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Mage Spells
Baldur's Gate II: Shadows of Amn

Mage Spells

Baldur's Gate II: Shadows of Amn Mage Spells guide covering Level 1 spells like Armor, Blindness, Burning Hands, and Charm Person. Learn spell effects and uses.

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Baldur's Gate II: Shadows of Amn Mage Spells guide covering Level 1 spells like Armor, Blindness, Burning Hands, and Charm Person. Learn spell effects and uses.

Level 1 Spells:

  1. Armor (Conjuration)

    Range: 0
    Duration: 9 hours
    Casting Time: 9
    Area of Effect: The caster
    Saving Throw: N/A
    Grants AC 6 to the recipient. Remains in effect until dispelled or the duration expires. A solid, fire-and-forget protection spell.

  2. Blindness (Illusion / Phantasm)

    Range: 40'
    Duration: 2 hours
    Casting Time: 2
    Area of Effect: 1 creature
    Saving Throw: Negates
    Inflicts -4 THAC0 and AC penalties to the recipient if it fails its save vs. spells. This decent debuff can be abused by shooting the victim to death with arrows due to its in-game effect of reducing the target's radius of awareness.

  3. Burning Hands (Alteration)

    Range: 0
    Duration: Instant
    Casting Time: 1
    Area of Effect: 5' cone, 120 degree arc
    Saving Throw: Half
    Deals 1-3 HP fire damage plus 2 points per caster level to a maximum of 1-3 + 20. Not party-friendly, dealing minor damage.

  4. Charm Person (Enchantment / Charm)

    Range: Visual range of the caster
    Duration: 5 rounds
    Casting Time: 1
    Area of Effect: 1 person
    Saving Throw: Neg.
    Allows you to control a humanoid opponent (roughly human-sized with two arms and two legs) for the duration unless it makes its saving throw at +3. A powerful level 1 spell, though Blindness is better for disabling victims before killing them.

  5. Chill Touch (Necromancy)

    Range: Touch
    Duration: 1 turn
    Casting Time: 1
    Area of Effect: 1 creature
    Saving Throw: Neg.
    If the caster makes a successful melee attack, the creature struck suffers 1-2 HP damage (plus any Strength bonus). If it fails its save vs. Spell, the target suffers an additional 1-8 damage and a -2 THAC0 penalty for 5 rounds. Requires a melee hit, allows a save, and has negligible effect.

  6. Chromatic Orb (Evocation)

    Range: 90'
    Duration: Special
    Casting time: 1
    Area of Effect: 1 creature
    Saving Throw: Negates
    Casts a single coloured orb that always hits its target, with a save vs. Spell at +6 to avoid additional effects. The orb's effect depends on caster level:

    • Level 1: 1-4 damage, blinds target for one round.
    • Level 2: 1-4 damage, -1 Strength, Dexterity, AC and THAC0 penalty for 1 round.
    • Level 3: 1-6 damage, +1-8 Fire damage.
    • Level 4: 1-6 damage, blinds target for 1 turn.
    • Level 5: 1-8 damage, stuns target for three rounds.
    • Level 6: 1-8 damage, -4 THAC0.
    • Level 7: 1-10 damage, paralyzed for 2 turns.
    • Level 10: 1-12 acid damage, turns victim to stone.
    • Level 12: 2-16 acid damage, kills victim.

    A useful spell due to its additional effects, though Magic Missile is preferred by some. On Legacy of Bhaal difficulty, it is useful for taking out enemies like Kobolds, Orcs and Hobgoblins.

  7. Color Spray (Alteration)

    Range: 50'
    Duration: Instant
    Casting Time: 1
    Area of Effect: 90 degree arc
    Saving Throw: Special
    1-6 creatures within the area of effect with 4 HD or less must save vs. Spell or be knocked unconscious for four rounds. Not party friendly and significantly less effective than Sleep.

  8. Find Familiar (Conjuration / Summoning)

    Range: 0
    Duration: Permanent
    Casting Time: 9
    Area of Effect: The caster
    Saving Throw: N/A
    Summons an alignment-dependent pet. You gain half its HP (9 or 12) and can use its attacks and abilities. If it dies, you suffer a permanent loss of 1 Constitution and 9 HP damage. Can be considered an inventory slot that gives 12 HP, but letting it out of your backpack is very risky.

  9. Friends (Enchantment / Charm)

    Range: 0
    Duration: 1-4 rounds + 1 round / level
    Casting Time: 1
    Area of Effect: The caster
    Saving Throw: N/A
    Adds 6 to your Charisma attribute for the duration. Useful if you have a Bard cast it on himself before shopping, but not much use if Charisma is a dump stat.

  10. Grease (Conjuration)

    Range: 30'
    Duration: 3 rounds + 1 round / level
    Casting Time: 1
    Area of Effect: 15' radius
    Saving Throw: Special
    Creatures caught in the area of effect must save vs. spell at +2 every round to avoid having their movement speed slowed to a crawl. Stacks nicely with Web to ensure victims don't escape, despite the save bonus.

  11. Identify (Divination)

    Range: 0
    Duration: Instant
    Casting Time: 1
    Area of Effect: 1 item
    Saving Throw: N/A
    Identifies the properties of a single magical item. Useful until your Bard reaches 100 Lore, and essential if your party lacks a Bard.

  12. Infravision (Divination)

    Range: 30'
    Duration: 2 hours
    Casting Time: 1
    Area of Effect: 1 creature<Saving Throw: N/A
    Grants Infravision to one of your human party members. Has no in-game effect and is useless.

  13. Larloch's Minor Drain (Necromancy)

    Range: 30'
    Duration: Instant
    Casting Time: 1
    Area of Effect: 1 creature
    Saving Throw: None
    Drains 4 HP from the target and gives it to the caster. Has no effect on Undead creatures or golems. Excess HP over the caster's maximum are lost after 1 turn. If this is your best combat option, it may be time to rest.

  14. Magic Missile (Evocation)

    Range: Visual range
    Duration: Instant

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