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Druid Spells
Baldur's Gate II: Shadows of Amn

Druid Spells

Explore Druid spells in Baldur's Gate II: Shadows of Amn, including Entangle, Call Lightning, and Insect Plague, and their effects.

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Explore Druid spells in Baldur's Gate II: Shadows of Amn, including Entangle, Call Lightning, and Insect Plague, and their effects.

Walkthrough
  1. 1
    Ranger Level 8 unlocks 1st level Druid spells.
  2. 2
    Ranger Level 10 unlocks 2nd level Druid spells.
  3. 3
    Ranger Level 12 unlocks 3rd level Druid spells.
  4. 4
    Ranger Level 14 unlocks 4th level Druid spells.
  5. 5
    Ranger Level 16 unlocks 5th level Druid spells.
  6. 6
    Ranger Level 18 unlocks 6th level Druid spells.

Level 1 Druid Spells:

  • Armor of Faith
  • Bless
  • Cure Light Wounds
  • Detect Evil
  • Doom
  • Shillelagh

Entangle

  • Range: Visual range of the caster
  • Duration: 1 turn
  • Casting Time: 4
  • Area of Effect: 12' radius
  • Saving Throw: Neg.
  • Description: Creatures caught within the area of effect are held fast for the duration of the spell if they fail a save vs. Spells at +3. Entangled enemies are able to attack but suffer -2 to AC.
  • Remarks: By Baldur's Gate 2, the save bonus renders this spell obsolete. It's just as likely to inconvenience you as your enemies.

Level 2 Druid Spells:

  • Barkskin
  • Find Traps
  • Flame Blade
  • Know Alignment
  • Resist Fire and Cold
  • Slow Poison

Charm Person or Mammal

  • Range: Visual range of the caster
  • Duration: 1 turn
  • Casting Time: 5
  • Area of Effect: 1 creature
  • Saving Throw: Neg.
  • Description: Allows you to control a humanoid opponent or mammalian creature for the duration of the spell unless it makes its save vs. Spell at +3.
  • Remarks: There aren't many mammals in the game that aren't humanoids, so this is basically the same as Charm Person. The saving throw bonus means that it's unlikely to work.

Goodberry

  • Range: 0
  • Duration: Permanent
  • Casting Time: 9
  • Area of Effect: The caster
  • Saving Throw: N/A
  • Description: Creates a magical berry that heals 5 HP.
  • Remarks: This is poor.

Level 3 Druid Spells:

  • Cure Disease
  • Cure Medium Wounds
  • Dispel Magic
  • Invisibility Purge
  • Miscast Magic
  • Protection from Fire
  • Rigid Thinking
  • Strength of One
  • Zone of Sweet Air

Call Lightning

  • Range: 80'
  • Duration: 1 turn / 4 levels
  • Casting Time: 9
  • Area of Effect: Visual range of the caster
  • Saving Throw: ½
  • Description: Summons 1 lightning bolt for each round of the spell's duration inflicting 2-16 lightning damage plus 1-8 damage per caster level (maximum 20d8) to a random enemy. The spell only works outdoors.
  • Remarks: The restriction is a bit of a bummer because while this spell is both party-friendly and massively damaging, many areas are indoors.

Hold Animal

  • Range: 35'
  • Duration: 2 rounds / level
  • Casting Time: 5
  • Area of Effect: Special
  • Saving Throw: Neg.
  • Description: Renders the target and 1-3 enemy creatures within 20' unable to act for the duration of the spell if they fail their save vs. spell. Only non-monstrous animals are affected.
  • Remarks: There are very few hostile animals in the game.

Summon Insects

  • Range: 60'
  • Duration: 7 rounds
  • Casting Time: 9
  • Area of Effect: 1 creature
  • Saving Throw: Neg.
  • Description: The target is surrounded by a cloud of insects, taking 1 point of damage every 2 seconds and suffering a -2 THAC0 and AC penalty along with a 50% chance of spell failure. The target is allowed a save vs. Breath at -4 to avoid the effects.
  • Remarks: It's unlikely to kill its target but is a respectable addition to your anti-caster armoury.

Level 4 Druid Spells:

  • Animal Summoning I
  • Cause Serious Wounds
  • Cloak of Fear
  • Cure Serious Wounds
  • Death Ward
  • Defensive Harmony
  • Farsight
  • Negative Plane Protection
  • Neutralize Poison
  • Poison
  • Protection From Lightning

Call Woodland Beings

  • Range: 25'
  • Duration: 3 turns
  • Casting Time: 7
  • Area of Effect: Special
  • Saving Throw: N/A
  • Description: Summons a Dryad.
  • Remarks: The Dryad is very weak but has some powerful magic at her disposal, for example, Mental Domination, Confusion, Mass Cure and Hold Monster. Well worth a memorisation slot.

Level 5 Druid Spells:

  • Animal Summoning II
  • Cause Critical Wounds
  • Chaotic Commands
  • Cure Critical Wounds
  • Magic Resistance
  • Mass Cure
  • True Seeing

Insect Plague

  • Range: Visual range of the caster
  • Duration: 6 rounds
  • Casting Time: 5
  • Area of Effect: 30' radius
  • Saving Throw: None
  • Description: A cloud of insects surrounds the target inflicting 1 point of damage every two seconds and 100% chance of spell failure. It will spread from the target and affect up to six enemies even if they're invisible. Affected enemies must save vs. Breath or run away in fear for 1 round.
  • Remarks: This is _the_ Mage killer par-excellence and one of the first choices for a 5th-level slot.

Iron Skins

  • Range: 0
  • Duration: 12 hours
  • Casting Time: 1
  • Area of Effect: The caster
  • Saving Throw: N/A
  • Description: Creates 1 skin for every two caster levels that each absorb a single attack.
  • Remarks: Like Stoneskin, this is an excellent defensive spell.

Pixie Dust

  • Range: 0
  • Duration: Special
  • Casting Time: 9
  • Area of Effect: 15' radius
  • Saving Throw: N/A
  • Description: Renders allies in the area of effect invisible. Hostile actions will dispel the invisibility.
  • Remarks: The same effect can be achieved by a 3rd-level Mage spell.

Level 6 Druid Spells:

  • Animal Summoning III
  • Conjure Animals
  • Harm
  • Heal
  • Physical Mirror
  • Wondrous Recall

Conjure Fire Elemental

  • Range: Visual range of the caster
  • Duration: 1 turn / level
  • Casting Time: 9
  • Area of Effect: Special
  • Saving Throw: N/A
  • Description: Summons 1 Fire Elemental. Its strength is random: 65% chance for 12 HD, 20% for 16 HD, 10% for 20 HD, and 5% for 24 HD.
  • Remarks: This is the same as the level 6 Mage spell.

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