Priest spells are used by clerics, druids, rangers and paladins. Some spells are universal, while others are limited to either clerics or druids. Rangers gain use of spells available to druids upon reaching level 8. The Cleric/Ranger multi-class is able to use both cleric and druid spells.
Druids can begin using level 5 spells at level 9. Due to the experience cap of 161,000 experience with Baldur's Gate: Tales of the Sword Coast, a cleric will never be able to use level 5 spells in an unmodified game. Rangers can use spells available to druids at level 8, but with the experience cap will only be able to use level 1 spells.
The Priest Spellbook in Baldur's Gate has 51 spells.
List of spells[]
Number | Name | Effect | Cleric | Druid | School | Sphere | Level |
---|---|---|---|---|---|---|---|
1 | Aid | Target gains effect of Bless and bonus hit points. | Yes | Necromancy | Combat, Necromantic | 2 | |
2 | Animal Summoning I | Summons 1-3 animals with 4 or less hit dice to aid caster. | Yes | Yes | Conjuration | Animal, Summoning | 4 |
3 | Animal Summoning II | Summons 1-3 animals with 8 or less hit dice to aid caster. | Yes | Conjuration | Animal, Summoning | 5 | |
4 | Animate Dead | Summons undead minions to aid caster. | Yes | Conjuration | Necromantic | 3 | |
5 | Barkskin | Target receives bonus to armor class and saving throws except magic. | Yes | Yes | Alteration | Plant, Protection | 2 |
6 | Bless | Friendly targets in area receive bonus to morale, saving throws for fear, and attack rolls. | Yes | Yes | Conjuration | All | 1 |
7 | Call Lightning | Creates storm that deals electrical damage to random enemies. | Yes | Alteration | Weather | 3 | |
8 | Champion's Strength | Target receives bonus to THAC0 and Strength. Caster cannot use other spells while active. | Yes | Alteration | Law | 5 | |
9 | Chant | Nearby allies receive bonus to attack, damage, and saving throws. Nearby enemies receive penalty to same. | Yes | Conjuration | All | 2 | |
10 | Chaotic Commands | Target becomes immune to certain mind altering effects. | Yes | Enchantment | Chaos | 5 | |
11 | Charm Person or Mammal | Target humanoid is charmed to see caster as ally. | Yes | Enchantment | Animal | 2 | |
12 | Command | Target falls asleep for 1 turn. | Yes | Enchantment | Charm, Combat, Law | 1 | |
13 | Cure Light Wounds | Target is healed for 8 hit points. | Yes | Yes | Necromancy | Healing | 1 |
14 | Cure Serious Wounds | Target is healed for 17 hit points. | Yes | Yes | Necromancy | Healing | 4 |
15 | Cure Critical Wounds | Target is healed for 27 hit points. | Yes | Necromancy | Healing | 5 | |
16 | Defensive Harmony | Nearby allies receive bonus to armor class. | Yes | Yes | Enchantment | Law | 4 |
17 | Detect Evil | Evil creatures within sight of caster glow red. | Yes | Yes | Divination | All | 1 |
18 | Dispel Magic | Targets in area have a chance to have magical effects removed. | Yes | Yes | Abjuration | All | 3 |
19 | Draw Upon Holy Might | Caster receives bonuses to Strength, Dexterity, and Constitution. | Yes | Evocation | Combat, Summoning | 2 | |
20 | Entangle | Targets in area must save or be immobilized. | Yes | Alteration | Plant | 1 | |
21 | Find Traps | Caster detects traps within 10 yards for duration. | Yes | Yes | Divination | Divination | 2 |
22 | Flame Blade | Caster receives a weapon to use for duration that deals slashing and fire damage. | Yes | Yes | Evocation | Elemental, Fire | 2 |
23 | Flame Strike | Target is attacked with fire damage. | Yes | Evocation | Combat | 5 | |
24 | Free Action | Target becomes immune to movement impairing magic. | Yes | Abjuration | Charm | 4 | |
25 | Glyph of Warding | Caster places a glyph on a surface or container, causing electrical damage on contact. | Yes | Abjuration / Evocation | Guardian | 3 | |
26 | Goodberry | Caster receives 5 Good Berries, which can be consumed for 1 hit point. | Yes | Alteration / Evocation | Plant | 2 | |
27 | Hold Animal | Target animal and others nearby must save or be Held. | Yes | Enchantment | Animal | 3 | |
28 | Hold Person | Target humanoid and other nearby must save or be Held. | Yes | Enchantment | Charm, Law | 2 | |
29 | Holy Power | Caster's Strength is set to 18/00 (even if it was higher), THAC0 becomes that of a Fighter of equivalent level, and they gain 1 temporary HP/Level. Last 1 round/level or until dispelled. | Yes | Evocation | None | 4 | |
30 | Invisibility Purge | Targets in area are dispelled of Invisibility effects. | Yes | Yes | Divination | Wards | 3 |
31 | Know Alignment | Target must save or glow based on alignment. | Yes | Yes | Divination | Divination | 2 |
32 | Magical Stone | Target is damaged by a magical projectile. | Yes | Enchantment | Combat | 1 | |
33 | Mental Domination | Target must save or be Dominated. | Yes | Enchantment | Thought | 4 | |
34 | Miscast Magic | Target must save or have 80% casting failure rate while active. | Yes | Yes | Enchantment | Chaos | 3 |
35 | Neutralize Poison | Target is cured of poison, disease, Blindness, and Deafness, and also healed for 10 hit points. | Yes | Yes | Necromancy | Healing | 4 |
36 | Protection From Evil | Target receives bonus to saving throws against evil enemies, and such enemies have a penalty to attack. Target is also immune to certain fiendish creatures. | Yes | Abjuration | Protection | 1 | |
37 | Protection From Evil, 10' Radius | Caster an nearby allies receive the bonuses of Protection From Evil. | Yes | Abjuration | Protection | 4 | |
38 | Protection From Fire | Target becomes resistant to fire damage. | Yes | Yes | Abjuration | Elemental, Fire, Protection | 3 |
39 | Protection From Lightning | Target becomes immune to electrical damage. | Yes | Yes | Abjuration | Protection, Weather | 4 |
40 | Raise Dead | Target is returned to life with 1 hit point. Requires an intact corpse. | Yes | Necromancy | Necromantic | 5 | |
41 | Remove Curse | Target becomes able to unequip cursed items. | Yes | Abjuration | All | 3 | |
42 | Remove Fear | Nearby allies receive a bonus to morale and are dispelled of fear effects. | Yes | Abjuration | Charm | 1 | |
43 | Remove Paralysis | Target is dispelled of paralysis effects. | Yes | Abjuration | Necromantic, Protection | 3 | |
44 | Resist Fire and Cold | Target becomes resistant to fire and cold damage. | Yes | Yes | Alteration | Protection | 2 |
45 | Rigid Thinking | Target must save or be confused. | Yes | Yes | Enchantment | Law | 3 |
46 | Sanctuary | Caster is ignored by enemies, but effect is broke if caster attacks or uses offensive magic. | Yes | Abjuration | Protection | 1 | |
47 | Shillelagh | Caster receives a weapon to use for duration. | Yes | Yes | Alteration | Combat, Plant | 1 |
48 | Silence, 15' Radius | Targets in area must save or be unable to cast magic. | Yes | Alteration | Guardian | 2 | |
49 | Slow Poison | Target is cured of most poisons. | Yes | Yes | Necromancy | Healing | 2 |
50 | Spiritual Hammer | Caster receives a weapon to use for duration. | Yes | Evocation | Combat | 2 | |
51 | Strength of One | Party receives a bonus to Strength. | Yes | Yes | Alteration | Law | 3 |
Mod Content[]
Installation of the Spell Revisions Mod will change and revise "Divine Spells" in the game, for all creatures who use them, whether friend or foe. To view the spells and peruse the changes - follow this Link at the Gibberlings 3.