is a waste. As long as you have bracers of defense with an armor class of six or better, this spell will do nothing at all.
Importance: None

Blindness

Type: Hindrance
Ability: Giving the target an armor class penalty of four and giving a -4 chance to hit on their attack rolls, this spell actually serves you well and does its job. But it is nowhere near as good as a higher-level crippling spell. It is efficient enough when it isn't resisted and is generally only for use on lower-level monsters.
Importance: Moderate

Burning Hands

Type: Touch damage
Strategy: This spell is actually deceptively powerful. Burning hands starts with a rather low amount of damage, but increases to pack quite a punch. The downfall of this spell is that you must strategically position your mage so that he won't hit your other party members. The fact that the caster must be quite close to its target, which is very bad for a mage, practically negates any benefit this spell could give. Usually, we stick to magic missile for sheer ease of use.
Importance: Low

Charm Person

Type: Charm
Ability: Charm grants control of any one humanoid enemy to the player for five rounds. Toward the end of the original Baldur's Gate, most creatures resisted the charm series of spells. The same problem is present in Baldur's Gate II, so usually, you can't cast the spell successfully. Though it is never bad to charm a low-level creature to take hits during any battle, your journey in Baldur's Gate II will rarely take you to a human-like creature that is of a level low enough to be charmed. However, keeping one copy of the spell memorized is advised for the earlier portions of the game, for those times when you do run into a susceptible person.
Importance: Moderate

Chill Touch

Type: Touch damage
Ability: The -2 armor-class penalty incurred by chill touch is nice, but it doesn't offset the problem of bringing your mage into the fray. The damage is negligible (one to eight), and the two-point armor-class penalty is small, so we recommend that you either never use this spell or use it with extreme caution. Though some fire-based creatures are weak to cold-based attacks, the small amount of damage is almost never worth the sacrifice of your mage's safety.
Importance: Low

Chromatic Orb

Type: Missile damage
Strategy: Missile damage deals moderate damage that increases with the level of the caster, but it also has a secondary effect that will, beginning from the base level in Baldur's Gate II and going up, range from a three-round stun to paralysis. The damage that the orb deals is decent, but in the original Baldur's Gate, the spell was mainly used for its secondary effect. However, in Baldur's Gate II, the spell is often resisted, and the special effect rarely comes into play. Still, it is advised to keep a copy memorized through the beginning of the game and try it out at times to see if it will get off. If it does, the stun or the paralysis effects are both extremely useful, as they immobilize the enemy and give you free hits.
Importance: Moderate

Color Spray

Type: Damage and hindrance
Strategy: This spell deals one to six points of damage and renders the target unconscious. Though useful in the original, it rarely affects anyone now. The other problem with the spell is that the spray can hit your party members and cause a messy situation. Unless you find yourself surrounded by masses of low-level enemies, it is advised that you stay away from this spell.
Importance: None

Find Familiar

Type: Summoning
Strategy: Summons a small creature to fight by your side. The caster gains half the hit points of the familiar as a bonus. Though you can talk with your familiar, and you gain bonus hit points, you will lose a point of constitution permanently if it dies. Though that is a risk we would never take, it's a personal choice. The hit-point bonus is fair, and the creature can give help with puzzles and combat.
Importance: Personal (low)
Friends

Type: Imbuement
Strategy: Raising the caster's charisma by a small amount, this spell is actually useless. Most often, you will never know what options could have appeared in the game had your charisma been higher. Since it is nearly impossible to know, it is nearly impossible to cast this spell in advance to reap the rewards.
Importance: None

Grease

Type: Movement hindrance
Strategy: Since grease will affect your party as well as your enemies, it is usually advisable never to use it when your party is in the area. However, one efficient strategy is to cast the spell in the distance and pick off the creatures with range weapons. If this strategy is appealing, however, a spell like web or ensnaring roots is advised.
Importance: Moderate

Identify

Type: Other
Strategy: If you do not like spending the money to pay for identification or have not found the glasses of identification, one cheesy way to get all your items identified is to memorize this spell as many times as possible, rest, identify items, and repeat.
Importance: Moderate

Infravision

Type: Other
Strategy: Turn on group infravision under the options section, and the use of this spell flies out the window faster than cool air on a steamy day.
Importance: None, unless you have a party composed solely of humans

Larloch's Minor Drain

Type: Touch damage
Strategy: The one to four hit-point gain of this spell will be less than the amount of hit points you'll lose for wasting your time casting it. Since the player loses any hit points gained over the maximum after one turn, any practical use would be difficult to find.
Importance: None

Shocking Grasp

Type: Touch damage
Strategy: Grasp yields only a low amount of damage and forces you to bring your mage to the front line. The result is usually not at all pretty. Try to avoid this spell.
Importance: None

Magic Missile

Type: Missile damage
Strategy: This is the bread-and-butter offensive spell for mages. With the amount of missiles increasing as you level up, and the damage staying high at 1d4+1, this spell should occupy most of your level 1 slots. Also, it casts almost instantly to disrupt other mages and do quick damage. There are simply no better all-purpose spells to take up the bulk of your slots.
Importance: Vital

Protection from Evil

Type: Defense
Strategy: This spell will become increasingly more and more useful. Not only is the spell a must for summoning minions, it will also protect you against many of the demons found in the later parts of the game. One particular battle comes to mind where there are hordes of demons, and casting this spell will let you turn the tide of battle from an impossible situation to an easy victory. However, if you happen to have a class like a paladin in your party, he will come with plenty of these as a special ability, so you shouldn't bother memorizing it.
Importance: High or low

Protection from Petrifaction

Type: Defense
Strategy: As the name implies, if there are petrifaction attacks, this will protect you from them. Though there are few times in Baldur's Gate II when enemies will petrify you, you could memorize this and rest once you've stumbled into a useful area. Otherwise, this has no use.
Importance: Low

Reflected Image

Type: Defense
Strategy: Creates a duplicate image that will disappear when attacked. It gives one free hit, but otherwise provides almost no help. Use mirror image instead.
Importance: Low

Shield

Type: Defense
Strategy: Setting the caster's armor class to four versus normal and two versus missile attacks, this is slightly helpful in the earlier parts of the game. Sometimes the best offense is a good defense. However, you'd be better off with a magic missile spell.
Importance: Low

Sleep

Type: Hindrance
Strategy: Sleep is useless. Though in concept, it does put the enemy to sleep, nearly every enemy in Baldur's Gate II resists it. Unless you need, for some reason, to take one gibberling out of combat, this spell will never help.
Importance: None

Spook

Type: Hindrance
Strategy: This is a cheap fear spell and, for the most part, a nice spell to keep your warriors from getting overwhelmed. When the monsters come in, cast this, and the monster must make a save versus fear with penalties or run off in another direction for three rounds. One of these in your memory banks can help. If you have a druid, however, cloak of fear does a much better job.
Importance: Moderate

Level 2

Agannazar's Scorcher

Type: Missile damage
Strategy: This is a fire-based flamethrower spell that will do three to 18 points of damage to any enemy. The nice thing is that there is no save. But on the downside, the jet will stay for a round or two, and anything walking into it will be burned, party members included. This is a good spell to cast when monsters are lined up. Just cast it on the one furthest away, and all the monsters will take the damage. The spell does not gain potency upon leveling up, so it will lose its steam as the game progresses.
Importance: Moderate

Blur

Type: Defense
Strategy: Lowering the caster's armor class by three regardless, this is a very good armor spell. The armor-class bonus will greatly help your mage's resilience and will let him stand up to much more of a beating. If you think you will be in an area where your mage will come under attack, casting this spell will greatly lower the damage he takes.
Importance: High

Deafness

Type: Hindrance
Strategy: Forcing a 50 percent chance to miscast spells on the recipients, this spell is actually not useful. Though spells that hinder enemy casters are always a help, it is a much better use of your time to use silence, as the recipients lose all ability to cast spells. In the end, silence does a lot more a lot faster.
Importance: Low

Detect Invisibility

Type: Other
Strategy: If your party ever comes under attack from any type of invisible creature, casting this spell will force it back into visibility. However, on your journey, you will rarely face invisible creatures, and when you do, they will become barely visible when they attack you. Unless they have used greater invisibility, you can attack them (with penalties). Also, you can easily cast dispel to get rid of the invisibility if needed.
Importance: Low

Ghoul Touch

Type: Touch damage
Strategy: Though the effect of paralysis is not shabby, to reap its rewards, you must not only move your mage into combat, you must hit the target creature with a melee weapon. Mages usually have a difficult time hitting, plus the target gets a saving throw versus the spell, so the spell is nearly useless alone. If you prepare your mage with good defensive spells like blur and mirror image, though, the effects of entering combat are not as bad. The paralysis effect is stellar when it isn't resisted, so it can be worth your effort to give it a try from time to time. When it works, it works well.
Importance: Moderate

Glitterdust

Type: Hindrance, other
Strategy: Though the side effect of revealing invisible creatures is nice, most of the time, the main blinding ability of the spell is resisted. Though this does reveal invisible creatures and should automatically take a place above detect invisibility, it is still nearly useless. Just use dispel for the invisibility and a more potent spell for everything else.
Importance: Low

Horror

Type: Hindrance
Strategy: This is a nice spell if you are getting overwhelmed by low-level enemies and need time to deal with a few of the enemies at a time. Horror instills fear in it targets and will give you time to hit them when they can't hit back. Remember, though, that when the spell wears off, the feared creatures will be back in action. The monsters get a save, so do not expect them all to be affected. However, there are higher-level fear spells that can take effect on high-level creatures, get resisted less, and do more. For the level, though, the spell works acceptably on those lower-level creatures.
Importance: Moderate

Invisibility

Type: Other
Strategy: The invisibility line of spells is one of the best set of utility spells in the game. When any of your party members are getting low on health, cast invisibility to take him out of harm's way. If your mage is not needed at that moment, cast invisibility on him, so he won't take unneeded hits. Lastly, if you must scout out an area for enemy strength and numbers, this will answer your problems.
Importance: High

Knock

Type: Other
Strategy: If you ever find yourself without a good thief, or if you find a lock your thief can't pick (assuming it is available and not barred or magically warded - the game will tell you if it is), this spell will open it. If you do have a thief that is proficient at lock picking, this spell will not help.
Importance: Low

Know Alignment

Type: Other
Strategy: If you ever find yourself in a situation where you are not sure whether to trust or distrust what you are dealing with, casting this spell will help you. However, it is usually more beneficial to follow through and trust, even if you know it's a trap, as the result can lead to hefty treasure, experience, and even new party members.
Importance: Low

Agannazar's Scorcher

Type: Missile damage
Strategy: This is a fire-based flamethrower spell that will do three to 18 points of damage to any enemy. The nice thing is that there is no save. But on the downside, the jet will stay for a round or two, and anything walking into it will be burned, party members included. This is a good spell to cast when monsters are lined up. Just cast it on the one furthest away, and all the monsters will take the damage. The spell does not gain potency upon leveling up, so it will lose its steam as the game progresses.
Importance: Moderate

Blur

Type: Defense
Strategy: Lowering the caster's armor class by three regardless, this is a very good armor spell. The armor-class bonus will greatly help your mage's resilience and will let him stand up to much more of a beating. If you think you will be in an area where your mage will come under attack, casting this spell will greatly lower the damage he takes.
Importance: High

Deafness

Type: Hindrance
Strategy: Forcing a 50 percent chance to miscast spells on the recipients, this spell is actually not useful. Though spells that hinder enemy casters are always a help, it is a much better use of your time to use silence, as the recipients lose all ability to cast spells. In the end, silence does a lot more a lot faster.
Importance: Low

Detect Invisibility

Type: Other
Strategy: If your party ever comes under attack from any type of invisible creature, casting this spell will force it back into visibility. However, on your journey, you will rarely face invisible creatures, and when you do, they will become barely visible when they attack you. Unless they have used greater invisibility, you can attack them (with penalties). Also, you can easily cast dispel to get rid of the invisibility if needed.
Importance: Low

Ghoul Touch

Type: Touch damage
Strategy: Though the effect of paralysis is not shabby, to reap its rewards, you must not only move your mage into combat, you must hit the target creature with a melee weapon. Mages usually have a difficult time hitting, plus the target gets a saving throw versus the spell, so the spell is nearly useless alone. If you prepare your mage with good defensive spells like blur and mirror image, though, the effects of entering combat are not as bad. The paralysis effect is stellar when it isn't resisted, so it can be worth your effort to give it a try from time to time. When it works, it works well.
Importance: Moderate

Glitterdust

Type: Hindrance, other
Strategy: Though the side effect of revealing invisible creatures is nice, most of the time, the main blinding ability of the spell is resisted. Though this does reveal invisible creatures and should automatically take a place above detect invisibility, it is still nearly useless. Just use dispel for the invisibility and a more potent spell for everything else.
Importance: Low

Horror

Type: Hindrance
Strategy: This is a nice spell if you are getting overwhelmed by low-level enemies and need time to deal with a few of the enemies at a time. Horror instills fear in it targets and will give you time to hit them when they can't hit back. Remember, though, that when the spell wears off, the feared creatures will be back in action. The monsters get a save, so do not expect them all to be affected. However, there are higher-level fear spells that can take effect on high-level creatures, get resisted less, and do more. For the level, though, the spell works acceptably on those lower-level creatures.
Importance: Moderate

Invisibility

Type: Other
Strategy: The invisibility line of spells is one of the best set of utility spells in the game. When any of your party members are getting low on health, cast invisibility to take him out of harm's way. If your mage is not needed at that moment, cast invisibility on him, so he won't take unneeded hits. Lastly, if you must scout out an area for enemy strength and numbers, this will answer your problems.
Importance: High

Knock

Type: Other
Strategy: If you ever find yourself without a good thief, or if you find a lock your thief can't pick (assuming it is available and not barred or magically warded - the game will tell you if it is), this spell will open it. If you do have a thief that is proficient at lock picking, this spell will not help.
Importance: Low

Know Alignment

Type: Other
Strategy: If you ever find yourself in a situation where you are not sure whether to trust or distrust what you are dealing with, casting this spell will help you. However, it is usually more beneficial to follow through and trust, even if you know it's a trap, as the result can lead to hefty treasure, experience, and even new party members.
Importance: Low

Luck

Type: Imbuement
Strategy: With a duration of only three rounds and an effect of only increasing the character's actions like saving throws and to hit chances by 1, this spell is pretty much a waste of time. If you ever find you can't perform an action, it could prove useful to use this spell to compensate. However, we have never found a time when the spell could help. Spells like Melf's acid arrow and mirror image will be a much better use of your spell slots.
Importance: Low

Melf's Acid Arrow

Type: Missile damage
Strategy: Aside from the spiffy name, the spell has some nice effects. First, on impact, 2d4 points of damage are inflicted. From there, the acid deals 2d4 points of damage per round, with the number of rounds increasing with the levels of the caster. In other words, the damage is good, and the acid will stay dealing more damage over time. Though at later levels, the spell is resisted, it is very good in the early portions of the game and especially useful for taking out trolls and disrupting other mages.
Importance: High

Mirror Image

Type: Defense
Strategy: This spell creates multiple mirrored images of the caster, with each image absorbing a hit. In combat, this allows the mage some leeway to maneuver and helps him greatly. Who can refuse hits that deal no damage? Also, the number of images increases with each level, so the long-term value is high.
Importance: Vital

Power Word: Sleep

Type: Hindrance
Strategy: The spell will affect only enemies with less than 20 hit points. Suffice it to say, you will never need to sleep anything with less than 20 hit points - you will find almost no enemies at that low a level.
Importance: None

Ray of Enfeeblement

Type: Hindrance
Strategy: Lowering the strength of the enemy to five, this spell works wonders when it isn't resisted. However, other than a few situations, most difficult enemies will have saving throws high enough to resist it. But, for the few times that they don't, keep a copy memorized. If you find yourself in an impossible battle, try casting this spell to see if it gets off. If it does, it will make your day.
Importance: Moderate

Resist Fear

Type: Defense
Strategy: Since this spell does not counteract magically invoked fear, it is practically useless. Since fear no longer occurs as a result of a tough battle as often as in Baldur's Gate, you will rarely have a use for this.
Importance: Low

Stinking Cloud

Type: Hindrance
Strategy: Though this spell will affect friends and foe alike, this, like many others, works well when cast at a distance from your party. Once the enemies are unconscious, a barrage of missiles will take them out one by one. Though resisted by higher-level enemies, this works well into the game.
Importance: Moderate

Strength

Type: Imbuement
Strategy: Raising your character's strength to 18/50, this will let the character hit slightly harder. Overall, the effects are negligible and barely help since most fighters (of all types) are already at, near, or higher than 18/50.
Importance: Low

Vocalize

Type: Dispel
Strategy: Curing silence is easily done with dispel magic. Use that instead and save a spell slot. Since your mage cannot actually cast when silenced, he cannot even cure himself anyway.
Importance: Low

Web

Type: Hindrance
Strategy: This is another great spell to keep the masses off you while you fight a few enemies at a time. Web will create a large area of effect that will stop enemies from moving unless they make a save at -2. The -2 save means that almost every creature will have a difficult time resisting this. This is a spell to have in your memory banks as you go into almost any battle. But beware: You can get your own party stuck, too. So, this is another one of those spells best cast at a distance unless you're willing to risk your own party.
Importance: High

Level 3

Clairvoyance

Type: Other
Strategy: This spell will illuminate an area into view. It is quite a time-saver for scouting locations and, even though the fog of war is left on, you can glimpse bits of puzzles. Though it is useful at times, memorize it only when it's needed. For a look at enemies, try the farsight spell instead.
Importance: Low

Detect Illusion

Type: Other
Strategy: Though this spell dispels any level 3 or lower illusion, most illusions level 3 or lower pose little threat. This is an almost entirely useless spell.
Importance: Low

Dire Charm

Type: Charm
Strategy: See the charm person spell. This works in almost the same way, just with a better chance of not getting resisted. That makes this usable, but not a must-have spell.
Importance: Low

Dispel Magic

Type: Dispel
Strategy: Most spell-induced ailments and magic effects can be cured with a cast of dispel magic. Since the level of the caster in relation to the level of the spell being cured is important, have your higher-level characters use this. Though this spell is very important to have around, paladins get some casts of this as a special ability. If you have one in your party, this can relieve some of the stress off the spellcaster.
Importance: High

Fireball

Type: Area damage
Strategy: Affecting a huge area with all creatures - friend and foe - in the area taking damage, this is a great spell to start a battle with. Before you move your party in, send a fireball flying forward to do some early damage without your party being hit. The damage dealt is fairly high and increases with each level. This spell will stay with you for some time.
Importance: High

Flame Arrow

Type: Missile damage
Strategy: Much like Melf's acid arrow, this sends a flaming arrow at an opponent. Dealing 1d6 damage and 4d6 damage on top of that in fire damage, this spell packs a nice punch. With more arrows gained with higher levels, this spell will continue doing moderate damage for quite some time.
Importance: Moderate

Ghost Armor

Type: Defense
Strategy: With the effect of lowering the target's armor class to two, the spell can perform well. However, the effect is simply not good enough to warrant using it over spells like mirror image, haste, and fireball. If you feel you need more armor, give this a look. Otherwise, pass over it for any of the aforementioned spells.
Importance: Low

Haste

Type: Imbuement
Strategy: Of all the spells, this is simply one of the best. Doubling the movement rate and adding an attack round to everyone in the area, this spell will make the battle go nearly twice as fast. Killing enemies faster makes them hit you less. So, like many other spells, the imbued offense here is the best defense. Cast this before any difficult battle, then go in, hacking away. The single downside is that when the effects wear off, your party will be tired and drowsy. To compensate, simply cast it again during the next battle.
Importance: Vital

Hold Person

Type: Hindrance
Strategy: This spell freezes one humanoid-type creature in place, letting you do anything to it without consequence. Early in the game, when the spell is not resisted, it can work wonders against humanoid enemies. Later in the game, its use tapers off.
Importance: Moderate

Hold Undead

Type: Hindrance
Strategy: See hold person. Hold undead has the same effect, but since undead are easily warded with the clerical ability ward undead, it is usually easier not to bother with holding them. Also, undead are usually found in hordes, so the effect of this spell is negligible.
Importance: Low

Invisibility 10-foot radius

Type: Imbuement
Strategy: See invisibility. This spell has the same effect, but since this covers a greater area, it can affect more people. Whether this is beneficial or detrimental is dependent on what you are using invisibility for. If you are trying to shield a mage from being hit, for example, the lower-level invisibility spell works better.
Importance: Moderate

Lightning Bolt

Type: Missile damage
Strategy: Dealing a maximum of 10d6 damage, this spell packs a huge punch. Since the spell streams around the level, bouncing off walls, keep in mind that it cannot only hit multiple enemies, but also party members. If positioned properly, so that it never bounces back, it can be used very efficiently to hit many enemies for lots of damage. Putting this in a spell trigger works well, too.
Importance: High

Melf's Minute Meteors

Type: Missile damage
Strategy: Creating many small missiles that deal +3 damage with +3 fire damage that a wizard can throw at a very fast pace that increases with each level, these are nice to have against enemies like trolls. Since trolls take fire or acid to kill, sending one in to finish a troll is not only easy, but leaves you many more meteors for many more trolls. Otherwise, the spell is still good, providing a nice missile weapon.
Importance: High

Minor Spell Deflection

Type: Defense
Strategy: Protecting the caster from various spells cast directly at him, this spell works well enough. However, we advise you to wait until better deflection spells like the real deflection or minor globe of invulnerability. Though this spell won't absorb much, it can serve as a backup deflector to the other spells mentioned.
Importance: Low

Monster Summoning 1

Type: Summoning
Strategy: Summoning monsters to fight for the caster, this spell summons fairly low hit point creatures. Though some of the later summon spells are great to cast for creatures that absorb damage, these won't do much of anything and are just a waste of time.
Importance: Low

Non-Detection

Type: Defense
Strategy: If you ever run into a time when a creature could detect you as something you are not, this spell could be important. For example, if you have an invisible character, casting this would not let them be detected. However, we found that invisible creatures are rarely detected anyway.
Importance: Low

Protection From Cold

Type: Defense
Strategy: If you find yourself under cold attacks from spells, traps, or anything else, casting this will absorb 50 percent of all cold damage done through spells and all damage done by normal attacks to the target creature. This happens very infrequently in Baldur's Gate II.
Importance: Low

Protection From Fire

Type: Defense
Strategy: See protection from cold. This spell is the same, but works on fire-based damage.
Importance: Low

Protection From Normal Missiles

Type: Defense
Strategy: See protection from cold. It's the same and works for normal missiles like arrows or throwing axes. It does not include lightning, magic missiles, or the like. Since this does infer protection from a normal ranged attack, this is quite valuable under certain circumstances (against a cadre of archers, for example). Since the spell only effects one creature, though, you can only use it for your most valuable characters and only when a ranged attack is very harsh. Otherwise, it is faster to use other spells to end the damage.
Importance: Moderate

Remove Magic

Type: Dispel
Strategy: Affecting only opponents, remove magic will strip them of many armor and speed spells. This works well when both you and your enemy have beneficial spells cast, and you only want to strip theirs. Though you can usually simply cast dispel magic out of range of your party but in range of you enemies, there is little use for this spell. However, if needed, it will work without touching your party.
Importance: Moderate

Skull Trap

Type: Area damage
Strategy: Dealing one to six hit points of damage per level of the caster, this spell can do a lot of damage. However, since you must cast the spell and wait for it to be triggered by the enemy, it is often necessary to cast an area of affect damage spell that will trigger all the enemies. Once they are aggravated, they can trip the trap. However, this takes considerable planning and can fail, resulting in a messy situation in which you must trip the trap to get by. We advise that you simply stick with a more conventional, potent spell.
Importance: Low

Slow

Type: Hindrance
Strategy: The exact opposite of haste, slow decreases the speed of enemies. Casting slow will let you take less hits and have more time to work with the mass of enemies. This is a very efficient spell that is worth casting until it's resisted in the later parts of the game. Until then, it is a must.
Importance: High

Spell Thrust

Type: Dispel
Strategy: When in a mage battle, casting spell thrust will destroy any level 5 or lower enchantments. If you're in a tough fight against a defended mage, this will work wonders until you reach mages who use primarily enhancements of level 6 or higher. Keep a copy memorized in case a mage shows up.
Importance: High

Vampiric Touch

Type: Touch damage
Strategy: Draining one to six hit points for every two levels of the caster, this can pack a nice punch, with the maximum six to 36 points drained. This can definitely serve as a backup heal for the mage. Just keep in mind that if you need the healing badly enough to use this, it will require stepping into the heat to reap the effects - generally not a good idea. Make sure your mage is protected and use extreme caution. As your hit points are bound to be low when using this spell, a misstep will lead your mage to his death. Be careful with this spell or avoid it entirely!
Importance: Low

Level 4

Confusion

Type: Hindrance
Strategy: Forcing affected creatures to wander mindlessly around, this spell works in much the same way as the fear line of spells. If you cast this on a group of creatures who are attacking you, some will be affected and wander about aimlessly, giving you more time to deal with the rest. It works well against dumb creatures with low wisdom.
Importance: Moderate

Contagion

Type: Hindrance
Strategy: Lowering the strength, dexterity, and charisma of the creature it affects by two, this spell does very little. The loss in status will have little impact on the overall ability of the creature. Also, the spell is most often resisted.
Importance: Low

Emotion: Hopelessness

Type: Hindrance
Strategy: When the spell isn't resisted, your enemies will all lie down where they stand. However, it is usually resisted and not nearly as potent as other hindering spells like web or stinking cloud.
Importance: Low

Enchanted Weapon

Type: Summoning
Strategy: If you ever find yourself with an absolutely horrible weapon, this spell could help out. Creating a +3 weapon (mace, axe, long sword, or short sword chosen by the caster), the spell lasts for up to one day. We've never found a particular need for this spell though, as you can usually find better weapons with better abilities.
Importance: Low to moderate

Farsight

Type: Other
Strategy: A spell that often comes in handy, farsight reveals a portion of the map and clears the fog of war. This will let you easily scope out an area, then memorize and cast needed spells before barging in. It's very useful for the more difficult areas of the game.
Importance: High

Fireshield (Blue)

Type: Touch damage, defense
Strategy: Fireshield creates a flaming circle around the caster that bestows a 50 percent resistance to fire. However, it also deals damage to those who attack the caster. When used in conjunction with good defensive spells, you can turn your mage into a walking damage spell. Let him get attacked and watch your enemies suffer.
Importance: High

Fireshield (Red)

Type: Touch damage, defense
Strategy: This spell is the same as fireshield (blue), just with cold damage instead of fire. If you already have fireshield (blue), one is enough.
Importance: High or low

Greater Malison

Type: Hindrance
Strategy: Greater malison has the amazing effect of lowering the saving throws of all those affected. This spell is one of the most strategic spells in the game, and with a cast of this, all the spells that are normally resisted have a better chance of getting off. Casting greater malison during any battle where enemies have high resitances will work wonders. Throngs of spells that were always resisted before now have a chance of succeeding.
Importance: High

Ice Storm

Type: Area damage
Strategy: Dealing only 2d8 damage and over an obscenely large area, this spell causes more harm than it's worth. With a 40-foot range, ice storm simply covers too large of an area to work well. Otherwise, it works in the same way as fireball, just with a larger area and damage that does not increase.
Importance: Low

Improved Invisibility

Type: Imbuement
Strategy: Much like normal invisibility, this spell shrouds the target from sight. The difference is that with this spell, you can attack while invisible. While the ability sounds breathtaking, you do become slightly visible when you attack. So, enemies can attack you, but have a much more difficult time with their attack rolls. The end result is that the invisible creature will be hit for less damage. For the purpose of attacking and gaining the attack roll bonus, this spell works well. However, for most other situations, invisibility works fine.
Importance: Moderate

Minor Globe of Invulnerability

Type: Defense
Strategy: Simply blocking all level 3 spells or lower, minor globe of invulnerability serves almost no purpose. Most damaging spells other than magic missile are easily higher than level 3. So, our advice is to wait for the normal globe of invulnerability, which works much better. If you absolutely must use this spell, cast it before major battles, and it be a little help.
Importance: Low

Minor Sequencer

Type: Other
Strategy: Letting the user store two level 2 or lower spells for simultaneous casting, this spell works perfectly as a battle opener. Before the your enemies gets their defenses up, cast the sequencer (from the Special Abilities section) and hit them hard. Or, use this to cast defensive spells immediately when a battle starts. Which spells you use is totally up to you. Lastly, the sequencer will stay with you forever, so you can store the spells, rest, and have your original compliment of spells plus the sequences. You can only have one sequencer at a time, though.
Importance: High

Monster Summoning II

Type: Summoning
Strategy: This spell is the same as monster summoning I, but provides a more powerful creature. Still, this doesn't summon a creature worth your time, so wait for monster summoning III.
Importance: Low

Otiluke's Resilient Sphere

Type: Defense, hindrance
Strategy: This spell has many many uses. Creating a sphere around the target that lets no damage pass through, this spell can be used offensively and defensively. Assuming the spell is not resisted, it can be cast on one creature out of a mob to let you deal with the others first. This spell can be cast on enemy spellcasters to prevent them from casting on you. Also, this spell can be used to shield an ailing party member. The possibilities are endless.
Importance: High

Polymorph Other

Type: Imbuement
Strategy: Casting this spell permanently morphs the target from itself into a harmless creature. Though helpful toward the early portions of the game for eliminating difficult enemies, the spell is totally resisted soon thereafter.
Importance: Low

Polymorph Self

Type: Imbuement
Strategy: Letting the caster turn into any number of useful creatures, this spell works much better than its counterpart, polymorph other. Conferring all natural protections and abilities of the form, this spell will let the caster deal considerably more damage as well as access some great special abilities. Don't worry, the spell is not permanent. The special abilities of the forms are as follows:

Importance: Moderate

Remove Curse

Type: Cure, heal
Strategy: If you ever equip a cursed item, this spell will cure you of its effects and let you get rid of it. Churches will also perform this for a small amount of gold.
Importance: Moderate

Secret Word

Type: Dispel
Strategy: Randomly dispelling one level 8 spell protection or lower, this spell works well enough for early mage battles. However, the randomness and the fact that it only removes one spell will send you looking for a better, higher-level alternative like ruby ray of reversal or breach.
Importance: Moderate

Spider Spawn

Type: Summoning
Strategy: Becoming better with higher levels, this summoning spell will spawn a spider or two. The spell starts out summoning a lackluster, normal giant spider, but gets very good at level 12, when sword spiders are summoned. Overall, this is a good summon spell that gets better as time goes on.
Importance: Moderate

Spirit Armor

Type: Defense
Strategy: Working exceptionally well, spirit armor lowers your armor class to 1 regardless of its current level. Working considerably better than all other armor spells, this is the one to use. The use is the same as all the other armor spells.
Importance: High

Stoneskin

Type: Defense
Strategy: Completely protecting the wizard from a number of attacks, this spell is extraordinarily powerful. With more skins (number of resisted attacks) gained with each level, this spell's importance is obvious. If your party is jumped - and it will be - having your mages prepared is important. So, this spell should be on at all times while adventuring. With a duration of 12 hours, this spell can easily last between rests.
Importance: Vital

Teleport Field

Type: Hindrance
Strategy: Randomly sending all enemies in the area a short distance away, this spell works incredibly well to confuse enemies, giving your party time for combat. Though not essential, it is a good spell to have around in case you get a surprise attack or find yourself overwhelmed.
Importance: Moderate

Wizard Eye

Type: Other
Strategy: Creating a moveable eye that will illuminate the map wherever you direct it and acting much like an expendable party member, this spell works very well for scouting out locations. However, since it cannot travel through walls or doors, it is not as useful at farsight, though it's used in much the same way.
Importance: Moderate

Level 5

Animate Dead

Type: Summoning
Strategy: Letting more and more undead be summoned with each level, this spell becomes quite powerful, especially when used with hindrance spells. Since skeletons are immune to most spells like confusion and stinking cloud, it is a good idea to cast any of those hindrance spells and move in with the skeletons, while picking off any remaining enemies with long-range weaponry. Skeletons are particularly good against mind flayers, since they are not affected by this spell.
Importance: High

Breach

Type: Dispel
Strategy: Taking care of all specific and combat protection spells, breach is quite useful. Destroying spells like mantle, stoneskin, and absolute immunity, this spell will be of particular help in any battle against a powerful mage. Cast it on a protected mage and watch as his protection defenses disappear.
Importance: High

Chaos

Type: Hindrance
Strategy: The effects of this spell are exactly the same as confusion. The only difference is that enemies of level 5 or higher, which is nearly all Baldur's Gate II enemies, will get a save versus the spell at -4 instead of the spell resistance being wisdom-based. The end result is that this spell will work better against higher-level enemies. However, it still will be resisted most of the time. Of the two, this one is definitely the one to use if you must.
Importance: Low

Cloudkill

Type: Area damage
Strategy: Dealing a small amount of damage each round to every creature in the spell's 20-foot radius, this spell can end up doing wonders when used strategically. For example, cast web away from the party as described previously in this guide. Then, cast cloudkill and watch as the helpless enemies take damage while they are held in place. Cloudkill will work just as well with any movement-hindering spell.
Importance: Moderate

Cone of Cold

Type: Area damage
Strategy: Dealing more damage as you level up, this spell becomes a true powerhouse. Since the direction of the cone is targetable, this spell is inherently easier to use than all the other circular radius area damage spells. In fact, this lets you target a group of enemies easily, from a distance, and without fearing for your group. It's definitely worth casting whenever you find yourself up against a group of enemies, and that will be a very frequent occurrence.
Importance: High

Conjure Lesser Air Elemental

Type: Summoning
Strategy: This spell works just like any other summon creature spell, with strategies much the same. The only difference is that elementals can actually turn on their master and attack. So, to avoid that unfortunate occurrence, cast a protection from evil spell on yourself. In this case, the elemental has rather low hit points, so it cannot absorb much damage. Also, it barely helps in a fight, and the casting time makes the actual casting impractical.
Importance: Low

Conjure Lesser Earth Elemental

Type: Summoning
Strategy: See conjure lesser air elemental. It's the same, but this time, you summon an earth elemental instead of an air elemental.
Importance: Low

Conjure Lesser Fire Elemental

Type: Summoning
Strategy: See conjure lesser air elemental. It's the same, but this time, you summon a fire elemental instead of an air elemental.
Importance: Low

Domination

Type: Charm
Strategy: This spell lets the caster gain control of any creature that fails the saving throw. Otherwise, the spell acts strategically much like any other charm spell, such as charm person. In this case, though, the difference is that any creature can be charmed. Also, this spell is resisted much less and works incredibly well against most creatures.
Importance: High

Feeblemind

Type: Hindrance
Strategy: Preventing the casting of spells, feeblemind works well when it is not resisted. Since the effect is permanent, if it gets off, you need not worry about magical retaliation from the victim mage. Like any spell often resisted, it is much easier to use when combined with a lower resistance spell.
Importance: Moderate

Hold Monster

Type: Hindrance
Strategy: This spell works in the same way as hold person, just for all monsters. This spell is quite helpful, as it will let you attack the creature without retaliation. Though often resisted, the spell if most definitely useful. Again, use a lower resistance spell or greater malison beforehand for a better success.
Importance: Moderate

Lower Resistance

Type: Hindrance
Strategy: Lowering the target's resistance to magic, this spell is wonderful. The effect is cumulative, so the target's magic resistance can be taken down from anything to zero with enough castings. With no saving throws allowed, this spell will always work and is sure to benefit the chance of every spell being successful afterward. It's a definite must for mage battles. You will run into creatures that will be nearly impossible to cast spells upon. This will save your day.
Importance: Vital

Minor Spell Turning

Type: Defense
Strategy: Sending every level 4 spell or lower back to the caster, this spell is a godsend in battles with creatures that cast pesky hold and confuse spells (like umber hulks). Working well in mage battles as well, this spell is useful for any low-level magical encounter.
Importance: Moderate

Monster Summoning III

Type: Summoning
Strategy: Like monster summoning I and II, this spell summons monsters to fight by your side. However, in this case, the monsters have very good amounts of hit points and do real damage. A must for tough battles, these monsters will take the hits, deal the damage, and save your party.
Importance: High

Oracle

Type: Dispel
Strategy: Dispelling all level 5 and lower illusions in the area, this spell has never done much. We've never encountered a time when this spell should be cast. There are only few times, anyway, when you will run into illusions that must be dispelled.
Importance: Low

Phantom Blade

Type: Summoning
Strategy: Summoning a +3 magical sword (that your mage can use) that also does +10 extra damage versus the undead, this spell is good if you plan on sending your mage into combat. Summon the blade and defend your mage with armor spells, and he will turn into a virtual fighter. However, keeping your mages back is usually the better strategy, as it is usually better to take advantage of their ultra-useful spells. That is what they're there for now, isn't it?
Importance: Moderate

Protection from Acid

Type: Defense
Strategy: Working like all other protection spells, protection from acid confers immunity to all acid damage. It's useful if you are up against a mage who likes Melf's acid arrow, but it's usually of no help.
Importance: Low

Protection from Electricity

Type: Defense
Strategy: Working like all other protection spells, protection from electricity confers immunity to all electric damage. It's useful if you are up against a mage who likes lightning bolt, or if you find yourself in an area with lightning traps. Usually, it's of no help at all.
Importance: Low

Shadow Door

Type: Defense
Strategy: This spell is useful if your mage is hurt. With this spell, the caster will be whisked away out of view for the duration of the spell. It works much like invisibility, but with a key difference: The only means of dispelling this spell is to use a true sight spell. However, invisibility works just as well as a getaway spell and is available at a much lower level.
Importance: Low

Spell Immunity

Type: Defense
Strategy: Rendering the caster immune to all spells of a specific school, spell immunity works wonders once you know what your enemies are casting. Usually, a choice of evocation works best (though the circumstances vary highly) and will shield you from most damage spells. It is definitely advised that, once you know what the enemy is casting, you should look the spell up in game or in the manual and see what school it is. From there, you can make an educated choice about what school to use for spell immunity.
Importance: High

Spell Shield

Type: Defense
Strategy: Creating a shield that prevents one dispel-type spell from reaching the caster, this spell can be as much a hindrance as a help. If any other type of detrimental spell is cast on you, it will be impossible to dispel that before dispelling this anyway. So, unless your mage is extraordinarily well-protected, it is advised to keep away from this spell.
Importance: Low

Sunfire

Type: Area damage
Strategy: Sunfire works exactly the same as fireball, with the exception of one important fact. Sunfire will not harm the caster. However, since sunfire still harms the party, it is difficult to use if your mage is not alone. But when your mage is alone, it is very easy to obliterate a group of enemies that are surrounding him. In essence turning your mage into a grenade, this spell opens up totally new scenarios for fighting packs of enemies. After some trial and error, sunfire works wonders.
Importance: High

Level 6

Carrion Summons

Type: Summoning
Strategy: Working like any other summoning spell, this spell adds nothing new to the crowded summoning circle of magic. Summoning carrion, which are not powerful or have many hit points, this spell is, in fact, worse than most other available summoning spells.
Importance: None

Chain Lightning

Type: Missile damage
Strategy: Chain lightning is simply extraordinary. Arcing from enemy to enemy, dealing damage that gets higher as you level up, there isn't much not to like here. As an added bonus, even if the targets make their saving throws, they are still hit for good damage. Usable whenever a group of two or more enemies is present, chain lightning is a must for the later portions of the game. Simply cast it on one enemy and watch as the rest get hit in order.
Importance: High

Conjure Air Elemental

Type: Summoning
Strategy: This spell is the same as the lesser version, just with a normal elemental summoned. These are increased in every way: more health, more damage, and, most importantly, more helpful. The same casting length problem is still an issue, and the greater forms of elemental summoning are still vastly superior.
Importance: Low

Conjure Earth Elemental

Type: Summoning
Strategy: This spell is the same as the lesser version, just with a normal elemental summoned. These are increased in every way: more health, more damage, and, most importantly, more helpful. The same casting length problem is still an issue, and the greater forms of elemental summoning are still vastly superior.
Importance: Low

Conjure Fire Elemental

Type: Summoning
Strategy: This spell is the same as the lesser version, just with a normal elemental summoned. These are increased in every way: more health, more damage, and, most importantly, more helpful. The same casting length problem is still an issue, and the greater forms of elemental summoning are still vastly superior.
Importance: Low

Contingency

Type: Other
Strategy: Acting like a time-released capsule, this spell will cast one spell preselected by you once a chosen condition is met. For example, you can have a defensive spell cast on yourself once your hit points reach a certain level. Or, you can have an offensive spell cast when an enemy comes into range. Most of all, though, contingency can serve as a time saver and a nuance remover that will take away the pain of having to cast a defensive spell every time a battle starts. There are simply millions of different ways to use this spell. The use is entirely up to the caster and, hence, so is its value.
Importance: Moderate

Death Fog

Type: Hindrance, area damage
Strategy: Working the same way as stinking cloud, death fog creates a solid fog that deals eight points of damage each round to all creatures in the fog. The eight points of damage per round is definitely nice, but killing all summoned creatures gives it a nice niche all to itself. Since you won't be running into truly summoned, not gated, creatures too often in the later portions of the game, its use does wear off. A side effect is that it kills all summoned creatures. Otherwise, it works exactly the same as the aforementioned stinking cloud.
Importance: Moderate

Death Spell

Type: Area Damage
Strategy: Working marvelously against a group of moderately difficult enemies, death spell will instantly kill all enemies that fail their saving throw and have less than eight hit dice of hit points. Usually, whenever any group attacked our party, this was our lead spell. When it doesn't fail, it easily kills half the enemies.
Importance: Moderate

Disintegrate

Type: Missile damage
Strategy: Though instantly killing the target if it fails its saving throw, disintegrate has one key flaw. Some or all the target's weapons are destroyed. Though the spell can work against some of the most difficult monsters, assuming their throws fail, the point of using it in a tough battle is negated, as the loss of such great loot is simply unacceptable.
Importance: Low

Flesh To Stone

Type: Missile damage
Strategy: Working almost exactly like disintegrate, this spell will turn the target into stone. Once the target is turned to stone, one hit will destroy it. However, like disintegrate, all the target's possessions will be turned to stone as well. That is simply unacceptable.
Importance: Low

Globe of Invulnerability

Type: Defense
Strategy: This spell is exactly like minor globe of invulnerability, except this one prevents levels 1 to 4 from penetrating. The same strategies apply as well.
Importance: Low

Improved Haste

Type: Imbuement
Strategy: This spell has the same effect as haste, but instead of adding an attack, it simply doubles the overall number of attacks. In other words, this spell is hugely more effective, save for one drawback. This spell only affects one creature. Unfortunately, that makes it impractical.
Importance: Moderate

Invisible Stalker

Type: Summoning
Strategy: Strategically, this spell works like all other summon spells. The invisible stalker, however, has a great deal more hit points, packs a good punch, and lasts for nine hours. It's definitely one of the best summoning spells around.
Importance: High

Mislead

Type: Defense, imbuement
Strategy: Creating a duplicate of the caster, then casting invisibility on the mage, mislead works as a perfect mimic. The real caster can still cast spells, but will be invisible. When the duplicate is destroyed, the caster will become visible again. Working both as a defensive and getaway spell, mislead can work wonders when the mage is low on hit points; keeping a copy memorized is advised.
Importance: Moderate

Pierce Magic

Type: Dispel
Strategy: Working much like secret word, pierce magic will cancel one level 6 spell or lower. The level hit from secret word (which dispels one level 8 spell or lower) is compensated with a 1 percent per level magic resistance decrease. However, the 1 percent per level decrease is not enough to outweigh the randomness and the level hit. Secret word already wasn't very good. It didn't need to get worse.
Importance: Low

Power Word: Silence

Type: Hindrance
Strategy: Silencing the target with no chance of a save, this spell is exceptional. For three rounds, the enemy will be silenced (meaning he cannot cast spells). When you find yourself in a difficult mage battle, cast this repeatedly on the enemy, and you are nearly guaranteed to win. The spell should be used often.
Importance: High

Protection from Magical Energy

Type: Defense
Strategy: Protecting the target from 50 percent (randomly) of all spells cast on him, this spell will save you a lot of trouble against any mage. This spell is required casting in any mage battle, as the 50 percent spell resistance will save you tremendous amounts of pain. It's definitely one of the most important spells when standing up to a mage, and that will happen often.
Importance: High

Protection from Magical Weapons

Type: Defense
Strategy: Granting immunity to all magical weapons, this spell will make you invulnerable to most high-level enemies who only wield magical weapons. However, the duration of only four rounds makes this spell completely impractical. Also, the fact that it can only be cast on the caster himself adds insult to injury. This spell may look good, but it is a waste.
Importance: Low

Spell Deflection

Type: Defense
Strategy: Absorbing ten spell levels worth of spells, spell deflection is an extraordinary spell. Another great spell for mage battles, the only downfall is that it can only be cast on the caster.
Importance: Moderate

Stone to Flesh

Type: Cure, heal
Strategy: The spell is the exact opposite of flesh to stone. If you ever find a party member petrified, cast this on him to cure him. You won't find that happening often, though.
Importance: Low

Summon Nishruu

Type: Summoning
Strategy: Much like any other summon spell, this one's specifically for mages. A nishruu is totally immune to all spells, has no damaging attack, but with each hit it drains the highest-level mage spell out of the enemy's memorization. Though effective against mages, be sure you have damage to back up its ability.
Importance: Moderate

Tanser's Transformation

Type: Imbuement
Strategy: Transforming the mage into a fighter (complete with armor class, hit point, and damage bonuses), this spell works wonders if you need an extra hand at damage dealing. The use and importance is highly personal, but if you have nothing to do with your mage or need extra damage, it works wonders.
Importance: Moderate

True Sight

Type: Dispel
Strategy: Dispelling all illusions in the area, this spell can be useful if your enemy is a mage and has cast mislead or another beguiling spell. Otherwise, there isn't much of a use for it.
Importance: Moderate

Wyvern Call

Type: Summoning
Strategy: Much like any other summon spell, only this time, it calls a wyvern. Unfortunately, wyverns are not particularly useful, so neither is this spell.
Importance: Low

Level 7

Cacofiend

Type: Summoning
Strategy: Summoning a demon that will go on a rampage, killing all who are not protected from evil, this spell can turn an acceptable situation into a disaster. Since the demon will attack your party and is impossible to control, chaos will ensure. The protection from evil spell will let you cast it safely, but it is still fickle.
Importance: Low

Control Undead

Type: Charm
Strategy: This spell lets you charm the undead. Since the undead are ever-present in Baldur's Gate II, this spell is extremely useful. Otherwise, it acts and works like any other charm spell (for reference, see charm person).
Importance: Moderate

Delayed Blast Fireball

Type: Area damage
Strategy: This spell is much like a fireball, except that this spell can be delayed until triggered. Like skull trap, delayed blast fireball will not cast until someone walks within range and triggers it. When it does, it will do 14d6 damage (with half of that, if successfully saved against), which is very hefty. It works well as a trap, but otherwise, it has the same problems as skull trap.
Importance: Moderate

Finger of Death

Type: Touch damage
Strategy: Instantly killing the enemy and doing 2d8+1 damage if your enemy saves, this is a win-win spell. Since it will kill the enemy outright or deal a good amount of damage, it is one of the best damage spells around.
Importance: High

Limited Wish

Type: Other
Strategy: This spell will summon your very own genie. When you do, he will tell you that you can pick either a permanent wish or a reoccurring wish. You can choose to heal your party, summon monsters to fight for you, or other such things. Be careful what you wish for, and make sure there is no way for your choice to go wrong. For example, to summon a horde of monsters to overrun your enemy will summon a horde of bunny rabbits. To ask for your party to be healed will heal your party about the equivalent of cure serious wounds spells. You can wish for magic items and get a variety of things, most being good. Your wisdom will play a large part in the results of this spell.
Importance: High

Mantle

Type: Defense
Strategy: Much like protection from magical weapons, this spell will shield you from weapon damage. In this case, any weapon +2 or lower will be ineffective. However, it also inherits from protection from magical weapons the duration of four rounds. So, it is, again, mostly useless.
Importance: Low

Mass Invisibility

Type: Imbuement
Strategy: This spell is exactly like improved invisibility, but works on the whole group. It has same pros and cons, strategies, and uses.
Importance: Moderate

Mordenkainen's Sword

Type: Summoning
Strategy: Summoning a floating sword (+4) that acts as a fighter equivalent to half the level of the caster, this spell acts much like an elemental. Being only equivalent to half the level of the caster, though, the sword will have rather low hit points and a somewhat difficult time hitting its target. Overall, this spell is an acceptable summon, usable in the same ways described for monster summoning I.
Importance: Moderate

Power Word: Stun

Type: Hindrance
Strategy: Much like power word: silence, this spell casts stun with no saving throw. However, an added plus is that the more hit points the target has, the longer it will be stunned. The stun works the same way as a regular stun. This is an absolute must for later levels, especially boss battles.
Importance: High

Prismatic Spray

Type: Missile damage
Strategy: Working as an upgraded color spray, this spell has the same strengths and weaknesses as its cousin. The only difference is that this does more damage and has more special abilities. Still, it is difficult to use and often hurts party members. Much less risky damage spells are available, but it can pack a punch.
Importance: Moderate

Project Image

Type: Imbuement
Strategy: Working almost exactly like mislead, except that this image can move around and cast spells. The mage himself cannot move for the duration, but the spell acts just like a free life. Once this version of the mage is killed, the real version still remains. Otherwise, it is exactly like mislead.
Importance: Moderate

Protection from the Elements

Type: Defense
Strategy: This spell gives 75 percent protection to all elements. Otherwise, it is like any other "protection from" spell. However, most damage is not elemental, so this spell is still of little help. If you find yourself needing resistances, though, this is a nice spell to have around. Why get one elemental resistance when you can get them all?
Importance: Low

Ruby Ray of Reversal

Type: Dispel
Strategy: This spell works exactly like a secret word, except that it will dispel one random spell from any level. Otherwise, its use and ability is exactly like an upgraded secret word. This is the definitive spell for dispelling mage protections.
Importance: Vital

Spell Sequencer

Type: Other
Strategy: This spell works exactly like minor sequencer, only this lets you use level 4 or lower spells.
Importance: High

Spell Turning

Type: Defense
Strategy: Much like spell deflection, this spell varies in that it sends the spell back to the caster. Also, spell turning affects 12 spell levels. Otherwise, it is a great defense for the mage and is the best turning spell. Since it sends the spell back to the original caster, it turns the hunter into the hunted.
Importance: High

Sphere of Chaos

Type: Other
Strategy: Performing any of nine different abilities, sphere of chaos forces everyone in the area of effect to save against the spell or have any of nine random events occur. Since the abilities range from healing to confusing, the spell is simply too random and unpredictable for any type of use. Since it can end up helping your enemy as much as hurting, there are really few efficient ways to use this spell.
Importance: Low

Summon Djinni

Type: Summoning
Strategy: Lasting for only a short amount of time and sometimes turning on the caster, the djinni is of little help. Of the summoning spells, this is not the one to use.
Importance: Low

Summon Efreeti

Type: Summoning
Strategy: This spell is exactly like summon djinni in every way, except that it lasts longer. Since it sticks around for a while, the efreeti can deal good damage and absorb a great deal of hits. Overall, the one change from its predecessor lets the spell bloom. In the end, it is a decent summon.
Importance: Moderate

Summon Hakeashar

Type: Summoning
Strategy: One of the ultimate summons, hakeashar is an upgraded nishruu. However, this incarnation is immune to all weapons, has a mighty attack, and still has its special ability. With its ability and lack of a chance to turn on the caster, it is the single best summon against mages.
Importance: High

Khelben's Warding Whip

Type: Dispel
Strategy: This spell is like ruby ray of reversal and the secret words, except that it dispels one level 6 or lower spell and continues to do so each round until dispelled. Though it will not hit higher-level spells, using this followed by a ruby ray will knock out most or all an enemy mage's enhancements. This is the most powerful dispel spell for anything aside from the highest-level buffs.
Importance: High

Level 8

Abi-Dalzim's Horrid Wilting

Type: Area damage
Strategy: This is a great spell to take the place of the fireball and delayed-blast fireball. Dealing much better damage than these spells, it deals one to eight points of damage per level instead of one to six and does not max out. Hit a group of monsters with this at level 16, and you are hitting for 16 to 128 points of damage. Not bad for a single spell to knock the hit points off.
Importance: High

Improved Mantle

Type: Defense
Strategy: This is a good spell for when you are overwhelmed and cannot protect your magic users. With a cast of this spell, you cannot be hit by anything less than a +4 weapon for a few rounds. This could give your warriors time to get to your aide. However, it still only lasts for four rounds.
Importance: Moderate

Incendiary Cloud

Type: Area damage
Strategy: If you can hold the monsters to an area, this spell will do the damage. You get this at level 16, and it will do one to four points per level per round, so at level 16, you will do that damage for 16 rounds. Not much can survive that, but not much will just stand there and take it either. This spell is tough to use because if you misjudge, you will have some very hurt party members and some angry summoned creatures to deal with.
Importance: Moderate

Maze

Type: Hindrance
Strategy: Do you have a critter that is just in the way while you are in a battle, or one that is doing just too much damage, and you cannot get organized to deal with it? Cast maze and watch it disappear. It will go to another dimension for a good deal of time while it tries to find its way out. It's a great spell because there is no saving throw. If you're in a solo battle, this spell gives you time to recuperate.
Importance: High

Pierce Shield

Type: Dispel
Strategy: This is another spell that removes defensive spells on enemy mages. The boon on this one is that it will reduce the magic resistance of the affected target by 10 percent plus 1 percent per level of the mage casting pierce magic. Otherwise, it's just like ruby ray or reversal and a secret word.
Importance: Moderate

Power Word: Blind

Type: Hindrance
Strategy: This word casts blind, but allows no saving throw. The small penalties bestowed by the spell do not do much at this high a level, though.
Importance: Low

Protection From Energy

Type: Defense
Strategy: Much like protection from the elements, this spell has its place, but you can do without it, and you should. The 75 percent resistance to the elements is not great when you can only affect one of your party members.
Importance: Low

Simulacrum

Type: Other
Strategy: Need another mage? Cast this, and you will create a duplicate of the mage that casts spells at 60 percent of the abilities of the original mage. You control this mage as if he was a party member, and he can cast spells extraordinarily well. He's great backup if you need that extra damage from an extra mage.
Importance: High

Spell Trigger

Type: Other
Strategy: This is a lot like the other sequencer spells in your arsenal. This one will hold three spells up to level 6 and shoots them all off at one time. This is a great spell and will let you do large amounts of damage in a short time, or you can get all your defenses up in one cast.

Summon Fiend

Type: Summoning
Strategy: Another pet spell, this one summons a gigantic demon to do your bidding. Arguably the best summoning spell damage- and health-wise, the only problem is that the creature can turn on you. Be absolutely sure to have protection from evil cast on yourself.

Symbol: Death

Type: Area damage
Strategy: To us, this spell is worthless. This will create a symbol that will kill any creature of 60 hit points or less if it fails a save. Unfortunately, there aren't many creatures you will be fighting at this level with that few hit points that will likely fail a save versus death.

Symbol: Fear

Type: Hindrance
Strategy: Little better than the death symbol, this spell is still negated by a saving throw. We prefer to stay away from the symbol line of spells because of this.
Importance: Moderate

Symbol: Stun

Type: Hindrance
Strategy: Well, if you just have to use them, this is the one that is worth taking a chance on the save with. Again, even at a -4 on the save, we prefer to stay away from these spells.
Importance: Moderate

Level 9

Absolute Immunity

Type: Defense
Strategy: This is the last of the immunity spells. This one will keep all but +5 magic weapons from hurting the mage, which will give him time to clean up the area or vacate. Make up your mind quickly, you only have four rounds of immunity.
Importance: Moderate

Black Blade of Disaster

Type: Touch damage
Strategy: This spell is awesome if you don't mind sending your mage in close. Just make sure the critter you are battling is busy fighting one of your warriors. This spell will create a magical +5 planar rift blade that will do two to 24 points of damage per hit. It also lets the mage fight as a fighter of half his level, and if the monster fails a save, it is disintegrated.
Importance: High

Chain Contingency

Type: Touch damage
Strategy: This is one of those nice emergency spells. Chain up some heavy damage spells and a maze spell, and anything that makes the mistake of hitting your mage is damaged heavily and put somewhere for a while until you are ready to deal with it.
Importance: Moderate

Energy Drain

Use: Other
Strategy: This is one of the level 9 worthless spells. All this will do is drain some levels off the monster so they lose some hit points and abilities. Big whoop. When you are fighting monsters against whom this spell will actually do something, it won't do enough to make it worth the spell slot in your memory.
Importance: Low

Freedom

Type: Dispel
Strategy: This is a good spell if one of your party members has been imprisoned or mazed. Cast this in the area, and they will come back. I recommend not having this memorized; carry some scrolls with you for this spell instead.
Importance: Low

Gate

Type: Summoning
Strategy: This spell gives you the ultimate pet: a pit fiend. Again, make sure you have your protection from evil spell running, or you will have another mad demon to deal with.
Importance: Low

Imprisonment

Type: Hindrance
Strategy: This is one mean spell. All you must do is cast this and touch a creature to have it disappear forever with no save. This is a sure thing as long as your mage can hit something, but if he has a problem with that, this spell is worthless. Carry it in your memory; it won't let you down.
Importance: High

Meteor Swarm

Type: Missile damage
Strategy: This spell is not as big of a deal as it sounds. This will call down meteors in an area for four rounds, doing four to 40 points of damage per round, provide that the monsters stand in the meteor shower. Don't expect to get more than two hits because the monsters don't stick around. Would you?
Importance: Moderate

Power Word: Kill

Type: Missile damage
Strategy: This spell will instantly kill any creature of 60 hit points or less with no saving throw. Sure, most monsters are more than 60 hit points, but this will finish off any monster that you hurt.
Importance: High

Shapechange

Type: Imbuement
Strategy: This spell has some uses, but I prefer to keep my Mages as Mages for the purpose of casting real damage spells. If I want another pet, I will summon one. This will give a Mage the ability to change shape into a bunch of different monsters, and he will get the abilities that come with them.
Importance: Low

Spellstrike

Type: Missile damage
Strategy: This is an awesome spell to use against those mages that think all their spell protections will stop you cold. Cast this, and every one of the protection spells will just disappear, making the mage quiver in fear.
Importance: High

Spell Trap

Type: Defense
Strategy: This spell is good for those long fights that you know you will run out of spells in the middle of. Cast this, and any spell cast at you will be soaked up, and you can cast up to that level of the spell that was in your memory at one time. For example, if a mage hits you with a polymorph other spell, you will have four extra spell levels you can cast. So, if you had magic missile and fireball in your memory, but you had already cast them, you can now cast them again.
Importance: Moderate

Time Stop

Type: Other
Strategy: This spell does what it says: It stops time for all but the mage. The mage then has six rounds to do what he wants and cast what spells he wants, which can be devastating for the opposing forces. We love this spell and think every mage should have and use it.
Importance: Vital

Wail of the Banshee

Type: Missile damage
Strategy: This spell is good for large groups of monsters in the hope that one will fail its save. But, when fighting one or two monsters, it's worthless. Any spell that allows a save at this level is very limited in its usefulness, and this is one of those. We killed two monsters in six casts, and in each cast, there were about four to six monsters in the area of effect. The effort was not worth it, in our opinion, when we could have used imprison and rid ourselves of six monsters in six casts.
Importance: Low
Priest and Druid Spells

Priest and druid spells partially overlap: Druids can cast all the following spells, while clerics can cast only those not marked "druid only."

Level 1

Armor of Faith

Type: Defense
Strategy: Absorbing a portion of all damage done to the caster and increasing with the level of the caster, this spell is a great, basic armor spell. Though it will taper off, it is useful and stays so. Cast it before any major battle.
Importance: High

Bless

Type: Imbuement
Strategy: Affecting all creatures in a certain area with bonus to luck and dice rolls, bless is another acceptable buff-up spell. The dice rolls will make a small difference in your combat abilities, and it's worth casting if you have the time before major battles.
Importance: Moderate

Command Word: Die

Type: Hindrance
Strategy: This spell renders a creature unconscious for one round. The spell, with no saving throw, gives you one free round to do as you will before the creature returns to normal. A lot can happen in one round.
Importance: High

Cure Light Wounds

Type: Heal
Strategy: Cast this spell on a hurt party member. It heals one to eight points of damage. For Baldur's Gate II, that amount is negligible. However, it is useful to cut down on the number of hours spent resting, so if you find no other worthwhile spells, fill level 1 up with this.
Importance: Low

Detect Evil

Type: Detection
Strategy: Use this spell to find which creatures are evil in the area. When cast, a list will be made of all evil creatures. It's useful if you missed any enemies in a dungeon, and it's useful to determine motives and alignment.
Importance: Moderate

Doom

Type: Hindrance
Strategy: Giving a +2 THACO to the target, this spell actually manages to lower the target's combat abilities a noticeably small amount. The -2 to all general rolls, however, will help with spells cast in the future on the target as well as your ability to hit the target. In general, it's a nifty, if small, spell.
Importance: Moderate

Entangle

Type: Hindrance - druid only
Strategy: This is another great spell to keep the masses off of you while you fight just a few enemies at a time. Entangle will create a large area of effect that will stop enemies from moving unless they make a save at +2. This is a spell to have in your memory as you go into almost any battle, but beware - you can get your own party stuck, too. So, this is another one of those spells to cast at a distance, unless you want to take the risk.
Importance: Moderate

Magical Stone

Type: Missile damage
Strategy: A great principal level 1 damage spell, magical stone creates a projectile that does one to four points of damage to the target. The one to four points of damage is irresistible and quite good for a level 1 spell. Obviously, one to four points of damage is not great, but at level 1, it is nice for a small punch.
Importance: Moderate

Protection From Evil

Type: Defense
Strategy: This spell will become increasingly more useful as the game progresses. Not only is it a must for summoning minions, it will also protect you against many demons found in the later parts of the game. One particular battle comes to mind where there are hordes of demons, and casting this spell will let you turn the tide of battle from an impossible situation to an easy victory. However, if you happen to have a class like a paladin in your party, he will come with plenty of these spells as special abilities, so you shouldn't bother memorizing it.
Importance: High or low, depending on party makeup

Remove Fear

Type: Cure, heal, and dispel
Strategy: If your party members are afflicted by natural or magically induced fear, this spell will cure them. Also, it will help them resist it for the duration of the spell. Since fear is a common effect of spells in Baldur's Gate II, remove fear is actually quite useful.
Importance: Moderate

Sanctuary

Type: Defense
Strategy: When sanctuary is cast, the target can no longer take any offensive or defensive action without destroying the spell. A wonderful spell if you find your priest low in hit points, it will give him time to rest up, heal, and rejoin the battle without dying.
Importance: Moderate

Shillelagh

Type: Summoning
Strategy: This spell summons a magical club for the caster. In Baldur's Gate II, you will have a better weapon than this will summon, so it is pointless and, actually, detrimental.
Importance: None

Level 2

Aid

Type: Imbuement
Strategy: The aid effect is nice, but the additional 1d8 hit points are pretty much negligible to anyone but a mage. It is advised that you simply stay with bless, which is one spell rank lower.
Importance: Low

Barkskin

Type: Defense
Strategy: With effects that increase as you level up, barkskin begins useful and stays useful. Eventually lowering your base armor class to two, this spell will usually be one step ahead of your ability to find better equipment. It's definitely one of the better lower-level armor spells.
Importance: High

Chant

Type: Imbuement, hindrance
Strategy: Raising all party rolls by one, and lowering all enemy rolls by one, chant is simple but pretty effective for a level 2 spell, having the same general effectiveness as a double-bless spell.
Importance: Moderate

Charm Person or Mammal

Type: Charm - druid only
Strategy: This spell grants control of any one humanoid or mammal enemy to the player for five rounds. Toward the end of the original Baldur's Gate, most creatures resisted the charm series of spells. The same problem is present here in Baldur's Gate II, so most often, the spell will never get off successfully. However, keeping one copy of the spell memorized is advised for earlier portions of the game for those times when you do run into a person or mammal susceptible to charm.
Importance: Moderate

Draw Upon Holy Might

Type: Imbuement
Strategy: Gaining power as you level up, this spell will increase strength, constitution, and dexterity by one point for every three levels of the caster. In the later portions of the game, this spell can take your stats to godlike numbers and will give substantial bonuses. As you progress, this spell becomes increasingly important and will play a key role in making your priest one of your best all-around party members.
Importance: Vital

Find Traps

Type: Other
Strategy: Just like the thief's ability, this spell will let you locate traps. If you have a thief in your party (and you should), this spell is useless. If you don't, this spell is a must for dungeons.
Importance: Low or high, depending on party makeup

Flame Blade

Type: Summoning
Strategy: This spell summons a blade of flame (1d4+4) for the caster to use; this spell is especially good against trolls. As its name suggests, the blade is made of flame and will hence kill trolls. Otherwise, its damage and bonuses against the undead are actually quite nice and may be better than the weapon you have for the first bits of the game.
Importance: Moderate

Goodberry

Type: Cure, heal, and summoning - druid only
Strategy: Healing one point of damage, goodberries aren't so tasty (excuse the pun). Truly one point of damage is as inconsequential as it gets. Don't bother with this spell.
Importance: None

Hold Person

Type: Hindrance
Strategy: This spell freezes one humanoid creature in place, letting you do anything to it without consequence. Early in the game, when the spell is not resisted, it can work wonders again humanoid enemies. Later in the game, its use tapers off.
Importance: Moderate

Know Alignment

Type: Other
Strategy: If you ever find yourself in a situation where you are not sure whether to trust or not to trust those with whom you are dealing, casting this spell will answer it. However, it is usually more beneficial to follow through and trust, even if you know it's a trap, as the result can lead to hefty treasure, experience, and even new party members.
Importance: Low

Resistance to Fire and Cold

Type: Defense
Strategy: If you find yourself under cold or fire attacks from spells, traps, or anything else, casting this will absorb 50 percent of all cold and fire damage. This happens very infrequently in Baldur's Gate II and is only usable under select circumstances.
Importance: Low

Silence, 15-foot Radius

Type: Hindrance
Strategy: Casting silence will prevent enemy spellcasters from casting. A most efficient spell, but it's resisted most of the time. If you are not too far into the game, keep a copy memorized and see if it will affect anyone. If so, the cast will be well worth your time.
Importance: Moderate

Slow Poison

Type: Cure, Heal
Strategy: In Baldur's Gate II, most poisons will require a more potent spell to neutralize the poison. However, this spell will slow the poison. Use it only as a backup if all other poison cures are unavailable.
Importance: Low

Spiritual Hammer

Type: Summoning
Strategy: Summoning a magical hammer that will be +2 or +3, it is entirely up to you whether it is worth it or not. If your weapon is not as good, casting spiritual hammer will help. If your weapon is better, there is no point. You will most likely have a better weapon soon enough.
Importance: Low

Level 3

Animate Dead

Type: Summoning
Strategy: Letting more undead be summoned with each level, this spell becomes quite powerful, especially when used with hindrance spells. Since skeletons are immune to most spells like confusion and stinking cloud, it is a good idea to cast any of those hindrance spells, then move in on the skeletons while picking off the remaining enemies with long-range weaponry. Skeletons are particularly good against mind flayers, since they are not affected by their spells.
Importance: High

Call Lightning

Type: Missile damage - druid only
Strategy: This spells calls down one bolt of lightning that deals two to eight +1d8 points of damage per turn per level of experience. At higher levels, a very good amount of damage can be done, but it is often resisted. Also, the fact that this spell can only be cast outside makes it nearly impossible to use.
Importance: Low

Cure Disease

Type: Cure, heal
Strategy: If a party member is affected by disease, blindness, or deafness, casting this spell will cure him. Since this will happen often, this spell is very useful.
Importance: High

Cure Medium Wounds

Type: Heal
Strategy: Cast this spell on a hurt party member. This spell heals 14 points of damage. For Baldur's Gate II, that amount is small. However, it is useful to cut down on hours of rest, so if you find no better spells, fill up level 2 with this.
Importance: Low

Dispel Magic

Type: Dispel
Strategy: Most spell-induced ailments and magic effects can be cured with a cast of dispel magic. Since the level of the caster in relation to the level of the spell being cured is important, have your higher-level characters use this. Though this spell is very important to have around, paladins get some casts of this as a special ability. If you have one in your party, this can relieve some of the stress off the spellcaster.
Importance: High or low, depending on party makeup

Glyph of Warding

Type: Defense
Strategy: Used to protect a door or chest from entry, glyph of warding is of no use in Baldur's Gate II, as NPCs do not touch doors or chests.
Importance: None

Hold Animal

Type: Hindrance - druid only
Strategy: This spell freezes one animal-type creature in place, letting you do anything to it without consequence. Early in the game, when the spell is not resisted, it could work wonders against animal enemies, but there are none. Later in the game, when you begin to run into animals of some consequence, its effectiveness tapers off, making it all but useless in Baldur's Gate II.
Importance: Low

Holy Smite

Type: Area damage
Strategy: Dealing one to four points of damage per level of the caster to all evil creatures in the area of effect with a save for half, this spell will do tremendous amounts of damage at higher levels. This spell works especially well against the undead, sometimes killing a whole pack in a single casting. Otherwise, your group is easy prey to any pack of evil creatures.
Importance: High

Invisibility Purge

Type: Dispel
Strategy: If your party ever comes under attack from any type of invisible creature, casting this spell will force it back into visibility. However, on your journey, you will rarely face invisible creatures, and when you do, they will become barely visible when they attack you. Unless they have used greater invisibility, you can attack them from there (though your party will attack at a penalty). Also, you can easily cast dispel to rid the creature of the invisibility if needed.
Importance: Low
Miscast Magic

Type: Hindrance
Strategy: Forcing an 80 percent chance of failure on the spellcasting ability of the target, this spell works wonders at disrupting chain casting. One problem is that it is often resisted. Another is that it only lasts one turn. However, if it gets off, this causes hell for any spellcaster's casting.

Protection from Fire

Type: Defense
Strategy: If you find yourself under fire attacks from spells, traps, or anything else, casting this will absorb 80 percent of all fire damage taken. This happens very infrequently in Baldur's Gate II and can only be used in a select few situations.
Importance: Low

Remove Curse

Type: Cure, heal
Strategy: If you ever equip a cursed item, this spell will cure you of its effects and let you get rid of it. Churches will also perform this for a small amount of gold.
Importance: Moderate

Remove Paralysis

Type: Cure
Strategy: If you find yourself under paralysis, casting this will remove its effect. This happens very infrequently in Baldur's Gate II and can only be used in a select few situations. Churches will also perform this for a small amount of gold.
Importance: Moderate

Rigid Thinking

Type: Hindrance
Strategy: This is a nice spell if you are getting overwhelmed by low-level enemies and need time to deal with a few enemies at a time. Rigid thinking sends the target wandering, confused, or randomly attacking and will give you time to hit the other creatures or the target while it can't hit back. Remember, though, that when the spell wears off, the creature will be back in action. The monster gets a save, so it can resist. However, there are higher-level fear spells that can take effect on high-level creatures, get resisted less, and do more. For the level, though, the spell works acceptably on those lower-level creatures.
Importance: Moderate

Strength of One

Type: Imbuement
Strategy: Giving the entire party 18/76 strength, this can help and hurt. First, all your party members can gain strength to 18/76 if it is less than that level. If their strength is higher, though, they lose strength down to 18/76. If the majority of your party is weak, this spell can work wonders for battling. You will, however, find girdles like the girdle of hill giant strength that will help out where you need it most, so that you don't need to keep casting this spell. Remember, once you have said girdles, this spell will actually hurt.
Importance: Moderate

Summon Insects

Type: Area damage, hindrance - druid only
Strategy: Rather an all-in-one spell, this spell summons a swarm of insects that deals one damage every two seconds for seven rounds. Also, the target suffers a -2 penalty to attack rolls and a +2 penalty to armor class. Most importantly, this spell also confers a 50 percent chance of spell failure on the target. Though the damage is negligible, all the other effects add up to make this a decent spell. However, the spell will become resisted quickly. So use it while it lasts, then move on.
Importance: Moderate

Unholy Blight

Type: Area Damage
Strategy: See holy smite. This spell works exactly the same way, except that the damage is against good creatures. If you are an evil character and plan on killing shopkeepers and other good creatures, this spell could serve you well. However, most will play the game by the rules and be fighting evil. So, it is of little use to most.
Importance: Low

Zone of Sweet Air

Type: Dispel
Strategy: This spell clears the area of all vapor-based effects like cloudkill and grease. Since enemy wizards have a lovely knack of casting these types of things all the time, this spell is extremely useful. Keep a copy or two memorized and dispel those vapor area affect spells as soon as you can. It will save you immeasurable amounts of health and frustration.
Importance: High

Level 4

Animal Summoning I

Type: Summoning
Strategy: Like the mage series of monster-summoning spells, this summons spell animals to fight for the caster. It does, however, summon fairly low hit point creatures that do almost no damage. Though some of the later summon spells are great to cast for creatures that absorb damage, this won't do much of anything and is just a waste of time.
Importance: Low

Call Woodland Beings

Type: Summoning - druid only
Strategy: Call woodland beings summons a nymph to help the party. Though nymphs make fairly lackluster fighters, they have a few spells at their disposal and can heal, confuse, and dominate enemies. If you need more spells, she may be worth summoning, but by the middle of Baldur's Gate II, the nymph's spells do almost nothing. Since she can't fight well, she loses any importance and is quickly not worth casting.
Importance: Low

Cause Serious Wounds

Type: Touch damage
Strategy: Since priests can wear most armor, they can naturally double as fighters. So, though touch damage spells are abysmal for mages, they serve to boost the already competent fighting abilities of the priest. For these spells, you must wait until you are attacking an enemy worth casting this spell on. Then, once you are out of harm's way, and the target is concentrating on attacking another party member, cast this spell. Once cast, you have two rounds to successfully hit the enemy. Once you do, this spell will deal 17 points of damage to it (with no saving throw). If you don't hit it, though, the spell will be wasted. So, make sure your priest has good enough weapons, and you are in a position to hit. All in all, if used correctly, cause serious wounds, like the rest of the line of priest touch spells, is extraordinary.
Importance: High

Cloak of Fear

Type: Hindrance
Strategy: Like the mage spell horror in effect, cloak of fear creates a magical cloak around the caster that will instill fear within a three-foot radius of the caster. This is a nice spell if you are getting overwhelmed by low-level enemies and need time to deal with a few of the enemies at a time, as it will give you time to hit them when they can't hit back. Since the cloak moves with the caster, this spell will also help alleviate the pressure on the front lines. Remember, though, that when the spell wears off, the terrified creatures will be back in action. The monsters get a save, so do not expect them all to be affected. However, there are higher-level fear spells that can take effect on higher-level creatures, get resisted less, and have a longer effect. For the level, though, the spell works acceptably on those lower-level creatures.
Importance: Moderate

Cure Serious Wounds

Type: Cure, heal
Strategy: Cast it on a hurt party member. This spell heals 17 points of damage. For Baldur's Gate II, that amount is acceptable and can be used outside of combat to heal the party back to full strength. However, the spell is also useful to cut down on hours of rest, so if you find no other spells, fill up level 4 with it.
Importance: High

Death Ward

Type: Defense
Strategy: This spell grants the target protection from spells like disintegrate, power word: kill, death spell, and finger of death. Since higher-level mages use these types of necromantic spells often, death ward becomes increasingly needed at higher levels. Once you start seeing these types of spells cast on you, you may want to keep a copy of death ward memorized to protect your most fragile party member. The downfall is that it only affects one creature, so it is impractical to defend the entire party.
Importance: Moderate

Defensive Harmony

Type: Defense
Strategy: Granting a +2 bonus to the armor class of all party members within ten feet of the target, defensive harmony can turn good fighters into untouchable instruments of death. A two-point bonus to armor class should not be underestimated and will help at all times in the game. Since this spell affects an area, one cast will benefit the entire party. Overall, it's very useful in any and all battles.
Importance: High

Farsight

Type: Other
Strategy: This spell is identical to the wizard spell of the same name. Farsight is a spell that often comes in handy, revealing a portion of the map and clearing the fog of war. This will let you easily scope out an area and memorize and cast needed spells before barging in. It's very useful for the more difficult areas of the game.
Importance: High

Free Action

Type: Cure, heal
Strategy: Working in much the same way as dispel magic, free action dispels all movement-hindering spells. That includes those that dispel but will not free, like web and paralysis. Overall, one copy of this spell must be memorized for the times for when these spells are cast on your party. In general, though dispel magic will clear many spells, it will not clear everything. Free action is one of the spells that pick up what's left.
Importance: High
Holy Power

Type: Imbuement
Strategy: Giving the caster 18/00 strength, an increase to THAC0, and additional hit points, holy power will help your priest act a bit more like a fighter. If you already have high strength, though, the main use of this spell has been negated. So, if you need the help, use it. Otherwise, go for a spell that will bestow a few more bonuses.
Importance: Low

Lesser Restoration

Type: Cure, heal
Strategy: The wonder spell for vampire hunting, lesser restoration will annul most energy-drain effects like drain level. Since these are extremely common when hunting vampires, and hunting vampires is itself very common, a copy of this should be memorized at all times.
Importance: High

Mental Domination

Type: Charm
Strategy: This spell lets the caster gain control of any creature that fails its saving throw. Otherwise, the spell acts strategically much like any other charm spell, such as charm person or mammal. In this case, though, the difference is that any creature can be charmed. Also, this spell is resisted much less and works incredibly well against most low- to mid-level creatures.
Importance: Moderate

Negative Plane Protection

Type: Defense
Strategy: Bestowing partial protection to undead and spells like drain level, negative plane protection only works when fighting creatures like vampires. Though the though of never worrying about drain level is nice, this spell only affects one creature. Since vampires have a nasty habit of attacking everyone, it serves little purpose.
Importance: Low

Neutralize Poison

Type: Cure, heal
Strategy: In Baldur's Gate II, most poisons will require a potent spell to neutralize them, and this spell is your best bet. Not only will it dispel the poison, it will heal a few hit points. It will even cure blindness and deafness. It's a four-in-one spell and comes in handy all the time.
Importance: High

Poison

Type: Missile damage
Strategy: Dealing continuous damage that gets more potent and has a longer duration as the caster levels up, poison packs a good punch when it is cast successfully. However, poison seems to be one of the easiest spells to resist. So, unless you use a magic resistance decreasing spell, poison can't do anything at all. If you do use it, try to find a very potent damage-over-time spell that is great to start a battle with, then follow it up with other damaging spells.
Importance: Moderate

Protection from Evil, 10-foot Radius

Type: Defense
Strategy: Like a normal protection from evil spell, this spell will become increasingly more useful. The difference between the two is that this one's range is ten feet instead of one. Not only is it a must for summoning minions, it will protect you against many demons found in the later parts of the game. One particular battle comes to mind where there are hordes of demons, and casting this spell will let you turn the tide of battle from an impossible situation to an easy victory. However, if you happen to have a class like a paladin in your party, he will come with plenty of normal protection from evil spells as his special ability. So, if you value the range boost, this spell is worth it. Otherwise, stick to the normal paladin ability.
Importance: Low or high, depending on party makeup

Protection from Lightning

Type: Defense
Strategy: Working like all other protection spells, protection from lightning confers immunity to all electric damage. It's useful if you are up against a mage who likes lightning bolt, or if you find yourself in an area with lightning traps, but usually, it's is of no help at all.
Importance: Low

Level 5

Animal Summoning II

Type: Summoning
Strategy: This spell is like animal summoning I, except that the creatures are more powerful. Still, this doesn't summon a creature worth your time, so wait for animal summoning III.
Importance: Low

Cause Critical Wounds

Type: Touch damage
Strategy: Much like cause serious wounds, this spell is a touch damage spell that will do 27 points of damage. Like its earlier incarnation, touch damage spells are abysmal for mages, but they serve to boost the already competent fighting abilities of the priest. For these spells, you must wait until you are attacking an enemy worth casting this spell on. Then, once you are out of harm's way, and the target is concentrating on attacking another party member, cast this spell. Once cast, you have two rounds to successfully hit the enemy. Once you do, this spell will deal 27 points of damage to it with no saving throw. If you don't hit it, though, the spell will be wasted. So, make sure your priest has a good enough weapon, and you are in a position to hit. All in all, if used correctly, cause critical wounds, like the rest of the line of priest touch spells, is extraordinary.
Importance: High

Chaotic Commands

Type: Defense
Strategy: Granting immunity to spells like charm, domination, command, sleep, and confusion, chaotic commands the protection form of free action. Instead of curing, it prevents. However, like many armor spells, it only affects one creature. For everyday party use, that simply isn't good enough. If you find yourself under duress, though, casting this on your main spellcaster will ensure that he is unaffected, so he can proceed to cure the rest of the party with free action.
Importance: Moderate

Cure Critical Wounds

Type: Cure, heal
Strategy: Cast on a hurt party member, this spell heals 27 points of damage. For Baldur's Gate II, that amount is decent and can be used outside of combat to heal the party back to full strength. If needed, cure critical wounds can even serve as a backup in-battle heal. Also, the spell is useful to cut down on hours of rest, so if you find no other spells, fill up level 5 with it.
Importance: High

Champion's Strength

Type: Imbuement
Strategy: An upgrade to holy power, this spell gives the caster 18/00 strength and a large bonus to THAC0. However, unlike holy power, which helps your priest act a bit more like a fighter, this spell will disable spellcasting for the length of the spell. In essence, champion's strength kills your priest's abilities and is much worse than its lower-level equivalent. Stick with holy power.
Importance: None

Flame Strike

Type: Damage
Strategy: One of the crowning priest damage spells, flame strike will deal 1d8 damage per level. Even if it is resisted, it will still deal half damage. At higher levels, flame strike will do upward of 50 points of damage and packs a serious punch. Always keep this spell memorized and always use it as one of your main damage spells.
Importance: Vital

Greater Command

Type: Hindrance
Strategy: Identical to the level 1 spell command, this spell will incapacitate the target. However, greater command will incapacitate the target for one round per level of the caster. At higher levels, this will serve to take a creature out of combat completely. However, the spell is often resisted, so make sure to lower the target's magic resistance before casting it.
Importance: High

Insect Plague

Type: Damage, hindrance - druid only
Strategy: Like its level 3 cousin, insect plague is rather an all-in-one spell. Now, this spell also confers a 100 percent spell failure rate on the target. Also, it has a chance of instilling fear in your enemies. Lastly, though the damage is still negligible at one point every two seconds, all the other effects add up to make this a good spell. However, the spell will also become resisted quickly. So, use it while it lasts, then move on.
Importance: Moderate

Iron Skin

Type: Defense - druid only
Strategy: Much like the wizard spell stoneskin, iron skin completely protects the priest from a number of normal physical attacks. With more skins (number of resisted attacks) gained with each level, this spell's importance is obvious. If your party is jumped, and it will be, having your party well defended is important. So, this spell should be on at all time while adventuring. With a duration of 12 hours, this spell can last between rests.
Importance: Vital
Magic Resistance

Type: Defense
Strategy: Giving a 2 percent magic resistance per level to the target, this spell will bestow an exceptional magic resistance bonus to the target. One good strategy is to cast this spell on a fighter that already has a good magic resistance. With this spell cast, he will be nearly untouchable. Then, send him right into a group of enemies and wait for them to cast all their major spells (which are always cast first). Then, run him back to the rest of the group and slaughter your enemies. If that's too much to do, then the spell isn't great. With only one creature affected, it is impractical, like so many others.
Importance: Moderate

Mass Cure

Type: Cure, heal
Strategy: Healing all party members hit points 1d8+1 per level, this spell is great during the middle of a battle when the whole party is hurt. Cast it, and everyone will recover a good amount of hit points. In the end, it will save your party and will keep all your party members in good shape.
Importance: High

Pixie Dust

Type: Imbuement - druid only
Strategy: Like a poor man's mass invisibility, pixie dust will make all creatures in an area invisible. The invisibility line of spells is one of the best set of utility spells in the game. When any of your party members is getting low on health, cast pixie dust to take him out of harm's way. If your mage is not needed at that moment, make him invisible, so he won't take unneeded hits. Lastly, if you must scout out an area for enemy strength and numbers, this is the answer to your problems. In this case, the spell will help the whole group.
Importance: High

Raise Dead

Type: Cure, heal
Strategy: This spell is simple in use, but tremendous in power. When one of your characters dies, cast raise dead on him, and he will come back to life. Be careful, though, as the character will have no hit points when he reappears.
Importance: Vital

Repulse Dead

Type: Other
Strategy: Working like the clerical ability ward undead, repulse undead will force all undead away from the caster for one turn. No saving throw is allowed. However, where ward undead repeats infinitely and has a chance at destroying the undead outright, repulse undead is a one-time deal. The bonus of not allowing a saving throw is not worth using the spell over the limitless ability. Only use this spell if you are overwhelmed by the undead and need a moment's respite.
Importance: Low

Righteous Magic

Type: Imbuement
Strategy: The ultimate in the line of spells that increase the combat abilities of priests, righteous magic gives the caster one extra point of strength for every three levels. Also, the spell grants one additional hit point per level. Righteous magic will downright turn your priest into a godlike weapon of destruction. Adding as much as 24 points of strength, it literally turns your priest into a behemoth of mythic proportions and should be used whenever your priest must get his hands dirty in combat.
Importance: Vital

Slay Living

Type: Touch damage, summoning
Strategy: This spell summons a weapon with which the priest has 18 seconds to hit the target. If he does, the weapon will deal 2d6+9 points of damage and will force the enemy to make a save versus spells or be killed. The damage is great, but the ability to use this spell will rarely get past the save, though.
Importance: Moderate

True Seeing

Type: Dispel
Strategy: Like the mage spell true sight, this spell has the effect of dispelling all illusions in the area and can be useful if your enemy is a mage and has cast mislead or another beguiling spell. Otherwise, there isn't much of a use for it.
Importance: Low

Level 6

Aerial Servant

Type: Summoning
Strategy: This spell is much like any other summoning spell, only this time, you get an aerial servant. Unfortunately, aerial servants are not particularly good, so neither is this spell.
Importance: Low

Animal Summoning III

Type: Summoning
Strategy: Like animal summoning I and II, this spell summons animals to fight by your side. However, in this case, the summoned minions have a good amount of hit points and do a bit of damage. Good for tough battles, these monsters will take the hits, but not much else. Mages, unfortunately, are the true masters of summoning.
Importance: Moderate

Blade Barrier

Type: Defense, touch damage
Strategy: Creating a damaging shield of blades, this spell is great if your priest is in the center of combat. When the Priest is in the middle of the fray, cast this spell, and it will deal 8d8 points of damage to all creatures near the priest. Though enemies do get a save, and it does often succeed, this spell lasts for ten rounds, so there is ample time for success as well as failure.
Importance: Moderate

Bolt of Glory

Type: Missile damage
Strategy: Dealing incredible damage against the undead and demons as well as scoring good damage against everyone else, this spell is stunning. With no saving throw and the damage enhancements for said creatures, this is one of the few truly great priest damage spells. Don't go anywhere without this.
Importance: Vital

Conjure Animals

Type: Summoning
Strategy: Like the other animal summoning spells, conjure animals summons animals to fight by your side. However, in this case, the monsters have a good amount of hit points and do a great deal of damage. Great for any battle, conjure animals will summon very worthwhile creatures and is well worth the effort. It's easily the best of the priest summoning spells.
Importance: High

Conjure Fire Elemental

Type: Summoning - druid only
Strategy: Exactly like the wizard spell of the same name, this spell works just like any other summon creature spell with strategies much the same. The only difference is that elementals can actually turn on their master and attack you. So, to avoid that unfortunate occurrence, cast a protection from evil spell on yourself. The elemental has a good amount of hit points, so he can absorb quite a bit of damage. Also, he helps in a fight by dealing acceptable damage. The casting time, though, makes the spell impractical to use en masse.
Importance: Moderate

Dolorous Decay

Type: Missile damage - druid only
Strategy: Dolorous decay slows the target for two rounds and deals one point of damage each second if the save is not made. However, the save usually is made, so the spell is rather pointless. Even if it weren't, most creatures won't be alive for almost a minute regardless.
Importance: Low

False Dawn

Type: Area damage
Strategy: Much like holy smite, this deals damage to the undead. In this case, it deals 6d6 points of damage, and no saving throw is allowed. Also, all undead are confused. So, this is better in every way. All in all, false dawn is the definitive anti-undead damage spell.
Importance: High

Fire Seeds

Type: Missile damage - druid only
Strategy: Creating four seeds that explode into a fireball upon impact, this spell is difficult to use and pointless. Though they explode for two to 16 points of damage, they explode into an area and can damage your party members. Since the seeds only last for three turns, it is impossible to position your priest strategically. In other words, this spell does more harm than good.
Importance: None

Harm

Type: Touch Damage
Strategy: Much like cause critical wounds, this spell is a touch damage spell that will do insane amounts of damage. With no save allowed, this spell will take the creature down to one hit point. Period. Like its earlier incarnation, touch damage spells are abysmal for mages, though they serve to boost the priest's already competent fighting abilities. For these spells, you must wait until you are attacking an enemy worth casting the spell on. Then, once you are out of harm's way, and the target is concentrating on attacking another party member, cast this spell. Once cast, you have two rounds to successfully hit the enemy. Once you do, this spell will simply take the enemy down to one hit point (with no saving throw). If you don't hit it, though, the spell will be wasted. So, make sure your priest has a good backup weapon, and you are in a position to hit. All in all, if used correctly, harm is the ultimate touch spell in the game. It's simply and utterly fantastic.
Importance: Vital

Heal

Type: Cure, heal
Strategy: Cast this spell on a hurt party member. This spell heals all damage. Heal is the ultimate healing spell and will fully heal whomever it is cast upon. This spell is extraordinarily useful both in and out of combat and will save you many, many, times. You will always have a use for it, so fill up any remaining slots with heal.
Importance: Vital

Physical Mirror

Type: Defense
Strategy: Reflecting all missile weapon attacks back to the sender, this spell would be decent if it weren't such a high level. Unfortunately, it is, so there is almost no point in using it. There are too many other ultra-useful level 6 spells.
Importance: Low

Sol's Searing Orb

Type: Missile damage
Strategy: Acting as a thrown fireball, Sol's searing orb does 12d6 points of damage and 6d6 points of damage if it's resisted (there is also a bonus for damage against the undead). The damage is extraordinary, but, like the wizard spell fireball, it affects a huge area, with all creatures in the area - friend and foe - taking damage. It is a great spell to start a battle with, however. Before you move your party in, send a searing orb flying forward to do some early damage without your party being hit. The damage dealt is incredible, and many creatures will fall from simply one strike.
Importance: High

Wondrous Recall

Type: Other
Strategy: This spell simply lets you take two spells level 6 or lower and cast them again. With this spell, you get two for the price of one. Always, always use it. There is no disadvantage, and the end result is one more spell. Marvelous!
Importance: Vital

Level 7

Confusion

Type: Hindrance
Strategy: This spell has a good and a bad side. It causes the creature to attack friend and foe, wander, or just stand around confused if it fails a save. The good side is that if the saves are failed, you can get rid of a large pack of monsters, but again, they get the save. Another bad thing is that if they do fail the save, there is no guarantee that they will leave or attack a friend. They may just keep on beating on you, making the spell worthless. We didn't care for this spell and feel that there are lots better ones at this level.
Importance: Low

Conjure Earth Elemental

Type: Summoning
Strategy: This is a speak-for-itself spell. Cast this, and you will have a new friend that will take a beating and hold back the pack. Always have this one ready to go. It will summon a very tough earth elemental that will fight to the death for you.
Importance: High

Creeping Doom

Type: Summoning - druid only
Strategy: This spell has a lot of potential, and the successful save will still do half the duration - instead of six rounds, it will work for three. This spell summons forth a creeping carpet of insects that will do two points of damage per round for the duration and will completely stop any spellcasting. It's a nice spell to keep those wizards at bay. If you have an extra slot to use and need some help against a tough wizard, this spell is nice.
Importance: Moderate

Earthquake

Type: Area damage
Strategy: This spell rocks. Cast this, and all the baddies in the area must make a save at a -6 penalty or take a lot of damage (6d6), drop their weapons, and be knocked to the ground for four rounds. They can make their save and still take 3d6 points of damage. This spell will go on to do it again in the next round, but for 3d6 points of damage or half if saved and again a third time for 2d6 points of damage or half if saved. All three tremors will have a chance of knocking the monster down and disarming it. The downside? There is a small chance you will upset an earth elemental that will attack the party. It's no biggie and worth the risk. Have one of these spells ready at all times.
Importance: High

Finger of Death

Type: Missile damage
Strategy: This spell has a good chance of ending a creature's life in one word. The monster must make a save at -2 or die: no deposit, no return. The thing is, even if it saves, it takes 2d8+1 points of damage, so you will still do something no matter what. We like this spell and do recommend it.
Importance: Moderate

Fire Storm

Type: Area Damage
Strategy: This is a decent spell, but not something to write home about. The damage is weak, but will last four rounds, if you can keep the monster in the spell's area of effect, and trust me, it wants to leave. The spell will do 2d8+1 points of damage per level, and the one nice thing is, no save is allowed. If you must do damage to a lot of monsters at one time, this spell will do the trick for you, but the wizard class can do better. Maybe it's better to leave it to the masters.
Importance: Low

Gate

Type: Summoning
Strategy: This spell is the same as the wizard's gate spell. This will summon a pit fiend that is not happy to be here. He comes out killing anything that moves, including your party, so you better have your protection from evil spell going. It's not a bad spell at all because there is no pet tougher than this one.
Importance: Moderate

Holy Word

Type: Area damage, hindrance
Strategy: Nice, nice, nice. This spell will do something to someone with no save. At the level you start casting this spell, you will most likely be doing the least amount of damage you can to a monster, which is still a pain for enemy wizards. Cast this, and any monster that is in the area with 12 hit dice or more will be deafened for one turn and have a 50 percent change of spell failure. Ouch! We always have this spell ready for those groups of nasty wizards and priests.
Importance: Moderate

Nature's Beauty

Type: Missile damage - druid only
Strategy: We don't like this spell because of the save. The monster that views you after this spell is cast must to make a save at a +3 (a very good chance of saving) or die.
Importance: Low

Greater Restoration

Type: Cure, heal
Strategy: Lose a level? Lose some intelligence? Gone berserk or have some other ailment? This spell is the fix for these problems, but at the cost of fatiguing the priest. It's a nice spell, and one you will use often. But, you shouldn't memorized it until you need it.
Importance: Low

Resurrection

Type: Cure, heal
Strategy: This spell will bring a fallen friend back from the dead and is a great spell, but not one that you must have memorized at all times. If you need it, rest and get it then, unless you are in an area in which you cannot rest. If that is the case, this spell is probably worth having in your memory before you enter.
Importance: Moderate

Shield of the Archons

Type: Defense
Strategy: This is the priest's version of spell protection. It will summon a shield that will protect the priest against one spell level per level of the priest. The catch is, the spell must be cast directly at the priest and is not an area of effect spell like stinking cloud. It's a nice spell for those fights against wizards, but why not just cast holy word on them and stop the casting altogether?
Importance: Low

Sunray

Type: Missile damage
Strategy: This is one heck of an anti-undead spell. This will do 1d6 points of damage per caster level versus the undead, but will only do three to 18 points of damage versus living monsters with a chance at a save or being blinded. If you are going up against some undead, this spell rocks and will most likely knock one undead down for the count because if the undead fails a save, it is destroyed. We look at it this way: Why not just summon a pit fiend to do the work and save you some time?
Importance: Low

Symbol: Stun

Type: Area damage
Strategy: We are not fan s of the symbol line of spells because of the chance of a save and getting nothing for your troubles. We prefer to stick with surefire damage or summoning. But, if you want to set up traps, these are some fun little spells to cast. With this one, you will stun a monster for one round per level of your priest unless your enemies make a save versus spells at a -4 penalty.
Importance: Low

Symbol: Death

Type: Area damage
Strategy: We do not like this spell. It will only affect monsters with 60 hit points or less, and they get a save. Stay away from it and stick to the stun symbol if you want to set up symbol traps.
Importance: None

Symbol: Fear

Type: Area damage
Strategy: One good thing about this spell is that the target gets no save. The bad thing is that the monsters run off and half the time bring friends back with them. Again, you are better off using the stun symbol to set up traps.
Importance: Low

Unholy Word

Type: Area damage, hindrance
Strategy: This spell is the same as holy word, but works on good creatures and people instead of evil.
Importance: Low