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The Spell System

Some of the most powerful weapons player characters have at their disposal in the AD&D game are magical spells. Through spells a character can call lightning out of the sky, heal grievous injuries, hurl explosive balls of fire, and learn secrets long forgotten.

Not every character can cast spells. Wizards (Mages and Sorcerers, including specialists) and priests (Clerics and Druids) cast wizard and priest spells respectively. A few classes — Bards, Paladins, Rangers — have limited spellcasting in addition to their other attributes. Regardless of source, every spell is either a wizard or a priest spell.

Wizard spells

Wizard spells range from spells of simple utility to great and powerful magics. Although characters can use spells, the workings of magic are dimly understood at best — for the most part it is enough to know that "when you do this, that happens."

Casting a wizard spell is a complicated ordeal:

  1. A wizard can only use spells from his spellbook. Beginning wizards start with only a few basic spells. Mages obtain spell scrolls during their adventures and scribe them into their spellbook from the item's Description screen (right-click an item in PC versions).
  2. A Mage's mind can comprehend only a certain number of spells. The number of spells a Mage can hold in his book per spell level is limited by his Intelligence — see the Mental Ability Scores table.
  3. Daily memorisation is essential. Every day the Mage must memorise spells from his spellbook. To draw on magical energy he must shape specific mental patterns; he uses his spellbook to force his mind through the necessary mental exercises. Once a Mage memorises a spell it remains in his memory as potential energy until he triggers its release with the prescribed words, motions, and components. Upon casting, the energy is spent and the spell is wiped clean from the wizard's mind — lost until he studies and re-memorises it.
  4. Memorisation requires rest. The Mage must have a clear head from a restful night's sleep and then must spend time studying his spellbook. A Mage can memorise the same spell more than once; each memorisation counts as one slot toward the daily limit. Spells remain memorised until cast or wiped at the spell memorisation screen.

Sorcerers are different

Sorcerers do not memorise spells. A Sorcerer may freely cast any spell of any level for which he still has spell slots left — see Sorcerer.

Priest spells

A priest's spells, while sometimes sharing powers with wizard spells, are quite different in flavour. The priest's role is to be a defender and guide for others — most of his spells aid others or provide some service to the community. Few are truly offensive, but many can be used cleverly to protect and defend.

The knowledge of what spells are available to the priest becomes instantly clear as soon as he advances in level — this knowledge and the power for the spells themselves are bestowed by the priest's deity.

Priests memorise their spells similarly to wizards but do not need a spellbook. Once they gain access to a level of spells granted by their deity, they may memorise any priest spells of that level up to their maximum number of priest spells per day. Priests must pray to obtain spells — this happens during rest, much as a wizard memorises spells while resting.

Sorcerers vs. Mages

A summary of the difference:

Mage Sorcerer
Has a spellbook? Yes No
Must memorise specific spells daily? Yes No
Number of spells known Limited by Int per level Small, fixed list per level
Spell slots per day Fewer, allocated by spell More, freely cast from spells known
Specialist school option Yes No

Spell icons

In the game UI:

  • Offensive spell icons are red.
  • Defensive spell icons are blue.
  • Information / utility spell icons are white.

Source: bg2ee/original_manuals/baldurs_gate_2_ee_mastering_melee_and_magic.pdf — "Magic and the Spell System", "Wizard Spells", "Priest Spells", "Spells in Baldur's Gate".