These are my top pick spells that will save your skin big time in BGII.


Protection From Evil: +2 saves vs evil creatures, evil creatures have -2 attack roll penalty.
(NOTE: This also protects you from Demons that have been summoned.)

Protection From Petrification: Grants target immunity to petrification attacks.

Resist Fear: Removes magical fear and raises morale.
(NOTE: You can also cast this ahead of time to protect you.)

Minor Globe of Invulnerability: Magical sphere surrounds caster that stops 1st, 2nd and 3rd level spells.

Spirit Armor: Caster recieves AC 1 and +3 saves vs. magical attacks.
(NOTE: By far the best spell armor for a mage in the game.)

Stoneskin: Caster is invulnerable to 1 attack per two levels of caster.
(NOTE: Cast this along with Spirit Armor and you are as well protected as a fighter is.)

Minor Spell Turning: Rebounds 4 spell levels back to the caster.

Spell Immunity: Grant caster immunity to one school of magic.

Spell Shield: Caster is protected from the next magical attack.

Globe of Invulnerability: Protects caster from 1st, 2nd, 3rd, and 4th level spells.

Protection From Magic Energy: Target receives 100% immunity to all magical damage.

Protection From Magic Weapons: Grants caster complete immunity to all magical weapons for 4 rounds.

Spell Deflection: Absorbs a total of 10 spell levels directed against the caster.

Mantle: Invulnerability to all weapons except +3 weapons or better.

Protection From the Elements: 75% immunity to all electical, fire, and ice attacks.

Spell Turning: Reflects 12 spell levels back at enemy caster.

Improved Mantle: Complete invulnerability to all weapons except +4 or better for 4 rounds.

Protection from Energy: 75% immunity to all energy attacks including fire, cold, acid, magic, and elec, both magical and non-magical.

Simulacrum: A duplicate of the caster is created with 60% of caster's power.
(NOTE: This is one of my favorites. Basically you make a lesser clone of yourself.)

Spell Trap: Absorbs 30 spell levels directed at caster and allows caster to rememorize spells.

Restoration: Cures all adverse effects such as poison and disease and restores all HPs and level or ability drains.

Zone of Sweet Air: Removes toxic vapors in a 30-yard radius from the caster.

Death Ward: Protects one creature from death magic such as Disintegrate or Power Word Kill.

Free Action: makes target immune to the effect of hold, paralysis, or slowing.

Negative Plane Protection: Protects targeted creature from energy drains/level or ability drains.
(NOTE: A huge life saver when fighting undead.)

Chaotic Commands: Makes one target immune to magical commands such as charm, confusion, sleep, and domination.
(NOTE: Just have this spell always cast on each party member. You will be happy you did.)

Insect Plague: summons a swarm at insect towards a targeted enemy, after which the swarm spreads out, covering the 5 nearest enemies.
(NOTE: This is a good spell to cast ASAP on enemy spell casters. It will disrupt their spells almost 100% every time.)

Creeping Doom: summons a horde of insects to bite and sting the target enemy
(and nearby enemies) for 6 rounds, dealing 2 pts. of damage per *second* and
disabling the enemy's ability to cast spells.
(NOTE: This one is even better than Insect Plague, but keep them both and use them.)


Final thing: Potions of Master Thievery.
Keep this in mind.
They stack when you drink them.
If one doesn’t do the trick, drink two.
If two doesn’t do the trick drink three.
Then you can steal and sell things back to that Female vendor in the Thieves Guild all day long and never get caught.
That way you build up your gold count real quick like so you can buy all that awesome magic stuff at the ‘Adventure Mart’.

Tsel <img src="/ubbthreads/images/graemlins/wave.gif" alt="" />

Last edited by Tsel; 21/02/05 08:54 PM.

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