I prefer god ol 2nd edition BG2 wizards. God tire class. As it should be.

And man, having access to lev 6,7 , 8,9 spells. So much fun. Tons of utility.
Lets see the some of the stand outs :


(Level 6) Death Spell: This is a very powerful spell that will instantly kill all enemies with lower than an 8 Hit Dice. One notable enemy type that this will instantly take out is trolls, basically all types of them will be one shot by this spell. This will save you the trouble of having to knock them down then deal fire or acid damage to them to take them out.

(Level 6) Improved Haste: Probably one of the best spells in the entire game. This spell will double the amount of attacks you can perform each round (up to a max of 10) and it doesn't Fatigue you when it wears off. Using this spell on a Fighter/Mage that dual wields is going to pump out some serious DPS on enemies.

(Level 6) Mislead: Essentially what this spell does is it casts Improved Invisibility on the Wizard and then creates a duplicate to act as a distraction where the Wizard used to be. This spell is exceptionally powerful to get a surpise jump on an enemy or group of enemies.

(Level 6) Protection from Magical Energy: This spell is great and a must use before going into a fight against caster enemies on higher difficulties. It essentially makes you immune to lots of magical based attacks. One added bonus of this spell is it lasts for 1 round per level which is 6 seconds of real time per level.

(Level 6) Protection from Magical Weapons: Much like with the previous spell, this one is amazing and it makes you immune to all attacks from magical weapons -- which is basically all melee attacks at this point in the game.

(Level 6) True Sight: This spell will dispel any illusion effect around the caster. Invisibility, Improved Invisibility, Mirror Image and more all will be dispelled. What's more is True Sight will continue to dispel these spells every round until it expires.

(Level 6) Contingency: This spell is kind of like Minor Sequencer except that it works slightly differently. For this spell you're able to select 1 spell as a "Contingency" which is a spell that will automatically be cast when a certain condition is met. Some of the possible conditions are getting hit, HP dropping to 50%, 25% or 10%, spotting an enemy, being helpless or becoming poisoned.



(Level 7) Mordekainen's Sword: One of the better summons that you can create in the game. This sword is immune to almost all damage and it'll last 6 seconds IRL time per level of your Wizard. So, very likely almost 2 minutes or more.

(Level 7) Project Image: Arguably the most useful spell in the entire game in terms of the amount of bang for your buck. This spell will create a mirror image of the wizard who can't use physical attack but can use all spells HLAs and items that the Wizard has on them... Best of all is when you use a spell or an HLA it doesn't consume anything on your actual Wizard.

(Level 7) Ruby Ray of Reversal: This is another spell that is used to strip Mage's defenses or other high level boss enemies. On Core Rules and higher you'll definitely need to use spells like this but otherwise they typically are not needed.

(Level 7) Spell Sequencer: Much like the level 4 Minor Sequencer spell this one allows you to pick 3 different spells of Level 4 or below. Really there are too many combinations to name but you can choose between different defensive combos and combos with powerful spells like Flame Arrow which will almost one shot many enemies.

(Level 7) Limited Wish: This spell does a wide variety of different things, some of them are 1 wish per save game and some of them are repeatable wishes. I recommend you check the wiki for a complete list. Ultimately, this spell is worth it for playing around with outside of combat but not too useful in combat.

(Level 7) Spell Turning: When you have this spell active it will reflect any spells cast on the Wizard back at the original caster. This spell has a total of 12 "spell level" charges meaning it will reflect a total of 12 spell levels back to the caster. It could do 12 Magic Missiles or 5 Magic Missiles and 2 Breach (breaking on the last Breach). Essentially the amount of spells it reflects depends on the level of the spell.

(Level 7) Finger of Death: You have a chance of one shotting your target with this spell, otherwise they take 2d8+1 damage. It's basically a gamble and if you're someone who saves and reloads a lot you can always change the outcome of these gambles to what you want.




(Level 8) Abi-Dalzim's Horrid Wilting: Arguably the best damage-based spell you can cast for this spell level; it comes with the added bonus of being party friendly too. This spell will deal 1d8 damage per level, enemies are allowed a Saving Throw roll which will result in them only taking half damage but even in that situation it's still insane damage. Pair this spell with Chain Contingency so you do Abi-Dalzim's Horrid Wilting x3 and you'll decimate the entire field of enemies.

(Level 8) Incendiary Cloud: This is going to be your other damage spell for level 8. Incendiary Cloud does even more damage than Horrid Wilting since it will continuously proc the damage it deals instead of only doing it once.

(Level 8) Power Word, Blind: It's essentially an AoE blind which works better than the original Blind since there are no Saving Throw rolls for it. For those of you who don't already know, in BG2 when an enemy can't see you they do not attack you which means this spell will reliably take enemies out of the fight.

(Level 8) Simulacrum: One of the best spells in the game. When you use this spell it will create a duplicate of the caster with all of the spells, abilities and items the original caster has. Essentially you're able to duplicate one of the most powerful people on your team and get a 7th party member out of them. This spell works best on mage hybrids like Fighter/Mage.

(Level 8) Spell Trigger: This spell works similarly to the Minor Sequencer and Spell Sequencer spells that came before it. The main difference is you're able to put higher level spells into this Spell Trigger which gives you even more possible combinations.

(Level 8) Maze: Another CC that is available to you at level 8. This one will incapacitate a target for an amount of time that depends on the target's Intelligence score. What that means is this CC will be more effective on dumber targets like Fighters or other melee that can't cast spells.





(Level 9) Chain Contingency: This spell is a lot like Contingency which you get at Level 6; the main difference being you can choose higher level spells with this version. Essentially how this spell works is you can choose 3 different spells that will be cast when a certain condition is met. There are so many different choices I won't name them all here but some of them can be found in my BG2 Beginner's Guide Combat Strategies page.

(Level 9) Imprisonment: Another extremely powerful spell that will instantly remove an enemy from the fight. This spell can be used against some of the hardest enemies in the game like Beholders. One thing worth noting about this spell is you will get the EXP when it is successful but you will not get any items. So be careful who you use this on.

(Level 9) Spellstrike: You can use this spell to dispel almost all magical protections on an enemy. If you're playing on Core Rules you probably will not have to use this spell very often but as you move up higher and higher in difficulty you'll need to use this a lot more to strip enemy mages of their defenses.

(Level 9) Time Stop: Many people consider this one of the best spells if not the best spell in the entire game. As the name of the spell suggests it literally stops time and lets you perform pretty much any actions you want while time is stopped. You'll see many Liches and other high level mage enemies use this spell against you often, now you can turn the tides!

(Level 9) Wish: Wish does a large variety of things, both positive and negative. Your Wisdom score plays a large part in what wishes you get when you cast this spell. I recommend you check out the wiki page for a much more indepth explanation of what this spell does.

(Level 9) Spell Trap: Spell Trap absorbs spells that are cast on you and refunds you with additional daily spell casts.

(Level 9) Freedom: Really the only time you should ever memorize or use this spell is when someone in your group gets trapped by an Imprisonment spell.

Last edited by Count Turnipsome; 20/08/23 11:52 PM.

It just reminded me of the bowl of goat's milk that old Winthrop used to put outside his door every evening for the dust demons. He said the dust demons could never resist goat's milk, and that they would always drink themselves into a stupor and then be too tired to enter his room..