Overview Arcane Spell Listing Divine Spell Listing

IWDification: Arcane Spell Listing

IWDification is a mod to bring some of the elements of Icewind Dale into the Baldur's Gate series of games. A lot of this project is based upon the work of the IWD-in-BG2 conversion project.

The mod is currently an open beta so expect some bugs here and there. Please report them on the forums so that they can be addressed.

The complete list of spells added by the Arcane Spell Pack component are as follows:

Decastave
(Evocation)
Level: 2
Range: Caster
Duration: 1 round/level
Casting Time: 2
Area of Effect: Caster
Saving Throw: None
This spell creates a staff of force in the caster's hand. It is treated as a magical weapon, doing 1-6 hit points of damage per hit, and it can hit creatures immune to normal weapons. It is a staff, however, so if the caster does not have a proficiency in staff weapons, then the Decastave is used at a penalty. The staff also has the power to drain a target of 1-2 hit points on the first strike. These hit points are added to the caster's, but they can only heal damage the caster has taken; they will not raise his hit points beyond his normal maximum.

Cat's Grace (Alteration)
Level: 2
Range: Touch
Duration: 1 hour/level
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: None
This spell magically increases a target's dexterity. The amount depends on the target's class: Thieves gain 1d8 points, Fighters and Mages gain 1d6 points, and Clerics gain 1d4 points. Cat's Grace cannot raise a target's dexterity past 20.

Cat's Grace requires TobEx to be installed, otherwise it will be skipped.

Snilloc's Snowball Swarm
(Evocation)
Level: 2
Range: Sight of Caster
Duration: Instantaneous
Casting Time: 2
Area of Effect: 25-foot radius
Saving Throw: 1/2 damage
This spell causes a flurry of snowballs to erupt from a point within range. These snowballs will hit everything within the area of effect, doing 1-3 hit points/level, up to a maximum of 8-24 hit points at level 8. Against fire-using or fire-dwelling creatures, it inflicts 1-6 hit points/level.

Icelance (Evocation)
Level: 3
Range: Sight of Caster
Duration: Instantaneous
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: Special
This spell fires a magical lance of ice at a target of the caster's choosing. It automatically hits, inflicting 5-30 points of damage and forcing the target to make a saving throw vs. spell or be stunned for 1-4 rounds.

Lance of Disruption (Invocation)
Level: 3
Range: 60 feet
Duration: Instantaneous
Casting Time: 3
Area of Effect: Special
Saving Throw: 1/2
This spell creates a lance of force, extending from the caster to a specified point 60 feet in the distance. Any creatures in the lance's path take 5d4 points of bludgeoning damage, +2 points of damage per level of the caster (maximum of +30). Victims can save vs. spell for half damage.

Beltyn's Burning Blood
(Necromancy)
Level: 4
Range: Sight of Caster
Duration: 1 round/2 levels
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: Neg.
This spell turns a target's blood to flame, doing 3-12 hit points of damage every round and driving the victim berserk with pain. The target gets to save vs. spell every round; if successful, the damage and berserk state are negated. This spell does not work against undead or extraplanar creatures that do not have blood (such as elementals). If the creature is resistant to fire, this resistance will lower or nullify the damage from this spell.

Emotion: Hopelessness
(Enchantment/Charm)
Level: 4
Range: Sight of Caster
Duration: 1 turn
Casting Time: 4
Area of Effect: 10-foot radius
Saving Throw: Neg.
This spell creates the emotion of hopelessness within the area of effect. All creatures affected by the spell just stand and do nothing for the duration of the spell.

Emotion: Hopelessness will replace the existing Emotion spell in Baldur's Gate II.

Emotion: Courage
(Enchantment/Charm)
Level: 4
Range: Sight of Caster
Duration: 5 turns
Casting Time: 4
Area of Effect: 10-foot radius
Saving Throw: Neg.
This spell creates the emotion of courage within the area of effect. All creatures affected by the spell gain +1 to hit, +3 to their damage rolls, and +5 temporary hit points (which can put them above their maximum hit points). This spell nullifies all fear effects within the area of effect at the time of casting.

Emotion: Fear
(Enchantment/Charm)
Level: 4
Range: Sight of Caster
Duration: 5 rounds
Casting Time: 4
Area of Effect: 10-foot radius
Saving Throw: Neg.
This spell creates the emotion of fear within the area of effect. All creatures affected by the spell flee for 5 rounds.

Emotion: Hope
(Enchantment/Charm)
Level: 4
Range: Sight of Caster
Duration: 5 turns
Casting Time: 4
Area of Effect: 10-foot radius
Saving Throw: Neg.
This spell creates the emotion of hope within the area of effect. All creatures affected by the spell gain a morale boost, and +2 on their saving throws, attack rolls and damage rolls.

Vitriolic Sphere (Conjuration)
Level: 4
Range: Sight of Caster
Duration: Special
Casting Time: 4
Area of Effect: Special
Saving Throw: Special
This spell conjures a sphere of glowing emerald acid that the caster can direct to strike any target within range. When it reaches its target, the sphere explodes and drenches the victim in potent acid. The victim suffers 1d4 points of acid damage per caster level, to a maximum of 12d4 points of damage. After the initial damage, the victim must make a saving throw to avoid more damage. If unsuccessful, the victim continues to suffer acid damage in the following rounds, sustaining two less dice of damage each round. For example, an 8th-level wizard inflicts 8d4 damage with this spell on the first round, 6d4 on the second round, 4d4 on the third round, 2d4 on the fourth round, and the spell ends on the fifth round. Each round the victim is entitled to a saving throw vs. spell to avoid further damage. The vitriolic sphere also splashes acid in a 5-foot radius around the primary target. Any creatures within the splash radius must save vs. polymorph/paralyzation or suffer a splash hit that inflicts 1d4 points of damage per every five levels of the caster. Splash hits do not cause continuing damage.

Shadow Monsters
(Illusion/Phantasm)
Level: 4
Range: Sight of Caster
Duration: 1 round/level
Casting Time: 4
Area of Effect: 20-foot cube
Saving Throw: Special
This spell shapes material from the Demiplane of Shadow into illusionary monsters. These monsters are randomly summoned one by one with Hit Dice between 1 and the level of the spellcaster, until the summoned creatures' Hit Dice total the spellcaster's level. (For example, a 15th level wizard could summon a 10th level creature one round, then the next round the next creature appearing would have 1 through 5 Hit Dice, and so on.) These shadowy creatures have only 20% of the hit points of their real-world counterparts, although their attacks do full damage.

Shroud of Flame (Invocation)
Level: 5
Range: Sight of Caster
Duration: 1 round/2 levels (special)
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: Neg.
This spell causes a creature to burst into flames if it fails a saving throw vs. spell. The creature will burn for 2d6 points of damage every round, and gouts of flame erupt from the burning target, causing any creatures within ten feet of the target to take 1d4 points of damage from the flames. Anyone hit by the victim's flames must also make a saving throw vs. spell to avoid contracting the shroud themselves. The shroud of flame dissipates if the caster and target are no longer in the same area. This spell is particularly useful in dispersing packs of trolls and frost salamanders.

Demi-Shadow Monsters
(Illusion/Phantasm)
Level: 5
Range: Sight of Caster
Duration: 1 round/level
Casting Time: 5
Area of Effect: 20-foot cube
Saving Throw: None
This spell is similar to the 4th level wizard spell, Shadow Monsters, except the summoned creatures are much more powerful, with 40% of the hit points of their real-world counterpart.

Summon Shadow
(Conjuration/Summoning, Necromancy)
Level: 5
Range: Sight of Caster
Duration: 1 round + 1 round/level
Casting Time: 5
Area of Effect: 10-foot cube
Saving Throw: None
This spell summons one shadow for every three levels of the caster. This shadow will obey the orders of the caster, attacking his enemies or performing tasks until the spell expires or the shadows are slain.

Contact Other Plane (Divination)
Level: 5
Range: Caster
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: Caster
Saving Throw: None
This spell allows the wizard to contact powers from other planes of existence in order to receive advice and information. The nature of the divination is oriented around knowledge of powerful foes, magic items, and spells.

Lich Touch
(Necromancy)
Level: 6
Range: Touch
Duration: 1 round/level
Casting Time: 6
Area of Effect: Caster
Saving Throw: Special
This spell confers the powers of a lich's touch and a lich's immunities upon the caster. The wizard gains immunity to paralysis and fear while the spell is in effect, and his hands glow with an unearthly green radiance that does 1-10 hit points of damage to a target and paralyzes them unless a saving throw vs. paralyzation is made. This spell has no effect on undead.

Antimagic Shell
(Abjuration)
Level: 6
Range: Caster
Duration: 1 turn/level
Casting Time: 1
Area of Effect: Caster
Saving Throw: None
This spell surrounds the caster with an invisible barrier that moves with him. This barrier makes the wizard immune to any magical attacks, but it prevents the wizard from casting spells out of the shell.

Monster Summoning IV
(Conjuration/Summoning)
Level: 6
Range: 40 yards
Duration: 5 rounds + 1 round/level
Casting Time: 6
Area of Effect: Special
Saving Throw: None
With the casting of this spell the wizard summons 1-3 4th level monsters. These appear within spell range and may be commanded to attack the caster's opponents until the spell duration expires or the monsters are slain.

Yeti will be available for Monster Summoning IV if the animation has been added by Infinity Animations.

Otiluke's Freezing Sphere
(Alteration, Evocation)
Level: 6
Range: Sight of Caster
Duration: Instantaneous
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: Neg.
This spell fires an orb of cold at a creature that inflicts 3-6 points of cold damage/level of the caster. If the target makes its saving throw, however, they have dodged the orb and avoided all damage.

Shades (Illusion/Phantasm)
Level: 6
Range: Sight of Caster
Duration: 1 round/level
Casting Time: 6
Area of Effect: 20-foot cube
Saving Throw: None
Shades is similar to Shadow Monsters and Demishadow Monsters - it allows the caster to shape material from the Demiplane of Shadow into illusionary creatures. These shadows are tougher than the shadows summoned by Shadow Monsters and Demishadow Monsters, and they will obey the caster until the spell expires or they are slain.

Darts of Bone (Necromancy)
Level: 6
Range: Caster
Duration: 5 rounds
Casting Time: 5
Area of Effect: Caster
Saving Throw: None
This spell creates nine darts that can be used by the caster and cannot be unequipped so long as the spell is in effect. The darts are +3, do 1d4 damage, and a creature struck by a dart must save vs. death or take another 2d6 damage and have its strength reduced by 3 for 5 rounds. The caster's weapon proficiency with darts (or lack thereof) has no effect on the darts' chances to hit a target.

Trollish Fortitude (Necromancy)
Level: 6
Range: Caster
Duration: 2 turns
Casting Time: 6
Area of Effect: Caster
Saving Throw: None
This spell imbues the caster with the resilience of a troll, allowing the caster to regenerate 5 hit points per round up to his/her maximum hit points.

Monster Summoning V
(Conjuration/Summoning)
Level: 7
Range: 40 yards
Duration: 6 rounds + 1 round/level
Casting Time: 6
Area of Effect: Special
Saving Throw: None
With the casting of this spell the wizard summons 1-3 5th level monsters. These appear within spell range and may be commanded to attack the caster's opponents until the spell duration expires or the monsters are slain.

Malavon's Rage
(Evocation)
Level: 7
Range: Caster
Duration: Instantaneous
Casting Time: 1
Area of Effect: 15-foot radius
Saving Throw: 1/2
Malavon's Rage was created by the dark elf sorcerer Malavon. It shoots darts of pure energy out from the caster's body in all directions, harming friend and foe alike. The small wedges of magic do 20-80 points of piercing damage to everything caught in their path. This spell is especially useful when a mage is surrounded by enemies.

Acid Storm
(Evocation)
Level: 7
Range: Sight of Caster
Duration: 1 round/level
Casting Time: 7
Area of Effect: 20-foot radius
Saving Throw: 1/2
This spell unleashes an acidic downpour on the area of effect, doing 1-4 hit points of damage each round for the first three rounds, 1-6 hit points for the next three rounds, and 1-8 hit points for each round thereafter. Moving out of the area of effect does not stop the damage - the acid adheres to the skin, and any creatures in the area of effect when the Acid Storm is cast continue to suffer damage as long as the spell duration lasts. Creatures make a saving throw vs. spell every round after they have been hit by the cloud - if successful, they only take half-damage (for that round only).

Suffocate (Alteration)
Level: 7
Range: Sight of Caster
Duration: 4 rounds
Casting Time: 7
Area of Effect: 10-foot radius
Saving Throw: 1/2
This spell draws the breath out of all creatures within the area of effect. Creatures that do not breathe are unaffected. Suffocating creatures suffer -4 to armor class, -4 to hit, -6 to dexterity, one less attack per round, half movement rate, and take 4d8 points of damage per round. A successful saving throw negates all effects but 2d8 points of damage for one round. The effects begin to fade when the creature moves out of the area of effect, although it may take a round for a character to catch their second wind.

Monster Summoning VI
(Conjuration/Summoning)
Level: 8
Range: 40 yards
Duration: 7 rounds + 1 round/level
Casting Time: 8
Area of Effect: Special
Saving Throw: None
With the casting of this spell the wizard summons 1-3 6th level monsters. These appear within spell range and may be commanded to attack the caster's opponents until the spell duration expires or the monsters are slain.

Monster Summoning VII
(Conjuration/Summoning)
Level: 9
Range: Special
Duration: 7 rounds + 1 round/level
Casting Time: 9
Area of Effect: 80 yard radius
Saving Throw: None
With the casting of this spell the wizard summons 1-2 7th or 8th level monsters. These appear within spell range and may be commanded to attack the caster's opponents until the spell duration expires or the monsters are slain.

Mind Blank (Abjuration)
Level: 8
Range: Caster
Duration: 1 Day
Casting Time: 1
Area of Effect: Caster
Saving Throw: None
In the interests of one's self-control and privacy, Mind Blank shields a creature's mind from almost any mental effect - Charm, Command, Domination, Fear, Feeblemind, and any scrying by crystal balls or other divination methods.

Iron Body (Alteration)
Level: 8
Range: Caster
Duration: 2 turns
Casting Time: 8
Area of Effect: Caster
Saving Throw: None
This spell transforms the caster's body into living iron, granting him several powerful resistances and abilities. While the spell is in effect, the caster is 100% resistant to electricity, 50% resistant to fire, and 25% resistant to crushing damage. Spells that affect respiration or the physiology of the caster are ignored. In addition, the caster's strength is raised to 25, and the caster can attack twice per round with iron fists for 2d4 points of damage + appropriate strength bonuses. Unfortunately, the caster's movement becomes slow and awkward, setting his movement rate to 25% of his normal, and he/she cannot cast spells while Iron Body is in effect.