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    Spell List by JBolton

    Version: 1.0 | Updated: 10/01/01 | Printable Version | Search This Guide

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                 Baldur's Gate II : Shadows of Amn/Throne of Bhaal                       
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                               Mage Spells FAQ/Listing
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                                  Version 1.0
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                                by James Bolton
                            E-Mail BltnJames@Aol.com
    
    
                    The latest version of this FAQ can be found at
                              http://www.gamefaqs.com/
                              http://www.neoseeker.com/
    
    This Document Copyright 2001 James Bolton.
    
    Version History
    ----------------
    
    1.0 (Final Version)
    October 1, 2001
    Have decided not to do Priest Spells due to the FAQ/List now done by 
    AquaWarlock
    Added Ackknowledgements
    Made a few small edits
    
    
    0.3
    July 16, 2001
    Completed all Wizard Spells
    Made adjustments to Spell ratings with Throne of Bhaal in mind
    Added rebuttals from people who have E-Mailed me
    Many other small edits
    
    0.2
    May 1, 2001
    Completed Wizard Spells Levels 5-7
    Added some Pro/Con Arguments
    
    0.1 
    April 19, 2001
    Completed Wizard Spells Levels 1-4
    
    
    This is my complete rundown of all of the Wizard Spells in Baldur's 
    Gate II : Shadows of Amn and it's expansion pack Throne of Bhaal.  I 
    have included my personal view of each spell and it's value within the 
    game with a summary and a mark out of 10.
    
    I should warn you there are some minor *Spoilers* in this FAQ and you 
    should not read on I you do not want to be exposed to elements of the 
    game you may not have come across yet.
    
    Note : Each Spell will be given a mark out of 10, but a high mark for a 
    spell does not mean that it is more powerful than something getting a 
    low mark but it means that it is good in that particular level of 
    spells compared to the other options.
    
    If you disagree with any of my Summaries or Marks then please feel free 
    to e-mail me at BltnJames@Aol.com and your argument may well be 
    included in the FAQ.
    
    WIZARD SPELLS
    
    Level 1
    ---------
    
    Armor (Conjuration) 
    Level: 1
    Range: 0
    Duration: 9 hours
    Casting Time: 1 round 
    Area of Effect: caster 
    Saving Throw: None 
    
    By means of this spell, the wizard creates a magical field of force 
    that serves as if it were scale mail armor (AC 6). It is cumulative 
    with Dexterity and, in the case of fighter/mages, with the shield 
    bonus. The armor spell does not hinder movement, adds no weight or 
    encumbrance, nor does it prevent spellcasting. It lasts until 
    successfully dispelled or until the duration runs out.
    
    Summary - This spell is fairly useless, you may like to memorize it 
    early in the game (it has a good duration) but once you find items that 
    your Wizard can wear (e.g. Ring of Protection, Cloak of Displacement 
    etc.) there really is no need for it.  3/10
    
    Blindness 
    (Illusion/Phantasm)  
    Level: 1
    Range: Visual range of caster 
    Duration: 10 turns
    Casting Time: 2
    Area of Effect: 1 creature 
    Saving Throw: Neg.
    
    This first level spell temporarily blinds its target.  A saving throw 
    is allowed, and if successful there are no harmful effects.  If a 
    victim is blinded he receives -4 to hit on his attack rolls, and has a 
    4 point armor penalty.
    
    Summary - A pretty needless Spell, not only to the Saving Throw allowed 
    but the fact that even if it works it only weakens the enemy a bit. 
    3/10 
    
    Burning Hands (Alteration) 
    Level: 1
    Range: 5 feet  
    Duration: Instantaneous 
    Casting Time: 1 
    Area of Effect: 60 degree arc
    Saving Throw: 1/2
    
    When the wizard casts this spell, a jet of searing flame shoots from 
    his fingertips. His hands must be held so as to send forth a fanlike 
    sheet of flames: the wizard's thumbs must touch each other and fingers 
    must be spread. The burning hands send out flame jets of five-foot 
    length in a horizontal arc of about 60 degrees in front of the wizard. 
    Any creature in the area of the flames suffers 1d3 hit points of 
    damage, plus 2 points for each level of the spellcaster, to a maximum 
    of 1d3 + 20 points of fire damage. Those successfully saving vs. spell 
    receive half damage.
    
    Summary - The main problem with this Spell, like so many others, is 
    that it can hurt party members.  Otherwise it's still not that hot, the 
    Damage is fairly mild even without the Saving Throw.  4/10
    
    Charm Person (Enchantment/Charm) 
    Level: 1
    Range: Visual range of caster 
    Duration: 5 rounds
    Casting Time: 1 
    Area of Effect: 1 person 
    Saving Throw: Neg. 
    
    This spell affects any single person it is cast upon. The term person 
    includes any bipedal human, demihuman, or humanoid of man-size or 
    smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, 
    goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, 
    lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. 
    Thus, a 10th-level fighter could be charmed, but an ogre could not. The 
    person receives a saving throw vs. spell to avoid the effect.
    If the spell recipient fails his saving throw (of which he receives a 
    +3 modifier), he regards the caster as a trusted friend and ally to be 
    heeded and protected.  The caster may give him orders, and the charmed 
    individual will carry them out as quickly as possible.
    If the caster harms, or attempts to harm, the charmed person by some 
    overt action, or if a dispel magic spell is successfully cast upon the 
    charmed person, the charm spell is broken. If two or more charm effects 
    simultaneously affect a creature, the most recent charm takes 
    precedence.  Note that the subject has full memory of the events that 
    took place while he was charmed. 
    Also note that you cannot have a charmed creature leave the area where 
    he was charmed.
    
    Summary - Poor, it is all too likely they will make the Saving Throw 
    and also the short duration time if the spell succeeds and the Humanoid 
    requirements. There's just too many ifs.  2/10
    
    Chill touch (Necromancy) 
    Level: 1
    Range: 0 
    Duration: 1 turn
    Casting Time: 1 
    Area of Effect: The caster 
    Saving Throw: Neg. 
    
    When the caster completes this spell, a blue glow encompasses his hand.  
    This energy attacks the life force of any living creature upon which 
    the wizard makes a successful melee attack.  The touched creature must 
    make a saving throw vs. spell or suffer 1-8 points of damage and 
    receive a -2 penalty to its THAC0.
    
    Summary - Rubbish, you will need to melee attack the enemy which will 
    probably be tough for the Wizard but even then the Damage done is poor.  
    1/10
    
    Chromatic Orb 
    (Evocation) 
    Level: 1
    Range: 30 yards 
    Duration: special 
    Casting Time: 1 
    Area of Effect: One creature
    Saving Throw: Special 
    
    This spell causes a 2-foot-diameter sphere to appear in the caster's 
    hand.  When thrown, the sphere heads unerringly to its target.  The 
    effect the orb has upon the target varies with the level of the mage 
    who casts the spell.  Each orb will do damage to the target against 
    which there is no save and an effect against which the target must save 
    vs. spells at +6.  At first-level, the sphere inflicts 1-4 damage and 
    blinds the target for one round.  At second-level, the sphere inflicts 
    1-4 damage and inflicts pain upon the victim.  At third-level, the 
    sphere deals 1-6 damage and burns the victim.  At fourth-level, the 
    sphere deals 1-6 damage and blinds the target for 1 turn.  At fifth-
    level, the sphere deals 1-8 damage and stuns the target for 3 rounds.  
    At sixth-level, the sphere deals 1-8 damage and causes weakness in the 
    victim.  At seventh level, the sphere deals 1-10 damage and paralyzes 
    the victim for 2 turns.  At 10th level, the sphere causes 1-12 acid 
    damage and turns the victim to stone.  At 12th level, the sphere will 
    inflict 2-16 points of acid damage and instantly kill the victim.  
    NOTE: The victim saves vs spells at +6 against all the effects and gets 
    no save against the damage.
    
    Summary - Pretty decent, the effects improving as you gain levels is 
    good, although the big drawback is the Saving Throw against the special 
    effects and the poor damage.  7/10
    
    Pro Rebuttal - Throw in a Greater Malison first, and Chromatic Orb
    is almost as good at level 1 as Finger of Death is at level 7! 
    Personally, I'd rate Chromatic Orb as a 9 or 10 later in the
    game (once the caster is level 12+), although it's not so good earlier
    on.
    
    Color Spray (Alteration) 
    Level: 1
    Range: 30 feet
    Duration: Special
    Casting Time: 1 
    Area of Effect: 60 degree arc
    Saving Throw: Special 
    
    Upon casting this spell, the wizard causes a vivid, fan-shaped spray of 
    clashing colors to spring forth from his hand. From one to six 
    creatures (1d6) within the area are affected in order of increasing 
    distance from the wizard.   All creatures in the area of effect that 
    are 4th or less must make a saving throw or be rendered unconscious for 
    five rounds.
    
    Summary - Pointless, due to the Saving throw and just unconscious for 
    five rounds. 2/10
    
    Find Familiar 
    (Conjuration/Summoning)
    Level: 1
    Range: n/a
    Duration: Special
    Casting Time: 1 round
    Area of Effect: 1 familiar
    Saving Throw: Special
    
    This spell enables the caster to attempt to summon a familiar to act as 
    his aide and companion.  Familiars are typically small creatures.  A 
    creature acting as a familiar can benefit a wizard, conveying its 
    sensory powers to its master, conversing with him, and serving as a 
    guard/scout/spy as well.  A wizard can have only one familiar at a 
    time, and he has no control over what sort of creature answers the 
    summoning, if any come at all.  
    (Note:This spell may only be cast by the protagonist.)
    The creature is always more intelligent than others of its type 
    (typically by 2 or 3 Intelligence points), and its bond with the wizard 
    confers upon it an exceptionally long life. 
    The wizard has an empathic link with the familiar and can issue it 
    mental commands. 
    The caster receives half the familiars total hit points as bonus hit 
    points.  However the caster must take care to treat his familiar well, 
    for if the familiar should die, the caster loses the bonus hit-points 
    and half the familiar's hit-points again as damage.  Also when a 
    familiar dies, the caster loses 1 point of constitution PERMANENTLY.
    
    Example: A mage has 12 hit points and casts find familiar. The imp 
    summoned has 18 hit points, so the caster gets a bonus of 9 hit points.  
    The caster now has 21 hit points.  If the familiar dies the caster 
    loses those 9 hit points (putting him back at 12), 1 point of 
    constitution permanently (which may cause additional hit point loss), 
    and takes 9 damage.
    
    Here is a list of the familiars that the player receives according to 
    alignment:
    
    LAWFUL GOOD, NEUTRAL GOOD:  Pseudo Dragon
    Armor Class: -2
    Hit Points: 24
    Magic Resistance: 50%
    Special abilities: 2 attacks per round at THACO: 13 for 1-3 damage.  
    Save or be rendered unconscious for 2 turns.
    
    LAWFUL NEUTRAL:  Ferret
    Armor Class: 0
    Hit Points: 24
    Magic Resistance: 50%
    Special abilities:  Has 75% pick pockets ability, 40% Hide in 
    Shadows/Move Silently, and 20% Detect Traps.
    
    LAWFUL EVIL:  Imp
    Armor Class: 2
    Hit Points: 18
    Magic Resistance: 25%
    Special abilities:  Can cast the Polymorph self spell.
    
    NEUTRAL:  Rabbit
    Armor Class: -4
    Hit Points:  24
    Magic Resistance: 75%
    Special abilities:  Has a 50% Detect Traps, and 30% Hide in 
    Shadows/Move Silently.
    
    NEUTRAL EVIL:  Dust Mephit
    Armor Class: 6
    Hit Points: 24
    Magic Resistance: 10%
    Special abilities:  Can cast glitter dust 2 times per day.
    
    CHAOTIC GOOD:  Fairy Dragon
    Armor Class: 4
    Hit Points: 24
    Magic Resistance: 32%
    Special abilities:  Can cast mirror image and invisibility 10' radius.
    
    CHAOTIC NEUTRAL:  Cat
    Armor Class: 0
    Hit Points: 24
    Magic Resistance: 50%
    Special abilities:  Has a 99% in Move Silently and Hide in Shadows.
    
    CHAOTIC EVIL:  Quasit
    Armor Class: 2
    Hit Points: 24
    Magic Resistance: 25%
    Special abilities:  Can cast Horror and Blur.
    
    Note: Each familiar has the Pick Pockets ability with varying degrees 
    of proficiency.
    
    Summary - There's no need to memorize this spell regularly, obviously, 
    but Familiars are cool and you should always summon one at least once a 
    game (perhaps only once) and look after it, because of the main 
    drawback of losing one point of constitution each time one dies.  6/10
    
    Friends (Enchantment/Charm) 
    Level: 1
    Range: 0 
    Duration: 1d4 rounds + 1 round/level 
    Casting Time: 1 
    Area of Effect: caster 
    Saving Throw: Special 
    
    A friends spell causes the wizard to temporarily gain 6 points of 
    Charisma. Those who view the caster tend to be very impressed with the 
    spellcaster and make an effort to be his friends and help him, as 
    appropriate to the situation. Officious bureaucrats might decide to 
    become helpful; surly gate guards might wax informative; attacking orcs 
    might spare the caster's life, taking him captive instead.
    
    Summary - Basically if your planning a big shopping spree at the 
    Adventurer's Mart (or wherever) then you may want to memorize and cast 
    this because you will get some good discounts, otherwise it's not 
    really needed.  5/10
    
    Grease (Conjuration) 
    Level: 1
    Range: 10 yards 
    Duration: 3 rounds + 1 round/level 
    Casting Time: 1 
    Area of Effect: 30' x 30' square area 
    Saving Throw: Special 
    
    A grease spell covers a material surface with a slippery layer of a 
    fatty, greasy nature. Any creature entering the area or caught in it 
    when the spell is cast must save vs. spell or slip and skid, unable to 
    move quickly.  Those who successfully save can reach the nearest non-
    greased surface by the end of the round. Those who remain in the area 
    are allowed a saving throw each round until they escape the area.
    
    Summary - Fairly daft when you consider there are other spells that 
    actually hold the enemy in an area (Web for example) but the quick 
    Casting Time makes it even slightly useful. 3/10
    
    Identify (Divination) 
    Level: 1
    Range: 0 
    Duration: Instantaneous
    Casting Time: Special 
    Area of Effect: 1 item
    Saving Throw: None 
    
    When this spell is memorized, go to the history page of an unidentified 
    item and press the identify button.  The chance of identifying the item 
    is 100%.   The spell identifies the item's name, what it does, and if 
    it is cursed.
    
    Summary - It's pretty handy to have one of your Party memorize this 
    regularly (if you haven't picked up the Glasses of Identification) as 
    identifying items is an invaluable (and I don't know about you but I 
    rarely travel with any kind of Bard)  6/10
    
    Infravision (Divination) 
    Level: 1
    Range: Visual range of caster
    Duration: 10 turns
    Casting Time: Special 
    Area of Effect: 1 Creature
    Saving Throw: None 
    
    Upon the casting of this spell the recipient gains the ability to see 
    with Infravision, just as an elf or dwarf would.   This effect lasts 
    for the duration of the spell or until dispelled.
    
    Summary - Needless, as an Elf or Dwarf is likely to be in your party 
    and I find I need the skill rarely anyway.  1/10
    
    Larloch's minor drain 
    (Necromancy) 
    Level: 1
    Range: 30 yards
    Duration: Special
    Casting Time: 1 
    Area of Effect: Target creature
    Saving Throw: None 
    
    With this spell, the wizard drains the life force from a target and 
    adds it to his own.  The target creature suffers 4 damage, while the 
    mage gains 4 hit points.  If the mage goes over his maximum hit point 
    total with this spell, he loses it after 1 turn.
    
    Summary - It could be useful if you needed a desperate few Hit Points 
    to stay alive but the damage make this spell laughable frankly.  1/10
    
    Magic Missile (Evocation) 
    Level: 1
    Range: Visual range of caster 
    Duration: Instantaneous 
    Casting Time: 1 
    Area of Effect: 1 creature
    Saving Throw: None 
    
    Use of the Magic Missile spell, one of the most popular first level 
    spells, creates up to five missiles of magical energy that dart forth 
    from the wizard's fingertip and unerringly strike their target, which 
    must be a creature of some sort. Each missile inflicts 1d4+1 points of 
    damage. For every two extra levels of experience, the wizard gains an 
    additional missile - he has two at 3rd level, three at 5th level, four 
    at 7th level, and a maximum of five missiles at 9th level.
    
    Summary - The best Level 1 spell and possibly the only one worth 
    memorizing regularly.  The great thing is the quick Casting Time and 
    the lack of a Saving Throw allowed.  9/10
    
    Protection From Evil (Abjuration) 
    Level: 1
    Range: Touch 
    Duration: 2 rounds/level
    Casting Time: 1
    Area of Effect: Creature touched 
    Saving Throw: None 
    
    When this spell is cast, it creates a magical barrier around the 
    recipient at a distance of one foot. The barrier moves with the 
    recipient and has two major effects: First, all attacks made by evil or 
    evilly enchanted creatures against the protected creature receive a 
    penalty of - 2 to each attack roll, and second, any saving throws 
    caused by such attacks are made by the protected creature with a +2 
    bonus.
    
    Summary - This spell can be useful but ultimately you are better 
    waiting for the Level 4 Priest spell Protection from Evil 10' Radius 
    which affects more Party members.  But if you don't have access to that 
    spell then think about casting this on Party Members before fighting 
    evil creatures.  More importantly, what the spell description doesn't 
    tell you is that you simply must cast this before summoning Demon's of 
    any kind.  5/10
    
    Protection from Petrification 
    (Abjuration)
    Level: 1
    Range: 0
    Duration:  5 turns
    Casting Time: 1
    Area of Effect: Target
    Saving Throw: None
    
    This spell grants the recipient immunity to all Petrification attacks.  
    This includes basilisk and medusa gaze, cursed scrolls of 
    Petrification, etc.
    
    Summary - I can't think of hardly any time when my NPC's of my 
    Protagonist got petrified in BG2, thusly I think this spell is useless, 
    although you may want to keep a scroll handy.....just in case.  2/10
    
    Reflected Image (Illusion/Phantasm) 
    Level: 1
    Range: 0 
    Duration: 3 rounds + 1 round/level
    Casting Time: 1
    Area of Effect: Caster
    Saving Throw: None 
    
    Upon casting this spell the wizard creates 1 image of himself that will 
    travel along beside him.  The image will perform all of the actions 
    that the wizard does so that if any enemies are trying to attack the 
    wizard they will not know which one is real.  There is a 50% chance 
    that an attacker will attack the image and a 50% chance that he will 
    attack the caster.  The image will disappear with a successful dispel 
    magic, when attacked or when the spell duration runs out.
    
    Summary - An interesting spell but this is much improved with the Level 
    2 spell Mirror Image.  4/10
    
    Shield (Evocation) 
    Level: 1
    Range: 0 
    Duration: 5 turns
    Casting Time: 1 
    Area of Effect: caster
    Saving Throw: None
    
    When this spell is cast, an invisible barrier comes into being in front 
    of the wizard.  It sets the wizard's armor class to 4 against all melee 
    weapons, and 2 against missile weapons.  It also grants the wizard 
    immunity from the spell Magic Missile.  The effect lasts for the 
    duration of the spell or until dispelled.
    
    Summary - On first glance this looks pretty effective and the Duration 
    is pretty good, also very few enemy Wizards cast Magic Missile.  In the 
    thick of the battle though, it might be worth using.  5/10
    
    Shocking Grasp (Alteration) 
    Level: 1
    Range: Touch
    Duration: Special 
    Casting Time: 1 
    Area of Effect: Touched creature 
    Saving Throw: None
    
    When the wizard touches a creature while this spell is in effect, an 
    electrical charge will deal 1d8 damage + 1 per level of the caster to 
    the creature touched.   The wizard only has one charge, and once an 
    opponent has been touched the spell's energies have been used.  If the 
    mage misses, then the spell is wasted.  The wizard has 1 round per 
    level in order to touch the target creature.
    
    Summary - Pretty damn poor, the main reason is having to touch an Enemy 
    for it to work and the Damage isn't worth the bother.  2/10
    
    Sleep (Enchantment/Charm) 
    Level: 1
    Range: 30 yards 
    Duration: 5 rounds/level 
    Casting Time: 1 
    Area of Effect: Special 
    Saving Throw: Neg
    
    When a wizard casts a sleep spell, he causes a comatose slumber to come 
    upon one or more creatures (other than undead and certain other 
    creatures specifically excluded from the spell's effects). All 
    creatures to be affected by the sleep spell must be within 30 feet of 
    each other.  Creatures in the area of effect must make a saving throw 
    at a -3 penalty or fall asleep.   Monsters with 4+3 Hit Dice (4 Hit 
    Dice plus 3 hit points) or more are unaffected. The center of the area 
    of effect is determined by the spellcaster.  Magically sleeping 
    opponents can be attacked with substantial bonuses.
    
    Summary - Most creatures you'd like to put asleep are immune to this 
    and others may save.  1/10
    
    Spook 
    (Illusion/Phantasm)
    Level: 1
    Range: 30 ft.
    Duration: 3 rounds
    Casting Time: 1
    Area of Effect: 1 creature
    Saving Throw: Neg.
    
    A spook spell enables the wizard to play upon natural fears to cause 
    the target creature to perceive the spellcaster as someone or something 
    inimical which then appears to advance upon it in a threatening manner. 
    If the creature does not make a successful saving throw vs. spell, it 
    turns and flees at maximum speed as far from the wizard as possible. 
    The creature has a saving throw penalty of -1 (to save against this 
    spell) for every two experience levels of the caster, to a maximum of -
    6 at 12th level.  Although the caster does not actually pursue the 
    fleeing creature, a phantasm from its own mind does. In any event, the 
    spell functions only against creatures with Intelligences of 2 or more, 
    and undead are not affected at all.
    
    Summary - You may want to memorize this one, it makes for a good tactic 
    in the midst of battle.  The main drawbacks are it's inability against 
    the Undead (of which there a lot in BG2) and it only works against one 
    Creature.  6/10
    
    Level 1 Summarised
    ------------------
    The only real contenders to Magic Missile are :-
    Chromatic Orb
    Identify
    Spook
    
    Find Familiar and Protection from Evil are good spells but not worth 
    using up valuable slots.
    
    Level 2
    --------
    
    Agannazar's Scorcher (Evocation) 
    Level: 2
    Range: 20 yards  
    Duration:  Instant
    Casting Time: 3 
    Area of Effect: 2-foot by 60-foot jet. 
    Saving Throw: None 
    
    Upon casting this spell a jet of flame appears at the caster's 
    fingertips and bursts out toward one target of the caster's choice. 
    That target will be hit by this flame for 3-18 points of damage.  There 
    is no saving throw against this spell, though anti-fire capabilities 
    such as fire resistance will apply and may reduce or eliminate the 
    damage.
    
    Summary - A reasonable starter spell but unfortunately it doesn't 
    improve with more Level's.  It's main upper is no Saving Throw but the 
    damage is poor and you also might hit one of your party members.  5/10
    
    Blur (Illusion/Phantasm)  
    Level: 2
    Range: 0
    Duration:  4 rounds + 2 rounds/level 
    Casting Time: 2
    Area of Effect: The caster
    Saving Throw: None
    
    When a blur spell is cast, the wizard causes the outline of his form to 
    become blurred, shifting and wavering.  This distortion causes all 
    missile and melee combat attacks against the caster to be made with -3 
    penalties.  The wizard also gains a +1 to all of his saving throws.
    
    Summary - This is a decent defensive spell but it will probably become 
    obsolete as you grow in power.  4/10
    
    Deafness (Illusion/Phantasm)
    Level: 2
    Range: 60 yds.
    Duration: Special
    Casting Time: 2
    Area of Effect: 1 creature
    Saving Throw: Neg.
    
    The deafness spell causes the recipient to become totally deaf and 
    unable to hear any sounds. The victim is allowed a saving throw vs. 
    spell.  Deafened spellcasters have a 50% chance to miscast any spell. 
    This deafness can be done away with by means of a dispel magic spell or 
    a cure disease spell.
    
    Summary - This would be good but the Saving Throw is often made by 
    Wizard's who you would just love to be affected.  If you're thinking 
    along these lines then Silence is a better one to try.  3/10
    
    Detect Invisibility (Divination) 
    Level: 2
    Range: 0
    Duration: Instant
    Casting Time: 2 
    Area of Effect: 70 foot radius
    Saving Throw: None 
    
    When the wizard casts a detect invisibility spell, he is able to see 
    clearly any objects or beings that are invisible, as well as any that 
    are astral, ethereal, or out of phase. In addition, it enables the 
    wizard to detect hidden or concealed creatures (e.g., thieves in 
    shadows, halflings in underbrush, and so on). It does not reveal the 
    method of concealment or invisibility, except in the case of astral 
    travellers (where the silver cord can be seen). It does not reveal 
    illusions or enable the caster to see through physical objects.  Note:  
    if an invisible creature enters the area of effect after the spell has 
    already been cast, then the creature will remain invisible.
    
    Summary - This is a good spell to have although there are better spells 
    later on for similar purposes, might be worth keeping one memorised 
    until then though.  7/10
    
    Ghoul touch (Necromancy) 
    Level: 2
    Range: 0 
    Duration: 5 rounds 
    Casting Time: 1
    Area of Effect: The caster 
    Saving Throw: Neg. 
    
    When the caster completes this spell, a red glow encompasses his hand.   
    When the wizard makes a successful melee attack against a creature, 
    that creature is paralyzed by the negative energy.  The touched 
    creature must make a saving throw vs. spell or be paralyzed for 5 
    rounds.
    
    Summary - Don't even bother with this one.  The need to touch the 
    victim is annoying and even if you manage it the reward is poor.  1/10
    
    Glitterdust (Conjuration/Summoning)
    Level: 2
    Range: 10 yds.
    Duration: 4 rounds
    Casting Time: 2
    Area of Effect: 20 ft
    Saving Throw: Special
    
    This spell creates a cloud of glittering golden particles within the 
    area of effect. All enemies in the area must roll a successful saving 
    throw vs. spell or be blinded (-4 penalties to attack rolls, saving 
    throws, and Armor Class) for 4 rounds. In addition, all within the area 
    are covered by the dust, which cannot be removed and continues to 
    sparkle until it fades. Note that this reveals invisible creatures. The 
    dust fades in 4 rounds.
    
    Summary - A double-edged sword of a spell which is mainly letdown by 
    the poor Duration and the Saving throw allowed for the Armor Class 
    penalty effect.  Detect Invisibility may be better.  5/10
    
    Horror (Necromancy) 
    Level: 2
    Range: 25 yards
    Duration: 1 turn
    Casting Time: 2 
    Area of Effect: 30 foot cube
    Saving Throw: Neg. 
    
    All enemies within the area of effect when this spell is cast must save 
    vs. spells or flee in terror.  Certain creatures are immune to the 
    effects of fear, including all undead.
    
    Summary - A decent fear spell and one that may turn the tide of Battle 
    for you, but the blasted Save vs spell gets in the way of making it a 
    must memorise.  6/10
    
    Invisibility (Illusion/Phantasm) 
    Level: 2
    Range: Touch 
    Duration: Special 
    Casting Time: 2 
    Area of Effect: Creature touched 
    Saving Throw: None 
    
    This spell causes the creature touched to vanish from sight and be 
    undetectable by normal vision or even infravision. Of course, the 
    invisible creature is not magically silenced, and certain other 
    conditions can render the creature detectable. Even allies cannot see 
    the invisible creature or his gear, unless these allies can normally 
    see invisible things or employ magic to do so.  Items dropped or put 
    down by the invisible creature become visible, items picked up 
    disappear if tucked into the clothing or pouches worn by the creature. 
    The spell remains in effect until it is magically broken or dispelled, 
    until the recipient attacks any creature, or until 24 hours have 
    passed. The caster cannot perform any actions that manipulate the 
    environment around him such as opening doors, disarming a trap, or 
    opening a chest.  He can, however, cast defensive spells on himself and 
    fellow party members.  And if he attacks, he immediately becomes 
    visible, although the invisibility enables him to attack first.
    
    Summary - This is good if you want somebody to scout ahead undetected 
    or not want them to be noticed in battle, although most enemy Wizard's 
    usually combat this by casting True Sight, but other than that it is 
    surely worth thinking about.  8/10
    
    Knock (Alteration) 
    Level: 2
    Range: Visual range of caster 
    Duration: Instant
    Casting Time: 1 
    Area of Effect: Locked door or chest 
    Saving Throw: None
    
    The knock spell opens locked, held or wizard-locked doors.  It opens 
    secret doors, as well as locked boxes or chests.  It does not raise 
    barred gates or similar impediments.
    
    Summary - If, for some reason, you lack a Thief then you will need this 
    but you should really have a Thief in your group.  2/10
    
    Know Alignment (Divination) 
    Level: 2
    Range: 10 yards 
    Duration: instant
    Casting Time: 1 round 
    Area of Effect: 1 creature 
    Saving Throw: None
    
    A know alignment spell enables the mage to exactly read the aura of a 
    creature.  If the creature rolls a successful saving throw vs. spell, 
    the caster learns nothing about that particular creature from the 
    casting.  When a character is hit by this spell, he will glow red if 
    he's evil, green if he's good, and white if he's neutral.
    
    Summary - I've never needed this is BG2. I don't really see where it is 
    applicable.  0/10
    
    Luck (Enchantment/Charm) 
    Level: 2
    Range: 10 yards
    Duration: 3 rounds
    Casting Time: 2 
    Area of Effect: 1 creature
    Saving Throw: None 
    
    The recipient of this spell is lucky in everything that he does for the 
    next 3 rounds. He receives a 5% bonus to any of his actions.  This 
    includes saving throws, to hit chances, thieving skills, etc.
    
    Summary - The bonus is too small for this to be needed, although it 
    does affect every action which gives it some minor credit.  3/10
    
    Melf's Acid Arrow (Conjuration) 
    Level: 2
    Range: Visual range of caster 
    Duration: Special 
    Casting Time: 2 
    Area of Effect: 1 target 
    Saving Throw: Special 
    
    By means of this spell, the wizard creates a magical arrow that speeds 
    to its target unerringly.  The arrow has no attack or damage bonus, but 
    it inflicts 2d4 points of acid damage. (There is no splash damage.) For 
    every three levels that the caster has achieved, the acid lasts for 
    another round, unless somehow dispelled, inflicting another 2d4 points 
    of damage each round. So at 3rd-5th level, the acid lasts two rounds, 
    at 6th-8th level, the acid lasts for three rounds, etc.
    
    Summary - This is mainly for those pesky Troll's but has it's uses 
    elsewhere, although the enemy can save and the damage isn't all done 
    straight away.  Worth keeping at least one slot memorised for this.  
    8/10
    
    Mirror Image (Illusion/Phantasm) 
    Level: 2
    Range: 0 
    Duration: 3 rounds + 1 round/level 
    Casting Time: 1
    Area of Effect: Special
    Saving Throw: None 
    
    When a mirror image spell is invoked, the spellcaster causes from two 
    to eight exact duplicates of himself to come into being around him. 
    These images do exactly what the wizard does. Since the spell causes a 
    blurring and slight distortion when it is cast, it is impossible for 
    opponents to be certain which are the illusions and which is the actual 
    wizard. When an image is struck by a melee or missile attack, magical 
    or otherwise, it disappears, but any other existing images remain 
    intact until they are struck.  However, it is important to note that 
    this will not protect the caster against every attack as it is possible 
    for an enemy to choose the real caster amongst all the images.
    
    Summary - Another good spell and if you're a defensive type then this 
    is the first decent defensive spell yet.  Good Casting Time helps.  
    8/10
    
    Power Word, Sleep (Conjuration/Summoning) 
    Level: 2
    Range: 30 yards 
    Duration: 5 rounds
    Casting Time: 1 
    Area of Effect: 1 creature 
    Saving Throw: None
    
    When a wizard calls upon a Power Word, Sleep spell, he causes a 
    comatose slumber to come upon one creature (other than undead and 
    certain other creatures specifically excluded from the spell's 
    effects).  The creature targeted must have less than 20 hit points and 
    gets no saving throw.   Magically sleeping opponents can be attacked 
    with substantial bonuses.  The sleep effect will last for 5 rounds.  
    This spell has no effect on creatures with more than 20 hit points.
    
    Summary - Not much different than Level 1's Sleep, so it is a waste is 
    you memorise this above other Level 2 spells.  1/10
    
    Pro Rebuttal - Power Word, Sleep, the good thing about it is, that it 
    has no Saving throw and it takes the ACTUAL Hitpoints into account. So 
    if you've got a enemy group whose members all suffered from some 
    fireball hits, you can put them to sleep easily. But I must admit that 
    20 hitpoints are not to much. 1-2 Hits from a decent fighter will do 
    it.
    Con Rebuttal - I still think it is not worth it, no Save is good but at 
    20 or less HP you can just mop them up with your Fighters.  And I find 
    it hard to tell when they reach 20 HP.
    
    Ray of Enfeeblement (Enchantment/Charm) 
    Level: 2
    Range: Visual sight of caster
    Duration: 1 round/level 
    Casting Time: 2 
    Area of Effect:  1 creature 
    Saving Throw: Neg.
    
    By means of a Ray of Enfeeblement, a wizard weakens an opponent, 
    reducing its Strength and thereby the attacks that rely upon it.  The 
    victim is reduced to a strength of 5 for the duration of the spell, 
    unless a save vs. spell is made.  This spell does not affect combat 
    bonuses due to magical items, and those conferring increased Strength 
    function normally.  However the target receives all of the penalties 
    for a 5 strength such as attack and damage penalties as well as lower 
    weight allowance.
    
    Summary - Most enemies will probably Save and the affects aren't good 
    unless you up against a warrior, plus the Duration could be better.  
    3/10
    
    Resist Fear 
    (Abjuration)
    Level: 2
    Range: 10 yards 
    Duration: 1 hour
    Casting Time: 1 
    Area of Effect: 30' radius
    Saving Throw: Special 
    
    The wizard instills courage in the spell recipients, raising their 
    morale to its highest.  The recipients' morale will gradually reset to 
    normal as the duration runs out.  If the recipients are affected by 
    magical fear, they will regain their composure.
    
    Summary - This is good if somebody is constantly causing you or your 
    Party Members to flee in terror but not worth the memory slot.  4/10
    
    Stinking Cloud (Evocation) 
    Level: 2
    Range: 30 yards 
    Duration: 1 turn
    Casting Time: 2 
    Area of Effect: 30-foot radius
    Saving Throw: Special 
    
    When a stinking cloud is cast, the wizard creates a billowing mass of 
    nauseous vapors up to 30 yards away from his position. Any creature 
    caught within the cloud must roll a successful saving throw vs. poison 
    or be sent reeling and fall down for 1-2 rounds.  Those who make 
    successful saving throws can leave the cloud without suffering any ill 
    effects, although those remaining in the cloud must continue to save 
    each round.  A dispel magic will remove the nausea on a particular 
    character, but if they remain in the cloud then they are still subject 
    to its effects.
    
    Summary - Not worth memorising but might be good for keeping away 
    enemies, although they could well Save.  3/10
    
    Strength (Alteration) 
    Level: 2
    Range: Touch 
    Duration: 1 turn/level 
    Casting Time: 1 round
    Area of Effect: Target creature
    Saving Throw: None 
    
    Application of this spell increases the Strength of the character to 18 
    and then adds 50% bonus on top of this.   The character receives any 
    strength bonuses appropriate.  For example, if a character has between 
    18/50 and 18/00 strength, then his strength will just be set to 18/00.  
    If a character has a strength between 18/01 and 18/50, then his 
    strength will become 18/50 +original percentage.  If his strength is 
    less then 18, then it will just become 18/50.  However, this spell will 
    actually lower a character's strength if it is already 19 or more.
    
    Summary - This is pretty useful if you are going to slug it out melee 
    style and have a weakling or two in the party.  Good duration makes 
    this a possible one to consider.  7/10
    
    
    Vocalize (Alteration) 
    Level: 2
    Range: 0
    Duration: 1 turn
    Casting Time: 2 
    Area of Effect: Caster
    Saving Throw: None 
    
    The recipient of this spell can cast spells with a verbal component 
    without having to make any noise.  Effectively, this spell cancels the 
    effect of silence and makes the recipient immune to it for the spell's 
    duration.  This spell has no effect on other noises or speech - it 
    simply removes a spell's verbal component. 
    
    
    Summary - This is a little handy to have on you regularly.  You don't 
    get Silenced that often, but when you do it's a pain.  6/10
    
    Web (Evocation) 
    Level: 2
    Range: Visual sight of caster
    Duration: 1 turn
    Casting Time: 2 
    Area of Effect: Special 
    Saving Throw: Special
    
    A web spell creates a many-layered mass of strong, sticky strands 
    similar to spider webs but far larger and tougher. The web spell covers 
    a maximum area of about 30 feet in radius (roughly the same size as a 
    fireball). Creatures caught within webs, or simply touching them, 
    become stuck among the gluey fibers. 
    Anyone in the area when the spell is cast must roll a saving throw vs. 
    spell with a -2 penalty. If the saving throw is successful, then the 
    creature is free to move out of the area.  A failed saving throw means 
    the creature is stuck in the webs, unable to move.  Each round that a 
    creature remains in the web, he must make a saving throw or be unable 
    to move.
    
    Summary - It may seem wise to miss out on this because the Priest Level 
    1 Spell Entangle is very similar, but has the big difference of a much 
    easier Saving Throw (+3) where as this one (-2) isn't bad.  The Spell 
    is good for keeping a group of enemies away from you and works well 
    with Spells such as Fireball.  Unfortunately in close quarters combat 
    it can all too often affect party members.  7/10
    
    Pro Rebuttal - apparently, most people think the only difference 
    between Entangle and Web is the saving throw difference.  Not so, 
    unlike Entangle, Web actually prevents the victims from attacking.  
    While in Entangle, archers and mages, and any melee user entangled 
    right next to an enemy can still unleash their chaos upon you.  When in 
    Web, they cannot do anything; it is as if they have been held.  I 
    suggest an 8/10 because of that, if you can pull it off right.
    - Chris
    
    Level 2 Summarised
    -------------------
    Quite a few options for this one and will be decided on your preference 
    of Offensive of Defensive Spell preferences.  If the former then Melf's 
    Acid Arrow is a great pick and the Latter the Mirror Image is good.  
    Also I would recommend keeping Invisibility open for one slot.  Other 
    noteworthy one's are Detect Invisibility, Strength and Web.
    
    Level 3
    --------
    
    Clairvoyance (Divination) 
    Level: 3
    Range: Special 
    Duration: Instant 
    Casting Time: 3 
    Area of Effect: Special 
    Saving Throw: None 
    
    The Clairvoyance spell empowers the wizard to see in his mind the 
    geographical features and buildings of the region he is currently 
    exploring.  It extends to a great range, but cannot reveal creatures or 
    their movements.
    
    Summary - A strange one this is, although it's kinda fun to use, but 
    has very limited usefulness.  2/10
    
    Detect Illusion (Divination) 
    Level: 3
    Range: 0
    Duration: Instant
    Casting Time:3
    Area of Effect: 20' radius
    Saving Throw: None 
    
    When cast at a point designated by the wizard this spell will cancel 
    all illusion/phantasm spells of 3rd level and lower in the area.  The 
    spells that are affected by this are Reflected Image, Invisibility, 
    Mirror Image, and Non-detection.  It is important to note that the 
    caster can control just who this spell affects.  Therefor, it will 
    affect only creatures that are not in the caster's party.  The area of 
    effect is roughly a 20' radius around the target.  The target's magic 
    resistance, if any, does not come into effect with this spell.
    
    Summary - A slightly more updated version of the Level 2 spell Detect 
    Invisibility which isn't really worth burning a Level 3 slot for, 
    considering you could use the Level 2 one with similar effects.  
    Although if you're big on using illusion spells on your party it's 
    worth noting that this one only affects enemies.  5/10
    
    Dire Charm 
    (Enchantment/Charm) 
    Level: 3
    Range: 20 yards
    Duration: 5 rounds
    Casting Time: 3 
    Area of Effect: 1 creature
    Saving Throw: Neg. 
    
    This spell works in the exact same manner as charm person, with one 
    difference; there is no saving throw bonus.  Dire charm affects any 
    single person it is cast upon. The term person includes any bipedal 
    human, demihuman, or humanoid of man-size or smaller, such as brownies, 
    dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, 
    half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, 
    pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter 
    could be charmed, but an ogre could not. The person receives a saving 
    throw vs. spell to avoid the effect.
    If the spell recipient fails his saving throw, he regards the caster as 
    a trusted friend and ally to be heeded and protected.  The caster may 
    give him orders, and the charmed individual will carry them out as 
    quickly as possible.
    If the caster harms, or attempts to harm, the charmed person by some 
    overt action, or if a dispel magic spell is successfully cast upon the 
    charmed person, the charm spell is broken. 
    If two or more charm effects simultaneously affect a creature, the most 
    recent charm takes precedence.  Note that the subject has full memory 
    of the events that took place while he was charmed. 
    Also note that you cannot have a charmed creature leave the area where 
    he was charmed.
    
    Summary -  With the Saving Throw improved this one still isn't good 
    enough due to the humanoid requirements.  One small upgrade doesn't 
    make this spell much more appealing.  2/10
    
    Dispel Magic (Abjuration) 
    Level: 3
    Sphere: Protection 
    Range: Visual range of caster
    Duration: Special 
    Casting Time: 6 
    Area of Effect: 30-foot cube 
    Saving Throw: Special
    
    A dispel magic removes magical effects upon anyone within the area.  
    This includes effects given from spells, potions and certain magical 
    items such as wands.  It does not, however, affect enchanted magical 
    items or spell protections such as Spell Turning, and Spell Deflection.  
    The chance of the dispel succeeding is determined by the level of the 
    caster and the level of the magic being dispelled. The base chance of 
    successfully dispelling is 50%.  For every level that the caster of the 
    dispel magic is above the original caster, his chance of success 
    increases by 5%.  For every level that the caster of dispel magic is 
    below the original caster, his chance of success decreases by 10%.  
    However, despite the difference in levels, there is always at least a 
    1% chance of success or failure. Thus, if a caster is 10 levels higher 
    than the magic he is trying to dispel, there is only a 1% chance of 
    failure.  Similarly if the caster is 4 levels lower than the magic he 
    is trying to dispel, there is only a 10% chance of success.  
    Intuitively, this spell is almost useless if the target is 5 or more 
    levels higher than the caster.
    Note:  while this spell dispels the individual effects of grease, web, 
    stinking cloud and other such spells, it does not dispel the area of 
    effect.
    
    Summary - 85% of the time this is a very good spell to use as your 
    comrades will often fall foul of any number of spells that take them 
    out of action (I could name more than a dozen) and you need this t 
    quickly bring them back in but it also has a chance of not succeeding 
    and is a classic example of a spell that vastly improves as you move up 
    the levels.  9/10
    
    Fireball (Evocation) 
    Level: 3
    Range: Visual range of caster 
    Duration: Instantaneous 
    Casting Time: 3 
    Area of Effect: 30-foot radius 
    Saving Throw: 1/2 
    
    A fireball is an explosive burst of flame, which detonates with a low 
    roar and delivers damage proportional to the level of the wizard who 
    cast it - 1d6 points of damage for each level of experience of the 
    spellcaster (up to a maximum of 10d6). The wizard points his finger and 
    speaks the range (distance and height) at which the fireball is to 
    burst. A streak flashes from the pointing digit and, unless it impacts 
    upon a material body or solid barrier prior to attaining the prescribed 
    range, blossoms into the fireball (an early impact results in an early 
    detonation). Creatures failing their saving throws each suffer full 
    damage from the blast. Those who roll successful saving throws manage 
    to dodge, fall flat, or roll aside, each receiving half.
    
    Summary - Another great spell to have, although it is far too risky to 
    use in close up battle, if you can combine with something such as Web 
    or Entangle then all the better. After the 10th level you can do some 
    serious damage (10-60), pity about the Saving Throw but at least it 
    doesn't completely remove the Damage quota.  8/10
    
    Flame Arrow (Conjuration/Summoning) 
    Level: 3
    Range: Visual range of caster
    Duration: 1 round 
    Casting Time: 3 
    Area of Effect: Special 
    Saving Throw: None 
    
    This spell enables the caster to hurl fiery bolts at opponents within 
    range. Each bolt inflicts 1d6 points of piercing damage, plus 4d6 
    points of fire damage. Only half of the fire damage is inflicted if the 
    creature struck saves vs. spell. The caster receives one bolt for every 
    five experience levels beyond 5th (two bolts at 10th level, three at 
    15th level, etc.).  All of the bolts will streak towards the target of 
    the spell.
    
    Summary - Another very good offensive spell which once again is 
    probably a must at the higher levels. At 15th Level you can do up to 90 
    Damage (ouch!), although you'd could conversely do just 7.  Once again 
    the save vs spell is a slight spanner in the works.  9/10
    
    Ghost Armor 
    (Conjuration/Summoning)
    Level: 3
    Range:  0
    Duration: 5 turns
    Casting Time: 1 
    Area of Effect: The caster
    Saving Throw: None 
    
    By means of this spell, the wizard creates a magical field of force 
    that serves as if it were field plate armor (AC 2). It is cumulative 
    with Dexterity and, in the case of fighter/mages, with the shield 
    bonus. The armor spell does not hinder movement, adds no weight or 
    encumbrance, nor does it prevent spellcasting. It lasts until 
    successfully dispelled or until the duration runs out.
    
    Summary - There are better defensive spells in the surrounding levels 
    but this is reasonable due to it's decent lasting time (5 mins) and 
    quick casting time.  Good in the thick of battle. 6/10
    
    Haste (Alteration)
    Level: 3
    Range: Visual range of caster
    Duration: 3 rounds + 1 round/level 
    Casting Time: 3 
    Area of Effect: 40' cube, 1 creature/level 
    Saving Throw: None 
    
    When this spell is cast, all creatures affected function at double 
    their normal movement rate, gain a -2 initiative bonus, and receive an 
    extra attack each round. Thus, a creature moving at 6 and attacking 
    once per round would move at 12 and attack twice per round. At the 
    instant the spell is completed, it affects all ally creatures in a 40-
    foot cube centered on a point selected by the caster (thus, creatures 
    leaving the area are still subject to the spell's effect; those 
    entering the area after the casting is completed are not). Note that 
    affected creatures expend as much energy during this spell as they 
    would normally in a whole day, significantly raising their fatigue 
    level. This spell is not cumulative with itself or with other similar 
    magic. Spellcasting and spell effects are not affected. Note that this 
    spell negates the effects of a slow spell.
    
    Summary - A fantastic spell that simply must be frequently cast by your 
    Wizard(s), it's a good Offensive (doubly quick Attacks) and Defensive 
    (speeding away from opponent's if the battle is going sour) Spell. The 
    minor downside is that your party get fatigued almost always after use 
    and it doesn't affect spellcasting.  10/10
    
    Con Rebuttal - I really don't get your comment about "doubly quick 
    attacks."  All it does to modify attacks is give  you a -2 weapon speed 
    modifier (meaning you pull off your attacks 1.2 seconds sooner in the 
    round; not much a difference) and an extra attack.  Most of the times 
    with meleers, this doesn't constitute "doubly quick attacks." - Chris
    
    Pro Rebuttal - Most of the time (especially early game) your attackers 
    will usually get 1 attack per round and to gain 1 extra attack would 
    double that.  Even Grand Mastery doesn't give you 2 attacks per round.
    
    Hold Person (Enchantment/Charm) 
    Level: 3
    Range: Visual range of caster 
    Duration: 1 turn
    Casting Time: 3 
    Area of Effect: special 
    Saving Throw: Neg. 
    
    This spell holds one or more humans, demihumans, or humanoid creatures 
    rigidly immobile and in place for 1 turn.  This includes brownies, 
    dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, 
    half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, 
    pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter 
    could be held, while an ogre could not.
    The effect is centered on the victim selected by the caster.  Every 
    enemy within 5 feet of the target is also affected.  Those who succeed 
    on their saving throws are totally unaffected by the spell. Undead 
    creatures cannot be held. 
    Held creatures cannot move or speak, but they remain aware of events 
    around them.  Time passes for the held creature at the same rate as if 
    they were not held, even though they cannot move or even speak.  In 
    other words, being held does not prevent the worsening of the subjects' 
    condition due to wounds, disease, or poison.
    
    Summary - An even worse version of Charm/Dire Charm (as you cannot 
    instruct them what to do) and totally pointless amongst other great 
    options in this Spell level.  1/10
    
    Pro Rebuttal - "An even worse version of Charm/Dire Charm (as you 
    cannot instruct them what to do) and totally pointless amongst other 
    great options in this Spell level."  I'm sorry, but that is one of the 
    most incorrect statements I have ever heard.  First of all, with 
    Charm/Dire Charm, as soon as you attack them, you lose control over 
    them.  With Hold Person, they just stay there, unable to do anything 
    while your party gets to take free potshots at them.  This is an 
    excellent defensive maneuver or offensive as it doesn't affect your 
    party at all, and it gives you a great advantage, especially 
    considering that enemies generally don't have "Remove Paralysis" in 
    memory. - Chris
    
    Con Rebuttal - With all that in mind it still resisted far too often to 
    be of any use.
    
    Hold Undead (Necromancy) 
    Level: 3
    Range: Visual range of caster 
    Duration: 2 rounds/level 
    Casting Time: 3 
    Area of Effect: special 
    Saving Throw: Neg. 
    
    This spell holds 1d4 undead creatures rigidly immobile and in place for 
    twelve or more rounds.  The effect is centered on the victim selected 
    by the caster.  Any enemies within 5 feet of the target are also 
    affected.  Those who succeed on their saving throws are totally 
    unaffected by the spell.  
    Held creatures cannot move or speak, but they remain aware of events 
    around them and can use abilities not requiring motion or speech. Being 
    held does not prevent the worsening of the subjects' condition due to 
    wounds.
    
    Summary - Only slightly better. The Undead will probably save against 
    this.  3/10
    
    Invisibility 10' radius
    (Illusion/Phantasm) 
    Level: 3
    Range: 0
    Duration: Special 
    Casting Time: 1 round
    Area of Effect: 10' radius
    Saving Throw: None 
    
    This spell causes all creatures within 10' of the caster to vanish from 
    sight and be undetectable by normal vision or even infravision. Of 
    course, the invisible creature(s) are not magically silenced, and 
    certain other conditions can render the creature(s) detectable. Even 
    allies cannot see the invisible creature(s) or their gear, unless these 
    allies can normally see invisible things or employ magic to do so.  
    Items dropped or put down by the invisible creature(s) become visible, 
    items picked up disappear if tucked into the clothing or pouches worn 
    by the creature(s). The spell remains in effect until it is magically 
    broken or dispelled, until the wizard or recipient cancels it, until 
    the recipient attacks any creature, or until 24 hours have passed. The  
    invisible being(s) cannot open doors, talk, eat, climb stairs, etc. If 
    they attack, they immediately become visible, although the invisibility 
    enables them to attack first.
    
    Summary - Like the level 2 Spell Invisibilty but for everyone in one 
    click of your fingers, but like I said before a few enemy's seem to 
    intuitively see right through it, but most don't.  As for scouting 
    ahead then you may as well do that with just one person, so in that 
    case use the Level 2 Spell.  7/10
    
    Lightning Bolt (Evocation) 
    Level: 3
    Range: 40 yards + 10 yards/level
    Duration: Instantaneous 
    Casting Time: 3 
    Area of Effect: Special 
    Saving Throw: 1/2
    
    Upon casting this spell, the wizard releases a powerful stroke of 
    electrical energy that inflicts 1d6 points of damage per level of the 
    spellcaster (maximum damage of 10d6) to each creature within its area 
    of effect. A successful saving throw vs. spell reduces this damage to 
    half (round fractions down). The bolt begins at a range and height 
    decided by the caster and streaks outward in a direct line from the 
    casting wizard (e.g., if a 40-foot bolt was started at 180 feet from 
    the wizard, the far end of bolt would reach 220 feet (180 + 40).  If 
    the lightning bolt intersects with a wall it will bounce until it 
    reaches its full length.
    
    Summary - This is a bit like the Fireball Spell (the Damage and Saving 
    Throw are the same) but it is more difficult to handle and your just as 
    likely to hit your own members as well as the enemy.  6/10
    
    Melf's Minute Meteors (Evocation, Alteration)
    Level: 3
    Range: 70 yds
    Duration: Special
    Casting Time: 3
    Area of Effect: 1 target/meteor
    Saving Throw: None
    
    This spell enables the wizard to cast small globes of fire (one for 
    each experience level they have attained), each of which bursts into a 
    1-foot-diameter sphere upon impact, inflicting 1d4 points of damage to 
    the creature struck. It can also ignite combustible materials (even 
    solid planks). The meteors are treated as missiles hurled by the wizard 
    with a +5 bonus to the attack rolls and with no penalty for range. Each 
    meteor inflicts +3 damage, and an additional +3 fire damage.
    The wizard may discharge up to five missiles per round.
    
    Summary - A fairly potent spell, the amount of missiles per round 
    allowed is excellent and no Saving Throw is a big plus.  At high levels 
    you can do some good damage.  8/10
    
    Minor Spell Deflection (Abjuration) 
    Level: 3
    Range: 0 
    Duration: 3 rounds/level
    Casting Time: 3
    Area of Effect: The caster 
    Saving Throw: None 
    
    This spell is similar to the 6th-level Spell Deflection, which causes 
    the spells cast against the wizard to be absorbed and consumed.  This 
    affects a total of 4 spell levels.  This includes spells cast from 
    scrolls and innate spell-like abilities, but excludes the following: 
    area effects that are not centered directly upon the wizard as well as 
    area effects that are stationary such as cloud kill and stinking cloud.  
    As long as the spell is cast directly at the wizard it will be 
    absorbed.  This spell will only affect up to 7th level spells, but if 
    it tries to absorb a spell that goes over its limit, the spell will 
    fail and the spell deflection will be cancelled.  For example if there 
    is only 1 level left and a 3rd-level spell is cast at the wizard, the 
    spell will be absorbed while canceling the spell deflection.
    
    Summary - Not the best defensive spell around as it won't absorb much.  
    It can be quite good to use against a one-off powerful spell that you 
    can see coming from the enemy spellcaster (providing it isn't above 
    Level 7 or and area effect spell). 5/10
    
    Monster Summoning I 
    (Conjuration/Summoning) 
    Level: 3
    Range: 40 yards 
    Duration: 2 rounds + 1 round/level
    Casting Time: 4 
    Area of Effect: Special 
    Saving Throw: None 
    
    With the casting of this spell, the wizard summons a random selection 
    of 3 HD monsters.  There is a 60% chance of receiving one monster and a 
    40% chance of receiving two monsters.  The monster(s) appear within 
    spell range and attack the spellcaster's opponents until the spell 
    duration expires or until they are slain.
    
    Summary - A good 'fodder' spell but the creatures are too lame at this 
    level, you'd be better waiting for better Summoning spells.  4/10
    
    Non-Detection (Abjuration) 
    Level: 3
    Range: Touch 
    Duration: 20 turns 
    Casting Time: 3 
    Area of Effect: 1 creature or item 
    Saving Throw: None 
    
    By casting this spell, the wizard makes the creature or object touched 
    undetectable by divination spells such as Clairaudience, Clairvoyance, 
    Locate Object, ESP, and detect spells including Invisibility Purge.  It 
    also prevents location by such magical items as crystal balls and ESP 
    medallions. It does not affect the know alignment spell.
    
    Summary - I've never really had much use for this, is doesn't work 
    against the more commonly cast spell of True Sight by enemy 
    spellcasters, otherwise it'd be very useful.  2/10
    
    Protection From Cold (Abjuration) 
    Level: 3
    Range: Touch 
    Duration: 1 turn/level 
    Casting Time: 3
    Area of Effect: Creature touched 
    Saving Throw: None 
    
    The spell lasts no longer than one turn per caster level.  When the 
    spell is cast it confers complete invulnerability to normal cold 
    attacks, and partial protection from exposure to magical cold such as 
    Icy dragon breath, spells such as Cone of cold, Wand of Frost, etc., 
    absorbing 50% of all the damage dealt by such magical sources.
    
    Summary - If your about to face creatures that dish out Cold damage 
    (Ice Mephit/Salamander etc.) then this is worth casting but I can't 
    recall more than a handful of these in the game, plus it's only 50% 
    resistance.  3/10
    
    Protection From Fire (Abjuration) 
    Level: 3
    Range: Touch 
    Duration: 1 turn/level
    Casting Time: 3
    Area of Effect: Creature touched 
    Saving Throw: None 
    
    The spell lasts no longer than one turn per caster level.  When the 
    spell is cast, it confers complete invulnerability to normal fires 
    (torches, bonfires, oil fires, and the like) and partial protection 
    from exposure to magical fires such as fiery dragon breath, spells such 
    as burning hands, fireball, fire seeds, fire storm, flame strike, 
    meteor swarm, hell hound or pyrohydra breath, etc., absorbing 50% of 
    all the damage dealt by such magical sources.  
    
    Summary - Pretty much the same as the above spell with the exception 
    that there are a few more fire-related enemies in the game.  4/10
    
    Protection From Normal Missiles 
    (Abjuration) 
    Level: 3
    Range: Touch 
    Duration: 5 turns
    Casting Time: 3 
    Area of Effect: Creature touched 
    Saving Throw: None 
    
    By means of this spell, the wizard bestows total invulnerability to 
    non-magical hurled and projected missiles such as arrows, axes, bolts, 
    javelins, and sling stones.  Note, however, that this spell does not 
    convey any protection from such magical attacks as Fireballs, Lightning 
    Bolts, Magic Missiles, or magical missiles such as arrows +1. 
    
    Summary - This comes in handy on the few occasions that you do battle 
    with the Shadow Thieves but otherwise I haven't found too much use for 
    it.  5/10
    
    Remove Magic (Abjuration) 
    Level: 3
    Range: Visual range of caster
    Duration: Special
    Casting Time: 3 
    Area of Effect: 30-foot cube 
    Saving Throw: Special
    
    This is the combat version of dispel magic, it will only affect 
    opponents.  A remove magic dispels the magical effects upon any enemies 
    within the area.  This includes effects given from spells, potions and 
    certain magical items such as wands.  It does not, however, affect 
    enchanted magical items.  The chance of the dispel succeeding is 
    determined by the level of the caster and the level of the magic being 
    dispelled. The base chance of successfully dispelling is 50%.  For 
    every level that the caster of the dispel magic is above the original 
    caster, his chance of success increases by 5%.  For every level that 
    the caster of dispel magic is below the original caster, his chance of 
    success decreases by 10%.  However, despite the difference in levels, 
    there is always at least a 1% chance of success or failure. Thus, if a 
    caster is 10 levels higher than the magic he is trying to dispel, there 
    is only a 1% chance of failure.  Similarly if the caster is 4 levels 
    lower than the magic he is trying to dispel, there is only a 10% chance 
    of success.  Intuitively, this spell is almost useless if the target is 
    5 or more levels higher than the caster.
    Note:  while this spell dispels the individual effects of grease, web, 
    stinking cloud and other such spells, it does not dispel the area of 
    effect.  
    NOTE: this spell will ONLY affect ENEMIES.
    
    Summary - This is just like Dispel Magic but only affects enemies and 
    will not remove any magical effects on your party, so if your party 
    members have a positive effect on them (e.g Haste) and the enemies also 
    has a positive effect on them as well (e.g Haste) it will only remove 
    theirs, so really Dispel Magic does more or less the same thing and has 
    far more uses than this, use that instead.  5/10
    
    Skull Trap (Necromantic)
    Level: 3
    Range: 20 yards 
    Duration:  Until triggered
    Casting Time: 3 
    Area of Effect: 30 foot radius 
    Saving Throw: 1/2
    
    Upon casting this spell, a skull is thrown by the caster at the target 
    area.  The skull floats in the area until a creature comes within 20 
    feet of it.  When this happens the skull is triggered and explodes, 
    damaging everyone within a 30 foot radius.  The damage inflicted is 
    equal to 1d6 hit points per level of the caster, or half with a 
    successful save vs. spell.  When casting this spell it is wise to set 
    it far away from the party, lest they set it off accidentally.
    
    Summary - It's difficult to pull this one off without hurting your 
    party but if you do then you could see some high damage if the caster 
    is high enough in levels.  Also there is a Save, which is bad  5/10
    
    Pro Rebuttal - You gave Fireball an 8/10 and Skull Trap a 5/10 even 
    though a skull trap is potentially much more powerful than a fireball, 
    even a delayed blast fireball, doing as much damage as 23d6 (if you're 
    a bard, 17d6 if you're a mage).  The saving throws are identical, the 
    area of effect is identical, the difference is in the type of damage.  
    Fireball does fire which is more often resisted than Skull Trap's pure 
    damage.  Also, unlike Fireball, Skull Trap actually waits until 
    something is within range, whereas Fireball detonates regardless. 
    although, in the midst of a fight, the "proximity" effect of skull trap 
    is nulled and it turns into a more potent fireball. - Chris
    
    Con Rebuttal - I find Skull Trap to still be far more annoying and hard 
    to get off without my party getting hurt, but the points above are good 
    and if you agree with them then add 2 marks to the score.
    
    Slow (Alteration) 
    Level: 3
    Range: Visual range of the caster
    Duration: 1 turn
    Casting Time: 3
    Area of Effect:  40' cube
    Saving Throw: Neg.
    
    A slow spell causes creatures to move and attack at half of their 
    normal rates unless a save vs. spells is made with a -4 penalty.  It 
    negates haste, but does not otherwise affect magically speeded or 
    slowed creatures.  Slowed creatures have an armor class penalty of +4, 
    and an attack penalty of -4.
    
    Summary - A good one, it is unlikely that most creatures will make 
    their Saving Throw at -4 and the effects are like Haste backwards. Cast 
    this on your enemies and cast Haste on your party and they will run 
    rings round the opposition. 8/10
    
    
    Spell Thrust (Abjuration) 
    Level: 3
    Range: Visual sight of caster
    Duration: Instant
    Casting Time: 3
    Area of Effect: Target creature
    Saving Throw: None
    
    When this spell is cast at a target creature it will dispel all of the 
    spell protections of 5th level and lower.  This includes the following 
    spells: Minor Spell Deflection, Minor Globe of Invulnerability, Spell 
    Immunity, and Minor Spell Turning.  The target's magic resistance, if 
    any, does not affect this spell.
    
    Summary - The first Spell Protection dispeller, which unfortunately 
    only works against a select few Protection spells and makes it pretty 
    feeble compared to the likes of Breach.  5/10
    
    Vampiric Touch 
    (Necromancy) 
    Level: 3
    Range: Touch
    Duration: Instant 
    Casting Time: 3 
    Area of Effect: Target creature
    Saving Throw: None 
    
    When this spell is cast, the target loses 1-6 hit points for every two 
    caster levels, to a maximum drain of 6-36 for a 12th level caster.  
    These hit points are added to the caster's current hit points, with any 
    hit points over the caster's normal maximum treated as temporary 
    additional hit points.  The temporary hit points last for 5 turns.
    
    Note: This spell may not be cast multiple times to radically increase 
    the caster's hit-points.  The caster must wait for the first vampiric 
    touch spell to run its course before casting another.
    
    Summary - This is a revved-up version of Larloch's Minor Drain and 
    although more effective is still not that hot due to having to touch 
    the enemy and you can't do it multiple times.  Although if you are 
    running low on Hit Points then you may want to quickly find a target 
    and try and kill two birds with one stone, although I'd slap on a 
    protection spell firstly.  6/10
    
    Pro Rebuttal - This has saved my character's butt several times.  A 
    cast
    time of 3 is negligible, and draining such massive amount of life is
    amazing.  Also, you don't need an accuracy check so it always is pulled 
    off.
    You can Vampiric Touch multiple times, and gain more and more life with 
    each
    use. - Chris
    
    Con Rebuttal - The potential for damage at high levels may be good but 
    you will likely be interrupted if you are up close, especially if you 
    use it multiple times.
    
    Level 3 Summarised
    -------------------
    Lots of options here and I'd hate to pin you down to just two or three 
    when there are about 6 you could want.  Haste is a must though and 
    Flame Arrow is one you should definitely consider, also Fireball, Melf 
    Minute Meteor's, Slow and Invisibilty 10' Radius are other great ones, 
    but even then where are you gonna fit in Dispel Magic(which many will 
    see as crucial? There are a few defensive spells but none are very good 
    (Haste and Dispel Magic could be considered defensive though). A great 
    level for the offensive minded and your picks will probably be decided 
    by what other characters can cast in there Special Abilities etc. (e.g 
    I think there is a sword that casts Haste and the Inquisitor kit has a 
    great version of Dispel Magic).
    
    Level 4
    --------
    
    Confusion (Enchantment/Charm) 
    Level: 4
    Range: Visual range of the caster
    Duration: 5 rounds + 1 round/6 levels 
    Casting Time: 4 
    Area of Effect: Up to 60-foot cube 
    Saving Throw: Special 
    
    This spell causes confusion in one or more creatures within the area, 
    creating indecision and the inability to take effective action.  All 
    creatures within the area of effect are allowed save vs. spell with a -
    2 penalty.  Those successfully saving are unaffected by the spell. 
    
    The spell lasts for five rounds plus one round for every 6 levels of 
    the caster.  Those who fail their saving throws will either go berserk, 
    stand confused, or wander about for the duration of the spell.
    Wandering creatures move as far from the caster as possible, according 
    to their most typical mode of movement (characters walk, fish swim, 
    bats fly, etc.).  Any confused creature that is attacked perceives the 
    attacker as an enemy and acts according to its basic nature.
    
    Summary - Not really worth it as party members could get easily 
    Confused.  If you can aim it well then it might work, pending they 
    don't save, and cause big problems in the enemy ranks.  But then again 
    one of the things that could happen is they could go berserk and they 
    could still attack the party.  4/10
    
    Contagion (Necromancy)
    Level: 4
    Range: 30 yds.
    Duration: Permanent
    Casting Time: 4
    Area of Effect: 1 creature
    Saving Throw: Neg.
    
    This spell causes a major disease and weakness in a creature. The 
    afflicted individual is immediately stricken with painful and 
    distracting symptoms: boils, blotches, lesions, seeping abscesses, and 
    so on.  Strength, dexterity, and charisma are reduced by 2. The 
    afflicted character is also slowed. These effects persist until the 
    character receives a Cure Disease spell.
    
    Summary - Although it sounds disgusting this spell is only mildly 
    effective, the only good feature of it is the ability to slow the 
    enemy, that and giving them seeping abscesses.......yuck!  3/10
    
    Emotion: Hopelessness (Enchantment/Charm) 
    Level: 4
    Range: Visual range of the caster
    Duration: 2 rounds + 1 round/level 
    Casting Time: 4 
    Area of Effect: Up to 60-foot cube 
    Saving Throw: Special 
    
    When this spell is cast the wizard can disturb the emotional state of 
    those around him.  The effect of this is to inflict a feeling of 
    hopelessness upon the enemies within the visual sight of the caster.  
    Upon a failed save vs. spell, the affected will lie down where they 
    stand and give over all their will to a higher power.  Sometimes they 
    can be heard to exclaim things such as 'I lay down and die', or 'I'm 
    going home'.  This will last for the duration of the spell upon which 
    they will return to normal.   
    
    The secondary effect of this spell is to instill upon the caster the 
    feeling of courage.  This will remove any effects of panic and restore 
    his morale, as well as prevent the above from creeping forth into his 
    psyche.  There is no save vs. this and it will last for the duration of 
    the spell.  It will, however, be affected by magic resistance and other 
    such things.
    
    Summary - It is good for the resisting fear part of the spell but the 
    first part on inflicting hopelessness around them is usually saved and 
    doesn't last too long anyway.  4/10
    
    Pro Rebuttal - Emotion and Control Undead are lifesavers, as they allow 
    one mage to severely hamper a large part of an enemy group single-
    handed, which is particularly useful in Bodhi's lair later in the game, 
    where you may have limited numbers of fighter types with immunity to 
    level drain, so it's helpful to take out the vamps one by one (or turn 
    them against each other).
    
    Enchanted Weapon (Enchantment/Charm) 
    Level: 4
    Range: 0
    Duration: 1 day
    Casting Time: 4
    Area of Effect: Special
    Saving Throw: None 
    
    This spell conjures forth a +3 enchanted weapon that may be used by 
    anyone.  The weapon may be either a mace, axe, long sword or short 
    sword.  The weapon stays in existence for no longer than a day.
    
    Summary - A nifty spell to have if you don't have a +3 weapon for 
    anyone of your Fighters or Thieves.  Later on in the game though it 
    becomes much less needed as there are tons of quality weapons out there 
    that will constantly stay with you but this is great if your about to 
    face off with something like a Golem (e.g Call forth a Mace when 
    against a Clay Golem and give it a good thrashing).  8/10
    
    Farsight (Divination)
    Level: 4
    Range: Special
    Duration: 3 rounds + 1 round/level
    Casting Time: 4 
    Area of Effect: Special
    Saving Throw: None 
    
    When Farsight is cast, the caster is able to view an area of an 
    unexplored map.  After casting the spell, simply click on a section of 
    the map that you want to view.  For the duration of the spell, the 
    caster can spy on that area, noting creatures and fortifications.
    
    Summary - A superb scouting weapon so you can judge your enemies before 
    launching an assault on them, the drawback is you can only see a small 
    area of a map per spell so it's slightly limited.  8/10
    
    Fireshield (Blue) (Evocation, Alteration) 
    Level: 4
    Range: 0
    Duration: 3 rounds + 1 round/level
    Casting Time: 4 
    Area of Effect: The Caster 
    Saving Throw: None 
    
    The blue fireshield protects the user from cold damage by surrounding 
    the caster with a shield of ice flame.  This shield not only grants the 
    user 50% cold resistance, but also protects the caster from attacks 
    made within a 5' radius around the caster.  An opponent that hits the 
    caster with any weapons or spells within this radius suffers 1d8 +2 
    cold damage.
    
    Summary - This is Protection from Cold with a nice feature included, 
    hopefully you can get enemies in that 5' radius and get them to hit 
    you.  Unfortunately the damage isn't great.  6/10
    
    Fireshield (Red) (Evocation, Alteration) 
    Level: 4
    Range: 0
    Duration: 3 rounds + 1 round/level
    Casting Time: 4 
    Area of Effect: The Caster 
    Saving Throw: None 
    
    The red fireshield protects the user from fire damage by surrounding 
    the caster with a shield of flame.  This shield not only grants the 
    user 50% fire resistance, but also protects the caster from attacks 
    made within a 5' radius around the caster.  An opponent that hits the 
    caster with any weapons or spells within this radius suffers 1d8 +2 
    fire damage.
    
    Summary - The same as above but for the fire lovers amongst us.  6/10
    
    Greater Malison (Enchantment/Charm) 
    Level: 4
    Range: Visual range of the caster
    Duration: 2 rounds/level 
    Casting Time: 4 
    Area of Effect: Up to 60-foot cube 
    Saving Throw: None
    
    The spell allows the caster to adversely affect all the saving throws 
    of his  enemies.  The effect is applied to all hostile creatures within 
    the area of effect.  Opponents under the influence of this spell make 
    all saving throws at a penalty of -4.
    
    Summary - A brilliant spell.  Look at all the spells that allow Saving 
    Throws in this FAQ and they will all improve with this spell cast just 
    before it.  Using this gives you a good advantage in battle and is 
    great at higher levels with longer duration, it's just a pity that the 
    Saving Throw penalty doesn't increase with experience.  10/10
    
    Ice Storm (Evocation) 
    Level: 4
    Range: Visual range of caster
    Duration:  4 rounds
    Casting Time: 4 
    Area of Effect: 30' radius
    Saving Throw: None 
    
    When this spell is cast, great hail stones pound down for four rounds 
    in a 60-foot-diameter area and inflict 2d8 points of damage to any 
    creatures within the area of effect.  Also, anyone that remains within 
    the area of effect takes 2d8 damage each round for four rounds.
    
    Summary - Practically a cold damage version of the Fireball and is good 
    for it, use something such as Web to hold them in place while it rains 
    down on them for big damage (up to 80).  The cons are it may hit your 
    party and is thusly useless in close combat and doesn't in any way 
    improve with experience, which does make it a great early game spell 
    though.  7/10
    
    Improved Invisibility 
    (Illusion/Phantasm) 
    Level: 4
    Range: Touch 
    Duration: 3 rounds + 1 round/level
    Casting Time: 4 
    Area of Effect: Creature touched 
    Saving Throw: None 
    
    This spell is similar to the invisibility spell, but the recipient is 
    able to attack, either by missile discharge, melee combat, or 
    spellcasting, and remain unseen. Note, however, that there are 
    sometimes telltale traces, a shimmering, so that an observant opponent 
    can attack the invisible spell recipient. These traces are only 
    noticeable when specifically looked for (after the invisible character 
    has made his presence known). Attacks against the invisible character 
    suffer -4 penalties to the attack rolls, and the invisible character's 
    saving throws are made with a +4 bonus. 
    
    Note: after making an attack the mage is no longer completely 
    invisible.  Opponents can target the mage.
    
    Summary - Better than Lvl 2 Invisibility but maybe not worthy of a Lvl 
    4 slot, attacking the enemy doesn't completely give you away but they 
    can usually target you, although their attack rolls suffer losses.  
    6/10
    
    Minor Globe of Invulnerability 
    (Abjuration) 
    Level: 4
    Range: 0 
    Duration: 1 round/level 
    Casting Time: 4 
    Area of Effect: 5-foot-radius sphere 
    Saving Throw: None 
    
    This spell creates a faintly shimmering magical sphere around the 
    caster that prevents any 1st-, 2nd-, or 3rd-level spell effects from 
    penetrating (i.e., the area of effect of any such spells does not 
    include the area of the minor globe of invulnerability). This includes 
    innate abilities and effects from devices. However, any type of spell 
    can be cast out of the magical sphere, and these pass from the caster 
    of the globe to their subject without affecting the minor globe. Fourth 
    and higher level spells are not affected by the globe. The globe can be 
    brought down by a successful dispel magic spell.
    
    Summary - Another disappointing Protection Spell, the fact in only 
    blocks out Levels 1-3 is a big drawback and frankly not worth it.  4/10
    
    Minor Sequencer (Invocation/Evocation) 
    Level: 4
    Range: 0
    Duration: Permanent
    Casting Time: 1 round 
    Area of Effect: Special 
    Saving Throw: None 
    
    This spell allows a mage to store spells and access them from his 
    special ability button.  This ability, the sequencer, can store two 
    spells to be released simultaneously,  both of which must be of 2nd 
    level or lower.  A mage can only possess one minor spell sequencer at a 
    time, and the sequencer may not be given to other players.  Once the 
    sequencer is used, the special ability icon disappears.
    
    Summary - The first of the Sequencer/Trigger spells which are all great 
    for you and constantly used by enemy Wizards.  The question for this 
    one is not only whether to memorise it but what to put in it, two 
    Melf's Acid Arrows would be great but also two Magic Missile's.  The 
    permanent duration is also a boon.  9/10
    
    Tip - Top tip for Minor Spell Sequencer: The best use I ever found for 
    it was a cleric/mage, who could sequence Bless and Chant. These are 
    normally too slow to be used at the start of every fight, with the 
    casting times as high as they are, but they do offer a very useful 
    advantage if you can get them cast. With a sequencer, it's instant, and 
    you can still have the cleric cast Protection From Evil 10' Radius, 
    Defensive Harmony or some other useful party-buffing spell, all in the 
    first round before everyone gets into melee.
    
    Monster Summoning II 
    (Conjuration/Summoning) 
    Level: 4
    Range: 40 yards 
    Duration: 3 rounds + 1 round/level
    Casting Time: 4 
    Area of Effect: Special 
    Saving Throw: None 
    
    This spell is much like the 3rd-level monster summoning I spell, except 
    that this spell summons 4 HD monsters. There is a 60% chance of 
    receiving one monster and a 40% chance of receiving two monsters.  
    These monster(s) appear within spell range and attack the caster's 
    opponents until the spell duration expires, or until they are slain.
    
    Summary - Obviously slightly better than the Lvl 3 spell which is worth 
    having if you like throwing 'Fodder' at the enemy while you regroup, 
    which can be useful but once again there are more powerful summoning 
    spells.  4/10
    
    Otiluke's Resilient Sphere (Alteration) 
    Level: 4
    Range: 0
    Duration: 1 turn
    Casting Time: 1
    Area of Effect: Target creature
    Saving Throw: Neg.
    
    When this spell is cast, the result is a globe of shimmering force that 
    encloses the subject creature-if it fails to successfully save vs. 
    spell.  The resilient sphere will contain its subject for the duration 
    of the spell.  The sphere is completely immune to all damage.  
    Actually, the only method of removing the sphere is a successful dispel 
    magic.  Hence the creature caught inside the globe is completely safe 
    from all attacks, but at the same time is completely unable to affect 
    the outside world.
    
    Summary - Good for stalling tactics against the enemy (especially if 
    one particular opponent is bothering you) but also strangely effective 
    for defending one of your troops if they are on the verge of death 
    perhaps, and it has a reasonable duration.  Unfortunately there is a 
    Saving Throw and it could well be made.  6/10
    
    Polymorph Other (Alteration) 
    Level: 4
    Range: Visual sight of caster  
    Duration: Permanent
    Casting Time: 4 
    Area of Effect: 1 creature 
    Saving Throw: Neg.
    
    The Polymorph Other spell is a powerful magic that permanently alters 
    the form of the creature affected.  Mental attributes are not affected, 
    and the target does not receive the special abilities of the new form.  
    However most physical attributes are changed to adhere to the new form.  
    This is a specific version of the spell in that the recipient will be 
    transformed into a squirrel unless a save vs. petrification/polymorph 
    is made successfully.  The transformation is instant and permanent 
    until a dispel magic is cast successfully upon the affected creature.  
    All clothes and equipment that the target was wearing will mold into 
    the new form.
    
    Summary - They will probably Save but if they don't then the permanent 
    duration is good and them turning into a squirrel is funny.  4/10
    
    Polymorph Self (Alteration) 
    Level: 4
    Range: 0
    Duration: 1 turn + 3 rounds/level
    Casting Time: 4 
    Area of Effect: self
    Saving Throw: None
    
    When this spell is cast, the wizard is able to assume the form of 
    another creature.  The caster also gains the physical mode of 
    locomotion and breathing as well.  This spell does not give the new 
    form's other abilities such as special attacks and magic, nor does it 
    run the risk of the wizard changing personality and mentality.
    
    When the spell is cast, for the duration of the spell the caster may 
    transform into any of the new forms at any time, and as many times as 
    he wishes.  The caster gains the natural attacks of the new form in 
    some cases and may use weapons in others.  The mental attributes of the 
    wizard remain the same, however all the physical attributes are 
    attained from the new form.  Also, any natural protections that the new 
    form offer are conferred to the wizard, such as the resistance to 
    missile and blunt weapons possessed by the slime form.
    
    The possible forms given by polymorph self are:
    (1) Gnoll: wields a magical halberd (+1 fire damage and strikes as an 
    enchanted weapon +3)
    (2) Mustard Jelly: capable of slowing opponents (if they fail a save 
    when hit).
    (3) Ogre: capable of causing massive damage with its fists
    (4) Spider: causes poison damage when it hits an opponent
    
    In addition the caster may choose the form of brown bear, black bear  
    or wolf.
    
    Summary - An interesting spell but ultimately I rarely need this.  A 
    couple of the monsters on offer look okay but you can summon most of 
    these by now (e.g Monster Summoning I & II, Spider Spawn) so why would 
    you turn the caster into one?  3/10
    
    Remove Curse (Abjuration) 
    Level: 4
    Range: Touch 
    Duration: Permanent 
    Casting Time: 4
    Area of Effect: Special 
    Saving Throw: Special 
    
    Upon casting this spell, the wizard is usually able to remove a curse 
    on an object, on a person, or in the form of some undesired sending or 
    evil presence. Note that the remove curse spell does not remove the 
    curse from a cursed shield, weapon, or suit of armor, for example, 
    although the spell typically enables the person afflicted with any such 
    cursed item to get rid of it. Certain special curses may not be 
    countered by this spell, or may be countered only by a caster of a 
    certain level or more.
    
    Summary - Pretty much needless, you will really only need this after 
    being equipping a cursed item or weapon a when you didn't identify it, 
    and if you did that then you deserve to stay cursed.  1/10
    
    Secret Word (Abjuration) 
    Level: 4
    Range: Visual sight of caster
    Duration: Instant
    Casting Time: 4 
    Area of Effect: Target creature
    Saving Throw: None 
    
    When this spell is cast at a target creature it will dispel one spell 
    protection of 8th level or lower.  The spells that are affected by this 
    are: Minor Spell Turning, Minor Globe Of Invulnerability, Spell 
    Immunity, Spell Deflection, Spell Turning, and Spell Shield.  The 
    target's magic resistance, if any, does not affect this spell.
    
    Summary - To dispel just one Spell Protection isn't that good when you 
    are lower level, and that is the downfall of this spell, but it's good 
    it goes up to Lvl 8 spells.  6/10
    
    Spider Spawn (Conjuration/Summoning) 
    Level: 4
    Range: 40 yards 
    Duration: 6 rounds + 1 round/level
    Casting Time: 6
    Area of Effect: Special 
    Saving Throw: None 
    
    Upon casting this spell the wizard conjures several spider eggs into 
    existence, quickly producing fully grown spiders that remain under the 
    wizard's telepathic control.  The type of spiders that appear depend 
    upon the level of the wizard casting the spell.  
    7th : giant spider
    9th : phase spider
    12th+ : sword spider
    When the spell is cast there is a 20% chance that two spiders of the 
    proper type will appear instead of just one.  These spider(s) will 
    remain under the wizard's control until slain, or the spell duration 
    expires.
    
    Summary - A good summoning spell that is better than any we've come 
    across yet.  The Spider is a good creature to have in battle with you 
    as it lasts a while and can poison the enemy, Phase and Sword Spider's 
    are especially good and the Duration lasts more with each level gained.  
    8/10
    
    Spirit Armor (Necromancy)
    Level: 4
    Range:  Touch
    Duration: 10 turns
    Casting Time: 3 
    Area of Effect: 1 creature 
    Saving Throw: None
    
    This spell is very similar to the 3rd level spell Ghost Armor in that 
    it creates a corporeal barrier around the targets body for the duration 
    of the spell.  This spell taps the target's life force in order to 
    create the barrier.  The armor itself is weightless, and does not 
    hinder movement or spellcasting at all.
    
    The spirit armor does not work cumulatively with any other armor, 
    however dexterity bonus' still apply as well as magic rings and a 
    shield.  While in effect the AC (armor class) of the recipient will be 
    1, as if he was wearing full plate.  Also, due to the magical nature of 
    the spell, he will also receive a +3 bonus to save vs. magical attacks.
    
    There is a danger however, as when the spell runs out the external 
    portion of the spirit is temporarily lost, inflicting 2d4 points of 
    damage upon the target, unless the creature makes a saving throw vs. 
    spell.
    
    Summary - A solid spell that is way more powerful than earlier level AC 
    improvement spells like Ghost Armour due to the good improvement in 
    save vs spells.  Also the Duration is very good (10 mins real time).  
    The side effect at the end can be a pain but it is very unlikely it 
    will kill you.  7/10
    
    Stoneskin (Alteration) 
    Level: 4
    Range: 0
    Duration: 12 hours
    Casting Time: 1
    Area of Effect: Caster
    Saving Throw: None 
    
    When a wizard casts this powerful spell upon himself, an outer skin of 
    stone will move up from the ground completely covering him.  This skin 
    is of course magical and will hinder the wizard in no way.  The effect 
    of this is to protect the wizard from physical attacks such as melee 
    weapons and projectiles.  For every 2 levels of the caster an 
    additional skin is gained upon casting, for example a 10th level wizard 
    would receive 5 skins while a 20th level wizard would receive 10.  For 
    each skin the wizard possesses the spell will stop one attack, so a 
    10th level wizard would be protected from the first 5 attacks made 
    against him, but the sixth would affect him normally.  The skins will 
    remain on the wizard until he is affected by a dispel magic, all of the 
    skins are removed due to physical attacks, or the spell duration 
    expires.  It is important to note that this will not protect the wizard 
    from any magical attacks such as fireball, however it will protect him 
    from physical magical attacks such as magic missile.
    
    Summary - A must have Spell, not just for Defensive orientated Wizard's 
    either, but everyone.  I always *repeat* always have this strapped on 
    my Mage due to the good duration and have at least 2 or 3 memorized in 
    my spellbook, it also has the lovely bonus of improving as you level up 
    which is always an important part of a good spell.  10/10
    
    Teleport Field (Alteration) 
    Level: 4
    Range: Visual sight of caster
    Duration: 1 turn
    Casting Time: 4
    Area of Effect: 30' radius
    Saving Throw: Neg.
    
    With this spell, the wizard instigates a teleportation effect as far as 
    the wizard can see.  All enemies in this area are randomly teleported 
    for the duration of the spell.  This spell is best used against 
    multiple enemies, serving to confuse them and allowing the wizard to 
    concentrate on activating her defences.
    
    Summary - Good stalling spell against multiple enemies but they can 
    make a dreaded Saving Throw.  6/10
    
    Wizard Eye (Divination, Alteration)
    Level: 4
    Range: 0
    Duration: 1 round/level
    Casting Time: 1 round
    Area of Effect: Special
    Saving Throw: None
    
    When this spell is employed, the wizard creates an invisible sensory 
    organ that sends him visual information. The wizard eye can see with 
    normal vision up to 60 feet away in brightly lit areas. The wizard eye 
    can travel in any direction as long as the spell lasts. It has 
    substance and a form that can be detected (by a detect invisibility 
    spell, for instance). Solid barriers prevent the passage of a wizard 
    eye.  The powers of the eye cannot be enhanced by other spells or 
    items. The caster is subject to any gaze attack met by the eye. A 
    successful dispel cast on the wizard or eye ends the spell.
    
    Summary - Good for scouting out locations before diving in, although it 
    would be nice to go further than 60 feet, but the untold talent in this 
    spell is that the Wizard Eye can be used as fodder against the 
    enemy.....the best part......it cannot be killed.  Bad duration time 
    though.  7/10
    
    Con Rebuttal - If you have ToB installed Wizard Eye can be killed 
    easily.
    
    Level 4 Summarised
    -----------------
    Three spells stick out like a sore thumb :-
    Greater Malison
    Minor Sequencer
    Stoneskin
    
    You should share your memory slots between these three.  You may want 
    Enchanted Weapon constantly memorized till you equip every melee 
    specialist with a +3 or better weapon.  Also Farsight and Wizard Eye 
    make good recon spells.  Spirit Armour is good but Stoneskin betters it 
    and Spider Spawn is a good 'Fodder' spell.
    
    Animate Dead (Necromancy) 
    Level: 5
    Range: 10 yards 
    Duration: 8 hours 
    Casting Time: 1 round
    Area of Effect: Special 
    Saving Throw: None 
    
    This spell creates 1-2 undead monsters to rise and serve the wizard 
    under any conditions.  One undead servant automatically rises and there 
    is a 5% chance per level of the caster that another will rise and join 
    the first.  However, at 15th level the caster will be able to summon a 
    Skeleton Warrior (only one), a very powerful ally indeed.
    The undead can follow the caster, remain in an area and attack any 
    creature (or just a specific type of creature) entering the place, etc. 
    The undead remain animated until they are destroyed in combat, 8 hours 
    pass, or are turned.  The magic cannot be dispelled.
    
    Summary - A good spell to have to throw monsters at the enemy and 
    getting a Skeleton Warrior at Level 15 is great as they are immune to 
    plenty of attacks, the Duration is great also.  The main question will 
    be 'Do I prefer this or Monster Summoning III'? I'd take this one.  
    8/10
    
    Breach (Abjuration) 
    Level: 5
    Range: Visual sight of caster 
    Duration: Instant
    Casting Time: 5
    Area of Effect: Target Creature
    Saving Throw: None
    
    When this spell is cast at a creature, it breaches and dispels all of 
    the specific and combat protections on the target creature.  Here is a 
    complete list of all the specific protection spells that are dispelled 
    by breach:  Shield, Protection Circle, Resist Fear, Protection From 
    Fire/Cold, Fireshield, Protection From Acid, Protection From 
    Electricity, Protection From Magic Energy, Protection From The 
    Elements, and Protection From Energy.   The combat protection spells 
    dispelled by this spell are: Protection From Normal Missiles, 
    Protection From Normal Weapons, Protection From Magic Weapons, 
    Stoneskin, Armor, Ghost Armor, Spirit Armor, Absolute Immunity, Mantle, 
    and Improved Mantle.  The target's magic resistance, if he has any, 
    does not affect this spell.
    
    Summary - I will always have at least 2 or 3 of these memorized (Less 
    in later areas of SoA and ToB), they are completely required before 
    fighting enemy Wizards because they almost always have or cast 
    something like Stoneskin or Protection from Normal/Magic Weapons.  The 
    game would be much harder if you can't find a scroll of this (or don't 
    choose it if you are a Sorcerer).  10/10
    
    Chaos (Enchantment/Charm) 
    Level: 5
    Range: Visual range of the caster
    Duration: 5 rounds + 1 round/6 levels
    Casting Time: 4 
    Area of Effect: Up to 60-foot cube 
    Saving Throw: Special 
    
    The effects of this spell are identical to the 4th level spell 
    confusion in all respects.   The victims wander around as if in a daze, 
    sometimes wandering away, sometimes attacking, either friend or foe.  
    If the victim is 4th level or lower, he does not receive a saving throw 
    versus the effects.  However, if the victim is 5th level or higher, he 
    receives a save vs. spell at -4.  The spell lasts for the duration or 
    until a successful dispel magic is cast.
    
    Summary - This is the spitting image of Confusion except that the 
    opponent is less likely to Save, so it is better than Confusion if you 
    like these charm-type spells, but is still small fries compared to 
    other spells on this level.  4/10
    
    Cloudkill (Evocation) 
    Level: 5
    Range: 10 yards 
    Duration: 1 turn
    Casting Time: 5 
    Area of Effect: 40' wide, 20' high, 
    20' deep cloud 
    Saving Throw: None 
    
    This spell generates a billowing cloud of ghastly, yellowish green 
    vapors that is so toxic as to slay any creature with fewer than 4 +1 
    Hit Dice, and cause creatures with 4 +1 to 6 Hit Dice to roll saving 
    throws vs. poison with - 4 penalties or be slain.  Holding one's breath 
    has no effect on the lethality of the spell. Those above 6th level (or 
    6 Hit Dice) must leave the cloud immediately, or suffer 1d10 points of 
    poison damage each round while in the area of effect.
    
    Summary - Lower creatures being slain is a pretty good feature making 
    this a good early game spell and it does fairly good damage (1d10 
    poison per round and the spell lasts for 10 rounds could do 100 Damage 
    if they stay in the area of effect) but they may Save.  Use this with 
    Web or Entangle for best results.  7/10
    
    Cone of Cold (Evocation) 
    Level: 5
    Range: 0 
    Duration: Instantaneous 
    Casting Time: 5 
    Area of Effect: Special 
    Saving Throw: 1/2
    
    When this spell is cast, it causes a cone-shaped area of extreme cold, 
    originating at the wizard's hand and extending outward in a cone five 
    feet long and one foot in diameter per level of the caster. It drains 
    heat and causes 1d4 + 1 points of damage per level of experience of the 
    wizard. For example, a 10th-level wizard would cast a cone of cold 10 
    feet in diameter and 50 feet long, causing 10d4 + 10 points of damage.
    
    Summary - Like plenty of other spells if you can aim this right and not 
    risk injuring Party Members (keep them behind you is a tip) then it can 
    do some decent damage, a 15th level Wizard could cause 75 maximum, and 
    the Saving Throw doesn't completely negate the effects.  There are 
    better damage spells around but it is good that it improves with 
    experience.  7/10
    
    Conjure Lesser Air Elemental 
    (Conjuration/Summoning) 
    Level: 5
    Range: 15 yards
    Duration: 1 turn +1 round/level
    Casting Time: Special
    Area of Effect: Special 
    Saving Throw: None 
    
    A caster who performs a conjure lesser air elemental spell summons an 
    air elemental to do his bidding.  The elemental is 8 Hit Dice and will 
    serve the casters every whim until banished back to its home plane, the 
    spell duration expires, or upon the elementals death.  However, every 
    time this spell is cast there is a 15% chance that the elemental will 
    escape the instructions of the caster upon which it will go berserk 
    attacking the mage who dared summon it.  If it can't reach the summoner 
    it will fight its way towards him.  This berserking elemental will also 
    remain until slain, or the spell duration expires.  This spell requires 
    rigid concentration after the casting in order to implant control in 
    the summoned creatures psyche.  The elemental is locked into a psychic 
    contest with the caster for three rounds after being summoned.  At the 
    end of this time if the caster has won he has control of the elemental.  
    However, if he has lost, the elemental goes berserk and tries to kill 
    him.  This does not prevent the use of other charm type spells cast 
    afterwards if the contest was lost.  It might be good to note that if 
    charm spells are used before the contest is over they will have no 
    effect on the outcome.
    
    Summary - A bad conjuring spell to use as the time it takes to both 
    cast and then mentally 'challenge' the elemental makes it just plain 
    annoying as you lose your Wizard for about four rounds in all.  Even if 
    you win over the elemental it is a fairly weakish ally to have, and you 
    could also lose the mental test, causing it to wilfully go after the 
    caster.  2/10
    
    Conjure Lesser Earth Elemental 
    (Conjuration/Summoning) 
    Level: 5
    Range: 15 yards
    Duration: 1 turn +1 round/level
    Casting Time: Special
    Area of Effect: Special 
    Saving Throw: None 
    
    A caster who performs a conjure lesser earth elemental spell summons a 
    earth elemental to do his bidding.  The elemental is 8 Hit Dice and 
    will serve the casters every whim until banished back to its home 
    plane, the spell duration expires or upon the elementals death.  
    However, every time this spell is cast there is a 15% chance that the 
    elemental will escape the instructions of the caster upon which it will 
    go berserk attacking the mage who dared summon it.  If it can't reach 
    the summoner it will fight its way towards him.  This berserking 
    elemental will also remain until slain, or the spell duration expires.  
    This spell requires rigid concentration after the casting in order to 
    implant control in the summoned creatures psyche.  The elemental is 
    locked into a psychic contest with the caster for three rounds after 
    being summoned.  At the end of this time if the caster has won he has 
    control of the elemental.  However, if he has lost, the elemental goes 
    berserk and tries to kill him.  This does not prevent the use of other 
    charm type spells cast afterwards if the contest was lost.  It might be 
    good to note that if charm spells are used before the contest is over 
    they will have no effect on the outcome.
    
    Summary - This is just the same as the Air elemental but it summons an 
    Earth one, so it just looks different but still has the same drawbacks.  
    2/10
    
    Conjure Lesser Fire Elemental 
    (Conjuration/Summoning) 
    Level: 5
    Range: 15 yards
    Duration: 1 turn +1 round/level
    Casting Time: Special
    Area of Effect: Special 
    Saving Throw: None 
    
    A caster who performs a conjure lesser fire elemental spell summons a 
    fire elemental to do his bidding.  The elemental is 8 Hit Dice and will 
    serve the caster's every whim until banished back to its home plane, 
    the spell duration expires, or upon the elementals death.  However, 
    every time this spell is cast there is a 15% chance that the elemental 
    will escape the instructions of the caster upon which it will go 
    berserk attacking the mage who dared summon it.  If it can't reach the 
    summoner it will fight its way towards him.  This berserking elemental 
    will also remain until slain, or the spell duration expires.  This 
    spell requires three rounds of concentration after the casting in order 
    to implant control in the summoned creatures psyche.  The elemental is 
    locked into a psychic contest with the caster for three rounds after 
    being summoned.  At the end of this time if the caster has won he has 
    control of the elemental.  However, if he has lost, the elemental goes 
    berserk and tries to kill him.  This does not prevent the use of other 
    charm type spells cast afterwards if the contest was lost.  It might be 
    good to note that if charm spells are used before the contest is over 
    they will have no effect on the outcome.
    
    Summary - Once again the same, a weaker Fire Elemental this time which 
    are probably the best type of elemental to have but are still not good 
    enough to outweigh the cons of the spell.  2/10
    
    Domination
    (Enchantment/Charm) 
    Level: 5
    Range: Visual sight of caster
    Duration: 8 rounds
    Casting Time: 5 
    Area of Effect: 1 creature
    Saving Throw: Neg. 
    
    The domination spell enables the caster to control the actions of any 
    creature while the spell is in effect.  This control is maintained 
    through a telepathic link between the caster and the victim.  Unlike 
    the 4th level priest spell Mental Domination, the target has no option 
    for release, even if made to do something against his morals.  This 
    effect can only be reversed by dispel magic.  The target gets a saving 
    throw vs. spell at -2 in order to avoid the effect.
    
    Summary - If you like using Charm spells then this is a good one, the 
    Saving throw is lowered to give you a chance and the duration is okay.  
    Lets hope nobody casts Dispel Magic near the recipient though  7/10
    
    Feeblemind (Enchantment/Charm) 
    Level: 5
    Range: Visual range of the caster
    Duration: Permanent
    Casting Time: 5 
    Area of Effect: 1 creature 
    Saving Throw: Neg
    
    Feeblemind causes the subject's intellect to degenerate into that of a 
    simple beast of burden.  The subject remains in this state until a 
    successful dispel magic is cast upon him.  The victim must make a save 
    vs. spell at -2 in order to avoid the effect.
    
    Summary - Good to use on enemy Wizards if (a big if) they don't save vs 
    spell (which a Wizard probably will, even at -2).  If it works though 
    the permanent duration is great and they will not be casting any more 
    spells.  5/10
    
    Hold Monster
    (Enchantment/Charm) 
    Level: 5
    Range: Visual range of caster 
    Duration: 1 round/level 
    Casting Time: 5 
    Area of Effect: 5 foot radius around target
    Saving Throw: Neg. 
    
    This spell holds 1d4 creatures of any type rigidly immobile and in 
    place for nine or more rounds, unless a save vs. spells is made with a 
    -2 penalty.
    The effect is centered on the victim selected by the caster.  Any 
    enemies within 5 feet of the target are also affected.  Those who 
    succeed on their saving throws are totally unaffected by the spell. 
    Undead creatures cannot be held. 
    Held creatures cannot move or speak, but they remain aware of events 
    around them and can use abilities not requiring motion or speech.  
    Being held does not prevent the worsening of the subjects' condition 
    due to wounds, disease, or poison.
    
    Summary - You simply don't need to hold 1d4 enemies, you should just go 
    on and kill them.  This will be resisted by any kind of tough foe.  
    1/10
    
    Lower Resistance (Abjuration,Alteration) 
    Level: 5
    Range: Visual sight of caster 
    Duration: 1 round/level
    Casting Time: 5
    Area of Effect: Target creature
    Saving Throw: None
    
    When cast upon a target creature this spell will lower the magic 
    resistance of this creature by 10% + 1% per level of the caster.  There 
    is no saving throw vs. this spell and magic resistance is ignored.  For 
    example if a creature has 60% magic resistance and this spell is cast 
    on it by a 15th level mage then its magic resistance would be lowered 
    by 25% automatically.  This effect is cumulative for each casting of 
    this spell.  If this spell was cast upon this same creature again the 
    creatures magic resistance would be 60% - 25% (initial casting) - 25% 
    (current casting) which would leave the creature with 10% magic 
    resistance after both spells have been cast.  This spell will last 
    until the spell duration expires.  Something to note is that this spell 
    is not affected by dispel magic.  Once it has been cast there is no way 
    to cancel the effects until the spell expires.
    
    Summary - A highly needed spell for facing numerable foes with Magic 
    Resistance.  Unfortunately the effects could be better, it does improve 
    with higher levels but not by much, and if it would have had better 
    duration I'd praise it much more.  Look at it at the highest level 
    allowed by the experience cap (17th) it only does 27% damage (it'll 
    take a few to work fully on a Golem) and lasts for 17 round (under 2 
    mins) which isn't that good and you will want to hit the most resistant 
    enemy's with at least a couple of these at once. Still crucial though.  
    9/10
    
    Minor Spell Turning (Abjuration) 
    Level: 5
    Range: 0
    Duration: 3 rounds/level
    Casting Time: 5
    Area of Effect: The caster 
    Saving Throw: None 
    
    This spell is similar to the 7th-level Spell Turning, which causes the 
    spells cast against the wizard to rebound upon the original caster.  
    This affects a total of 4 spell levels.  This includes spells cast from 
    scrolls and innate spell-like abilities, but excludes the following: 
    area effects that are not centered directly upon the wizard as well as 
    area effects that are stationary such as cloud kill and stinking cloud.  
    As long as the spell is cast directly at the wizard it will be 
    reflected back upon the caster.  This spell will only affect up to 4th 
    level spells, but as long as there are levels remaining then the spell 
    will be reflected.  For example if there is only 1 level left and a 
    3rd-level spell is cast at the wizard, the spell will be reflected 
    while canceling the spell turning.  
    This spell will not protect the caster from dispel magic.  However, it 
    will not be affected by dispel magic either.
    
    Summary - Potentially the idea is good but this particular spell is too 
    weak a version of it.  If you can pick up the Cloak of Mirroring as 
    well then this is totally obsolete.  5/10
    
    Pro Rebuttal - The Cloak of Mirroring does not reflect back dmage if 
    you have installed ToB, so add another 2 marks if you have ToB.
    
    Monster Summoning III 
    (Conjuration/Summoning) 
    Level: 5
    Range: 40 yards 
    Duration: 4 rounds + 1 round/level
    Casting Time: 5 
    Area of Effect: Special 
    Saving Throw: None 
    
    This spell is much like the 3rd-level monster summoning I spell, except 
    that this spell summons 5 HD monsters. There is a 60% chance of 
    receiving one monster and a 40% chance of receiving two monsters.  
    These monster(s) appear within spell range and attack the caster's 
    opponents until the spell duration expires, or until they are slain.
    
    
    Summary - You can get some decent allies with this one but I think 
    there are better monsters to summon.  I'd prefer Animate Dead to this 
    one for the much better duration and after you reach Lvl 15 you get a 
    Skeleton Warrior, which is better than anything here in my opinion.  
    5/10
    
    Oracle (Divination) 
    Level: 5
    Range: 0
    Duration: Instant
    Casting Time: 5
    Area of Effect: 60' radius
    Saving Throw: None
    
    When cast by the wizard this spell will cancel all illusion/phantasm 
    spells of 5th level and lower in the area.  The spells that are 
    affected by this are Reflected Image, Invisibility, Mirror Image, Non-
    detection, Improved Invisibility, and Shadow Door.  It is important to 
    note that the caster can control just who this spell affects.  
    Therefore, it will affect only creatures that are not in the caster's 
    party.  The area of effect is roughly a 60' radius around the caster.
    
    Summary - A less powerful version of the excellent True Sight and if 
    you don't have room for that in you Lvl 6 spells then you should take 
    this at least.  It cancels a few annoying illusion spells (that pesky 
    Shadow Door which mages often use) and has the boon of not affecting 
    your party.  It has a large radius too.  7/10
    
    Phantom Blade (Evocation) 
    Level: 5
    Range: 0
    Duration: 3 rounds + 1 round/level 
    Casting Time: 5
    Area of Effect: Special
    Saving Throw: None 
    
    This spell creates a translucent, shadowlike, weightless area of 
    magical force extending from the fingers of one of the caster's hands.  
    This silent construct is blade-shaped.  Its cutting edges inflict 
    damage just as do those of a real sword.  The caster wields the phantom 
    blade as if proficient with this weapon, at her normal THACO.
    The phantom blade acts as a +3 magical sword in terms of hit and damage 
    bonuses as well as the type of creatures it can hit.  However, due to 
    its etheric nature it causes an extra +10 damage against undead.  This 
    sword can only be used by the caster and remains in their hand for the 
    duration or until dispelled.
    
    Summary - Not as good as the Lvl 4 enchanted weapon at all.  Oh sure it 
    can do +10 to the Undead which is nice but it has just the same 
    enchantment as Enchanted Weapon but more importantly unlike Enchanted 
    Weapon it can ONLY be used by the caster, at their normal 
    THAC0......huh! what is the damn point of that, unless they are a dual 
    or multi-class fighter as well it is pointless as they will be beaten 
    by any melee enemy worth their salt.  2/10
    
    Protection From Acid (Abjuration) 
    Level: 5
    Range: Touch 
    Duration: 1 turn/level
    Casting Time: 6
    Area of Effect: Creature touched 
    Saving Throw: None 
    
    When the spell is cast it confers complete invulnerability to all acid 
    based attacks whether magical or non-magical such as acid arrow or 
    creature special attacks.  This effect lasts for the duration of the 
    spell or until dispelled.
    
    Summary - I can't think of too many enemies that use acidic attacks on 
    you so I don't have much use for it.  If you need it though it has top 
    quality duration and confer total invulnerability, which is good.  3/10
    
    Protection From Electricity 
    (Abjuration) 
    Level: 5
    Range: Touch 
    Duration: 1 turn /level
    Casting Time: 5
    Area of Effect: Creature touched 
    Saving Throw: None 
    
    When the spell is cast it confers complete invulnerability to all 
    electrical based attacks whether magical or non-magical such as 
    lightning bolt or breath weapons.  This effect lasts for the duration 
    of the spell or until dispelled.
    
    Summary - Like the above I cannot think of many electrical attacks but 
    it's main use if immunising you to the high damage Lightning Bolt if 
    not only an enemy casts it but if you plan too cast it as well. It's a 
    pity we can't cast this on the entire party at once because then I'd 
    use Lightning Bolt with reckless abandon.  5/10
    
    Protection from Normal Weapons (Abjuration) 
    Level: 5
    Range: Self 
    Duration: 1 round/level
    Casting Time: 2
    Area of Effect: Self 
    Saving Throw: None 
    
    When the spell is cast it confers complete invulnerability to all non-
    magical weapons.  This does not include weapons that are blessed or 
    enchanted. This spell may not be cast on someone who is protected from 
    magical weapons.  This effect lasts for the duration of the spell or 
    until dispelled.
    
    Summary - Not great, it difficult to know which enemies possess 
    enchanted weapons and which have the plain vanilla weapons.  Early game 
    might be a good time to have it but at lower levels the duration sucks 
    and later on in the game when you've improved it's duration most 
    enemies have enchanted weapons so it's a bit of a Catch 22.  5/10
    
    Shadow Door (Illusion/Phantasm) 
    Level: 5
    Range: 10 yards 
    Duration: 1 round/level 
    Casting Time: 2 
    Area of Effect: Special 
    Saving Throw: None 
    
    By means of this spell, the wizard creates the illusion of a door. The 
    illusion also permits the wizard to appear to step through this "door" 
    and disappear. In reality he has darted aside and can flee, totally 
    invisible (as per the Improved Invisibility spell), for the spell 
    duration. A true seeing spell, a gem of seeing, or similar magical 
    means can discover the wizard.
    
    Summary - Okay to use in the middle of battle as you can become totally 
    invisible and will probably not be attacked until it is dispelled one 
    way or another, enemies regularly cast True Sight though, and the 
    casting time is quick for this level.  6/10
    
    Spell Immunity (Abjuration) 
    Level: 5
    Range: 0
    Duration: 1 round / level
    Casting Time: 5
    Area of Effect: Special
    Saving Throw: None 
    
    Casting this spell grants the wizard protection from one spell school 
    of her choice.  After the spell is cast, the wizard must choose the 
    school she wishes to be protected from.  All spells of this school will 
    not be able to harm or aid the caster for the duration of this spell.  
    This includes all spells from this school, including any priest spells 
    that might benefit the caster.
    
    Summary - An interesting spell and can be used to great effect if you 
    use it wisely.  There are a few one-school specialists out there but 
    not too many.  The duration is quite poor and it's a pity you can't 
    pick more than one school at higher levels, one big use of this is 
    Spell Immunity : Divination, so your Illusions cannot be broke by true 
    Sight and the like, great for using spells such as Simulacrum and 
    Mirror image to their fullest  7/10
    
    Spell Shield (Abjuration) 
    Level: 5
    Range: 0
    Duration: 3 rounds/level
    Casting Time: 8
    Area of Effect: The caster 
    Saving Throw: None 
    
    When this spell is cast the wizard is protected from the next magical 
    attack against him.  The spells that this protects the wizard from are: 
    Spell Thrust, Secret Word, Breach, Lower Resistance, Pierce Magic, Ruby 
    Ray, Warding Whip, Pierce Shield, and Spellstrike.  If one of these 
    spells is cast at the wizard this spell activates and absorbs the 
    attack.  However, this only works once as this spell is consumed in the 
    process.  Otherwise, it will last for the duration.
    
    Summary - It'd be good if you could just quickly throw this on before 
    casting a protection spell but just look at the frankly disgraceful 
    casting time, by the time you've finished casting the opposition will 
    probably be ready to strike (if they have not already and disrupted 
    you) and you haven't put on the protection yet anyway.  If you can 
    manage to get this on and get a decent protection spell cast as well 
    then it will buy you even more protective time and will be effective 
    but the Casting Time practically ruins it.  4/10
    
    Sunfire (Evocation) 
    Level: 5
    Range: Caster 
    Duration: Instantaneous 
    Casting Time: 3 
    Area of Effect: 30-foot radius 
    Saving Throw: 1/2 
    
    A sunfire is like a fireball -- an explosive burst of flame, which 
    detonates with a low roar and delivers damage proportional to the level 
    of the wizard who cast it - 1d6 points of damage for each level of 
    experience of the spellcaster (up to a maximum of 15d6). The wizard 
    gestures with his hand and the entire area around him erupts in flames, 
    striking all except for the caster.  Creatures failing their saving 
    throws each suffer full damage from the blast. Those who roll 
    successful saving throws manage to dodge, fall flat, or roll aside, 
    each receiving half.
    
    Summary - A bigger and badder version of Fireball which is pointless to 
    use under Level 11 (Fireball will do just the same damage) but after 
    that then you may want to replace Fireball because this will enable you 
    to free up Lvl 3 spell slots (Lvl 3 has a lot of good spells for its 
    Level - see above).  At Lvl 15 you could do up to 90 damage but just 
    watch where you aim it.  8/10
    
    Level 5 Summarised
    -------------------
    The big must is Breach which you should always have at least 2 (at the 
    very least 1) in your book, add Lower Resistance to this and Lvl 5 is a 
    good level for bringing down magically protected enemies.  Sunfire is 
    good for damage (as is Cone of Cold and Cloudkill).  Pick Animate Dead 
    over Monster Summoning III for chucking creatures at the enemy and you 
    may want to keep an Oracle spell handy for dispelling any nasty 
    illusion spells (such a Shadow Door which you may also consider).
    
    Level 6
    --------
    
    Carrion Summons (Conjuration/Summoning) 
    Level: 6
    Range: 40 yards 
    Duration: 7 rounds + 1 round/level
    Casting Time: 1 round
    Area of Effect: Special 
    Saving Throw: None 
    
    There are two parts to this spell.  When cast the first part is to open 
    up a small portal which will summon 1 or 2 carrion crawlers to a point 
    designated by the wizard.  The second part of the magic mutates the 
    carrion crawlers into larger more vicious versions of themselves.  The 
    result is that the wizard now has control over these creature(s) until 
    they are slain, or the spell duration expires.  When the spell is cast 
    there is a 35% chance that two will be summoned instead of just one.
    
    Summary - There are better Summoning spells than this in lower levels 
    so to say this is needed would be daft.  The monsters you get are not 
    very good, if you want more 'fodder' spells then pick it but I 
    certainly wouldn't.  2/10
    
    Chain Lightning (Invocation/Evocation) 
    Level: 6
    Range: Visual range of caster
    Duration: Instant
    Casting Time: 5
    Area of Effect: Special 
    Saving Throw: Half 
    
    When the wizard casts chain lightning, arcs of electrical energy burst 
    from his fingertips.  These brilliant arcs of lightning leap at all 
    enemies near the caster, burning them with electrical damage.  The 
    lightning causes 1d6 points of damage for every two levels of the 
    caster. If the target of the lightning saves against spells only half 
    damage is inflicted.  Thus, a 12th level wizard will cause 6d6 damage 
    to a victim (3d6 if the victim makes his saving throw vs. spells).
    
    Summary - A friendly version of Lightning Bolt which increases in 
    damage slightly less than it's preceeding counterpart.  A good spell to 
    have and should be used when you reach high levels an have many enemies 
    to aim at.  8/10
    
    Conjure Air Elemental 
    (Conjuration/Summoning) 
    Level: 6
    Range: Visual sight of caster 
    Duration: 1 turn/level
    Casting Time: Special
    Area of Effect: Special 
    Saving Throw: None 
    
    Upon casting a conjure air elemental spell, the caster opens a special 
    gate to the elemental plane of Air, and an air elemental is summoned to 
    the vicinity of the spellcaster.  It is 60% likely that a 12 hit dice 
    elemental appears, 35% likely that a 16 hit dice elemental appears, and 
    5% likely that a 24 hit dice elemental appears.  Once the elemental 
    appears the caster must concentrate on the creature for 3 rounds in 
    order to assure that the elemental will not turn on him (there is a 15% 
    chance of losing control).  However, after this period has passed the 
    elemental will do the bidding of the caster until it is slain, or the 
    duration of the spell runs out.  All of the commands given to the 
    elemental are done so telepathically, so there is no time lost due to 
    miscommunication, and it is not necessary to know the language of the 
    summoned creature.
    
    Summary - Once again the time it takes to cast and mentally contest 
    with the Elemental still hold this spell back.  If you got lucky and 
    summoned the 24 HD Air Elemental then it may be worthit and the 
    duration is good but it still would not recommend it.  4/10
    
    Conjure Earth Elemental 
    (Conjuration/Summoning) 
    Level: 6
    Range: Visual sight of caster 
    Duration: 1 turn/level
    Casting Time: Special
    Area of Effect: Special 
    Saving Throw: None 
    
    Upon casting a conjure earth elemental spell, the caster opens a 
    special gate to the elemental plane of Earth, and an earth elemental is 
    summoned to the vicinity of the spellcaster.  It is 60% likely that a 
    12 hit dice elemental appears, 35% likely that a 16 hit dice elemental 
    appears, and 5% likely that a 24 hit dice elemental appears.  Once the 
    elemental appears the caster must concentrate on the creature for 3 
    rounds in order to assure that the elemental will not turn on him (15% 
    chance that the elemental will turn on the caster).  However, after 
    this period has passed the elemental will do the bidding of the caster 
    until it is slain, or the duration of the spell runs out.  All of the 
    commands given to the elemental are done so telepathically, so there is 
    no time lost due to miscommunication, and it is not necessary to know 
    the language of the summoned creature.
    
    Summary - Same as above.  4/10
    
    Conjure Fire Elemental 
    (Conjuration/Summoning) 
    Level: 6
    Range: Visual sight of caster 
    Duration: 1 turn/level
    Casting Time: Special
    Area of Effect: Special 
    Saving Throw: None 
    
    Upon casting a conjure fire elemental spell, the caster opens a special 
    gate to the elemental plane of Fire, and a fire elemental is summoned 
    to the vicinity of the spellcaster.  It is 60% likely that a 12 hit 
    dice elemental appears, 35% likely that a 16 hit dice elemental 
    appears, and 5% likely that a 24 hit dice elemental appears.  Once the 
    elemental appears the caster must concentrate on the creature for 3 
    rounds in order to assure that the elemental will not turn on him (15% 
    chance the elemental will attack the caster).  However, after this 
    period has passed the elemental will do the bidding of the caster until 
    it is slain, or the duration of the spell runs out.  All of the 
    commands given to the elemental are done telepathically, so there is no 
    time lost due to miscommunication and no need to know the language of 
    the summoned creature.
    
    Summary - Same again, although Fire Elementals look cooler and have 
    some good resistances, but it doesn't warrant a higher mark than the 
    other two.  4/10
    
    Contingency (Evocation) 
    Level: 6
    Range: Visual range of caster
    Duration: 1 day/level 
    Casting Time: 1 turn
    Area of Effect: Special 
    Saving Throw: None
    
    Upon casting this spell the wizard is allowed to choose a spell out of 
    his repertoire of known spells.  One spell level for every three levels 
    of the caster is allowed up to 18th level or 6th level spells.  Once 
    the spell is chosen the caster is allowed to choose a condition of some 
    kind from the list provided.  The starting condition can be anything 
    from reaching 10% of his/her hit points to an enemy being sighted.  
    Once this starting condition is satisfied the spell that was chosen 
    will be cast automatically.  For example a 12th level wizard could 
    place the spell stoneskin in a contingency with the starting condition 
    being 'the wizard reaches 50% of his hit points'.  Then in combat once 
    the wizard is reduced to 50% of his hit points or below, stoneskin 
    would be immediately cast upon him.  This requires no action by the 
    wizard, it happens automatically and instantaneously.  The limitation 
    of this spell is that the target of the spell placed in the contingency 
    must be the caster.  Therefore it cannot be an offensive spell and 
    cannot target any other party members.  
    
    Summary - Contingency's great defensive spells and you should always 
    have one ready to kick in.  For this one I'd recommend using Stoneskin 
    with it, maybe when you are low on HP or maybe an enemy sighted, but 
    it's up to you how to use it as the possibilities are many.  Just make 
    sure you have one in readiness constantly.  9/10
    
    Death Fog (Evocation) 
    Level: 6
    Range: 10 yards 
    Duration: 1 turn
    Casting Time: 6
    Area of Effect: 30' radius
    Saving Throw: None 
    
    The casting of a death fog spell creates an area of solid fog that has 
    the additional property of being highly acidic.  All animal life not 
    immune to acid suffers 8 points of damage for each round they are 
    exposed to the vapors of the death fog.  Death fog will also instantly 
    kill all summoned creatures, regardless of hit dice or immunities.
    
    Summary - Forget about the poor acidic damage it does to enemies and 
    use it for knocking down summoned creatures.  A fair few enemies can 
    conjure some powerful monsters and with this spell you can quickly 
    unsummon them.  A good spell worth thinking about. Note - You can get 
    rid of summoned creatures but Demons are Gated as opposed to Summoned 
    so they will be unaffected.  7/10
    
    Death Spell (Necromancy) 
    Level: 6
    Range: Visual sight of caster 
    Duration: Instant
    Casting Time: 6
    Area of Effect: 30' radius
    Saving Throw: None
    
    When a death spell is cast, it snuffs out the life forces of creatures 
    in the area of effect instantly and irrevocably. Such creatures cannot 
    be raised or resurrected, but an individual slain in this manner might 
    be brought back via a wish.  Creatures with more than 8 hit dice are 
    immune to this spell, with the exception of summoned creatures, which 
    are slain automatically.  Only enemies are affected by this spell.
    
    Summary - Another option for taking down summoned creatures and it's 
    main effect is good as well.  A lot of enemies will resist this but a 
    lot will die as well.  It's definitely worth using early game against 
    packs of weaker foes but later on it doesn't work against tougher 
    opposition, but then again it does have that other benefit of getting 
    rid of summoned creatures (once again not Gated ones though).  8/10
    
    Disintegrate (Alteration) 
    Level: 6
    Range: Visual sight of caster
    Duration: Instantaneous
    Casting Time: 6
    Area of Effect: Target Creature
    Saving Throw: Neg.
    
    Upon casting this spell at another creature a thin green ray is shot 
    out.  Upon contact the creature must make a saving throw vs. spells or 
    be transformed into dust.  This transformation is instantaneous and 
    irreversible.  There is also a good chance that this will destroy some 
    if not all of the items that the creature is carrying.
    
    Summary - I wouldn't bother with this, firstly there is the saving 
    throw and then there is the little fact that it will obliterate the 
    enemy's items which is a drawback.  May be good to use on pesky 
    creatures who look like they won't have anything of value but generally 
    it's a no-no.  4/10
    
    Flesh to Stone (Alteration) 
    Level: 6
    Range: Visual range of the caster
    Duration: Permanent
    Casting Time: 6
    Area of Effect:  1 creature
    Saving Throw: Neg.
    
    This spell turns flesh of any sort to stone.  All possessions on the 
    person of the creature likewise turn to stone.  The intended subject of 
    the spell receives a saving throw vs. spell to avoid the effect.  If a 
    statue created by this spell is subjected to attacks of any sort it 
    will shatter into tiny pieces making it impossible for the creature to 
    be returned to flesh.  The reverse of this spell may be cast upon the 
    victim in order to restore life, but this is the only way.
    
    Summary - They can make a Saving Throw which is annoying but it is not 
    to bad as many don't resist it but quite a few do though.  5/10
    
    Globe of Invulnerability (Abjuration) 
    Level: 6
    Range: 0 
    Duration: 1 round/level 
    Casting Time: 6
    Area of Effect: 5-foot-radius sphere 
    Saving Throw: None 
    
    This spell creates an immobile, faintly shimmering magical sphere 
    around the caster that prevents any 1st-, 2nd-, 3rd- or 4th-level spell 
    effects from penetrating (i.e., the area of effect of any such spells 
    does not include the area of the globe of invulnerability). This 
    includes innate abilities and effects from devices. However, any type 
    of spell can be cast out of the magical sphere, and these pass from the 
    caster of the globe to their subject without affecting the globe. Fifth 
    and higher level spells are not affected by the globe. The globe can be 
    brought down by a successful dispel magic spell, as well as other forms 
    of magical attack such as Spellstrike and Pierce Magic.
    
    Summary - This is barely better than the poor Lvl 4 spell Minor Globe 
    of Invulnerability and considering it's two levels higher in the spell 
    hierarchy then it is not one I would consider at all.  2/10
    
    
    Improved Haste (Alteration) 
    Level: 6
    Range: Visual range of caster
    Duration: 3 rounds + 1 round/level 
    Casting Time: 3 
    Area of Effect: Target Creature
    Saving Throw: None 
    
    Each affected creature functions at double its normal movement and 
    attack rates. A hasted creature gains a - 2 initiative bonus. Thus, a 
    creature moving at 6 and attacking once per round would move at 12 and 
    attack twice per round. Spellcasting and spell effects are not sped up.  
    There are three major differences between the third level wizard spell 
    haste and this spell.  The first major difference is that there is no 
    period of fatigue following the expiration of the spell.  The second 
    major difference is that this spell will only affect one creature.  
    Third and finally, this haste spell actually doubles the number of 
    attacks for the hasted creature.  Note that this spell negates the 
    effects of a slow spell.  This spell is not cumulative with itself or 
    with other similar magic.  This spell lasts for the duration or until 
    dispelled.
    
    Summary - Although it says Improves Haste this spell doesn't improve on 
    the superb Level 3 spell at all and is a worse spell to have.  If this 
    was with Haste in Level 3 I'd still pick the other one because it 
    affects everybody in one go.  4/10
    
    Pro Rebuttal - I think you massively underrate Improved Haste. Early in 
    the game, this is only a slightly-improved but single-character version 
    of Haste, it's true. Later, though, as your fighter types get 3+ 
    attacks per round, it's awesome. I can have a bowman throwing 8 arrows 
    per round at the enemy (since this spell allows you to exceed the 
    normal 5 attacks per round limit in the game), or a melee swordsman 
    hitting 7 times for an *average* damage per round of nearly 100. I have 
    a guy dual-wielding Celestial Fury and Kachiko's Wakizashi, with good 
    proficiencies and the Ring of Gaxx (which can cast Improved Haste three 
    times per day). Against serious opposition, he's invariably the first 
    guy in there, and often there's nothing left by the time everyone else 
    arrives. This spell is an 11.
    
    Invisible Stalker
    (Conjuration/Summoning) 
    Level: 6
    Range: 40 yards 
    Duration: 9 hours
    Casting Time: 1 round
    Area of Effect: Special 
    Saving Throw: None 
    
    This spell summons an invisible stalker from the elemental plane of 
    Air.  This 8 hit dice monster obeys and serves the spellcaster in 
    performing whatever tasks are set before it, even if this means being 
    sent to certain death.  The creature remains under the casters control 
    for 9 hours or until it is killed -- at which point it will return to 
    its native plane, only slightly annoyed at having to serve a mortal.
    
    Summary - If you want a change in the Summoning area of spells then you 
    may want to use this as Conjuring an invisible creature is a good 
    tactic.  The Duration is good also but the creature isn't all that 
    powerful.  7/10
    
    Mislead (Illusion/Phantasm) 
    Level: 6
    Range: 0 
    Duration: 1 round/level
    Casting Time: 1
    Area of Effect: Special 
    Saving Throw: None 
    
    When this spell is cast the wizard is affected with an Improved 
    Invisibility spell and is teleported a few feet away from his original 
    position.  Meanwhile an exact image of the caster is created where he 
    used to be with exactly the same hit points as the caster.  The image 
    cannot perform any actions at all such as attacking or casting spells.  
    It can, however, move around and act as a decoy for the invisible mage.  
    The image will remain under the control of the caster until it is 
    reduced to 0 hit points, or until it is affected by a dispel magic or a 
    spell that destroys illusions such as True Sight.
    
    Summary - Good tactic for confusing the enemy but there are other 
    invisibilty spells in lower levels that practically work as well as 
    this one.  It doesn't have a good duration and the big drawback is it 
    cannot do anything at all.  5/10 
    
    Pierce Magic (Abjuration) 
    Level: 6
    Range: Visual sight of caster 
    Duration: Special
    Casting Time: 6
    Area of Effect: Target Creature 
    Saving Throw: Special
    
    When this spell is cast upon a target creature there will be two major 
    effects.  The first is that the creatures magic resistance will be 
    lowered by 1% per level of the caster.  The second is that it will 
    cancel one spell protection of 8th level or lower on the creature.  For 
    example if this spell was cast by a 15th level wizard the target 
    creature would lose 15% magic resistance from his current total 
    reducing it to 0 if less than that remains, as well as cancelling one 
    8th level or lower spell protection.  The list of spells that this 
    includes is: Minor Spell Deflection, Minor Spell Turning, Spell 
    Deflection, Spell Turning, Minor Globe Of Invulnerability, Spell 
    Immunity, and Globe Of Invulnerability.  Magic resistance does not 
    effect this spell, nor do any of the spell protections.  The resistance 
    remains lowered for 1 round per level of the caster.
    
    Summary - Good for smashing into enemy Wizards defences but you will 
    probably need to cast this more than once.  Lower Resistance is better 
    for lowering the resistance and that is a level lower, so I'd have some 
    of them and maybe ignore this.  6/10
    
    Power Word, Silence (conjuration/summoning) 
    Level: 6
    Range: 30 yards 
    Duration: 7 rounds
    Casting Time: 1 
    Area of Effect: 1 creature 
    Saving Throw: None
    
    In using this spell the wizard points at an individual and utters the 
    power word.  For the next seven rounds, that creature cannot make any 
    sound.  This silence completely foils any spells that require verbal 
    components.  The only counter to this spell is a dispel magic and 
    vocalize.  There is no saving throw.
    
    Summary - This can be great but they often seem to have a damn Vocalize 
    up their sleeve.  It's good for quickly buying some time as they cast 
    Vocalize though but would you burn a Lvl 6 spell for buying a little 
    time.  6/10
    
    Pro Rebuttal - I think you underrate Power Word: Silence. I usually 
    keep one or two of these up my sleeve as my mages get to know more 
    higher level spells. Sure, it's not as important as Breach or True 
    Sight, but it's still dead useful. A high level mage rarely has more 
    than one Vocalise memorised, if any at all, which means that two Power 
    Word: Silence spells are enough to take him out of the fight 
    completely, no matter how powerful he otherwise may be. They also work 
    very nicely on Beholders and the like, who seem to be able to cast an 
    inhuman number of spells per round for some reason...
    
    Protection From Magic Energy (Abjuration) 
    Level: 6
    Range: Touch 
    Duration: 1 turn /level
    Casting Time: 6
    Area of Effect: Creature touched 
    Saving Throw: None 
    
    When the spell is cast it confers 100% invulnerability to all magic 
    based attacks such as magic missile or Abi Dalzim's Horrid Wilting.  
    This effect lasts for the duration of the spell or until dispelled.
    
    Summary - Excellent due to its long Duration and complete 
    invulnerability to magic based attacks is the key.  Although a lot of 
    enemy magic-users use other ways to bring you down than damage based 
    attacks.  9/10
    
    Protection from Magical Weapons (Abjuration) 
    Level: 6
    Range: Self 
    Duration: 4 rounds
    Casting Time: 1
    Area of Effect: Self
    Saving Throw: None 
    
    When the spell is cast it confers complete invulnerability to all 
    magical weapons.  This includes weapons that are blessed or enchanted. 
    The attacks of powerful monsters are also considered magical weapons.  
    This spell cannot be cast on anyone who is protected from normal 
    weapons as well as anyone protected by mantle, improved mantle, or 
    absolute immunity.  Due to the nature of this spell with the short 
    speed factor and duration it is mainly used to buy the wizard a few 
    rounds in the thick of combat.  This effect lasts for the duration of 
    the spell or until dispelled.
    
    Summary - Not bad but the duration is poor and not being able to use it 
    in sync with Protection from Normal Weapons is a drawback as Normal 
    Weapons can still harm you with this cast.  The Casting Time is a plus 
    though.  7/10
    
    Pro Rebuttal - This spell is 10/10 in ToB, if you got the Immunity from 
    Normal Weapons at the end of SoA it will make you totally immune to 
    Weapons of any kind.....for 4 rounds anyway.
    
    Spell Deflection (Abjuration) 
    Level: 6
    Range: 0 
    Duration: 3 rounds/level
    Casting Time: 6
    Area of Effect: The caster 
    Saving Throw: None 
    
    This powerful abjuration spell causes any spells cast against the 
    wizard to be absorbed and consumed.  This affects a total of 10 spell 
    levels.  This includes spells cast from scrolls and innate spell-like 
    abilities, but excludes the following: area effects that are not 
    centered directly upon the wizard as well as area effects that are 
    stationary such as cloud kill and stinking cloud.  As long as the spell 
    is cast directly at the wizard it will be absorbed.  Something to note 
    is that as long as there are levels remaining then the spell will be 
    absorbed.  For example if there is only 1 level left and a 3rd-level 
    spell is cast at the wizard, the spell will be absorbed while canceling 
    the spell deflection.  It is not affected by a dispel magic.
    
    Summary - This is good but it is also useless if you have acquire the 
    Cloak of Mirroring which will not just absorb but throw spells back at 
    the enemy.  If you don't (and you won't get it till about 3 quarters of 
    the game gone) then I would memorize it regularly as it is a good 
    defensive spell.  7/10
    
    Summon Nishruu (Conjuration/Summoning) 
    Level: 6
    Range: 40 yards 
    Duration: 1 round/level
    Casting Time: 1 round
    Area of Effect: Special 
    Saving Throw: None 
    
    By casting the summon nishruu spell the wizard calls into existence a 
    magical being of considerable power, the Nishruu.  At first glance this 
    appears to be some sort of mist, but upon closer examination this 
    boiling churning red mass of vapors and shapes moves with a life of its 
    own.  Drawn towards magic like a moth to the flame, the nishruu feed on 
    the energies surrounding and used by wizards.  Luckily, there is no 
    question as to the loyalty of the creature and it will not attack its 
    summoner even though it would like nothing better.  The nishruu have no 
    physical attacks at all.  However, they can be hurt by physical 
    attacks.  Each time a nishruu touches a target wizard and wraps its 
    tendrils around him there are two major effects.  First all magical 
    items with charges that the target possesses will be drained by one 
    charge, destroying them if only one remains.  The second is it causes 
    the wizard to lose one memorized spell.  This is chosen at random, 
    however, it will consume the highest level possible.  The nishruu is 
    completely immune to magic (except for death spell), and not only that, 
    but magic will actually heal this creature.  The creature will remain 
    under the wizards control until reduced to 0 hit points, or the spell 
    duration expires.
    
    Summary - Boy do you need this spell. The toughest enemies in BG2 are 
    high level spellcasters (or Creatures who can cast spells) and this 
    thing will suck away its magic leaving them very vulnerable indeed.  
    The poor duration isn't good but when you get to high levels it will 
    probably be long enough.  Make sure you have this and cast it at 
    spellcasters all the time.  10/10
    
    Con Rebuttal - I think you overrate Summon Nishruu and Summon 
    Hakeashar. Although they are potentially awesome spells, there is 
    always the risk that they will also destroy valuable treasure an enemy 
    mage is holding. Those high level mages can be a great source of good 
    scrolls, for example, but there seems to be a good chance that they'll 
    be zapped if you summon these beasties against the mage.
    
    Tenser's Transformation (Alteration) 
    Level: 6
    Range: 0
    Duration: 1 round/ level
    Casting Time: 6
    Area of Effect: Caster
    Saving Throw: None
    
    Tenser's transformation is a sight guaranteed to astound any creature 
    not aware of its power.  For when the wizard casts the spell, he 
    undergoes a startling transformation.  The size and strength of the 
    wizard increase to heroic preportions, so he becomes a formidable 
    fighting machine.  The spell causes the caster to become a berserk 
    fighter.
    The wizard's hit points double, and all damage he sustains comes first 
    from the magical points gained.  The armor class of the wizard is 4 
    better than he possessed prior casting the spell, up to a maximum armor 
    class of -10.
    All attacks are as a fighter of the same level as the wizard (i.e. the 
    wizard uses the combat values normally reserved for fighters).  As 
    well, each attack is made at +2, and each successful hit in combat 
    inflicts an additional 2 points of damage.  The effect lasts for the 
    duration or until dispelled.  NOTE: This spell does not give the caster 
    any extra attacks. 
    
    Summary - If you want your Wizard to be a fighter for a short period 
    then you will want this.  Interestingly if you cast this and cast 
    something such as Phantom Blade then you will have a good weapon to go 
    with it, although there are some good weapons a Wizard can get.  Good 
    if you need to melee for some reason (e.g All your fighters are dead) 
    but I don't often dabble with this.  6/10
    
    True Sight (Divination) 
    Level: 6
    Range: 0
    Duration: 1 turn
    Casting Time: 8
    Area of Effect: 70' radius
    Saving Throw: None 
    
    When this spell is cast, an area roughly 70 feet in radius around the 
    caster will be effected.  Instantly and once each round for 1 turn 
    after this spell is cast, all hostile illusion/phantasm spells in the 
    area of effect will be dispelled.  The spells that are affected by this 
    are: Reflected Image, Invisibility, Mirror Image, Non-detection, 
    Improved Invisibility, Shadow Door, Mislead, Project Image, and 
    Simulacrum.  The area of effect is roughly a 70' radius around the 
    caster.  The target's magic resistance, if any, does not come into 
    effect with this spell.  This spell only affects enemies, thus it is 
    unable to dispel the invisibility from a party member.
    
    Summary - You need this one.  Top drawer enemy Wizards will usually 
    cast illusion spell like Mislead and Simulacrum and this will not be 
    resisted by them.  The bad duration is not really a big factor because 
    it is done instantly and it will be a bit unlikely that they will cast 
    another illusion spell.  The small drawback is the long Casting Time.  
    9/10
    
    Wyvern Call (Conjuration/Summoning) 
    Level: 6
    Range: 40 yards 
    Duration: 1 round/level
    Casting Time: 1 round
    Area of Effect: Special 
    Saving Throw: None 
    
    When this spell is cast the wizard opens up a magical channel that will 
    summon a wyvern to his aid.  This creature will be totally under his 
    mental control with no chance of it turning on him except, of course, 
    through magical means like charm monster.  The creature will remain 
    under the wizard's control, and will live and die at his command until 
    the spell duration expires.
    
    Summary - There are better creatures to summon in this level and 
    Monster Summoning III in Lvl 5 is maybe better so I wouldn't recommend 
    this.  3/10
    
    Level 6 Summarised
    -------------------
    There are 3 you really should have and they are Contingency, Summon 
    Nishruu and True Sight.  If you fancy doing damage then Chain Lightning 
    is good.  For summoning we have the aforementioned Nishruu spell (which 
    is only to be used against spellcasters) and Invisible Stalker is good.  
    There are a couple more good defensive spells with Protection from 
    Magical Energy/Magical Weapons and don't forget the good Summoned 
    Creature killer spells (Death Fog/Death Spell)
    
    Level 7
    --------
    
    Cacofiend (Conjuration/Summoning) 
    Level: 7
    Range: Visual sight of caster 
    Duration: 15 rounds
    Casting Time: Special
    Area of Effect: Special 
    Saving Throw: None 
    
    When this spell is cast it will teleport in a powerful demon that will 
    go on a rampage, attacking and killing everything in sight.  Anyone 
    protected from evil, as per the spell, will not be targeted by the 
    demon.  This is a dangerous spell to invoke, best saved for desperate 
    times.
    
    Summary - As the description says this is dangerous to cast but if you 
    use the Level 3 Priest spell Protection from Evil 10' radius before 
    summoning then it may be worth using.  Other drawbacks are that you 
    shouldn't cast it near any innocents as the demon will gladly kill them 
    and the duration may run its course in longer battles.  6/10
    
    Control Undead (Necromancy) 
    Level: 7
    Range: Visual sight of caster
    Duration: 6 rounds + 1 round/level
    Casting Time: 7
    Area of Effect: 1-4 creatures
    Saving Throw: Special
    
    The control undead spell allows the caster to take control of 1-4 
    undead creatures within the area of effect.  This creates a telepathic 
    link between the caster and the undead allowing complete control.  If 
    the undead have 3 Hit Dice or less then there is no saving throw 
    allowed, however if they have 4 Hit Dice or more a save vs. spells is 
    allowed to negate the effect.  The undead remain under control of the 
    caster for the duration of the spell or until they are affected by a 
    dispel magic.
    
    Summary - Most Undead in BG2 are 4HD+ so this spell is a complete waste 
    for Level 7.  You could Turn Undead naturally if you have a Cleric in 
    your party.  2/10
    
    Pro Rebuttal - Emotion and Control Undead are lifesavers, as they allow 
    one mage to severely hamper a large part of an enemy group single-
    handed, which is particularly useful in Bodhi's lair later in the game, 
    where you may
    have limited numbers of fighter types with immunity to level drain, so
    it's helpful to take out the vamps one by one (or turn them against 
    each other).
    
    Delayed Blast Fireball (Invocation/Evocation) 
    Level: 7
    Range: Visual range of caster
    Duration: Special
    Casting Time: 7
    Area of Effect: 30' radius 
    Saving Throw: 1/2
    
    This spell creates a fireball that hovers at a point determined by the 
    caster.  The fireball will stay in position until someone walks too 
    close to it.  At which point it will explode for 15d6 points of damage 
    with a save vs. spell for half damage.
    
    Summary - The Level 3 spell Skull Trap is very similar to this (once 
    you reached Level 15+ anyway) and I don't particularly rate that 
    because of its total awkwardness to use.  So I don't like this much 
    either and it scores less because it is way up in Level 7.  2/10
    
    Finger of Death (Necromancy) 
    Level: 7
    Range: Visual sight of caster 
    Duration: Permanent
    Casting Time: 5
    Area of Effect: 1 Creature
    Saving Throw: Neg
    
    The finger of death spell snuffs out the victim's life force.  The 
    caster points his finger at the victim after the incantation is 
    complete, effectively ripping the life out of his body unless a save 
    vs. spells is made at -2.  A creature that successfully saves still 
    receives 2d8 +1 points of damage.
    
    Summary - A good spell to have because the Saving Throw is a bit harder 
    to make than usual and even if they make it they will be damaged.  8/10
    
    Khelben's Warding Whip (Abjuration) 
    Level: 7
    Range: 10 yards 
    Duration: 3 rounds
    Casting Time: 7
    Area of Effect: Special
    Saving Throw: None 
    
    When this spell is cast on the target creature it will dispel one spell 
    protection of up to 8th level in strength.  Every round thereafter, 
    till the duration of the spell expires, another spell protection will 
    be removed from the target.  The spells that are affected by this are: 
    Minor Spell Turning, Minor Globe Of Invulnerability, Spell Immunity, 
    Globe Of Invulnerability, Minor Spell Deflection, Spell Turning, Spell 
    Deflection, Spell Shield, and Spell Invulnerability.  The target's 
    magic resistance, if any, does not affect this spell.  This will always 
    dispel the highest level of spell protection on the target, and if 
    there are two protecting a mage that are the same level the choice is 
    random.
    
    Summary - Great spell to use to assault a opponents magical defences.  
    Combine this with Breach, Gtr Malison and Lower Resistance to give 
    yourself a much better chance of hurting them.  8/10
    
    Limited Wish 
    (Conjuration/Summoning, Invocation/Evocation)
    Level: 7
    Range: Unlimited
    Duration: Special
    Casting Time: 9
    Area of Effect: Special
    Saving Throw: Special
    
    The limited wish is a very potent but difficult spell. It will fulfill 
    literally, but only partially or for a limited duration, the utterance 
    of the spellcaster. Thus, the actuality of the past, present, or future 
    might be altered (but possibly only for the wizard unless the wording 
    of the spell is most carefully stated) in some limited manner. The use 
    of a limited wish will not substantially change major realities. The 
    spell can, for example, restore some hit points lost by the wizard.  
    Greedy desires usually end in disaster for the wisher.  Lastly, the 
    wiser the wizard, the better chance that he will choose the right 
    wording.  Wizards with low wisdom will more often than not meet with 
    disaster when asking for a wish.
    
    Summary - The most interesting spell in the whole game.  I couldn't 
    wait to pick up this on my first go around to see what it offered.  The 
    repeatable wishes are a bit poor but the one-time wishes are good, such 
    as getting the Glasses of ID and being able to cast Time Stop and Wail 
    of the Banshee, plus you can get an extra quest with this and also get 
    a good magical item and a fair amount of Gold as well. Just make sure 
    you have fairly high wisdom before casting.  7/10
    
    Mantle (Abjuration) 
    Level: 7
    Range: 0
    Duration: 4 rounds
    Casting Time: 1
    Area of Effect: Caster
    Saving Throw: None 
    
    When the spell is cast it confers complete invulnerability to all 
    weapons except for those of +3 or better enchantment.  This spell is 
    incredibly powerful yet has a very short duration, and this combined 
    with the very short casting time makes this spell useful only in the 
    thick of intense combat.  It is also important to note that this spell 
    will not work in conjuction with protection from magic weapons.  This 
    effect lasts for the duration of the spell or until dispelled.
    
    Summary - The duration stinks really and as it says should only be cast 
    in the thick of battle when you Wizard is in a melee fight (which he 
    shouldn't be really).  I'd rather have Stoneskin anyday, or even 
    Protection from Normal Weapons (which you can get permanently at the 
    end of SoA) and Protection from Magical Weapons together.  4/10
     
    Mass Invisibility 
    (Illusion/Phantasm) 
    Level: 7
    Range: Visual sight of caster 
    Duration: 1 round/level
    Casting Time: 7
    Area of Effect: 30' radius 
    Saving Throw: None 
    
    Upon casting this spell the wizard causes all friendly creatures within 
    the area of effect to be affected by the spell Improved Invisibility.  
    This spell is similar to the invisibility spell, but the recipient is 
    able to attack, either by missile discharge, melee combat, or 
    spellcasting, and remain unseen. Note, however, that there are 
    sometimes telltale traces, a shimmering, so that an observant opponent 
    can attack the invisible spell recipient. These traces are only 
    noticeable when specifically looked for (after the invisible character 
    has made his presence known).  Attacks against the invisible character 
    suffer -4 penalties to the attack rolls, and the invisible character's 
    saving throws are made with a +4 bonus. 
    
    Summary - This can be good to use before going into battle but the 
    Level 3 spell Invisibility 10' radius is essentially the same which a 
    few more small drawbacks but it is Level 3 though and is much better to 
    have memorized if you think about it.  4/10
    
    Pro Rebuttal - I agree that Invisibility 10ft radius is pretty much the 
    same. But what is nice about Mass Invisibility is the +4 to saving 
    throws for all of you guys. Just that is really nice. On higher
    levels it helps alot from things like domination ,ect... That is why I 
    use it. But you also get -4 to your ac.
    
    Mordenkainen's Sword (Evocation) 
    Level: 7
    Range: 0
    Duration: 1 round/level 
    Casting Time: 7
    Area of Effect: Special
    Saving Throw: None 
    
    Upon casting this spell, the wizard brings into being a shimmering, 
    swordlike plane of force that leaps into the wizards hands.  The sword 
    acts as a +4 weapon in all respects, as well it inflicts 5-20 damage 
    when a successful attack is made in combat.  Once the spell is cast the 
    sword will float in the air completely under the control of the caster.  
    Note that this does not prevent the caster from doing any other actions 
    during the spell duration.
    
    Summary - How good this is majorly depends on your Wizard's Level but 
    it is very useful all the time and by the end of the game with you 
    Wizard at high levels it kills a lot of stuff and is immune to some 
    attacks from enemies.  Pity the duration isn't better.  8/10
    
    Power Word, Stun (conjuration,summoning) 
    Level: 7
    Range: Visual sight of caster 
    Duration: Special
    Casting Time: 1 
    Area of Effect: 1 creature 
    Saving Throw: None
    
    When a Power Word, Stun spell is uttered, any creature of the mage's 
    choice within visual range is stunned for the duration depending on its 
    current hit points.  Creatures with 1 to 29 hit points are stunned for 
    4d4 rounds, those with 30 to 59 are stunned for 2d4 rounds, those with 
    60 to 89 are stunned for 1d4 rounds, and those with 90 or over are not 
    affected.  Note that if a creature is weakened so that its hit points 
    are below its usual maximum, the current number of hit points is used.
    
    Summary - Another very useful spell if a certain pesky critter is 
    annoying you and you wish to quickly dispose of him for a short while.  
    Unfortunately the tougher creatures will be stunned for a pretty short 
    time and the toughest will not be at all.  Good to use on enemy Mages 
    if their protections are down as they usually have low HP.  7/10
    
    Prismatic Spray (Conjuration/Summoning) 
    Level: 7
    Range: 20 yards
    Duration: Instantaneous
    Casting Time: 7
    Area of Effect: 70' long cone 
    Saving Throw: Special
    
    When this spell is cast, the wizard causes seven shimmering, multi 
    colored rays of light to flash from his hand.  These include all colors 
    of the visible spectrum; each ray has a different power and purpose.  
    Any creature with fewer than 8 Hit Dice struck by a ray is blinded for 
    5 rounds, regardless of any other effect.  Any creature that is caught 
    within the area of effect will be touched by one or two of the rays.  
    The effects of the rays are listed below.
    
    Red  -  Inflicts 20 hit points of damage, save vs. spell for half
    Orange  -  Inflicts 40 hit points of damage, save. vs. spell for half
    Yellow  -  Inflicts 80 hit points of damage, save vs. spell for half
    Green  -  save vs. poison or die, if survive suffer 20 points of poison 
    damage
    Blue  -  save vs. petrification or be turned to stone
    Indigo  -  save vs. wands or be feebleminded
    Violet  -  save vs. spell or be disintegrated
    
    Summary - A little bit random for my taste as it all depends on what 
    ray will hit the opponent.  A major plus though is it cannot hurt party 
    members.  6/10
    
    Project Image (Illusion/Phantasm) 
    Level: 7
    Range: 0 
    Duration: 1 round/level 
    Casting Time: 1
    Area of Effect: caster
    Saving Throw: None 
    
    When this spell is cast there is a illusionary copy made of the casting 
    wizard which steps out of his body.  This copy can move around, it has 
    the same hit points and can cast the same spells however it cannot make 
    any physical attacks.  If the image is destroyed then the spell ends 
    and the caster can move again.  Also if during this time the caster 
    takes any damage, the image will disappear and the caster can move 
    around again.  Otherwise the image will remain for the duration of the 
    spell or until affected by a dispel magic or anything that dispels 
    illusions such as True Sight.
    
    Summary - I originally gave this a low mark, and I still think most 
    people over-rate it, but it has good uses.  Just make sure your real-
    caster cannot be damaged and that you are protected from Illusion 
    busting spells such as True Sight.  7/10
    
    Protection from the Elements (Abjuration) 
    Level: 7
    Range: Touch 
    Duration: 1 round /level
    Casting Time: 7
    Area of Effect: Creature touched 
    Saving Throw: None 
    
    The effect of a protection from the Elements spell lasts no longer than 
    one round per caster level.  When the spell is cast it confers 75% 
    immunity all elemental attacks such as fire, cold and electricity 
    whether magical or non magical such as spells, weapons, wands, breath 
    weapons, etc.  This effect lasts for the duration of the spell or until 
    dispelled.
    
    Summary - Not bad but the duration is a little poor and it doesn't 
    grant complete immunity so there's always a chance you will still get 
    hurt.  Not all that many enemies have an elemental-type attack either.  
    5/10
    
    Ruby Ray of Reversal (Alteration) 
    Level: 7
    Range: Visual sight of caster 
    Duration: Instantaneous
    Casting Time: 5
    Area of Effect: Target creature
    Saving Throw: None 
    
    When this spell is cast on the target creature it will dispel one spell 
    protection of any level.  The spells that are affected by this are: 
    Minor Spell Turning, Minor Globe Of Invulnerability, Spell Immunity, 
    Globe Of Invulnerability, Minor Spell Deflection, Spell Turning, Spell 
    Shield, Spell Deflection, and Spell Trap.  The target's magic 
    resistance, if any, does not affect this spell.  This will always 
    dispel the highest level of spell protection on the target, and if 
    there are two protecting a mage that are the same level the choice is 
    random.
    
    Summary - A good way to bring down a enemy Wizard's protections, but 
    unless the Mage is protected by 9th Level protection then you should use 
    Khelben's Warding Whip.  7/10
    
    Spell Sequencer (Invocation/Evocation) 
    Level: 7
    Range: 0 
    Duration: Permanent
    Casting Time: 1 round
    Area of Effect: Special
    Saving Throw: None 
    
    This spell allows a mage to store spells and access them from his 
    special ability button.  After choosing the spells for the sequencer, 
    the wizard creates a special ability that will release the power 
    contained within the spells simultaneously.  This ability, the 
    sequencer, can store three spells, all of which must be of 4th level or 
    lower.  A mage can only possess one spell sequencer at a time, and the 
    sequencer may not be given to other players.  Once the sequencer is 
    used, the special ability icon disappears.
    
    Summary - The improved version of the excellent Minor Sequencer and 
    definitely worth memorizing and casting all the time.  There are 
    literally hundreds of ways to use this so I needn't go in-depth but 
    suffice it to say this is very much needed.  9/10
    
    Spell Turning (Abjuration) 
    Level: 7
    Range: 0
    Duration: 3 rounds/level
    Casting Time: 7
    Area of Effect: The caster 
    Saving Throw: None 
    
    This powerful abjuration spell causes the spells cast against the 
    wizard to rebound upon the original caster.  This effects a total of 12 
    spell levels, for example 4 3rd-level, or 1 6th and 1 7th-level, etc..  
    This includes spells cast from scrolls and innate spell-like abilities, 
    but excludes the following: area effects that are not centered directly 
    upon the wizard as well as area effects that are stationary such as 
    cloud kill and stinking cloud.  As long as the spell is cast directly 
    at the wizard it will be reflected back upon the caster.  Something to 
    note is that as long as there are levels remaining then the spell will 
    be reflected.  For example if there is only 1 level left and a 3rd-
    level spell is cast at the wizard, the spell will be reflected while 
    canceling the spell turning.  This spell will not protect the caster 
    from dispel magic.  However it will not be affected by dispel magic 
    either.
    
    Summary - Put this on your character before leaping into battle with a 
    spellcaster and especially against those pesky Beholdrer's who are 
    constantly throwing offensive magic at you.  7/10
    
    Sphere of Chaos (Alteration) 
    Level: 7
    Range: Visual sight of caster 
    Duration: 1 turn
    Casting Time: 7
    Area of Effect: 30' radius
    Saving Throw: Special
    
    All enemies within the area of effect must make a save vs. spells every 
    round that they remain in the sphere, and if the save is failed one of 
    the following random effects occurs:  polymorphed into a squirrel, 
    confused, burst into flames, paralyzed, disintegrated, healed 20 hit 
    points, randomly teleported, rendered unconscious or hasted.
    
    Summary - Far too random to be useful.  They will probably save anyway 
    but 4 of the effects aren't going to be good for you.  2/10
    
    Summon Djinni (Conjuration/Summoning) 
    Level: 7
    Range: 40 yards 
    Duration: 1 round/level
    Casting Time: 1 round
    Area of Effect: Special 
    Saving Throw: None 
    
    With this spell, the conjurer can cajole a djinni, a massive genie with 
    powerful abilities, to leave the elemental plane of air and enter the 
    Prime Material.  The djinni will serve for the duration indicated 
    above, attacking the enemies of the conjurer.  Mages are warned to be 
    careful of this spell, for a mistreated djinni will turn on his master 
    at the first available opportunity.
    
    Summary - I don't find this a good Summoning spell whatsoever.  The 
    Dijnni will often turn against me and he isn't as effective as a 
    Nishruu anyway.  3/10
    
    Summon Hakeashar (Conjuration/Summoning) 
    Level: 7
    Range: 40 yards 
    Duration: 8 rounds + 1 round/level
    Casting Time: 1 round
    Area of Effect: Special 
    Saving Throw: None 
    
    This spell is similar to the 6th level wizard spell, Summon Nishruu.  
    The Hakeashar is a more powerful version of the Nishruu, having more 
    hit points, better attacks, and immunity to normal weapons.
    By casting the summon hakeashar spell the wizard calls into being a 
    magical being of considerable power, the Hakeashar.  At first glance 
    this appears to be some sort of mist but upon closer examination this 
    boiling churning grey mass of vapors and shapes moves with a life of 
    its own.  Drawn towards magic like a moth to the flame, this creature 
    feeds on the energies surrounding and used by wizards (and other 
    spellcasters).  Luckily, there is no question as to the loyalty of the 
    creature and it will not attack its summoner even though it would like 
    nothing better.  The hakeashar has no physical attacks at all.  
    However, it can be hurt by physical attacks.  Each time the creature 
    touches a target wizard and wraps its tendrils around him there are two 
    major effects.  First, all magical items with charges that the target 
    possesses will be drained by one charge, destroying them if only one 
    remains.  The second is it causes the wizard to lose one memorized 
    spell.  This is chosen at random, however it will consume the highest 
    level possible.  The hakeashar  is completely immune to magic, and not 
    only that, but magic will actually heal this creature.  The creature 
    will remain under the wizards control until reduced to 0 hit points, or 
    the spell duration expires.
    
    Summary - If you are using Nishruu regularly then there is little need 
    for this but if you don't use Nishruu in favour of other Lvl 6 spells 
    and have Lvl 7 spell slots to burn then use this. Also if you are 
    preparing for a big Mage or Lich fight (Irenicus or Kangaxx for example 
    then maybe you should memorize both a much as you can.  5/10
    
    Level 7 Summarised
    -------------------
    
    The spell to have is Spell Sequencer which you must have and use 
    wisely.  Also there are a couple of good Wizard protection attacker 
    with Khelben's Warding Whip being the best.  Finger of Death is a great 
    spell as is Mordenkainen's Sword.
    
    Level 8
    --------
    
    Abi-Dalzim's Horrid Wilting (Necromancy) 
    Level: 8
    Range: Visual sight of caster 
    Duration: Instantaneous
    Casting Time: 8
    Area of Effect: 30-ft. cube
    Saving Throw: Half
    
    This spell evaporates moisture from the bodies of every living creature 
    within the area of effect, inflicting 1d8 damage per level of the 
    caster.  Affected creatures are allowed a saving throw vs. spell for 
    half damage.  This spell is especially devastating to water elementals 
    and plant creatures, who receive a penalty of -2 to their saving 
    throws.  This spell will not harm party members.
    
    Summary - A fantastic damage spell, not many creatures will be immune 
    to the effects of this spell, by the time you get it and use it 
    regularly, they will make be tough enemies and they will make the 
    Saving Throw a lot, but it will hurt them all the same.  Two other 
    boons are, it is party friendly and it will increase in value as you 
    gain more levels.  9/10
    
    Bigby's Clenched Fist (Evocation) 
    Level: 8
    Range: Visual range of caster
    Duration: 4 Rounds  
    Casting Time: 8 
    Area of Effect: 1 creature
    Saving Throw: Special
    
    This spell causes a giant disembodied hand to squeeze and constrict the 
    target once per round for up to four rounds. It initially smashes the 
    target for 3D6 damage with no save. The target is held. In the second 
    round, the target can save vs. paralyzation at -2 to escape. If they 
    fail to save, the hand does 4D6 damage. The following round, the target 
    can save vs. paralyzation with no penalty. If they make the save, they 
    are free to move, if they fail, the spell does 6D6 damage and holds 
    them for 2 rounds. After the 4th round, the spell is finished. Magic 
    resistance will stop the spell.
    
    Summary - Fairly powerful if they fail their saving throws, if they did 
    they would be damaged a fair bit and be held for 4 rounds of time.  But 
    at the high levels again, enemies will make saving throws a lot.  7/10
    
    Improved Mantle (Abjuration) 
    Level: 8
    Range: 0
    Duration: 4 rounds
    Casting Time: 1
    Area of Effect: Caster
    Saving Throw: None 
    
    When the spell is cast it confers complete invulnerability to all 
    weapons except for those of +4 or better enchantment.  This spell is 
    incredibly powerful hence the duration is so short.  However, the 
    casting time is also very short making this spell incredibly useful in 
    the thick of combat where buying a few seconds can mean the difference 
    between life or death.  It is important to note that this spell does 
    not work in combination with protection from magic weapons.  This spell 
    lasts for the duration or until dispelled.
    
    Summary - Forget it, Protection from Normal Weapons and Magical Weapons 
    together will make this spell very obsolete, not to mention how 
    expensively useless it is if you got the Immunity to Normal Weapons at 
    the end of SoA.  2/10
    
    Incendiary Cloud (Evocation) 
    Level: 8
    Range: Visual Sight of Caster
    Duration: 1 turn 
    Casting Time: 8
    Area of Effect: 30' radius cloud 
    Saving Throw: 1/2
    
    This spell creates a billowing cloud of roaring flame.  Any in the area 
    of the spell must leave the cloud immediately, or suffer 1-4 points of 
    fire damage per level of the caster each round while in the area of 
    effect with a save vs. spells for half.
    
    Summary - Cloudkill's bigger brother, and probably not worth burning a 
    Level 8 slot for, the Save doesn't negate the effects totally, so that 
    is a plus, but Abi Dalzim's doesn't hurt your party and fire damage is 
    resisted by a fair few high-level opponents.  5/10
    
    Maze (conjuration,summoning) 
    Level: 8
    Range: Touch 
    Duration: Special
    Casting Time: 3
    Area of Effect: 1 creature 
    Saving Throw: None
    
    An extradimensional space is brought into being upon utterance of a 
    maze spell.  The subject vanishes into the shifting labyrinth of force 
    planes for a period of time that is totally dependent upon its 
    intelligence.  
    
    Intelligence of Target   --    Time trapped in maze
      under 3  -- 2d4 turns
      3 to 5   -- 1d4 turns
      6 to 8   -- 5d4 rounds
      9 to 11  -- 4d4 rounds
      12 to 14  -- 3d4 rounds
      15 to 17  -- 2d4 rounds
      18 and up  -- 1d4 rounds
    
    Note that if the 9th level spell freedom is cast in the area where a 
    creature is mazed, it will effectively bring him back to this plane 
    ending the spell prematurely.  Otherwise it will last for the duration 
    of the spell.  Note a mazed creature is not freed through dispel magic.
    
    Summary - A good spell for stalling, and helping to get rid of any 
    pesky enemies for a while, but high-level enemies tend to be fairly 
    intelligent.  Enemy Mages will be back out in a flash from this, not 
    worth using an 8th Level slot over.  4/10
    
    Pierce Shield (Abjuration) 
    Level: 8
    Range: Visual sight of caster
    Duration: Instantaneous
    Casting Time: 8
    Area of Effect: Special
    Saving Throw: None 
    
    When this spell is cast it launches a massive attack on an enemy 
    wizard's spell defenses.  The target's magic resistance will be lowered 
    by 10% + 1% per level of the caster.  Next pierce shield will cancel 
    one spell protection of any level.  For example if this spell was cast 
    by a 15th level wizard the target creature would lose 25% magic 
    resistance from his current total reducing it to 0 if less than that 
    remains as well as cancelling one  spell protection if the mage 
    currently has one.  The list of spells that this includes is: Minor 
    Spell Deflection, Minor Spell Turning, Spell Deflection, Minor Globe of 
    Invulnerability, Spell Immunity, Globe Of Invulnerability, Spell 
    Turning, Spell Shield, and Spell Trap.  Magic resistance does not 
    effect this spell, nor do any of the spell protections.  The resistance 
    remains lowered for 1 round per level of the caster.  It cannot be 
    dispelled.
    
    Summary -  Possibly the best Spellcasting hurter in a big magic battle, 
    lowering the resistance as much as the Lower Resistance spell and then 
    getting rid of one protection spell of any level is great, there aren't 
    many drawbacks, but one is if the enemy spellcaster has a number of 
    good protections up, it will only get rid of one.  9/10
    
    Power Word, Blind (conjuration/summoning) 
    Level: 8
    Range: Visual sight of caster 
    Duration: 6 rounds
    Casting Time: 1 
    Area of Effect: 10' radius
    Saving Throw: None
    
    When a Power Word, Blind spell is cast, one or more creatures within 
    the area of effect become sightless.  The spellcaster selects one 
    creature as the target center, and the effect spreads outward from the 
    center, affecting all within a 10 foot radius.  This lasts for 6 rounds 
    or until dispelled.  All of the effects of blindness apply to the 
    victims such as a penalty to hit and to AC.  As well the visibility 
    range of the afflicted character is decreased.
    
    Summary - Pretty good, it will effect lots of enemies this, but it's 
    effects are a little light, it is worth thinking about, but I can think 
    of better in this level.  6/10
    
    Protection From Energy (Abjuration) 
    Level: 8
    Range: Touch 
    Duration: 1 round /level
    Casting Time: 8
    Area of Effect: Creature touched 
    Saving Throw: None 
    
    When the spell is cast it confers 75% immunity against all energy 
    attacks such as fire, cold, acid, magic and electricity whether magical 
    or non-magical such as spells, weapons, wands, breath weapons, etc.  
    This excludes any physical attacks and spell-created weapons, such as 
    Enchanted weapon and Spiritual Hammer.  In other words, any physical 
    damage such as piercing, blunt or slashing will get through.  This 
    effect lasts for the duration of the spell or until dispelled.
    
    Summary - Lots of damage types almost protected against , but not 
    completely, so this is a spell I wouldn't use often, there are places 
    where it could be needed but often there is just one type of damage 
    that can harm you, and you can get 100% for each of these damage types 
    in spells that are lower level , so this is not massively needed.  4/10
    
    Simulacrum (Illusion/Phantasm) 
    Level: 8
    Range: 0
    Duration: 1 round/level
    Casting Time: 9
    Area of Effect: Special
    Saving Throw: None 
    
    A duplicate of the caster is created when this spell is cast.  The 
    duplicate is almost identical to the caster, making the duplicate a 
    very powerful ally.  The simulacrum is created at 60% of the level at 
    which the caster is currently on.  It has all the spells and abilities 
    that the caster would have at that level.  It also has 60% of the hit 
    points of the caster.  The simulacrum is fully under the control of the 
    caster.
    
    Summary - A good spell, better than Mislead and, at higher levels, 
    Projected Image (forgetting the infamous cheese tactics you can use 
    with this and Projected Image......I like to play fair), this will give 
    you a good ally in battle, and if gets more powerful as you go through 
    the game, by the time you have reached the Experience Cap in ToB you 
    will basically be able to summon a 19th Level Mage for 31 rounds (by 
    the time you get to 25+ level, it feels like a very powerful 9th level 
    spell), but when you are first able to cast it at 16th Level it isn't 
    all that great.  One major tip, if you can, use it with Spell Immunity: 
    Divination or the Cloak of Non-Detection, so it cannot be dispelled.  
    8/10 (9/10 when you reach around 25th Level)
    
    Spell Trigger (Invocation/Evocation) 
    Level: 8
    Range: 0 
    Duration: Permanent
    Casting Time: 1 round
    Area of Effect: The caster 
    Saving Throw: None 
    
    This spell allows a mage to store spells in a magical ability (accessed 
    via the special ability button) that is created by the spell.  This 
    item, the trigger, can store three spells to be released 
    simultaneously, all of which must be of 6th level or lower.  A mage can 
    only possess one spell trigger at a time, and the trigger may not be 
    given to other players.  Once the spell trigger is used the icon will 
    disappear from the special ability.
    
    Summary - The biggest baddest Sequencer spell, and I love them.  Once 
    again there are thousands of combinations, and creative Wizard's can 
    use this spell to wonderful effect.  The good thing is it will only 
    ever probably need to burn up 1 slot, as you cannot have two at once.  
    Although it is a shame you cannot.  10/10
     
    Summon Fiend (Conjuration/Summoning) 
    Level: 8
    Range: Visual sight of caster 
    Duration: 15 rounds
    Casting Time: 9
    Area of Effect: None
    Saving Throw: None 
    
    More powerful than the 7th level variant, casting this cacofiend spell 
    summons a frenzied demon.  This demon will attack everyone in the area 
    who is not protected by a protection from evil spell.  Only desperate 
    or suicidal mages use this spell.
    
    Summary - This will net you a Glaberazu which is a pretty powerful 
    monster, but everyone will need to be Protected from Evil and it will 
    attack anything it sees that isn't protected, including innocents, 
    summons, even other 'Gated' extraplanar creatures. So you will need to 
    be careful and use it wisely, it will also cast a lot of potentially 
    party damaging spells, such as Fireball etc.  In summary, not really 
    worth the risk, but can be very useful if you take all the precautions.  
    6/10
    
    Symbol, Death
    (Conjuration,Summoning) 
    Level: 8
    Range: 30 yards
    Duration: Special
    Casting Time: 1 round
    Area of Effect: 30' radius
    Saving Throw: Neg.
    
    Symbol, Death is a powerful enchantment that allows the wizard to 
    inscribe a symbol on the ground or any other surface.  The symbol will 
    remain there until someone comes too close, at which point it will 
    explode, causing all those within the area to make a save vs. death or 
    die.  Creatures with more than 60 current hit points are immune to this 
    effect.
    
    Summary - Pretty useless, it isn't easily scriptable and the enemies 
    can save with no penalty.  It isn't easy to tell whether the enemy is 
    down to 60 or less hit points, making it even harder to use 
    effectively.  3/10
    
    Symbol, Fear
    (Conjuration,Summoning) 
    Level: 8
    Range: 30 yards
    Duration: Special
    Casting Time: 1 round
    Area of Effect: 30' radius
    Saving Throw: Neg.
    
    Symbol, Fear is a powerful enchantment that allows the wizard to 
    inscribe a symbol on the ground or any other surface.  The symbol will 
    remain there until someone comes too close, at which point it will 
    explode, causing all those within the area to make a save vs. spells at 
    a -4 penalty or be effected by fear for 2 rounds + 1 round for every 3 
    levels of the caster.
    
    Summary - Better than the Symbol, Death spell, due to the decent 
    penalty against Saving Throws, once again though it is hard to script, 
    but use Resist Fear on Party Member's to make them resist it.  6/10
    
    Symbol, Stun
    (Conjuration,Summoning) 
    Level: 8
    Range: 30 yards 
    Duration: Special
    Casting Time: 1 round
    Area of Effect: 30' radius
    Saving Throw: Neg.
    
    Symbol, Stun is a powerful enchantment that allows the wizard to 
    inscribe a symbol on the ground or any other surface.  The symbol will 
    remain there until someone comes too close, at which point it will 
    explode, causing all those within the area to make a save vs. spells at 
    a -4 penalty or be stunned for 2 rounds + 1 round for every 3 levels of 
    the caster.
    
    Summary - Very similar to Symbol, Fear, with the exact same penalty's 
    and duration.  A plus is that the effects of Stun are better than the 
    effects of Fear, making it easier to take advantage if the spell works, 
    but it is still hard to use well.  6/10
    
    Level 8 Summarised
    ---------------------
    Spell Trigger is a must, but only use it in 1 slot, that is all you 
    really need.  Abi Dalzim's is a fantastic damage spell, and you should 
    use that often.  When you get to the really high levels though, give 
    Simulacrum at least 1 slot, it is very powerful then.  And due to the 
    large amount of enemy Mages in all areas of BG2, try and squeeze in 
    Pierce Shield, although you may want to save your level 8 slots and 
    just use Lower Resistance and Ruby Ray of Reversal (or maybe Khelben's 
    Warding Whip).  The rest aren't really worth it, except you may want to 
    try out Bigby's Clenched Fist.
    
    Note on Level 9 and 10 Spells
    ------------------------------
    Now we will look at the uber-powerful 9th and 10th Level spells, due to 
    the fact that they both use 9th level memorization slots (unless you 
    are a Sorcerer, in which case you have the 10th Level Spells as well as 
    your 9th Level spell picks). I will rate them in compararison with each 
    other and I will give my take on both levels separately and then 
    summarise them all together, which isn't easy.
    
    Level 9 Spells
    ---------------
    
    Absolute Immunity (Abjuration) 
    Level: 9
    Range: 0
    Duration: 4 rounds
    Casting Time: 1
    Area of Effect: Caster
    Saving Throw: None 
    
    When the spell is cast, it confers complete invulnerability to all 
    weapons except for those of greater than +5  enchantment.  This spell 
    is incredibly powerful, hence the short duration.  However the casting 
    time is also very short making this spell incredibly useful in the 
    thick of combat where buying a few seconds can mean the difference 
    between life or death.  It is important to note that this spell does 
    not work in combination with protection from magic weapons.  This spell 
    lasts for the duration or until dispelled.
    
    Summary - I beg you not to bother with this, Protection from Normal 
    Weapons and Protection from Magical Weapons combined will get it done.  
    And of course you can get Normal Weapons immunity at the end of SoA, 
    which is about the time you will get Level 9 spells.  1/10
    
    Bigby's Crushing Hand (Evocation) 
    Level: 9
    Range: Visual range of caster
    Duration: 3 Rounds  
    Casting Time: 9
    Area of Effect: 1 creature
    Saving Throw: Special
    
    This spell creates a huge disembodied fist that crushes the target and 
    pins them to the ground. In the first round, the spell does 2D10 
    damage. The victim can save at -4 vs. paralyzation to avoid being 
    pinned. If they fail, the hand does 3D10 damage the next round. The 
    victim can again save vs. paralyzation at -2. If they fail to save, the 
    hand does a final 4D10 damage and disappears.
    
    Summary - An upgrade of Bigby's Clenched fist, with a bit more damage 
    and more penalised Saving Throws, but this is 9th Level and 9th/10th 
    Level spells are a big upgrade from Level 8 and this doesn't upgrade 
    itself enough. It is still fairly useful, but not really worth the 
    slot.  3/10
    
    Black Blade of Disaster (Evocation) 
    Level: 9
    Range: 0
    Duration: 18 rounds
    Casting Time: 4
    Area of Effect: Special
    Saving Throw: None 
    
    This spell enables the caster to create a black, blade-shaped planar 
    rift, about three feet long.  It jumps into the casters hand and is 
    used as a normal sword, remaining there for the duration of the spell.  
    The caster is considered to be proficient to the point of grand mastery 
    in this weapon.  The sword acts as a +5 weapon and deals 2-24 damage to 
    its victims.  Also, every time this hits a target, the victim must make 
    a save vs. death at +4 or be disintegrated. There is also a 10% chance 
    with every hit that the sword drains 4 levels from the target and heals 
    the wielder 20 hit points.
    
    Summary - A pretty versatile spell, but unless you combine it with 
    something like Tenser's Transformation or you are some kind of 
    Fighter/Mage, you cannot justify a level 9 slot.  The side effects are 
    both fairly useful (the Level Drain and Healing effect) and very bad 
    (Disintegrate is not a very practical effect, and if you wanted to 
    disintegrate the opponent, the Saving Throw will be made 99% of the 
    time)  3/10
    
    Chain Contingency (Evocation) 
    Level: 9
    Range: 0
    Duration: Special
    Casting Time: 1 turn
    Area of Effect: The Caster
    Saving Throw: None 
    
    Chain contingency channels some of the magical energy of the mage and 
    releases it only under certain circumstances.  Basically, the mage 
    chooses three spells, which will be released under certain conditions 
    such as being hit by an enemy.  When this condition occurs all three 
    spells are cast immediately.  Spells of 8th level or lower may be used 
    in the contingency.
    
    Summary - A potentially awesome spell, but it is very hard to script 
    it.  You cannot choose exactly when and how you can use it like Spell 
    Trigger for instance.  You can never be really sure what enemies you 
    are about to face (unless you are reading a Walkthrough, or replaying 
    the game), and if you set off Three Abi Dalzim's, for instance, against 
    a pair of lowly Mephits, for instance, you will have wasted it, but if 
    you know when and how to use it there are a lot of very powerful ways 
    of using it.  7/10
    
    Energy Drain (Necromancy) 
    Level: 9
    Range: Touch
    Duration: Permanent
    Casting Time: 3
    Area of Effect: Target Creature
    Saving Throw: None 
    
    The casting of this spell opens a channel between the caster's plane 
    and the Negative Energy plane.  The caster of the spell acts as a 
    conduit between the two planes, sucking life from a victim and 
    transferring it to the Negative energy plane, draining him of 2 levels 
    of experience.  The target of this spell loses levels, Hit Dice, hit 
    points, and abilities permanently.  These levels can only be restored 
    by a priest's restoration spell.
    
    Summary - Useless.  If you use it against High-Level enemies you will 
    need to use it over and over to see the real effects, 2 Levels is a 
    fairly meagre amount to drain them of, and you have to touch them which 
    is a minus.  There are Level 4 spells more powerful than this.  1/10
    
    Freedom (Abjuration) 
    Level: 9
    Range:  Special 
    Duration: Instantaneous
    Casting Time: 9
    Area of Effect: Special 
    Saving Throw: None 
    
    NOTE:  Cast this spell in an area where you know someone is imprisoned 
    and they will be released.
    This is the reverse of the spell imprisonment.  When a creature is 
    imprisoned, he is trapped in a sphere far beneath the surface of the 
    earth.  If this spell is cast in the area where he was imprisoned, it 
    will instantly free him and he will reappear exactly where he was 
    standing when he was imprisoned.  This spell will also cancel the 
    effects of the spell maze and return any characters trapped in the 
    labyrinth of planes.
    
    Summary - Not many enemies use Imprisonment, and there is no reason to 
    burn a Level 9 slot to free a party member that has been Mazed, so 
    there is no need to memorise this regularly, just memorize and rest 
    when anybody has been Imprisoned, or keep a scroll of two handy and use 
    it when it happens.  2/10
    
    Gate (Conjuration, Summoning) 
    Level: 9
    Range: Visual sight of caster
    Duration: 33 rounds
    Casting Time: 9
    Area of Effect: Special 
    Saving Throw: None 
    
    By means of this spell, the caster calls an outer planar creature to 
    attack her foes and herself if not careful.  The creature summoned in 
    is a Pit Fiend, one of the most powerful demons.  This Pit Fiend will 
    attack anyone not protected from evil, including the caster and her 
    party.
    
    Summary - Not much more powerful than it's Level 8 variant, and with 
    all of the same drawbacks.  I wouldn't bother.  2/10
    
    Imprisonment (Abjuration) 
    Level: 9
    Range:  Touch 
    Duration: Permanent
    Casting Time: 9
    Area of Effect: 1 creature
    Saving Throw: None 
    
    When the imprisonment spell is cast and the victim is touched, the 
    recipient is entombed in a state of suspended animation in a small 
    sphere far beneath the surface of the earth.  The victim remains there 
    unless a reverse of the spell, freedom, is cast.  Otherwise, the victim 
    will remain there as long as the earth exists, rather a horrible fate, 
    actually.  If a freedom spell is cast in the area where the creature 
    was imprisoned then he will reappear exactly where he was last 
    standing.  Dispel magic will not free creatures trapped in this manner.  
    There is no saving throw.
    
    Summary - Highly powerful, it bypasses Magic Resistance and there is no 
    Saving Throw, so there are very few ways for an enemy to bypass it.  
    But there is one major drawback, you will lose the loot, if they left 
    their loot behind I would give it 10/10 without hesitation.  Another 
    small minus is you need to get close and touch them, but when it is 
    this powerful, you can take the time to throw up a Stoneskin 
    beforehand.  8/10
    
    Meteor Swarm (Evocation) 
    Level: 9
    Range: 90 yards
    Duration: 4 rounds
    Casting Time: 9
    Area of Effect:  30' radius
    Saving Throw: None
    
    When the caster utters the words to this powerful spell, he calls upon 
    powerful forces indeed.  These forces pull down meteors from above, 
    hurling them randomly at any in the area of effect.  Any caught in the 
    destructive path of the meteors --whether friend or foe-- will suffer 
    4-40 points of damage, with no saving throw.  The caster is well 
    advised to be careful in his use of this spell.
    
    Summary - Very poor, Abi Dalzim's is better for a number of reasons 
    (Party Friendly, More damage once you get to this kind of high level) 
    and that is only Level 8.  Definitely not worth a spell slot.  1/10
    
    Power Word, Kill (conjuration,summoning) 
    Level: 9
    Range: Visual sight of caster 
    Duration: Instant
    Casting Time: 1 
    Area of Effect: 1 creature 
    Saving Throw: None
    
    When a Power Word, Kill spell is uttered, one creature within the spell 
    range is slain.  The power word slays a creature with up to 60 hit 
    points.  Even if the creature's maximum hit points are higher than 60, 
    the current hit points are used for this determination.  There is no 
    saving throw.  This spell has no effect if the target has more than 60 
    hit points.
    
    Summary - A good finishing spell, but once again I have a hard time 
    knowing when the enemy is down to 60 or below HP, if they are down to a 
    low enough amount they can be finished off with damage spells, although 
    the instant casting time makes this better than a lot of them.  5/10
    
    Shapechange (Alteration) 
    Level: 9
    Range: 0
    Duration: 5 turns
    Casting Time: 9
    Area of Effect: Caster
    Saving Throw: None 
    
    With this spell, a wizard is able to assume the form of a powerful 
    creature (mind flayer, iron golem, greater wolfwere, earth elemental, 
    fire elemental, or giant troll).  The spellcaster becomes the creature 
    he wishes, and has almost all of its abilities. Thus, he can change 
    into a mind flayer to stun his opponents and then become an earth 
    elemental to crush his foes.  These creatures have whatever hit points 
    the wizard had at the time of the shape change. Each alteration in form 
    requires only a second, and no system shock is incurred.
    
    Summary - A very useful spell in a variety of situations, some of the 
    creatures you can morph into are a bit useless, but a few are very 
    good.  An Iron Golem is a good choice due to it's many resistances and 
    it's very strong.  A Greater Wolfwere can regenerate insanely, and is a 
    good fighter and Mind Flayer's can fight well and stun opponents.  The 
    big problem is you cannot cast spells whilst in this form, but it is 
    still highly useful and has a good duration.  8/10
    
    Spell Trap (Abjuration) 
    Level: 9
    Range: 0
    Duration: 18 rounds
    Casting Time: 9
    Area of Effect: The caster 
    Saving Throw: None 
    
    This powerful spell creates a barrier of magical protection around the 
    spellcaster.  Every spell that hits the barrier is absorbed by the 
    power of the spell trap -- making the caster recall a previously cast 
    spell.  For example, a wizard shields himself with spell trap and is 
    then hit by a Flame Arrow (3rd level spell).  He gets three spell 
    levels back -- he will regain one spell, up to 3rd level in power.
    The spell trap protects against 30 levels of protection (i.e., ten 
    flame arrows or five finger's of death).  The spell trap can absorb any 
    level of spell, from one to nine.
    
    Summary - The ultimate Mage protection, this will save your ass a hell 
    of a lot of times.  30 Levels of Spell Absorbtion is neat and it's 
    duration is not too bad.  The best part is it will refresh your 
    repertoire of spells, which is awesome. One small drawback is there is 
    an infamous item in SoA, that will cast this once per day, meaning you 
    probably may not bother to memorise it, but it is still a great spell 
    to have.  9/10
    
    Spellstrike (Abjuration, Alteration) 
    Level: 9
    Range: Visual sight of caster
    Duration: Instantaneous
    Casting Time: 5
    Area of Effect: Target Creature
    Saving Throw: None 
    
    When this spell is cast at a target creature, it will dispel all of the 
    magical protections that surround that creature.  This includes: Minor 
    Spell Turning, Minor Globe Of Invulnerability, Spell Immunity, Globe Of 
    Invulnerability, Minor Spell Deflection, Spell Turning, Spell Shield, 
    Spell Defection, Spell Invulnerability, and Spell Trap.  The target's 
    magic resistance, if any, does not affect this spell.
    
    Summary - A good weapon against enemy Mage's but Pierce Shield is 
    probably a better choice.  You may as well save your 9 slots and use 
    that or maybe even Ruby Ray of Reversal or Khelben's Warding Whip.  
    It's nice to smash all of the protections at once, but usually, when 
    you get to these high levels, you only need to take off the top 
    protection and they will do that fine.  5/10
    
    Time Stop (Alteration) 
    Level: 9
    Range: 0
    Duration: Special
    Casting Time: 9
    Area of Effect: Special
    Saving Throw: None 
    
    Upon casting a time stop spell, the wizard causes the flow of time to 
    stop for one round in the area of effect.  Inside the sphere, the 
    caster is free to act for three rounds of apparent time. The wizard can 
    move and act freely within the area where time is stopped, but all 
    other creatures are frozen in their actions, for they are literally 
    between ticks of the time clock. (The spell duration is subjective to 
    the caster.) Nothing can enter the area of effect without being stopped 
    in time also.  When the spell duration ceases, the wizard is again 
    operating in normal time.  Note that all spells cast during the 
    timestop will take effect immediately after time returns to normal.
    
    Summary - Like a high level Spell Trigger really, and I love them, so 
    this spell is an awesome weapon to have in any battle.  The 
    combinations you can do are practically endless.  A few choice 
    creatures are immune to this in ToB, but that is rare.  Use with 
    Improved Alacrity to get the best out of it.  10/10  
    
    Wail of the Banshee (Necromancy) 
    Level: 9
    Range: 0 
    Duration: Instantaneous
    Casting Time: 9
    Area of Effect: 30-ft. radius
    Saving Throw: Neg.
    
    At the culmination of this dreadful spell, the wizard screams like a 
    banshee (groaning spirit).  Everyone in the area of effect hears the 
    awful cry.  Those who fail a saving throw vs. death magic die 
    instantly.  The caster and companions are immune to the effects of the 
    wail.
    
    Summary - By the time you are able to cast this, any opponent worth 
    their salt will Save when there is no penalty.  If you can use it with 
    Greater Malison then you have a chance of being successful, but they 
    will still probably Save.  6/10
    
    Wish 
    (Conjuration/Summoning, Invocation/Evocation)
    Level: 9
    Range: Unlimited
    Duration: Special
    Casting Time: 5
    Area of Effect: Special
    Saving Throw: Special
    
    Wish is a more potent version of the Limited Wish spell. It will 
    fulfill literally, the utterance of the spellcaster. Thus, the 
    actuality of the past, present, or future might be altered (but 
    possibly only for the wizard unless the wording of the spell is most 
    carefully stated) in some limited manner. Greedy desires usually end in 
    disaster for the wisher.  Lastly, the wiser the wizard, the better 
    chance that he will choose the right wording.  Wizards with low wisdom 
    will more often than not meet with disaster when asking for a wish.
    
    Summary - Highly powerful, but dangerous with anything but pretty high 
    wisdom, I wouldn't bother unless you have at least a 16 in Wisdom.  
    Disappointingly, the options the genie gives you are a bit random, but 
    with high wisdom you can get some awesome offers, such as Double Length 
    Time Stop and Improve Alacrity, all party members get 25 for all stats 
    for 4 rounds, and all Party Members get their spells re-memorised, 
    which are all very powerful.  With low wisdom (below 15) this is about 
    2/10, but if you have 18+ wisdom, then 9/10.
    
    Level 10 Spells
    -----------------
    
    Comet 
    (Any School) 
    Level: 10
    Range: 90 yards
    Duration: Instantaneous
    Casting Time: 3
    Area of Effect:  30' radius
    Saving Throw: None
    
    A more powerful and specialized version of Meteor Swarm, a huge meteor 
    or comet strikes the earth damaging all enemies in its path and sending 
    out a powerful shockwave that knocks away all foes in the area of 
    effect. Those knocked down must save vs. paralyzation or be stunned for 
    1D4 rounds. The comet itself does 10D10 damage. 
    This spell will not harm party members.
    
    Summary - Very powerful, they will likely save against the 1d4 rounds 
    Stun but the damage is very heavy and isn't easily resisted.  A quick 
    Casting Time is also good, and it cannot touch your party members, but 
    you do have a chance to do more damage with Dragon's Breath.  9/10
    
    Dragon's Breath
    (Any School)
    Level: 10
    Range: Visual range of caster
    Duration: Instantaneous
    Casting Time: 3
    Area of Effect: 30-foot radius
    Saving Throw:  Special
    
    This spell causes a disembodied head of red dragon to appear and 
    breathe fire with the strength of an adult red dragon. In addition to 
    the enormous 20D10 fireball, the force of the dragon's breath knocks an 
    opponent off their feet and away from the caster. The victim can save 
    vs. breath to take half damage and not be blown backwards. 
    This spell will not harm party members.
    
    Summary - A chance to do some extreme damage with this one, but they 
    will save often (Tip - Greater Malison!) and only take half-damage.  
    The Casting Time is very snappy again but the big downside of this 
    spell is a lot of high-level enemies resist fire.  9/10
    
    Energy Blades
    (Any School)
    Level: 10
    Range: Special
    Duration: 4 turns
    Casting Time: 3
    Area of Effect: Special
    Saving Throw: None
    
    An energy blade is a discus made of pure energy. The disc gives +10 to 
    THAC0, and when thrown does 1D4+5 missile damage as well as 1D10 
    additional electrical damage. This spell creates 1 energy disc per 
    level of the caster and sets the caster's attacks to 9 as long as the 
    discs are held.
    
    Summary - Very good for getting your mage to do ranged damage.  If you 
    already can get good THAC0 (Tenser's Transformation or if you are a 
    Fighter/Mage) then it is more than likely you will hit them with the 
    extra +10 to THAC0.  Obviously the higher the level the better.  The 
    damage is poor but you get to throw so many discs you will probably end 
    up doing a lot of damage.  At 25th Level, for instance, you could 
    average around 325 damage, but that is if you hit your opponent every 
    time.  8/10 
    
    Improved Alacrity
    (Any School)
    Level: 10
    Range: Unlimited
    Duration: 2 Rounds
    Casting Time: 9
    Area of Effect: Special
    Saving Throw: Special
    
    Improved Alacrity essentially erases the pause between casting spells. 
    When cast, the mage can begin casting a new spell the instant he is 
    finished casting his current spell.  The effect lasts for 2 rounds.
    
    Summary - Pity about the short duration, but this spell has awesome 
    power.  If you can combine with Robe of Vecna, Amulet of Power and Time 
    Stop, then I think you have the chance to fire of an obscene amount of 
    spells before the enemy has anything to do about it.  10/10
    
    Summon Dark Planetar 
    (Any School) 
    Level: 10
    Range: 40 yards 
    Duration: 4 rounds + 1 round/level
    Casting Time: 5 
    Area of Effect: Special 
    Saving Throw: None
    
    This spell opens an abyssal gate and calls forth a fallen planetar to 
    fight at the caster's side until the spell expires or the planetar's 
    avatar is slain.
    
    Summary - The best summoning spell, the Fallen Planetar you gate in can 
    do a number of things.  It has an excellent pick of Priest spells such 
    as Raise Dead, Heal, Lesser Restoration, Fire Storm, Insect Plague, 
    True Seeing, Neutralise Poison, Remove Fear, Holy Word, Earthquake, 
    Globe of Blades, Flame Strike and also has a few good Mage spells such 
    as Dispel Magic, Flame Arrow, Magic Missile, Remove Curse, Detect 
    Invisibility, Improved Invisibilty, Chaos and the Symbol Fear and Death 
    spells.  On top of this the Planetar is a good fighter and has good 
    Magic Resistance.  The duration is pretty decent, and fortunately 
    improves as you go up in levels, and the Casting Time is very good.  
    9/10
    
    Summon Planetar 
    (Any School) 
    Level: 10
    Range: 40 yards 
    Duration: 4 rounds + 1 round/level
    Casting Time: 5 
    Area of Effect: Special 
    Saving Throw: None
    
    This spell opens a celestial gate and calls forth a planetar to fight 
    at the caster's side until the spell expires or the planetar's avatar 
    is slain.
    
    Summary - The same as the above summary, there is practically no 
    difference between the two.  9/10
    
    Level 9/10 Summarised
    -----------------------
    I have compared Level 9/10 spells together as they both use Level 9 
    Slots.  This is no easy task as there are plenty of great spells to 
    choose from.  The only 10/10s I have given are for Time Stop and 
    Improved Alacrity which should be memorised and used together for 
    incredible power.  The rest is down to you as what type of Spellweaver 
    you like to play.  If you are defensive then you will want Spell Trap, 
    also Chain Contingency can be used to both Offensive and Defensive 
    purposes.  For those of you that love to summon allies, then the 
    Planetar spells are very good, there are a few Damage spells on offer, 
    and you should pick Comet, Dragon's Breath or Energy Blades infront of 
    Meteor Swarm.  Imprisonment might be useful against creatures that 
    probably posess no big treasure, or somebody you just cannot kill and 
    don't mind losing the loot. If you have high Wisdom then Wish can be 
    very useful, and Shapechange can be used to a variety of purposes.  If 
    you are going through an area with lots of lesser enemies, then Wail of 
    the Banshee can be a possible pick as well.
    
    Acknowledgements
    -----------------------------------
    Bioware for developing a very fine game.
    Dan Simpson for producing a great FAQ on the game.
    Aaron O'Neil for his excelleny Shadow Keeper program.