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Baldur's Gate II: Shadows of Amn
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

screenshot
Jaheira seems to have summoned some insects onto herself!
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

 
« Previous Page Spells (cont.) »

 
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