Baldur's Gate II: Shadows of Amn Cleric spell guide covering Level 1 and Level 2 spells like Armor of Faith, Bless, and Cure Light Wounds.
Level 1 Cleric Spells:
Armor of Faith
- 1Casting Time: 1 round.
- 2Area of Effect: The caster.
- 3Duration: 3 rounds + 1 round per caster level.
- 4Range: 0.
- 5Saving Throw: N/A.
- 6Effect: Provides 5% damage resistance, increasing by 5% for every 5 caster levels.
Tips: This spell will eventually resist 25% damage.
Bless
- 1Casting Time: 9 rounds.
- 2Area of Effect: 15' radius.
- 3Duration: 6 rounds.
- 4Range: 40'.
- 5Saving Throw: N/A.
- 6Effect: Gives allies in the area of effect +1 to THAC0 (To Hit Armor Class 0) and damage.
Tips: A solid but short-lived benefit that becomes obsolete but is still worth taking at low levels.
Command
- 1Casting Time: 1 round.
- 2Area of Effect: 1 creature.
- 3Duration: 1 round.
- 4Range: 90'.
- 5Saving Throw: Special.
- 6Effect: Commands the target to fall asleep for a single round. Creatures with 6 HD (Hit Dice) or more get a save vs. spell.
Remarks: More-or-less obsolete by Baldur's Gate 2.
Cure Light Wounds
- 1Casting Time: 5 rounds.
- 2Area of Effect: 1 creature.
- 3Duration: Instant.
- 4Range: Touch.
- 5Saving Throw: N/A.
- 6Effect: Restores 8 HP (Hit Points) to the target.
Detect Evil
- 1Casting Time: 2 rounds.
- 2Area of Effect: 30' radius.
- 3Duration: Instant.
- 4Range: 0.
- 5Saving Throw: None.
- 6Effect: Any Evil creature within the area of effect will glow red.
Remarks: If it's attacking you, the chances are it's evil. Not a useful spell to have memorised.
Doom
- 1Casting Time: 9 rounds.
- 2Area of Effect: 1 creature.
- 3Duration: 1 turn.
- 4Range: 25'.
- 5Saving Throw: None.
- 6Effect: The target suffers -2 THAC0 and -2 to its saves for the duration of the spell.
Remarks: Very good debuff, shame it's only single-target.
Magical Stone
- 1Casting Time: 4 rounds.
- 2Area of Effect: 1 creature.
- 3Duration: Instant.
- 4Range: Visual range of the caster.
- 5Saving Throw: None.
- 6Effect: Throws a missile at an enemy inflicting 1-4 damage.
Remarks: You're almost certainly better off whacking the enemy with your weapon.
Protection from Evil
- 1Casting Time: 1 round.
- 2Area of Effect: 1 creature.
- 3Duration: 3 rounds + 1 round per caster level.
- 4Range: Touch.
- 5Saving Throw: N/A.
- 6Effect: Grants the target +2 AC (Armor Class) vs. attacks from evil creatures.
Remarks: To all intents and purposes, all enemies are evil so this is a solid buff. No idea why it's shorter-lived than the Mage equivalent, though.
Remove Fear
- 1Casting Time: 1 round.
- 2Area of Effect: 15' radius.
- 3Duration: 1 hour.
- 4Range: 30'.
- 5Saving Throw: N/A.
- 6Effect: Removes the effects of fear from the party and renders them immune for the duration of the spell.
Tips: Fear is one of many effects that makes you lose control of your party members, making this spell essential.
Sanctuary
- 1Casting Time: 4 rounds.
- 2Area of Effect: The caster.
- 3Duration: 1 turn.
- 4Range: 0.
- 5Saving Throw: N/A.
- 6Effect: Enemies ignore the caster so long as she does not take hostile action.
Tips: Useful for taking the heat off your cleric. The cleric can turn undead without breaking Sanctuary. A Cleric / Thief can find and remove traps without being bothered by enemies while this spell is active. At a very high level, Globe of Blades followed by Sanctuary is a nasty combination.
Shillelagh
- 1Casting Time: 2 rounds.
- 2Area of Effect: The caster.
- 3Duration: 4 rounds + 1 round per caster level.
- 4Range: 0.
- 5Saving Throw: N/A.
- 6Effect: Creates a +1 club that strikes for 2-8 crushing damage.
Remarks: Useless beyond the opening dungeon.
Level 2 Cleric Spells:
Aid
- 1Casting Time: 5 rounds.
- 2Area of Effect: 1 creature.
- 3Duration: 1 round + 1 round per caster level.
- 4Range: Touch.
- 5Saving Throw: N/A.
- 6Effect: The recipient gains +1 to THAC0 and saving throws along with 1-8 bonus HP.
Remarks: Since Bless benefits the entire party, it's generally better to stick with that. The bonus HP are neither here nor there, really.
Barkskin
- 1Casting Time: 5 rounds.
- 2Area of Effect: 1 creature.
- 3.
- 4Range: Touch.
- 5Saving Throw: N/A.
- 6Effect: Bestows AC 6 on the recipient with an additional +1 bonus for every four caster levels (i.e., AC 5 at level 4 and AC 4 at level 8 to a maximum of AC 1 at level 20). The recipient also receives +1 to saves vs. Breath, Death, Polymorph and Wand.
Remarks: This gets really good at higher levels but at level 8 it's already as good as splint mail. If, for some reason, you've chosen to play as a Shapeshifter, this spell is literally a life saver.
Chant
- 1Casting Time: 9 rounds.
- 2Area of Effect: 15' radius.
- 3Duration: 1 turn.
- 4Range: 0.
- 5Saving Throw: N/A.
- 6Effect: Allies gain +1 to THAC0, damage and saves, and all damage rolls (apart from base weapon damage) are reduced by one point per die. For example, an Arrow of Ice will do 1-6 weapon damage + 1-5 cold damage, while a fireball might do 5-25 damage rather than 5-30. Effects for enemies are reversed.
Remarks: This is a pretty decent buff spell hurt only by the long casting time.
Draw Upon Holy Might
- 1Casting Time: 2 rounds.
- 2Area of Effect: The caster.
- 3Duration: 1 turn.
- 4Range: 0.
- 5Saving Throw: N/A.
- 6Effect: The caster gains 1 point for every 3 caster levels to Strength, Dexterity and Constitution.
Remarks: This is pretty good when cast by a Cleric whose attribute points are already good. It will probably do more for Anomen than Viconia, however.
Find Traps
- 1Casting Time: 5 rounds.
- 2Area of Effect: 15' radius.
- 3Duration: 3 turns.
- 4Range: 0.
- 5Saving Throw: N/A.
- 6Effect: Reveals traps within the spell's area of effect.
Remarks: Since it doesn't _remove_ the traps that it reveals, this spell is somewhat unuseful.
Flame Blade
- 1Casting Time: 4 rounds.
- 2Area of Effect: The caster.
- 3.
- 4Range: 0.
- 5Saving Throw: N/A.
- 6Effect: Creates a scimitar that strikes for 1-4 slashing damage plus 5-6 points of fire damage. It does not strike as an enchanted weapon.
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