Updated: 22/8/2000
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Spells By School

Level Conjuration
Summoning
Illusion
Phantasm
Alternation Enchantment
Charm
Necromancy Invocation
Evocation
Divination Abjuration
1 Armour
Grease
Blindness Burning Hands
Color Spray
Shocking Grasp
Charm
Friends
Sleep
Chill Touch
Larloch's Minor Drain
Chromatic Orb
Magic Missile
Shield
Identify
Infravision
Protection from Evil
2 Melf's Acid Arrow Blur
Invisibilty
Mirror Image
Knock
Strength
Vocalise
Luck Ghoul Touch
Horror
Agannazar's Scorcher
Stinking Cloud
Web
Detect Invisibility
Know Alignment
Protection from Petrification
Resist Fear
3 Flame Arrow
Ghost Armour
Monster Summoning I
  Haste
Slow
Dire Charm
Hold Person
Skull Trap
Vampiric Touch
Fireball
Lightning Bolt
Clairvoyance Dispell Magic
Nondetection
Protection from Normal Missiles
4 Monster Summoning II Improved Invisibility Dimenson Door
Otiluke's Resilient Sphere
Polymorph Other
Polymorph Self
Confusion
Emotion-Hopelessness
Greater Malison

Spirit Armor
   Minor Globe of Invulnerability
Remove Curse
5 Monster Summoning III Shadow Door   Chaos
Domination
Feeblemind
Hold Monster
Animate Dead Cloudkill
Cone Of Cold
  

Note: Spells in italic letters appear only in Tales Of The Sword Coast

  • An Abjurer cannot cast any Alternation spells.
  • A Transmuter (Alternation) can cast neither Abjuration nor Necromancy spells.
  • A Conjurer cannot cast any Divination spells.
  • A Diviner cannot cast any Conjuration/Summoning spells.
  • An Enchanter cannot cast any Invocation/Evocation spells.
  • An Illusionist cannot cast any Necromancy spells.
  • An Invoker cannot cast neither Enchantment/Charm nor Conjuration/Summoning spells.
  • A Necromancer cannot cast any Illusion/Phantasm spells.